Some snippets of FC PK: unbonded then bonded

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Everesta
Posts: 118
Joined: Tue Aug 09, 2016 11:24 am

Some snippets of FC PK: unbonded then bonded

Post by Everesta » Wed Jul 10, 2024 11:20 am

Hieronymus and I had been fighting Gok, Trill, Wukong, and Rig in and around FD.

Wukong rip 1:


Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Wounded SP:Bursting MV:Winded >
#Ok. $target is now set to {dark}.

A Shienaran guard bellows 'Trolloc found! Trill was found at Inner Gate of the Keep.'

* N HP:Wounded SP:Bursting MV:Winded >

East: A tough Shienaran soldier waits here.
South: *Trill* is here, fighting Hieronymus.
West: A tough Shienaran soldier waits here.

* N HP:Wounded SP:Bursting MV:Winded >
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Wounded SP:Bursting MV:Winded >
They aren't here.

* N HP:Wounded SP:Bursting MV:Winded >
They aren't here.

* N HP:Wounded SP:Bursting MV:Winded >
They aren't here.

* N HP:Wounded SP:Bursting MV:Winded > They aren't here.

* N HP:Wounded SP:Bursting MV:Winded >

A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Wounded SP:Bursting MV:Winded >
Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Wounded SP:Bursting MV:Winded > They aren't here.
*Trill* has arrived from the south.


* N HP:Wounded SP:Bursting MV:Winded > Nobody here by that name.

* N HP:Wounded SP:Bursting MV:Winded >

They aren't here.

* N HP:Wounded SP:Bursting MV:Winded >
Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Wounded SP:Bursting MV:Winded > They aren't here.

* N HP:Wounded SP:Bursting MV:Winded >

North: An Illuminator's assistant stands here carrying some colored tubes.
South: A Shienaran guard patrols here, watching you carefully.


* N HP:Wounded SP:Bursting MV:Winded > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
Hieronymus has arrived from the south.
A seasoned Shienaran soldier has arrived from the south.

* N HP:Wounded SP:Bursting MV:Winded >

The snow stops.
They aren't here.

* N HP:Wounded SP:Full MV:Tiring > East: A tough Shienaran soldier waits here.
South: A Shienaran guard patrols here, watching you carefully.
West: A tough Shienaran soldier waits here.

* N HP:Wounded SP:Full MV:Tiring > Arglebargle, glop-glyf!?!

* N HP:Wounded SP:Full MV:Tiring >


* N HP:Wounded SP:Full MV:Tiring > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Wounded SP:Full MV:Tiring >
Players in your Zone
--------------------
Hieronymus - Center of the Courtyard
Everesta - Center of the Courtyard
You sense shadowspawn nearby.


* N HP:Wounded SP:Full MV:Tiring > East: A tough Shienaran soldier waits here.
South: A Shienaran guard patrols here, watching you carefully.
West: A tough Shienaran soldier waits here.


* N HP:Wounded SP:Full MV:Tiring > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Wounded SP:Full MV:Tiring >
#Ok. $target is now set to {dark}.

Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Wounded SP:Full MV:Tiring >

You see the distant figure of someone leaping from the keep's tower.


* N HP:Wounded SP:Full MV:Tiring > The temperature is about 0 degrees.
The sky is cloudy, and a calm wind comes from the south.


* N HP:Wounded SP:Full MV:Tiring >
It is 9 o'clock am, on the 13th day of the month of Taisham, year 1580.
According to legend and prophecy, this is the First Turn of the Wheel.
The Shadow grows stronger as Teveyl is raised as a dreadlord.

(Server: Tue Jul 9 23:16:19 2024 EST, last rebooted 23 hours, 13 minutes ago)

* N HP:Wounded SP:Full MV:Tiring > East: A tough Shienaran soldier waits here.
South: A Shienaran guard patrols here, watching you carefully.
West: A tough Shienaran soldier waits here.

* N HP:Wounded SP:Full MV:Tiring >
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Wounded SP:Full MV:Tiring >

Hieronymus bellows 'THEE KKEEP STANDS'

* N HP:Wounded SP:Full MV:Tiring > Players in your Zone
--------------------
Hieronymus - Center of the Courtyard
Everesta - Center of the Courtyard
You sense shadowspawn nearby.


* N HP:Wounded SP:Full MV:Tiring > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Wounded SP:Full MV:Tiring >

East: A tough Shienaran soldier waits here.
South: A Shienaran guard patrols here, watching you carefully.
West: A tough Shienaran soldier waits here.
Hieronymus leaves south.
A seasoned Shienaran soldier leaves south.

* N HP:Wounded SP:Full MV:Tiring >
They aren't here.

* N HP:Wounded SP:Full MV:Tiring >
Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A scarred Shienaran soldier with a topknot stands here.
Lord Hieronymus the Lieutenant is standing here.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Wounded SP:Full MV:Tiring >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
Hieronymus has arrived from the north.
A seasoned Shienaran soldier has arrived from the north.

* N HP:Wounded SP:Full MV:Tiring >
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
*Rig* is standing here, riding a shadow stallion.
*Wukong* is resting here.
*Gok* is standing here.
Hieronymus has arrived from the north.
A seasoned Shienaran soldier has arrived from the north.
Hieronymus slashes *Rig*'s right arm very hard.
*Gok* tries to stab you, but you parry successfully.

* N HP:Wounded SP:Full MV:Winded - Gok: Scratched > You do the best you can!

* N HP:Wounded SP:Full MV:Winded - Gok: Scratched >
The temperature is about 0 degrees.
The sky is cloudy, and a calm wind comes from the south.

* N HP:Wounded SP:Full MV:Winded - Gok: Scratched >
You try to strike *Gok*, but he deflects the blow.
*Gok* tries to stab you, but you deflect the blow.
*Rig* slices Hieronymus's body hard.
Hieronymus slashes *Rig*'s left arm.
*Gok* tries to stab you, but you deflect the blow.

* N HP:Wounded SP:Full MV:Winded - Gok: Scratched >
Rig bellows 'rahhhhhh'


* N HP:Wounded SP:Full MV:Winded - Gok: Scratched >
*Wukong* stops resting, and clambers on his feet.

* N HP:Wounded SP:Full MV:Winded - Gok: Scratched > You panic and attempt to flee!
Hieronymus panics, and attempts to flee!


You flee head over heels.
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
The Fal Dara town crier stands here, spreading the news.

* N HP:Wounded SP:Full MV:Winded >
*Wukong* has arrived from the north.

* N HP:Wounded SP:Full MV:Winded >
Hieronymus narrates 'man'

* N HP:Wounded SP:Full MV:Winded >
*Wukong* tries to lance you, but you parry successfully.

* N HP:Wounded SP:Full MV:Winded - Wukong: Beaten >
You strike *Wukong*'s right arm hard.
*Wukong* tries to lance you, but you deflect the blow.
Arglebargle, glop-glyf!?!


* N HP:Wounded SP:Full MV:Winded - Wukong: Beaten > You do the best you can!

* N HP:Wounded SP:Full MV:Winded - Wukong: Beaten >
*Wukong* panics, and attempts to flee!

* N HP:Wounded SP:Full MV:Winded - Wukong: Beaten >
You panic and attempt to flee!



You flee head over heels.
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
They aren't here.

* N HP:Wounded SP:Full MV:Winded > They aren't here.

* N HP:Wounded SP:Full MV:Winded >


They aren't here.

* N HP:Wounded SP:Full MV:Winded >
They aren't here.

* N HP:Wounded SP:Full MV:Winded > They aren't here.

* N HP:Wounded SP:Full MV:Winded >
They aren't here.

* N HP:Wounded SP:Full MV:Winded >
North: A grand master of the guild ambles by with confidence.
East: *Wukong* is standing here.
South: A man is here.
West: A black cat meanders to an unknown destination.

* N HP:Wounded SP:Full MV:Winded >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Gok* is standing here.
*Rig* is standing here, riding a shadow stallion.
The Fal Dara town crier stands here, spreading the news.
*Gok* tries to stab you, but you parry successfully.
*Rig* tries to slice you, but you deflect the blow.

* N HP:Wounded SP:Full MV:Winded - Gok: Scratched > You do the best you can!

* N HP:Wounded SP:Full MV:Winded - Gok: Scratched >
You panic and attempt to flee!


*Gok* tries to stab you, but you deflect the blow.


You flee head over heels.
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
*Wukong* is standing here.
A scarred Shienaran soldier with a topknot stands here.

* N HP:Wounded SP:Full MV:Winded >
#Ok. $target is now set to {wukong}.

You try to strike *Wukong*, but he parries successfully.

* N HP:Wounded SP:Full MV:Winded - Wukong: Beaten >

You strike *Wukong*'s left leg hard.

* N HP:Wounded SP:Full MV:Winded - Wukong: Critical >
You panic and attempt to flee!


Hieronymus narrates 'you ok?'

You flee head over heels.
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
Alas, you cannot go that way...

* N HP:Wounded SP:Full MV:Winded >
You narrate 'kong crit'

* N HP:Wounded SP:Full MV:Winded >

[embrace ]
You are already in touch with saidar, can't you feel it?


* N HP:Wounded SP:Full MV:Winded > They aren't here.

* N HP:Wounded SP:Full MV:Winded >
They aren't here.

* N HP:Wounded SP:Full MV:Winded > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.

* N HP:Wounded SP:Full MV:Winded >
Players in your Zone
--------------------
Everesta - On the Drawbridge
Hieronymus - Inner Gate of the Keep
You sense shadowspawn nearby.

* N HP:Wounded SP:Full MV:Winded >
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
*Gok* is standing here.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
A scarred Shienaran soldier with a topknot stands here.

* N HP:Wounded SP:Full MV:Winded > You begin to weave the appropriate flows...


*Wukong* leaves south.

- =
The Fal Dara alarm horn sounds loudly.

+ * * +
=
Your target is no longer here!

* N HP:Wounded SP:Full MV:Winded > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Gok* is standing here.
A city lamplighter stands nearby, attending his duties.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
The Fal Dara town crier stands here, spreading the news.
*Rig* tries to slice you, but you parry successfully.


* N HP:Wounded SP:Full MV:Winded - Rig: Hurt >
You do the best you can!

* N HP:Wounded SP:Full MV:Winded - Rig: Hurt > You begin to weave the appropriate flows...

-
*Wukong* tries to lance you, but you deflect the blow.

= + * * + =
Ok.
Streaks of fire flow from your hands, burning *Wukong*.

* N HP:Wounded SP:Full MV:Winded - Rig: Hurt >
You try to strike *Rig*, but he deflects the blow.
A city lamplighter joins your fight!
*Rig* tries to slice you, but you parry successfully.
You dodge a bash from *Rig* who loses his balance and falls!

* N HP:Wounded SP:Full MV:Winded - Rig: Hurt >

*Wukong* sends you sprawling with a powerful bash!

* N HP:Wounded SP:Full MV:Winded - Rig: Hurt >
*Gok* stabs your right leg into bloody fragments!

* N HP:Wounded SP:Full MV:Winded - Rig: Hurt >
*Wukong* howls triumphantly.

* N HP:Wounded SP:Full MV:Winded - Rig: Hurt >
*Gok* stabs your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
A city lamplighter tries to hit Wukong, but he deflects the blow.
*Wukong* lances your head into bloody fragments!
*Rig* slices your body into bloody fragments!
Hieronymus narrates 'they aren't no mob'


You flee head over heels.
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
The Peaceful Knight's Rest
This is an inn favored by the merchants who come to Fal Dara. It is a quiet
and respectable establishment, with many old ornaments and knick-knacks on
display on shelves. Several chairs are arranged around the fireplace, with
a shelf of books within easy reach.
A ledger lies on a small stand.
[ obvious exits: S ]
A high-cantled saddle crafted from durable, well-oiled leather lies here.
A small purse is here. [2]
A grand master of the guild ambles by with confidence.
A gleeman is here, playing a lute.
The innkeeper bustles about, helping guests into rooms.

* N HP:Beaten SP:Full MV:Winded >
Alas, you cannot go that way...

* N HP:Beaten SP:Full MV:Winded > Alas, you cannot go that way...

* N HP:Beaten SP:Full MV:Winded >
You have 58(280) hit, 132(143) saidar and 45(146) movement points.
You have scored 108005540 experience points and 1461 quest points.
You need 494460 exp to level and 1539 qp to rank.
You have amassed 294 Turn points to date.
You have played 19 days and 14 hours (real time).
This ranks you as Everesta the Honored Sister [Gray Ajah 7] (Level 50).
You are standing.

* N HP:Beaten SP:Full MV:Winded >
You narrate 'ate bash'

* N HP:Beaten SP:Full MV:Winded >

Arglebargle, glop-glyf!?!

* N HP:Beaten SP:Full MV:Winded > The Peaceful Knight's Rest
This is an inn favored by the merchants who come to Fal Dara. It is a quiet
and respectable establishment, with many old ornaments and knick-knacks on
display on shelves. Several chairs are arranged around the fireplace, with
a shelf of books within easy reach.
A ledger lies on a small stand.
[ obvious exits: S ]
A high-cantled saddle crafted from durable, well-oiled leather lies here.
A small purse is here. [2]
A grand master of the guild ambles by with confidence.
A gleeman is here, playing a lute.
The innkeeper bustles about, helping guests into rooms.

* N HP:Beaten SP:Full MV:Winded >
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Winded >
Players in your Zone
--------------------
Everesta - The Peaceful Knight's Rest
Hieronymus - On the Drawbridge
You sense shadowspawn nearby.

* N HP:Beaten SP:Full MV:Winded >

Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
You sense a hidden life form in the area...
A Shienaran guard patrols here, watching you carefully.


* N HP:Beaten SP:Full MV:Weary >
Nobody here by that name.

* N HP:Beaten SP:Full MV:Weary > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Rig* is standing here, riding a shadow stallion.
A city lamplighter stands nearby, attending his duties.
The Fal Dara town crier stands here, spreading the news.

* N HP:Beaten SP:Full MV:Weary > Nobody here by that name.

* N HP:Beaten SP:Full MV:Weary >

Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
*Rig* is here, fighting a seasoned Shienaran soldier, riding a shadow stallion.
Lord Hieronymus the Lieutenant is here, fighting Wukong.
*Wukong* is here, fighting Hieronymus.
A seasoned Shienaran soldier is here, fighting Rig.

* N HP:Beaten SP:Full MV:Weary >

On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Weary > Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Weary > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Beaten SP:Full MV:Weary >
Players in your Zone
--------------------
Everesta - Center of the Courtyard
Hieronymus - Before the Keep
You sense shadowspawn nearby.

* N HP:Beaten SP:Full MV:Weary >
Entrance Foyer
You have entered a large entry foyer. Functional tapestries, colorful
but simple, line the walls. Iron candelabra are evenly spaced between the
tapestries to provide an even light. Directly across from the main door of
the keep is a heavy wooden door, elegantly carved to signify its importance.
Corridors lead off to the east and to the west.
[ obvious exits: N E S W ]
A Shienaran sergeant watches for the enemy here.

* N HP:Beaten SP:Full MV:Weary >
You have 58(280) hit, 132(143) saidar and 26(146) movement points.
You have scored 108005540 experience points and 1461 quest points.
You need 494460 exp to level and 1539 qp to rank.
You have amassed 294 Turn points to date.
You have played 19 days and 14 hours (real time).
This ranks you as Everesta the Honored Sister [Gray Ajah 7] (Level 50).
You are standing.

* N HP:Beaten SP:Full MV:Weary >
Hieronymus narrates 'bashed crit'


* N HP:Beaten SP:Full MV:Weary > You narrate 'inside beat'

* N HP:Beaten SP:Full MV:Weary >

There doesn't seem to be a fluiud in a backpack.

* N HP:Beaten SP:Full MV:Weary > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Beaten SP:Full MV:Weary >
You get a thin vial of yellow fluid from a backpack.

* N HP:Beaten SP:Full MV:Weary >

You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* N HP:Beaten SP:Full MV:Winded > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a war saddle with stirrups is hidden here.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Beaten SP:Full MV:Winded >

A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Winded >
Players in your Zone
--------------------
Hieronymus - The Crossing
Everesta - Center of the Courtyard
You sense shadowspawn nearby.

* N HP:Beaten SP:Full MV:Winded > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* N HP:Beaten SP:Full MV:Winded >

A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Winded >
Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.


* N HP:Beaten SP:Full MV:Winded > They aren't here.

* N HP:Beaten SP:Full MV:Winded > They aren't here.

* N HP:Beaten SP:Full MV:Winded >




Your heartbeat calms down more as you feel less panicked.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Tiring > They aren't here.

* N HP:Beaten SP:Full MV:Tiring > They aren't here.

* N HP:Beaten SP:Full MV:Tiring > They aren't here.

* N HP:Beaten SP:Full MV:Tiring >
Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Tiring >
[embrace ]
You are already in touch with saidar, can't you feel it?

* N HP:Beaten SP:Full MV:Tiring > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Winded >



* N HP:Beaten SP:Full MV:Winded >
They aren't here.

* N HP:Beaten SP:Full MV:Winded > They aren't here.


* N HP:Beaten SP:Full MV:Winded > They aren't here.

* N HP:Beaten SP:Full MV:Winded > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Winded >



* N HP:Beaten SP:Full MV:Winded >
They aren't here.

* N HP:Beaten SP:Full MV:Winded >
They aren't here.

* N HP:Beaten SP:Full MV:Winded >
They aren't here.

* N HP:Beaten SP:Full MV:Winded > They aren't here.

* N HP:Beaten SP:Full MV:Winded > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Winded >
#Ok. $target is now set to {dark}.



They aren't here.

* N HP:Beaten SP:Full MV:Winded > They aren't here.


* N HP:Beaten SP:Full MV:Winded > They aren't here.

* N HP:Beaten SP:Full MV:Winded > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Winded >

#Ok. $notstatus is now set to { N HP}.
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 1.4 lbs and wearing 24.1 lbs, peanuts.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 149, Dodging bonus: 154, Parrying bonus: 181
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- REFRESH
- SOURCE
- NOTICE
- STRENGTH
- NO QUIT
- ARMOR
- WARDER BOND to reil


* N HP:Beaten SP:Full MV:Tiring >
They aren't here.

* N HP:Beaten SP:Full MV:Tiring >
They aren't here.

* N HP:Beaten SP:Full MV:Tiring > They aren't here.

* N HP:Beaten SP:Full MV:Tiring >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Tiring >
Players in your Zone
--------------------
Everesta - On the Drawbridge
Hieronymus - The Peaceful Knight's Rest
You sense shadowspawn nearby.

* N HP:Beaten SP:Full MV:Tiring >
They aren't here.


* N HP:Beaten SP:Full MV:Tiring >
They aren't here.

* N HP:Beaten SP:Full MV:Tiring >
They aren't here.

* N HP:Beaten SP:Full MV:Tiring > They aren't here.


* N HP:Beaten SP:Full MV:Tiring > They aren't here.

* N HP:Beaten SP:Full MV:Tiring >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Full MV:Tiring > Players in your Zone
--------------------
Everesta - On the Drawbridge
Hieronymus - The Peaceful Knight's Rest
You sense shadowspawn nearby.

* N HP:Beaten SP:Full MV:Tiring >
#Ok. $target is now set to {wukong}.


Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
The corpse of a seasoned Shienaran soldier is lying here.
A hanging lantern lights the path.

* N HP:Beaten SP:Full MV:Tiring > Nobody here by that name.

* N HP:Beaten SP:Full MV:Tiring >

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
A gleeman is here, wearing a cloak of different colored patches.
The Fal Dara town crier stands here, spreading the news.
*Rig* tries to slice you, but you parry successfully.

* N HP:Beaten SP:Full MV:Tiring - Rig: Hurt > You begin to weave the appropriate flows...
*Wukong* tries to lance you, but you parry successfully.

-
*Wukong* tries to lance you, but you parry successfully.
The gleeman joins your fight!
The gleeman bellows 'A trolloc is in the city at The Crossing!'
The gleeman panics, and attempts to flee!
*Rig* tries to slice you, but you parry successfully.
The gleeman tries to pierce Wukong, but he parries successfully.

= + * * + =
Ok.
Streaks of fire flow from your hands, burning *Wukong*.

* N HP:Beaten SP:Strong MV:Tiring - Rig: Hurt >
You panic and attempt to flee!


The gleeman tries to pierce Wukong, but he parries successfully.



You flee head over heels.
Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
A ratter is here, hunting shadoweyes.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Strong MV:Tiring > They aren't here.

* N HP:Beaten SP:Strong MV:Tiring >

The Fal Dara alarm horn sounds loudly.
*Wukong* is here, fighting the gleeman.
*Rig* is standing here, riding a shadow stallion.
The gleeman is here, fighting Wukong.
The Fal Dara town crier stands here, spreading the news.

* N HP:Beaten SP:Strong MV:Tiring > They aren't here.


* N HP:Beaten SP:Strong MV:Tiring >

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Rig* is standing here, riding a shadow stallion.
The Fal Dara town crier stands here, spreading the news.

* N HP:Beaten SP:Strong MV:Tiring > They aren't here.

* N HP:Beaten SP:Strong MV:Tiring > Nobody here by that name.

* N HP:Beaten SP:Strong MV:Tiring >

Main Road
The hard stone road leads only south, toward the city gate, and north to the
towering walls of Fal Dara Keep. The streets are lined with farmers who have
come to seek shelter inside the city walls, and their belongings lie stacked
against the walls of the buildings to the east and west. This truly is rough
times for the folk of the borderlands.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.

* N HP:Beaten SP:Strong MV:Winded > They aren't here.

* N HP:Beaten SP:Strong MV:Winded >
Arglebargle, glop-glyf!?!

* N HP:Beaten SP:Strong MV:Tiring >

Alas, you cannot go that way...

* N HP:Beaten SP:Strong MV:Tiring > They aren't here.

* N HP:Beaten SP:Strong MV:Tiring >


The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Rig* is standing here, riding a shadow stallion.
The Fal Dara town crier stands here, spreading the news.

* N HP:Beaten SP:Strong MV:Tiring >
They aren't here.

* N HP:Beaten SP:Strong MV:Tiring >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
*Gok* is standing here.

* N HP:Beaten SP:Strong MV:Winded > They aren't here.
*Gok* tries to stab you, but you parry successfully.

* N HP:Beaten SP:Strong MV:Winded - Gok: Scratched > Nobody here by that name.

* N HP:Beaten SP:Strong MV:Winded - Gok: Scratched >

Arglebargle, glop-glyf!?!

* N HP:Beaten SP:Strong MV:Winded - Gok: Scratched > You panic and attempt to flee!



You flee head over heels.
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.
A man is here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A wild stallion bucks madly.

* N HP:Beaten SP:Strong MV:Winded > East: A Shienaran guard patrols here, watching you carefully.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
West: A run-down looking man wanders aimlessly, collecting lost belongings.

* N HP:Beaten SP:Strong MV:Winded >

A bloodstock stallion stops following you.
You start riding him.

* R N HP:Beaten SP:Strong MV:Winded >
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R N HP:Beaten SP:Strong MV:Winded >
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A gleeman is here, wearing a cloak of different colored patches.


* R N HP:Beaten SP:Strong MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
An elite Shienaran guard attends his duties.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R N HP:Beaten SP:Strong MV:Winded > Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A Shienaran guard patrols here, watching you carefully.

* R N HP:Beaten SP:Strong MV:Winded > Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A man meanders here, quietly speaking to himself.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R N HP:Beaten SP:Strong MV:Winded >

Arglebargle, glop-glyf!?!

* R N HP:Battered SP:Strong MV:Winded >
Alas, you cannot go that way...

* R N HP:Battered SP:Strong MV:Winded >
Alas, you cannot go that way...

* R N HP:Battered SP:Strong MV:Winded >
Alas, you cannot go that way...

* R N HP:Battered SP:Strong MV:Winded >
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A well-dressed man peals his bell, alerting people to the latest news.

* R N HP:Battered SP:Strong MV:Winded > Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A Shienaran guard patrols here, watching you carefully.

* R N HP:Battered SP:Strong MV:Winded >

Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A mangy cat scurries around trying not to get stepped on.

* R N HP:Battered SP:Strong MV:Winded > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A shaggy brown mare stands here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R N HP:Battered SP:Strong MV:Winded >

You narrate 'another fs on him'

* R N HP:Battered SP:Strong MV:Winded >
Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.


* R N HP:Battered SP:Strong MV:Winded >
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

* R N HP:Battered SP:Strong MV:Winded >
Alas, you cannot go that way...

* R N HP:Battered SP:Strong MV:Winded >
Alas, you cannot go that way...

* R N HP:Battered SP:Strong MV:Winded >
Alas, you cannot go that way...
Hieronymus narrates 'gok 1s of pkr'

* R N HP:Battered SP:Strong MV:Winded > Alas, you cannot go that way...

* R N HP:Battered SP:Strong MV:Winded > Alas, you cannot go that way...

* R N HP:Battered SP:Strong MV:Winded >

[diag mount]
A bloodstock stallion is in excellent condition.
A bloodstock stallion is strong.

* R N HP:Battered SP:Strong MV:Winded > Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A grizzled Shienaran veteran looks on.

* R N HP:Battered SP:Strong MV:Winded >

Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.

* R N HP:Battered SP:Strong MV:Winded >
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

* R N HP:Battered SP:Strong MV:Winded >
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.

* R N HP:Battered SP:Strong MV:Winded >
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A figure stands here, ready to collect unwanted things.

* R N HP:Battered SP:Strong MV:Winded > Side Road
As the commercial district is left behind, small houses spring up along this
stretch of road. It appears that the road turns along behind the castle off
to the east.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

* R N HP:Battered SP:Strong MV:Winded >
{target}={wukong}
>

End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R N HP:Battered SP:Strong MV:Winded > Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A man is here.
A ratter is here, hunting shadoweyes.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* R N HP:Battered SP:Strong MV:Winded >
A Shienaran guard patrols here, watching you carefully.
The Fal Dara town crier stands here, spreading the news.

* R N HP:Battered SP:Strong MV:Winded >

[embrace ]
You are already in touch with saidar, can't you feel it?

* R N HP:Battered SP:Strong MV:Winded >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
The Fal Dara town crier stands here, spreading the news.

* R N HP:Battered SP:Strong MV:Winded >
North: You sense a hidden life form in the area...
East: A man is here.
South: A gleeman is here, wearing a cloak of different colored patches.

* R N HP:Battered SP:Strong MV:Winded > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
The Fal Dara town crier stands here, spreading the news.

* R N HP:Battered SP:Strong MV:Winded >
You sense a hidden life form in the area...
*Rig* is standing here, riding a shadow stallion.
*Wukong* is standing here.

* R N HP:Battered SP:Strong MV:Winded >
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
The corpse of a seasoned Shienaran soldier is lying here.
A hanging lantern lights the path.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
You sense a hidden life form in the area...
*Rig* is standing here, riding a shadow stallion.
*Wukong* is standing here.

* R N HP:Battered SP:Strong MV:Winded > You begin to weave the appropriate flows...


*Wukong* tries to lance you, but you dodge the attack.

- = +
*Gok* tries to stab you, but you parry successfully.

*
*Gok* tries to stab you, but you parry successfully.
*Wukong* tries to lance you, but you parry successfully.

*
*Wukong* panics, and attempts to flee!

+ =
Ok.
Streaks of fire flow from your hands, burning *Wukong*.
*Wukong* is mortally wounded, and will die soon, if not aided.

* R N HP:Battered SP:Strong MV:Winded - Wukong: Critical >

*Gok* assumes an offensive striking posture.

* R N HP:Battered SP:Strong MV:Winded - Wukong: Critical > *Gok* tries to stab you, but you parry successfully.
You panic and attempt to flee!
You dodge a bash from *Rig* who loses his balance and falls!



You flee head over heels.
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
The Fal Dara town crier stands here, spreading the news.
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
The corpse of a seasoned Shienaran soldier is lying here.
A hanging lantern lights the path.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Gok* is standing here.
*Rig* is standing here, riding a shadow stallion.
*Wukong* is lying here, mortally wounded.


* R N HP:Battered SP:Strong MV:Winded >
You strike *Wukong*'s body extremely hard.
*Wukong* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
You gain a level!
Your blood freezes as you hear *Wukong*'s death cry.

* R N HP:Battered SP:Strong MV:Winded > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
The Fal Dara town crier stands here, spreading the news.

* R N HP:Battered SP:Strong MV:Winded > They aren't here.

* R N HP:Battered SP:Strong MV:Winded >
You don't see an al here.

* R N HP:Battered SP:Strong MV:Winded >


Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A man is here.
A ratter is here, hunting shadoweyes.
A Shienaran guard patrols here, watching you carefully.
A wild stallion bucks madly.
A Shienaran guard patrols here, watching you carefully.

* R N HP:Battered SP:Strong MV:Winded > Arglebargle, glop-glyf!?!

* R N HP:Battered SP:Strong MV:Winded > End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R N HP:Battered SP:Strong MV:Winded >
You narrate 'rip'



Hieronymus died, I continued to fight in FD, they jumped out, we chased to the Blight.


First engagement:


* R N HP:Scratched SP:Bursting MV:Full - Reil: Scratched - the writhing grass: Battered >
Theryin narrates 'on'

* R N HP:Scratched SP:Bursting MV:Full - Reil: Scratched - the writhing grass: Battered >
Reil crushes the writhing grass's trunk into bloody fragments!
The writhing grass barely tickles Reil's left foot with its hit.
You strike the writhing grass's branch extremely hard.

* R N HP:Scratched SP:Bursting MV:Full - Reil: Scratched - the writhing grass: Beaten >
#Ok. $target is now set to {dark}.

In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is here, fighting the writhing grass, riding a warhorse.
The writhing grass is here, fighting Reil.

* R N HP:Scratched SP:Bursting MV:Full - Reil: Scratched - the writhing grass: Beaten >
* R N HP:Scratched SP:Bursting MV:Full - Reil: Scratched - the writhing grass: Beaten >

Reil narrates 'sec'

* R N HP:Scratched SP:Bursting MV:Full - Reil: Scratched - the writhing grass: Beaten > Players in your Zone
--------------------
Everesta - In a Dying Orchard
Reil - In a Dying Orchard

* R N HP:Scratched SP:Bursting MV:Full - Reil: Scratched - the writhing grass: Beaten >
Reil crushes the writhing grass's roots into bloody fragments!
The writhing grass tickles Reil's body with its hit.
You strike the writhing grass's branch extremely hard.
The writhing grass is incapacitated and will slowly die, if not aided.

* R N HP:Scratched SP:Bursting MV:Full - the writhing grass: Critical >
You say 'useful.'

* R N HP:Scratched SP:Bursting MV:Full - the writhing grass: Critical >
#Ok. $target is now set to {dark}.

In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is here, fighting the writhing grass, riding a warhorse.
The writhing grass is lying here, incapacitated.

* R N HP:Scratched SP:Bursting MV:Full - the writhing grass: Critical >

Reil crushes the writhing grass's trunk into bloody fragments!
The writhing grass is dead! R.I.P.
You receive your share of experience...
Not tired of this yet?
Your blood freezes as you hear the writhing grass's death cry.

* R N HP:Scratched SP:Bursting MV:Full > The temperature is about 35 degrees.
The sky is cloudy, and a mild wind comes from the north.

* R N HP:Scratched SP:Bursting MV:Full >

Reil leaves east riding a warhorse.
You follow Reil.

The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
The corpse of the blighted tree is lying here. [3]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
*Rig* is here, fighting Theryin, riding a shadow stallion.
Theryin of Andor is here, fighting Trill, riding a bloodstock stallion.
*Trill* is here, fighting Theryin.
*Wukong* is here, fighting Theryin.
You sense a hidden life form in the area...

* R N HP:Scratched SP:Bursting MV:Full > Reil tries to crush *Wukong*, but he parries successfully.
[embrace ]
You are already in touch with saidar, can't you feel it?

* R N HP:Scratched SP:Bursting MV:Full >

Theryin leaves east riding a bloodstock stallion.
*Trill* tries to pierce you, but you parry successfully.

* R N HP:Scratched SP:Bursting MV:Full - Trill: Wounded >
Players in your Zone
--------------------
Theryin - The Blight
Everesta - The Blight
Reil - The Blight
You sense shadowspawn nearby.
A faint rush of colors swirl in your head.

* R N HP:Scratched SP:Bursting MV:Full - Trill: Wounded > You begin to weave the appropriate flows...

- = + *
Theryin has arrived from the east, riding a bloodstock stallion.


*Trill* tries to pierce you, but you deflect the blow.
*Wukong* lances Reil's left leg.

*
*Rig* tries to slice Theryin, but he parries successfully.

+ = -
*Trill* tries to pierce you, but you parry successfully.


Reil sends *Wukong* sprawling with a powerful bash!

- = +
You draw some energy from the statuette in your hand.
You lost control of Saidar!
*Trill* assumes a defensive striking posture.

* R N HP:Scratched SP:Full MV:Full - Trill: Wounded >
Reil looks at *Wukong*.


* R N HP:Scratched SP:Full MV:Full - Trill: Wounded > You begin to weave the appropriate flows...


*Trill* tries to pierce you, but you deflect the blow.
Reil crushes *Wukong*'s body hard.

- = +
*Rig* sends Theryin sprawling with a powerful bash!

* * + =
*Trill* assumes an offensive striking posture.

-
Reil narrates 'we on ent fermin'

- =
*Rig* slices Theryin's left leg extremely hard.
*Trill* tries to pierce you, but you deflect the blow.
Reil crushes *Wukong*'s head very hard.

+
You draw some energy from the statuette in your hand.
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Gok*.

* R N HP:Scratched SP:Strong MV:Full - Trill: Wounded >
You say 'I like the odds.'

* R N HP:Scratched SP:Strong MV:Full - Trill: Wounded > You begin to weave the appropriate flows...


*Rig* looks at Reil.

-
*Gok* stabs Reil's head.
*Trill* tries to pierce you, but you parry successfully.

= + *
*Rig* hisses 'ew'


*Gok* stabs Reil's body.
*Rig* slices Theryin's body into bloody fragments!
*Trill* tries to pierce you, but you parry successfully.
Fermin tries to pierce *Gok*, but he parries successfully.

* + =
*Gok* now follows *Rig*.

- -
Reil avoids being bashed by *Wukong* who loses his balance and falls!

= +
You draw some energy from the statuette in your hand.
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Gok*.

* R N HP:Scratched SP:Strong MV:Full - Trill: Wounded >
#Ok. $target is now set to {rig}.

*Gok* avoids being bashed by Reil who loses his balance and falls!
*Wukong* avoids being bashed by Reil who loses his balance and falls!

* R N HP:Scratched SP:Strong MV:Full - Trill: Wounded > Fermin tries to pierce *Gok*, but he parries successfully.
You begin to weave the appropriate flows...

-
Fermin tries to pierce *Gok*, but he parries successfully.
*Gok* stabs Reil's body hard.
*Trill* tries to pierce you, but you deflect the blow.

= +
*Gok* is now a member of *Rig*'s group.

* *
*Rig* avoids being bashed by Theryin who loses his balance and falls!

+ = - - = +
Fermin tries to pierce *Gok*, but he deflects the blow.
*Gok* barely stabs Reil's body.
You try to strike *Trill*, but he deflects the blow.
*Trill* tries to pierce you, but you parry successfully.
*Gok* stabs Reil's body.
You draw some energy from the statuette in your hand.
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Rig*.
*Gok* assumes an offensive striking posture.

* R N HP:Scratched SP:Strong MV:Full - Trill: Wounded >
#Ok. $target is now set to {trill}.
You begin to weave the appropriate flows...


Theryin avoids being bashed by *Rig* who loses his balance and falls!

- = +
*Wukong* sends Reil sprawling with a powerful bash!

* * +
*Wukong* looks at Reil.

=
*Wukong* barely lances Reil's body.
Fermin tries to pierce *Gok*, but he parries successfully.
*Gok* stabs Reil's body.
*Trill* tries to pierce you, but you parry successfully.

-
Fermin tries to pierce *Gok*, but he deflects the blow.
*Gok* stabs Reil's body.

- = +
You draw some energy from the statuette in your hand.
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Trill*.

* R N HP:Scratched SP:Strong MV:Full - Trill: Battered >
Theryin sends *Rig* sprawling with a powerful bash!

* R N HP:Scratched SP:Strong MV:Full - Trill: Battered >
#Ok. $target is now set to {wukong}.
You begin to weave the appropriate flows...

-
*Wukong* looks at you.

= +
*Wukong* lances Reil's right arm hard.
Fermin tries to pierce *Gok*, but he parries successfully.
*Gok* stabs Reil's right arm.
Theryin scythes *Rig*'s left leg hard.
*Trill* tries to pierce you, but you deflect the blow.
Theryin stops using a silver etched shield.

* * +
*Gok* stabs Reil's left leg hard.
*Trill* tries to pierce you, but you parry successfully.

=
Theryin binds a silver etched shield to his arm.

-
*Trill* panics, and attempts to flee!

- = +
You draw some energy from the statuette in your hand.
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Wukong*.

* R N HP:Scratched SP:Strong MV:Full - Trill: Battered >
#Ok. $target is now set to {rig}.
Fermin tries to pierce *Gok*, but he deflects the blow.
*Gok* stabs Reil's body.
Theryin scythes *Rig*'s right leg very hard.
*Trill* swiftly dodges your attempt to strike him.
*Trill* tries to pierce you, but you parry successfully.
You begin to weave the appropriate flows...
*Trill* panics, and attempts to flee!

- = +
*Trill* leaves east.

*
Fermin tries to pierce *Gok*, but he deflects the blow.
*Gok* stabs Reil's body.

* + =
Reil sends *Gok* sprawling with a powerful bash!
Reil sends *Wukong* sprawling with a powerful bash!

- -
Fermin pierces *Gok*'s body very hard.
Theryin tries to scythe *Rig*, but he deflects the blow.
*Rig* slices Theryin's right leg very hard.
Reil crushes *Wukong*'s body very hard.
Reil crushes *Gok*'s right leg into bloody fragments!
Theryin now follows Reil.

=
+
You draw some energy from the statuette in your hand.
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Rig*.

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded > Nobody here by that name.

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded >
*Rig* panics, and attempts to flee!

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded >
Reil narrates 'i'm zerk'

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded >
Reil crushes *Gok*'s body into bloody fragments!


#Ok. $target is now set to {dark}.
* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded >

*Rig* leaves west riding a shadow stallion.

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded > You do the best you can!

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded >


You try to strike *Wukong*, but he parries successfully.
Fermin pierces *Gok*'s right arm extremely hard.
Reil crushes *Gok*'s body into bloody fragments!
Reil crushes *Wukong*'s right foot hard.
You do the best you can!

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded >
You do the best you can!

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded >
You do the best you can!


* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded > You do the best you can!


* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded > You do the best you can!


* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded > You do the best you can!

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded > You do the best you can!

* R N HP:Scratched SP:Strong MV:Full - Reil: Wounded - Wukong: Wounded > You begin to weave the appropriate flows...

-
*Wukong* looks at Theryin.

=
Fermin tries to pierce *Gok*, but he dodges the attack.
*Gok* barely stabs Reil's right hand.
Reil tries to crush *Gok*, but he deflects the blow.
*Gok* panics, and attempts to flee!

+
*Gok* leaves north.
*Wukong* panics, and attempts to flee!

*
Reil crushes *Wukong*'s right arm very hard.
*Wukong* lances Reil's right leg.
Fermin tries to pierce *Wukong*, but he parries successfully.
*Wukong* leaves west.

* + = -
Reil leaves west riding a warhorse.
Theryin leaves west riding a bloodstock stallion.
You follow Reil.


-
=
Cancelled.
They aren't here.

* R N HP:Scratched SP:Strong MV:Full >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
The corpse of the writhing grass is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Fermin from Two Rivers is standing here.


Second engagement, I inadvertently get Theryin killed.



Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
The corpse of a hideous trolloc is lying here.
Theryin of Andor is standing here, riding a bloodstock stallion.
Lord Reil Endymion is standing here, riding a warhorse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Scratched SP:Strong MV:Strong >
Players in your Zone
--------------------
Theryin - Abandoned Square
Reil - Abandoned Square
Everesta - Abandoned Square
You sense shadowspawn nearby.

* R N HP:Scratched SP:Strong MV:Strong >

Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
A gory tuft of flesh lies abandoned on the ground.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Trill* is standing here.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
A hideous trolloc is here, in a world of hurt.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
*Wukong* tries to lance you, but you deflect the blow.

* R N HP:Scratched SP:Strong MV:Strong - Wukong: Hurt > No way! You're fighting for your life!
*Rig* tries to slice you, but you deflect the blow.

* R N HP:Scratched SP:Strong MV:Strong - Wukong: Hurt >

*Rig* tries to slice you, but you deflect the blow.
You try to strike *Wukong*, but he deflects the blow.
*Wukong* tries to lance you, but you deflect the blow.


* R N HP:Scratched SP:Strong MV:Strong - Wukong: Hurt > You panic and attempt to flee!




You flee head over heels.
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Trill* is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
You try to strike *Trill*, but he parries successfully.

* R N HP:Scratched SP:Strong MV:Strong - Trill: Wounded > You do the best you can!

* R N HP:Scratched SP:Strong MV:Strong - Trill: Wounded > You do the best you can!

* R N HP:Scratched SP:Strong MV:Strong - Trill: Wounded > You do the best you can!
*Rig* slices your left arm into bloody fragments!

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
*Rig* is here, fighting YOU!, riding a shadow stallion.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Trill* is here, fighting YOU!
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
*Rig* tries to slice you, but you deflect the blow.
A Dha'vol trolloc joins Rig's fight!
*Trill* tries to pierce you, but you parry successfully.
You try to strike *Trill*, but he parries successfully.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
Reil narrates 'need to get water'

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
You narrate '1n 1w'

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >

*Trill* pierces your left leg extremely hard.


* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded > You panic and attempt to flee!


*Wukong* has arrived from the east.


A Dha'vol trolloc tries to cleave you, but you deflect the blow.
*Trill* pierces your body very hard.
*Trill* swiftly dodges your attempt to strike him.
Reil has arrived from the east, riding a warhorse.
Theryin has arrived from the east, riding a bloodstock stallion.
Theryin tries to scythe *Wukong*, but he parries successfully.
You flee head over heels.
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
A gory tuft of flesh lies abandoned on the ground.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A hideous trolloc is here, in a world of hurt.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
The corpse of a hideous trolloc is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Wounded SP:Strong MV:Strong > You narrate 'ok'

* R N HP:Wounded SP:Strong MV:Strong >
You narrate 'nvm'

* R N HP:Wounded SP:Strong MV:Strong >


Players in your Zone
--------------------
Everesta - Abandoned Square
Theryin - A Dusty Bedroom
Reil - A Dusty Bedroom
You sense shadowspawn nearby.

* R N HP:Wounded SP:Strong MV:Strong > Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
The corpse of a hideous trolloc is lying here.
A thick, leather backpack lies abandoned here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Wounded SP:Strong MV:Strong > The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
The corpse of the blighted tree is lying here. [2]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Fermin from Two Rivers is standing here.

* R N HP:Wounded SP:Strong MV:Strong >
Players in your Zone
--------------------
Everesta - The Blighted Woods
Theryin - A Dusty Bedroom
Reil - A Dusty Bedroom
Fermin - The Blighted Woods
You sense shadowspawn nearby.

* R N HP:Wounded SP:Strong MV:Strong >

Fermin coughs and shivers.
Your heartbeat calms down more as you feel less panicked.
The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Full >
Alas, you cannot go that way...

* R N HP:Hurt SP:Strong MV:Full > That's impossible, I'm afraid.

* R N HP:Hurt SP:Strong MV:Full >

Your eyesight is not so keen.

* R N HP:Hurt SP:Strong MV:Full >
The Blighted Woods
Deep within the woods, the trees give off a foul scent as of an infected
wound in need of treatment. The onslaught of disease not only manifests
itself in the defiled trees, but in the dry gray soil, the wilted flowers,
the parched vines and the blackened moss.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A web-like fungus with a black tubular body covers a nearby rock.
A web-like fungus with a black tubular body covers a nearby rock.

* R N HP:Hurt SP:Strong MV:Full >
Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Full > Ok.

* R N HP:Hurt SP:Strong MV:Full >

Theryin of Andor is sitting here, riding a bloodstock stallion.
Lord Reil Endymion is sitting here, riding a warhorse.
*Wukong* is here, fighting Theryin.
*Rig* is here, fighting Reil, riding a shadow stallion.
A Dhai'mon trolloc is here, fighting Theryin.

* R N HP:Hurt SP:Strong MV:Full > Players in your Zone
--------------------
Everesta - Near the Thicket
Theryin - A Dusty Bedroom
Reil - A Dusty Bedroom
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Full >

It's already open!
The brokengate closes quietly.


* R N HP:Hurt SP:Strong MV:Full > The brokengate seems to be closed.

* R N HP:Hurt SP:Strong MV:Full > They aren't here.

* R N HP:Hurt SP:Strong MV:Full >
You narrate '1'

* R N HP:Hurt SP:Strong MV:Full >


Ok.
The brokengate closes quietly.

* R N HP:Hurt SP:Strong MV:Full > The brokengate seems to be closed.

* R N HP:Hurt SP:Strong MV:Full > They aren't here.

* R N HP:Hurt SP:Strong MV:Full >
Ok.
The brokengate closes quietly.

* R N HP:Hurt SP:Strong MV:Full > The brokengate seems to be closed.

* R N HP:Hurt SP:Strong MV:Full >
The Blighted Woods
Deep within the woods, the trees give off a foul scent as of an infected
wound in need of treatment. The onslaught of disease not only manifests
itself in the defiled trees, but in the dry gray soil, the wilted flowers,
the parched vines and the blackened moss.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A web-like fungus with a black tubular body covers a nearby rock.
A web-like fungus with a black tubular body covers a nearby rock.

* R N HP:Hurt SP:Strong MV:Full >

The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Full >
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
Alas, you cannot go that way...

* R N HP:Hurt SP:Strong MV:Full > Alas, you cannot go that way...


* R N HP:Hurt SP:Strong MV:Full >
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
The corpse of the blighted tree is lying here. [2]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
The corpse of a hideous trolloc is lying here.
A thick, leather backpack lies abandoned here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
The corpse of a hideous trolloc is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Reil has arrived from the north, riding a warhorse.
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
A gory tuft of flesh lies abandoned on the ground.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

* R N HP:Hurt SP:Strong MV:Strong >
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Trill* is standing here.
Theryin of Andor is here, fighting Wukong, riding a bloodstock stallion.
*Wukong* is here, fighting Theryin.
*Rig* is standing here, riding a shadow stallion.
A Dhai'mon trolloc is here, fighting Theryin.

* R N HP:Hurt SP:Strong MV:Strong > You try to strike *Trill*, but he parries successfully.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
*Trill* tries to pierce you, but you parry successfully.
You try to strike *Trill*, but he parries successfully.
A Dhai'mon trolloc hacks Theryin's head.
*Wukong* lances Theryin's right leg very hard.
Theryin scythes *Wukong*'s body.
*Wukong* avoids being bashed by Theryin who loses his balance and falls!
*Wukong* sends Theryin sprawling with a powerful bash!

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
*Trill* tries to pierce you, but you deflect the blow.
*Rig* tries to slice you, but you parry successfully.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
Reil narrates 'off that'
*Rig* assumes an offensive striking posture.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
No-one by that name here.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
*Trill* tries to pierce you, but you deflect the blow.
You try to strike *Trill*, but he deflects the blow.
A Dhai'mon trolloc hacks Theryin's left arm hard.
*Wukong* lances Theryin's left foot very hard.


* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >
Ok.


* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded > Mood changed to: Wimpy
Wimpy reset to: 140 hit points.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded > You panic and attempt to flee!


*Trill* tries to pierce you, but you parry successfully.
You flee head over heels.
Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
The brokengate closes quietly.

* R N HP:Hurt SP:Strong MV:Strong >
* R N HP:Hurt SP:Strong MV:Strong >

The Blighted Woods
Deep within the woods, the trees give off a foul scent as of an infected
wound in need of treatment. The onslaught of disease not only manifests
itself in the defiled trees, but in the dry gray soil, the wilted flowers,
the parched vines and the blackened moss.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A web-like fungus with a black tubular body covers a nearby rock.
A web-like fungus with a black tubular body covers a nearby rock.

* R N HP:Hurt SP:Strong MV:Strong >
Alas, you cannot go that way...

* R N HP:Hurt SP:Strong MV:Strong > The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Players in your Zone
--------------------
Theryin - Deserted Guest House
Reil - Under the Trees
Everesta - The Blighted Woods
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong >
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
The corpse of the blighted tree is lying here. [2]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R N HP:Hurt SP:Strong MV:Strong > Players in your Zone
--------------------
Everesta - The Blighted Woods
Theryin - Deserted Guest House
Reil - Under the Trees
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong >
Obvious exits:
North - Too dark to tell
East - Too dark to tell
South - Too dark to tell

* R N HP:Hurt SP:Strong MV:Strong >
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
The corpse of the blighted tree is lying here. [2]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
You can't find it!


* R N HP:Hurt SP:Strong MV:Strong > The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
The corpse of the blighted tree is lying here. [2]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >

#Ok. $notstatus is now set to { N HP}.
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 0.0 lbs and wearing 22.2 lbs, peanuts.
Your base abilities are: Str:16 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 148, Dodging bonus: 147, Parrying bonus: 167
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- NOTICE
- WARDER BOND to reil
- ARMOR
- NO QUIT

* R N HP:Hurt SP:Strong MV:Strong > They aren't here.

* R N HP:Hurt SP:Strong MV:Strong >
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
The corpse of the blighted tree is lying here. [2]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Players in your Zone
--------------------
Reil - At the Stagnant Pond
Theryin - Abandoned Square
Everesta - The Blighted Woods
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong >

Players in your Zone
--------------------
Reil - Beneath the Gnarled Trees
Theryin - Dreary Cottage
Everesta - The Blighted Woods
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong > The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Players in your Zone
--------------------
Everesta - The Blighted Woods
Theryin - Abandoned Square
Reil - Beneath the Gnarled Trees
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong >
The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R N HP:Hurt SP:Strong MV:Strong > Players in your Zone
--------------------
Everesta - The Blighted Woods
Theryin - Abandoned Square
Reil - Beneath the Gnarled Trees
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong >
Reil narrates 'am 1w of ent'

* R N HP:Hurt SP:Strong MV:Strong >

Players in your Zone
--------------------
Theryin - At the Fountain
Everesta - The Blighted Woods
Reil - Beneath the Gnarled Trees
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong > The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
The corpse of the blighted tree is lying here. [2]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >

Reil narrates 'with ancients'

* R N HP:Hurt SP:Strong MV:Strong > Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
The corpse of a hideous trolloc is lying here.
A thick, leather backpack lies abandoned here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Players in your Zone
--------------------
Everesta - Woods Near the Village
Theryin - At the Fountain
Reil - Beneath the Gnarled Trees
You sense shadowspawn nearby.

* R N HP:Hurt SP:Strong MV:Strong >


They aren't here.

* R N HP:Hurt SP:Strong MV:Strong >
They aren't here.

* R N HP:Hurt SP:Strong MV:Strong > They aren't here.


* R N HP:Hurt SP:Strong MV:Strong > Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
The corpse of a hideous trolloc is lying here.
A thick, leather backpack lies abandoned here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong > Players in your Zone
--------------------
Everesta - Woods Near the Village
Theryin - At the Fountain
Reil - Beneath the Gnarled Trees
You sense shadowspawn nearby.


* R N HP:Hurt SP:Strong MV:Strong >
Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
The corpse of a hideous trolloc is lying here.
A thick, leather backpack lies abandoned here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
The corpse of a hideous trolloc is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Hurt SP:Strong MV:Strong >
Your blood freezes as you hear someone's death cry.
They aren't here.

* R N HP:Hurt SP:Strong MV:Strong > They aren't here.

* R N HP:Hurt SP:Strong MV:Strong >
At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
The corpse of Theryin is lying here.
A dagger has been left here.
A padded leather helmet lies here.
A grimy shirt lies here.
A set of bulky shoulderpads lies here.
A pair of oily gloves is abandoned here.
A full wooden shield rests on the ground here.
A discarded pair of dirty trousers is on the ground.
A pair of crimson laced boots lies on the ground.
A revolting well bubbles with the blood of the sacrificed.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Trill* is standing here.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A hideous trolloc is here, in a world of hurt.
*Trill* tries to pierce you, but you parry successfully.
*Wukong* tries to lance you, but you deflect the blow.


* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded >

*Trill* tries to pierce you, but you parry successfully.

* R N HP:Hurt SP:Strong MV:Strong - Trill: Wounded > No way! You're fighting for your life!
*Rig* slices your body extremely hard.

* R N HP:Wounded SP:Strong MV:Strong - Trill: Wounded >
No way! You're fighting for your life!

* R N HP:Wounded SP:Strong MV:Strong - Trill: Wounded >
You panic and attempt to flee!
*Trill* gets a pair of lissome leather boots with metal capped toes from the corpse of Theryin.
*Trill* gets a set of riveted chainmail leggings from the corpse of Theryin.
*Trill* gets a shiny copper dagger from the corpse of Theryin.
*Trill* gets a belt with a buckle of cuendillar from the corpse of Theryin.
*Trill* gets a finely crafted axe from the corpse of Theryin.
*Trill* gets a silver etched shield from the corpse of Theryin.
*Trill* gets a silver Kandori wristcuff from the corpse of Theryin.
*Trill* gets a silver Kandori wristcuff from the corpse of Theryin.
*Trill* gets a sturdy pair of full leather gauntlets from the corpse of Theryin.
*Trill* gets a pair of riveted chainmail sleeves from the corpse of Theryin.
*Trill* gets a backpack from the corpse of Theryin.
*Trill* gets a black, silver-embroidered cape from the corpse of Theryin.
*Trill* gets a tunic of finely-crafted chain from the corpse of Theryin.
*Trill* gets a shimmering chain of gold from the corpse of Theryin.
*Trill* gets a shimmering chain of gold from the corpse of Theryin.
*Trill* gets a rimmed round helmet from the corpse of Theryin.
*Trill* gets a gold ring delicately carved with ivy from the corpse of Theryin.
*Trill* gets a jade signet ring from the corpse of Theryin.
*Trill* gets an oilstone from the corpse of Theryin.
*Trill* gets a mirrored lantern from the corpse of Theryin.

Everesta
Posts: 118
Joined: Tue Aug 09, 2016 11:24 am

Re: Some snippets of FC PK: unbonded then bonded

Post by Everesta » Wed Jul 10, 2024 11:23 am

We fight Ragan a bit, Fermin stabs one crit Winding and they all go to save him. We kill Trill here:


In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
Fermin from Two Rivers is standing here.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R HP:Wounded SP:Bursting MV:Weary >

Fermin narrates 'fled n'
You narrate 'wound'

* R HP:Wounded SP:Bursting MV:Weary >
North: *Gok* is standing here.

* R HP:Wounded SP:Bursting MV:Weary >
#Ok. $notstatus is now set to { N HP}.
You start paying increased attention to your surroundings.

* R N HP:Wounded SP:Bursting MV:Weary > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
Fermin from Two Rivers is standing here.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Bursting MV:Weary >

A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Gok* is standing here.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
*Gok* tries to stab you, but you parry successfully.

* R N HP:Wounded SP:Bursting MV:Haggard - Gok: Scratched > You do the best you can!
*Wukong* tries to lance you, but you deflect the blow.
*Rig* tries to slice you, but you deflect the blow.

* R N HP:Wounded SP:Bursting MV:Haggard - Gok: Scratched >

The temperature is about 80 degrees.
The sky is rainy, and a calm wind comes from the north.

* R N HP:Wounded SP:Bursting MV:Haggard - Gok: Scratched > You panic and attempt to flee!



*Rig* tries to slice you, but you deflect the blow.
*Wukong* tries to lance you, but you parry successfully.
*Gok* tries to stab you, but you parry successfully.
Reil has arrived from the south, riding a warhorse.


Reil crushes *Rig*'s head hard.
*Gok* assumes an offensive striking posture.

*Gok* tries to stab you, but you deflect the blow.
Fermin pierces *Wukong*'s body.
You flee head over heels.
A Winding Road
The road continues east and west here, stolidly continuing around the
watchtower to the southeast. To the north and northwest, trees and bushes
can be seen, though they have a strange, sickly appearance. A cold wind
blows from the north, cutting through even the warmest clothes.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
You narrate 'nod'

* R N HP:Wounded SP:Bursting MV:Haggard >

Fermin from Two Rivers is here, fighting Wukong.
Lord Reil Endymion is here, fighting Rig, riding a warhorse.
*Gok* is here, fighting Fermin.
*Wukong* is here, fighting Fermin.
*Rig* is here, fighting Reil, riding a shadow stallion.
*Trill* tries to pierce you, but you deflect the blow.

* R N HP:Wounded SP:Bursting MV:Haggard - Trill: Wounded > A Winding Road
The road continues east and west here, stolidly continuing around the
watchtower to the southeast. To the north and northwest, trees and bushes
can be seen, though they have a strange, sickly appearance. A cold wind
blows from the north, cutting through even the warmest clothes.
[ obvious exits: N E W ]
*Trill* is here, fighting YOU!
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Wounded SP:Bursting MV:Haggard - Trill: Wounded >
Fermin from Two Rivers is here, fighting Wukong.
Lord Reil Endymion is here, fighting Rig, riding a warhorse.
*Gok* is here, fighting Fermin.
*Wukong* is here, fighting Fermin.
*Rig* is here, fighting Reil, riding a shadow stallion.

* R N HP:Wounded SP:Bursting MV:Haggard - Trill: Wounded >

*Trill* swiftly dodges your attempt to strike him.
*Trill* tries to pierce you, but you deflect the blow.

* R N HP:Wounded SP:Bursting MV:Haggard - Trill: Wounded > You panic and attempt to flee!


#Ok. $target is now set to {dark}.

Reil narrates 'bashed'
You flee head over heels.
A Sickly Forest
The smell of over-ripe vegitation fills your nostrils. This section of the
forest is strangely blighted compared to most of the other areas. The limbs
of the oak trees are heavy with corruption, and the spines on the pine
cones are razor sharp, hoping to catch a traveler unaware.
[ obvious exits: E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran scout blends into the surroundings here.
A gray palfrey prances skittishly nearby.
[embrace ]
You are already in touch with saidar, can't you feel it?

* R N HP:Wounded SP:Bursting MV:Haggard >

The temperature is about 80 degrees.
The sky is rainy, and a calm wind comes from the north.

* R N HP:Wounded SP:Bursting MV:Haggard >
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
A soft leather pouch has been discarded here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Wounded SP:Bursting MV:Haggard >
Reil narrates 'rig'
A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R N HP:Wounded SP:Bursting MV:Haggard >
Alas, you cannot go that way...

* R N HP:Wounded SP:Bursting MV:Haggard > They aren't here.

* R N HP:Wounded SP:Bursting MV:Haggard >
Nobody here by that name.

* R N HP:Wounded SP:Bursting MV:Haggard >
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
A soft leather pouch has been discarded here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R N HP:Wounded SP:Bursting MV:Haggard >
A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Fermin from Two Rivers is here, fighting Wukong.
Lord Reil Endymion is here, fighting Rig, riding a warhorse.
*Gok* is here, fighting Fermin.
*Wukong* is here, fighting Fermin.
*Rig* is sitting here, riding a shadow stallion.

* R N HP:Wounded SP:Bursting MV:Haggard > You try to strike *Trill*, but he deflects the blow.

* R N HP:Wounded SP:Bursting MV:Haggard - Trill: Wounded > *Trill* tries to pierce you, but you parry successfully.
*Gok* tries to stab Fermin, but he parries successfully.
You begin to weave the appropriate flows...

- = + *
*Trill* tries to pierce you, but you deflect the blow.
*Gok* tries to stab Fermin, but he parries successfully.
Fermin tries to pierce *Wukong*, but he parries successfully.
Reil crushes *Rig*'s body very hard.

*
*Wukong* looks at Fermin.

+
*Trill* assumes an offensive striking posture.

= - - = +
Fermin tries to pierce *Wukong*, but he deflects the blow.
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Trill*.

* R N HP:Wounded SP:Strong MV:Haggard - Trill: Battered >
#Ok. $target is now set to {rig}.
You begin to weave the appropriate flows...


*Trill* tries to pierce you, but you parry successfully.
*Gok* tries to stab Fermin, but he deflects the blow.
Fermin pierces *Wukong*'s right leg hard.

- = +
*Wukong* sends Fermin sprawling with a powerful bash!

*
*Rig* sends Reil sprawling with a powerful bash!

* + = -
*Rig* hisses 'this lag is so terrible'


*Trill* tries to pierce you, but you deflect the blow.
*Gok* stabs Fermin's left arm into bloody fragments!

- =
*Trill* tries to pierce you, but you parry successfully.
*Gok* stabs Fermin's body into bloody fragments!
Fermin panics, and attempts to flee!
*Rig* slices Reil's left foot.
*Wukong* lances Fermin's head into bloody fragments!

+
Theryin chats 'you know.. I may as well just go abs, gonna get hit just as much as with combo'
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Rig*.

* R N HP:Wounded SP:Strong MV:Haggard - Trill: Battered >

Fermin leaves north.
*Rig* assumes a defensive striking posture.

* R N HP:Wounded SP:Strong MV:Haggard - Trill: Battered > You begin to weave the appropriate flows...


*Gok* stabs Reil's left arm hard.

-
Fermin narrates 'wukong batt'

= +
*Wukong* tries to lance you, but you deflect the blow.

*
*Trill* assumes an offensive striking posture.

* + =
*Gok* stabs Reil's left arm hard.
*Trill* tries to pierce you, but you parry successfully.
*Rig* slices Reil's body hard.
*Gok* stabs Reil's left leg hard.
*Trill* pierces your right arm into bloody fragments!
Ouch! You couldn't maintain the flows.

* R N HP:Wounded SP:Strong MV:Haggard - Trill: Battered >
You panic and attempt to flee!



Reil narrates 'off'
*Wukong* sends you sprawling with a powerful bash!
You flee head over heels.
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
A soft leather pouch has been discarded here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Battered SP:Strong MV:Haggard >





Reil has arrived from the west, riding a warhorse.

* R N HP:Battered SP:Strong MV:Haggard >
Reil leaves north riding a warhorse.

* R N HP:Battered SP:Strong MV:Haggard > You have 137(280) hit, 113(143) saidar and 14(146) movement points.
You have scored 108500001 experience points and 1461 quest points.
You need 1727319362 exp to level and 1539 qp to rank.
You have amassed 336 Turn points to date, ranking you Ta'veren Seventh.
You have played 19 days and 15 hours (real time).
This ranks you as Everesta the Honored Sister [Gray Ajah 7] (Level 51).
You are sitting.

* R N HP:Battered SP:Strong MV:Haggard > You narrate 'fl'

* R N HP:Battered SP:Strong MV:Haggard > Your heartbeat calms down more as you feel less panicked.
You stand up.

* R N HP:Wounded SP:Strong MV:Weary > #Ok. $notstatus is now set to { HP}.
You stop paying increased attention to your surroundings.

* R HP:Wounded SP:Strong MV:Weary > A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Wounded SP:Strong MV:Weary > A Winding Road
The road continues east and west here, stolidly continuing around the
watchtower to the southeast. To the north and northwest, trees and bushes
can be seen, though they have a strange, sickly appearance. A cold wind
blows from the north, cutting through even the warmest clothes.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Wounded SP:Strong MV:Weary >

A Winding Road
The road bends east and south here, around a hill. The road has been packed
hard beneath the hooves of many a horse, and the boot of many an
infantryman. To the southeast, crowning the hill, are the broken remains of
a Shienaran watchtower, now all but useless.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Wounded SP:Strong MV:Weary > Players in your Zone
--------------------
Reil - In the Remains of a Crumbling Tower
Everesta - A Winding Road
Fermin - A Winding Road
You sense shadowspawn nearby.

* R HP:Wounded SP:Strong MV:Weary >


A Winding Road
The road continues east and west here, stolidly continuing around the
watchtower to the southeast. To the north and northwest, trees and bushes
can be seen, though they have a strange, sickly appearance. A cold wind
blows from the north, cutting through even the warmest clothes.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Wounded SP:Strong MV:Weary > A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Wounded SP:Strong MV:Weary > Alas, you cannot go that way...

* R HP:Wounded SP:Strong MV:Weary >
#Ok. $target is now set to {dark}.


Reil narrates 'i'm comie'

* R HP:Wounded SP:Strong MV:Weary >
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R HP:Wounded SP:Strong MV:Weary > Players in your Zone
--------------------
Everesta - In the Remains of a Crumbling Tower
Reil - In the Remains of a Crumbling Tower
Fermin - A Winding Road
You sense shadowspawn nearby.

* R HP:Wounded SP:Strong MV:Weary >

* R HP:Wounded SP:Strong MV:Weary >
#Ok. $notstatus is now set to { N HP}.
You start paying increased attention to your surroundings.

* R N HP:Wounded SP:Strong MV:Weary > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Strong MV:Weary >
[embrace ]
You are already in touch with saidar, can't you feel it?

* R N HP:Wounded SP:Strong MV:Weary >
[channel 'cure serious wounds']
You begin to weave the appropriate flows...

- = + * * + =
Fermin has arrived from the north.

- - = + *
Ok.
You channel flows of Air and Spirit into Reil, healing him.

* R N HP:Wounded SP:Strong MV:Weary >

Fermin leaves up.

* R N HP:Wounded SP:Strong MV:Weary > Reil assumes an offensive striking posture.
[channel 'cure serious wounds']
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
You channel flows of Air and Spirit into Reil, healing him.

* R N HP:Wounded SP:Strong MV:Weary >
[channel 'cure serious wounds']
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
You channel flows of Air and Spirit into Reil, healing him.

* R N HP:Wounded SP:Strong MV:Weary >
Reil has quite a few wounds.

* R N HP:Wounded SP:Strong MV:Weary >
[channel 'cure serious wounds']
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
You channel flows of Air and Spirit into Reil, healing him.

* R N HP:Wounded SP:Strong MV:Weary >

Ok.

* R N HP:Wounded SP:Strong MV:Weary >
#Ok. $target is now set to {dark}.


In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Strong MV:Weary > East: *Trill* is standing here.
Up: Fermin from Two Rivers is standing here.

* R N HP:Wounded SP:Strong MV:Weary >
#Ok. $notstatus is now set to { N HP}.
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 1.2 lbs and wearing 21.0 lbs, peanuts.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 157, Dodging bonus: 148, Parrying bonus: 181
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- NOTICE
- STRENGTH
- NO QUIT
- WARDER BOND to reil
- ARMOR

* R N HP:Wounded SP:Strong MV:Weary >
The temperature is about 80 degrees.
The sky is rainy, and a calm wind comes from the south.

* R N HP:Wounded SP:Strong MV:Weary >
*Trill* is standing here.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
*Gok* is standing here.


* R N HP:Wounded SP:Strong MV:Weary >
They aren't here.

* R N HP:Wounded SP:Strong MV:Weary >
They aren't here.

* R N HP:Wounded SP:Strong MV:Weary >
They aren't here.

* R N HP:Wounded SP:Strong MV:Weary > They aren't here.

* R N HP:Wounded SP:Strong MV:Weary >

You narrate 'they 1e'

* R N HP:Wounded SP:Strong MV:Weary > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Strong MV:Weary >
Players in your Zone
--------------------
Fermin - Atop a Crumbling Watch Tower
Everesta - In the Remains of a Crumbling Tower
Reil - In the Remains of a Crumbling Tower
You sense shadowspawn nearby.

* R N HP:Wounded SP:Strong MV:Weary >
[embrace ]
You feel the flows of saidar coursing through your body.

* R N HP:Wounded SP:Strong MV:Weary >
Reil assumes an offensive striking posture.

* R N HP:Wounded SP:Strong MV:Weary >
[channel 'cure serious wounds']
Nobody here by that name.

* R N HP:Wounded SP:Strong MV:Weary >
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Strong MV:Weary >
You have absolutely no idea how to weave the flows required.

* R N HP:Wounded SP:Strong MV:Weary >

In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Strong MV:Weary > Ok.

* R N HP:Wounded SP:Strong MV:Weary >

Reil narrates 'gonna hit'
*Trill* is standing here.
*Wukong* is standing here.
*Rig* is standing here, riding a shadow stallion.
*Gok* is standing here.

* R N HP:Wounded SP:Strong MV:Weary > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Strong MV:Weary >
Reil assumes an offensive striking posture.

* R N HP:Wounded SP:Strong MV:Weary >
#Ok. $target is now set to {dark}.

In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Wounded SP:Strong MV:Weary >
The temperature is about 80 degrees.
The sky is rainy, and a calm wind comes from the south.


* R N HP:Wounded SP:Strong MV:Weary > Players in your Zone
--------------------
Fermin - Atop a Crumbling Watch Tower
Everesta - In the Remains of a Crumbling Tower
Reil - In the Remains of a Crumbling Tower
You sense shadowspawn nearby.

* R N HP:Wounded SP:Strong MV:Weary >
Fermin has arrived from above.

* R N HP:Wounded SP:Strong MV:Weary >
You stop riding him.

* N HP:Wounded SP:Strong MV:Weary >

#Ok. $notstatus is now set to { N HP}.
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 1.2 lbs and wearing 21.0 lbs, peanuts.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 149, Dodging bonus: 154, Parrying bonus: 181
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- NOTICE
- STRENGTH
- NO QUIT
- WARDER BOND to reil
- ARMOR

* N HP:Wounded SP:Strong MV:Weary > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
Fermin from Two Rivers is standing here.
A Domani razor stands here, eyes keen and swishing its tail.
Lord Reil Endymion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* N HP:Wounded SP:Strong MV:Weary >
#Ok. $target is now set to {dark}.

*Rig* has arrived from the east, riding a shadow stallion.
*Gok* has arrived from the east.
*Wukong* has arrived from the east.
*Trill* has arrived from the east.

* N HP:Wounded SP:Strong MV:Weary >

*Gok* tries to stab Fermin, but he parries successfully.
Reil intercepts *Rig*'s attack on his mount.
*Rig* slices Reil's body.

* N HP:Wounded SP:Strong MV:Weary >
A sergeant bellows 'The myrddraal Rig has been spotted!'
A sergeant bellows 'Argh! The foul beast Gok has been spotted!'
A sergeant bellows 'Argh! The foul beast Wukong has been spotted!'
The Shienaran commander bellows 'The criminal Wukong shall pay for his crimes!'
The Shienaran commander bellows 'Argh! The foul beast Wukong has been spotted!'
The Shienaran commander lances Wukong's body.
A sergeant bellows 'Argh! The foul beast Trill has been spotted!'
The Shienaran commander bellows 'The criminal Trill shall pay for his crimes!'
The Shienaran commander bellows 'Argh! The foul beast Trill has been spotted!'
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
*Trill* is standing here.
*Wukong* is here, fighting the Shienaran commander.
*Gok* is here, fighting Fermin.
*Rig* is here, fighting Reil, riding a shadow stallion.
Fermin from Two Rivers is here, fighting Gok.
A Domani razor stands here, eyes keen and swishing its tail.
Lord Reil Endymion is here, fighting Rig, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
The Shienaran commander is here, fighting Wukong.
*Trill* tries to pierce Fermin, but he deflects the blow.

* N HP:Wounded SP:Strong MV:Weary >
* N HP:Wounded SP:Strong MV:Weary > Fermin panics, and attempts to flee!
You try to strike *Trill*, but he parries successfully.


* N HP:Wounded SP:Strong MV:Weary - Fermin: Battered - Trill: Battered >
*Gok* stabs Fermin's right hand extremely hard.
[embrace ]
You feel the flows of saidar coursing through your body.

* N HP:Wounded SP:Strong MV:Weary - Fermin: Battered - Trill: Battered > Reil moves swiftly to protect you.
Fermin leaves north.
You begin to weave the appropriate flows...

- = +
*Wukong* panics, and attempts to flee!

*
*Trill* pierces Reil's left leg.
The grizzled veteran joins the Shienaran commander's fight!
The grizzled veteran joins the Shienaran commander's fight!
The grizzled veteran joins the Shienaran commander's fight!
The grizzled veteran joins the Shienaran commander's fight!
The Shienaran commander lances Wukong's body.
Reil tries to crush *Rig*, but he deflects the blow.
Reil panics, and attempts to flee!


Reil moves swiftly to protect you.
Reil leaves east riding a warhorse.

*
*Wukong* leaves east.

+ =
*Trill* panics, and attempts to flee!

-
*Trill* leaves north.

-
*Gok* panics, and attempts to flee!

=
#Ok. $target is now set to {dark}.
+
Your target is no longer here!
*Gok* leaves east.

* N HP:Wounded SP:Strong MV:Weary >

*Rig* panics, and attempts to flee!

* N HP:Wounded SP:Strong MV:Weary > You try to strike *Rig*, but he parries successfully.


* N HP:Wounded SP:Strong MV:Weary - the grizzled veteran: Healthy - Rig: Wounded >
You try to strike *Rig*, but he deflects the blow.
The grizzled veteran joins the grizzled veteran's fight!
The grizzled veteran joins the grizzled veteran's fight!
The grizzled veteran joins the grizzled veteran's fight!
The Shienaran commander lances Rig's head.
*Rig* slices the grizzled veteran's right arm extremely hard.
The grizzled veteran pounds Rig's body.
Reil has arrived from the east, riding a warhorse.
*Rig* leaves north riding a shadow stallion.

* N HP:Wounded SP:Strong MV:Weary > They aren't here.

* N HP:Wounded SP:Strong MV:Weary >


Reil leaves north riding a warhorse.
You follow Reil.

A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
Lord Reil Endymion is standing here, riding a warhorse.
*Rig* is standing here, riding a shadow stallion.
*Trill* is standing here.
You try to strike *Rig*, but he deflects the blow.


* N HP:Wounded SP:Strong MV:Weary - Rig: Wounded > Reil tries to crush *Trill*, but he parries successfully.
You do the best you can!

* N HP:Wounded SP:Strong MV:Weary - Rig: Wounded > You do the best you can!

* N HP:Wounded SP:Strong MV:Weary - Rig: Wounded > You do the best you can!
*Trill* assumes an offensive striking posture.

* N HP:Wounded SP:Strong MV:Weary - Rig: Wounded >

*Trill* barely pierces Reil's body.

* N HP:Wounded SP:Strong MV:Weary - Rig: Wounded > You begin to weave the appropriate flows...


*Trill* barely pierces Reil's body.
*Rig* tries to slice you, but you deflect the blow.

- = + * * + =
Reil sends *Trill* sprawling with a powerful bash!

- - =
Reil crushes *Trill*'s right leg into bloody fragments!
Reil narrates '1n trill bashed'

+
Fermin pierces *Trill*'s body into bloody fragments!
Ok.
Fire coalesces in your hands, but fizzles a bit as you launch it at *Rig*.

* N HP:Wounded SP:Good MV:Weary - Rig: Wounded >
You dodge a bash from *Rig* who loses his balance and falls!

* N HP:Wounded SP:Good MV:Weary - Rig: Wounded >
You begin to weave the appropriate flows...

- =
Fermin pierces *Trill*'s body into bloody fragments!
Reil crushes *Trill*'s body into bloody fragments!

+ *
Fermin pierces *Trill*'s body into bloody fragments!

* + = - - =
*Trill* panics, and attempts to flee!

+
Ok.
*Rig* panics, and attempts to flee!
Fire coalesces in your hands, but fizzles a bit as you launch it at *Rig*.

* N HP:Wounded SP:Fading MV:Weary - Rig: Battered >
Fermin tries to pierce *Trill*, but he parries successfully.
Reil crushes *Trill*'s body into bloody fragments!
*Trill* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Trill*'s death cry.
You try to strike *Rig*, but he parries successfully.
Reil gets a blue pouch of flatwort tea from the corpse of Trill.
Reil gets a bubbling draught from the corpse of Trill.
Reil gets a shiny copper dagger from the corpse of Trill.
Reil gets a silver Kandori wristcuff from the corpse of Trill.
Reil gets a silver Kandori wristcuff from the corpse of Trill.
Reil gets a backpack from the corpse of Trill.
Reil gets a black, silver-embroidered cape from the corpse of Trill.
Reil gets a shimmering chain of gold from the corpse of Trill.
Reil gets a shimmering chain of gold from the corpse of Trill.
Reil gets a gold ring delicately carved with ivy from the corpse of Trill.
Reil gets a jade signet ring from the corpse of Trill.
Reil gets an oilstone from the corpse of Trill.
Reil gets a mirrored lantern from the corpse of Trill.
Reil gets a black pair of silver-tooled boots from the corpse of Trill.
Reil gets a pair of earthen colored breeches from the corpse of Trill.
Reil gets a leather water flask from the corpse of Trill.
Reil gets a belt with a buckle of cuendillar from the corpse of Trill.
Reil gets a belt with a buckle of cuendillar from the corpse of Trill.
Reil gets a polished onyx-inlaid shield from the corpse of Trill.
Reil gets a jeweled wristcuff from the corpse of Trill.
Reil gets a jeweled wristcuff from the corpse of Trill.
Reil gets a pair of dark gloves from the corpse of Trill.
Reil gets a set of cloth sleeves from the corpse of Trill.
Reil gets an embroidered, cotton shoulder bag from the corpse of Trill.
Reil gets a gown of exquisite design from the corpse of Trill.
Reil gets a bearskin tunic from the corpse of Trill.
Reil gets a shimmering pendant of obsidian from the corpse of Trill.
Reil gets a shimmering pendant of obsidian from the corpse of Trill.
Reil gets a camouflaged hood from the corpse of Trill.
Reil gets a gold ring from the corpse of Trill.
Reil gets a gold ring from the corpse of Trill.
Fermin tries to pierce *Rig*, but he parries successfully.
You begin to weave the appropriate flows...

-
*Wukong* has arrived from the south.
*Rig* leaves south riding a shadow stallion.

=
Fermin pierces *Wukong*'s body.
*Gok* tries to stab Fermin, but he parries successfully.

+
*Gok* tries to stab Fermin, but he parries successfully.

*
Reil tries to crush *Gok*, but he deflects the blow.

* + = -
*Gok* assumes a defensive striking posture.

-
*Gok* tries to stab Fermin, but he deflects the blow.
Fermin tries to pierce *Wukong*, but he deflects the blow.
*Gok* assumes an offensive striking posture.


= Cancelled.
You try to strike *Gok*, but he parries successfully.

* N HP:Wounded SP:Fading MV:Winded - Fermin: Battered - Gok: Scratched >
You begin to weave the appropriate flows...


*Wukong* sends Fermin sprawling with a powerful bash!
Fermin panics, and attempts to flee!

- = +
A black messenger pigeon flutters its wings.

* *
*Gok* avoids being bashed by Reil who loses his balance and falls!

+
*Gok* stabs Fermin's right hand extremely hard.
*Wukong* lances Fermin's body into bloody fragments!

= -
#Ok. $target is now set to {wukong}.

*Gok* panics, and attempts to flee!


- Cancelled.
You begin to weave the appropriate flows...
*Gok* leaves south.
*Gok* has arrived from the south.


A black messenger pigeon beats its wings harder.

-
Fermin leaves south.


=
*Wukong* tries to lance you, but you parry successfully.


Cancelled.
You do the best you can!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Wounded >
You do the best you can!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Wounded >
A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
The corpse of Trill is lying here.
*Gok* is standing here.
A black messenger pigeon is here.
*Wukong* is here, fighting YOU!
Lord Reil Endymion is standing here, riding a warhorse.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Wounded > You strike *Wukong*'s body.
*Wukong* tries to lance you, but you parry successfully.
Reil tries to crush *Gok*, but he parries successfully.
You begin to weave the appropriate flows...

- =
+
A black messenger pigeon leaves north.

* Cancelled.
No way! You're fighting for your life!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >

*Gok* panics, and attempts to flee!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered > A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
The corpse of Trill is lying here.
*Gok* is here, fighting Reil.
*Wukong* is here, fighting YOU!
Lord Reil Endymion is here, fighting Gok, riding a warhorse.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >

Fermin from Two Rivers is standing here.
A Domani razor stands here, eyes keen and swishing its tail.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered > *Gok* stabs Reil's body.
You try to strike *Wukong*, but he deflects the blow.
Ok.
*Gok* leaves south.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
A sergeant bellows 'Argh! The foul beast Gok has been spotted!'

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
You dodge a bash from *Wukong* who loses his balance and falls!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
Reil leaves south riding a warhorse.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
#Ok. $target is now set to {dark}.

No way! You're fighting for your life!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
You try to strike *Wukong*, but he deflects the blow.
No way! You're fighting for your life!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered > The temperature is about 80 degrees.
The sky is rainy, and a mild wind comes from the north.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
[embrace ]
You feel the flows of saidar coursing through your body.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered > Lord Reil Endymion is standing here, riding a warhorse.
Fermin from Two Rivers is standing here.
A Domani razor stands here, eyes keen and swishing its tail.
A warhorse is here, stamping his feet impatiently.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
Reil has arrived from the south, riding a warhorse.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >
Reil crushes *Wukong*'s body hard.

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered >

A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
The corpse of Trill is lying here.
Lord Reil Endymion is here, fighting Wukong, riding a warhorse.
*Wukong* is here, fighting YOU!

* N HP:Wounded SP:Fading MV:Winded - Wukong: Battered > You begin to weave the appropriate flows...

-
*Wukong* panics, and attempts to flee!

= +
Fermin pierces *Wukong*'s body hard.


*
*Wukong* leaves south.

Everesta
Posts: 118
Joined: Tue Aug 09, 2016 11:24 am

Re: Some snippets of FC PK: unbonded then bonded

Post by Everesta » Wed Jul 10, 2024 11:26 am

We fight a little at trees and oasis. Fermin runs to Lockshear and Reil tries to lead them there. I get caught up and realize I'm bonded in this engagement.


Along a Well-Travelled Path
The thick forest walls rise up on either side to shroud the north and south
running path that cuts through its heart, little of the forest can be seen for
the trees. The path itself is hard packed from hard use by men, wagons and
hooved beasts. To the distant east a tall log palisade can be seen rising up to
block the only easy route through the thick trees.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded > Along a Well-Travelled Path
The forest to either side of the road thins slightly as the log palisade and
the cleared area before its walls looms closer to the east. It is apparent even
from this distance that there is no portal through the defenses of the wall on
this side.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded > Players in your Zone
--------------------
Everesta - Along a Well-Travelled Path
Reil - Manetheren Street
You sense shadowspawn nearby.

* R HP:Scratched SP:Strong MV:Winded >

Alas, you cannot go that way...

* R HP:Scratched SP:Strong MV:Winded >
West of the Palisade - Along a Well Travelled Path
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east and the hard packed
ground of the road widens this clear zone of fire for the archers on the wall.
The road splits upon the balwark of the palisade to head both north and south
around it.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven is visible flying high in the sky.
A Lockshear militiaman glares at his surroundings.
A poor, solemn villager walks by.


* R HP:Scratched SP:Strong MV:Winded >
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Wukong* is here, fighting a Lockshear militiaman.
A Lockshear militiaman is here, fighting Wukong.

* R HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded > Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.

* R HP:Scratched SP:Strong MV:Winded >
Reil narrates 'where was hulking'

* R HP:Scratched SP:Strong MV:Winded >
#Ok. $target is now set to {dark}.



[embrace ]
You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Strong MV:Winded >
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Wukong* is here, fighting a Lockshear militiaman.
A Lockshear militiaman is here, fighting Wukong.


* R HP:Scratched SP:Strong MV:Winded > You try to strike *Wukong*, but he parries successfully.

* R HP:Scratched SP:Strong MV:Winded - a Lockshear militiaman: Scratched - Wukong: Beaten >
The temperature is about 45 degrees.
The sky is cloudy, and a mild wind comes from the north.

* R HP:Scratched SP:Strong MV:Winded - a Lockshear militiaman: Scratched - Wukong: Beaten > You begin to weave the appropriate flows...


*Wukong* panics, and attempts to flee!

- =
*Wukong* panics, and attempts to flee!

+ *
A Lockshear militiaman cleaves Wukong's head.

* + = - - =
*Wukong* leaves north.

+
Your target is no longer here!

* R HP:Scratched SP:Strong MV:Winded >

They aren't here.

* R HP:Scratched SP:Strong MV:Winded >
West of the Palisade - Along a Well Travelled Path
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east and the hard packed
ground of the road widens this clear zone of fire for the archers on the wall.
The road splits upon the balwark of the palisade to head both north and south
around it.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven is visible flying high in the sky.
A Lockshear militiaman glares at his surroundings.
A poor, solemn villager walks by.

* R HP:Scratched SP:Strong MV:Winded > They aren't here.


* R HP:Scratched SP:Strong MV:Winded >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Winded >
A raven starts following you.
They aren't here.


* R HP:Scratched SP:Strong MV:Winded > They aren't here.


* R HP:Scratched SP:Strong MV:Winded > They aren't here.


* R HP:Scratched SP:Strong MV:Winded > Along a Well-Travelled Path
The forest to either side of the road thins slightly as the log palisade and
the cleared area before its walls looms closer to the east. It is apparent even
from this distance that there is no portal through the defenses of the wall on
this side.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven has arrived from the east.

* R HP:Scratched SP:Strong MV:Winded > They aren't here.

* R HP:Scratched SP:Strong MV:Winded >
Your eyesight is not so keen.

* R HP:Scratched SP:Strong MV:Winded >

Along a Well-Travelled Path
The thick forest walls rise up on either side to shroud the north and south
running path that cuts through its heart, little of the forest can be seen for
the trees. The path itself is hard packed from hard use by men, wagons and
hooved beasts. To the distant east a tall log palisade can be seen rising up to
block the only easy route through the thick trees.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven has arrived from the east.

* R HP:Scratched SP:Strong MV:Winded >
They aren't here.


* R HP:Scratched SP:Strong MV:Winded > Along a Well-Travelled Path
The forest to either side of the road thins slightly as the log palisade and
the cleared area before its walls looms closer to the east. It is apparent even
from this distance that there is no portal through the defenses of the wall on
this side.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven has arrived from the west.


* R HP:Scratched SP:Strong MV:Winded >
West of the Palisade - Along a Well Travelled Path
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east and the hard packed
ground of the road widens this clear zone of fire for the archers on the wall.
The road splits upon the balwark of the palisade to head both north and south
around it.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.
A poor, solemn villager walks by.

* R HP:Scratched SP:Strong MV:Winded >
They aren't here.

* R HP:Scratched SP:Strong MV:Winded >
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.
A raven has arrived from the south.


* R HP:Scratched SP:Strong MV:Winded > They aren't here.

* R HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A crow is here flying around.

* R HP:Scratched SP:Strong MV:Winded > They aren't here.

* R HP:Scratched SP:Strong MV:Winded >
Alas, you cannot go that way...


* R HP:Scratched SP:Strong MV:Winded >

Northwest of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the southeast, the
well travelled path that follows the hard line of the palisade keeps the
tenacious forest from beginning to reclaim the land. Here the path curves,
heading south and east.
[ obvious exits: E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A black crow is here, watching.
A crow is here flying around.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.
A raven has arrived from the south.

* R HP:Scratched SP:Strong MV:Winded >
North of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the south, but the
tenacious forest is already beginning to reclaim the land as it sends forth
saplings and sprouts to assault the barren ground. Further west the
well-travelled path stretches around the corner of the palisade and heads
south.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A crow is visible flying high in the sky.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.

* R HP:Scratched SP:Strong MV:Winded >
They aren't here.

* R HP:Scratched SP:Strong MV:Winded >
North of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the south, but the
tenacious forest is already beginning to reclaim the land as it sends forth
saplings and sprouts to assault the barren ground. The log wall stretches
farther to the west, and is breached by a gate to the east. The palisade
wall looks as though it could be climbed from here, with crude hand and
foot holds hacked into the logs.
[ obvious exits: W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Eyes glittering malevolently, a Ghraem'lan trolloc considers its next victim.
Eyes glittering malevolently, a Ghraem'lan trolloc considers its next victim.
A silent, black-robed figure watches you from afar.
A raven has arrived from the west.

* R HP:Scratched SP:Strong MV:Winded >
They aren't here.

* R HP:Scratched SP:Strong MV:Winded >
Reil narrates 'i'm with him'
North of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the south, but the
tenacious forest is already beginning to reclaim the land as it sends forth
saplings and sprouts to assault the barren ground. Further west the
well-travelled path stretches around the corner of the palisade and heads
south.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A crow is visible flying high in the sky.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.

* R HP:Scratched SP:Strong MV:Winded >
Northwest of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the southeast, the
well travelled path that follows the hard line of the palisade keeps the
tenacious forest from beginning to reclaim the land. Here the path curves,
heading south and east.
[ obvious exits: E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A black crow is here, watching.
A crow is here flying around.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.

* R HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A crow is here flying around.

* R HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.
A raven has arrived from the north.

* R HP:Scratched SP:Strong MV:Winded >

West of the Palisade - Along a Well Travelled Path
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east and the hard packed
ground of the road widens this clear zone of fire for the archers on the wall.
The road splits upon the balwark of the palisade to head both north and south
around it.
[ obvious exits: N S W ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Fermin from Two Rivers is standing here.
A Lockshear militiaman glares at his surroundings.
A poor, solemn villager walks by.
A raven has arrived from the north.

* R HP:Scratched SP:Strong MV:Winded >
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the north.

* R HP:Scratched SP:Strong MV:Winded > [diag mount]
A Domani razor is in excellent condition.
A Domani razor is weary.

* R HP:Scratched SP:Strong MV:Winded >
Reil narrates '2e n gate'

* R HP:Scratched SP:Strong MV:Winded >
Players in your Zone
--------------------
Everesta - West of the Palisade
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R HP:Scratched SP:Strong MV:Winded >

Fermin has arrived from the north.

* R HP:Scratched SP:Strong MV:Winded > Fermin leaves south.
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 1.3 lbs and wearing 21.0 lbs, peanuts.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 157, Dodging bonus: 148, Parrying bonus: 181
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- SOURCE
- ARMOR
- WARDER BOND to reil
- NO QUIT
- STRENGTH

* R HP:Scratched SP:Strong MV:Winded >

Someone bellows 'Argh, a trolloc! Someone save me!!!'

* R HP:Scratched SP:Strong MV:Winded > You narrate 'wukong beat'


* R HP:Scratched SP:Strong MV:Winded > Ok.

* R HP:Scratched SP:Strong MV:Winded >

You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 1.3 lbs and wearing 21.0 lbs, peanuts.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 157, Dodging bonus: 148, Parrying bonus: 181
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- ARMOR
- WARDER BOND to reil
- NO QUIT
- STRENGTH

* R HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.

* R HP:Scratched SP:Strong MV:Winded >

#Ok. $notstatus is now set to { N HP}.
You start paying increased attention to your surroundings.

* R N HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.

* R N HP:Scratched SP:Strong MV:Winded >
#Ok. $target is now set to {dark}.


West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.

* R N HP:Scratched SP:Strong MV:Winded > The temperature is about 45 degrees.
The sky is cloudy, and a mild wind comes from the north.


* R N HP:Scratched SP:Strong MV:Winded >
A rat stops following you.
You strike a rat's right leg very hard.

* R N HP:Scratched SP:Strong MV:Winded - a rat: Beaten > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
You sense a hidden life form in the area...
A rat is here, fighting YOU!
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.

* R N HP:Scratched SP:Strong MV:Winded - a rat: Beaten >
#Ok. $target is now set to {dark}.


A rat tries to hit you, but you dodge the attack.
A Lockshear militiaman tries to cleave Gok, but he deflects the blow.
You strike a rat's body into bloody fragments!
A rat is dead! R.I.P.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
The corpse of a rat is lying here.
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman is here, fighting Gok.

* R N HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven has arrived from the north.

* R N HP:Scratched SP:Strong MV:Winded >
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R N HP:Scratched SP:Strong MV:Winded > Players in your Zone
--------------------
Everesta - West of the Palisade
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R N HP:Scratched SP:Strong MV:Winded >
Arglebargle, glop-glyf!?!

* R N HP:Scratched SP:Strong MV:Winded >
Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.

* R N HP:Scratched SP:Strong MV:Winded >


Your heartbeat calms down more as you feel less panicked.
Players in your Zone
--------------------
Everesta - Southwest of the Palisade
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R N HP:Scratched SP:Strong MV:Tiring > #Ok. $notstatus is now set to { N HP}.
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 1.3 lbs and wearing 21.0 lbs, peanuts.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 157, Dodging bonus: 148, Parrying bonus: 181
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- NOTICE
- ARMOR
- WARDER BOND to reil
- NO QUIT
- STRENGTH

* R N HP:Scratched SP:Strong MV:Tiring > Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.

* R N HP:Scratched SP:Strong MV:Tiring >
#Ok. $target is now set to {dark}.

Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
You sense a hidden life form in the area...
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.

* R N HP:Scratched SP:Strong MV:Tiring >

Reil narrates 'fermin in here?'

* R N HP:Scratched SP:Strong MV:Tiring > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven has arrived from the south.

* R N HP:Scratched SP:Strong MV:Winded >


The temperature is about 40 degrees.
The sky is cloudy, and a calm wind comes from the north.

* R N HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the south.

* R N HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
The corpse of a rat is lying here.
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.

* R N HP:Scratched SP:Strong MV:Winded >
Someone narrates 'yeah'


* R N HP:Scratched SP:Strong MV:Winded > Players in your Zone
--------------------
Everesta - West of the Palisade
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R N HP:Scratched SP:Strong MV:Winded >

They aren't here.

* R N HP:Scratched SP:Strong MV:Winded >
They aren't here.
*Trill* has arrived from the north.


* R N HP:Scratched SP:Strong MV:Winded > You try to strike *Trill*, but he parries successfully.

* R N HP:Scratched SP:Strong MV:Winded - Trill: Wounded > You do the best you can!

* R N HP:Scratched SP:Strong MV:Winded - Trill: Wounded >
*Trill* tries to pierce you, but you deflect the blow.
A Lockshear militiaman tries to cleave Trill, but he deflects the blow.
You try to strike *Trill*, but he deflects the blow.

* R N HP:Scratched SP:Strong MV:Winded - Trill: Wounded >
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
The corpse of a rat is lying here.
*Trill* is here, fighting YOU!
A raven is visible flying high in the sky.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman is here, fighting Trill.

* R N HP:Scratched SP:Strong MV:Winded - Trill: Wounded >

The temperature is about 40 degrees.
The sky is cloudy, and a calm wind comes from the north.
*Gok* has arrived from the south.

* R N HP:Scratched SP:Strong MV:Winded - Trill: Wounded >
[embrace ]
You feel the flows of saidar coursing through your body.

* R N HP:Scratched SP:Strong MV:Winded - Trill: Wounded > You begin to weave the appropriate flows...

-
*Trill* tries to pierce you, but you deflect the blow.

= +
*Gok* tries to stab you, but you deflect the blow.

*
*Gok* stabs your body extremely hard.
A Lockshear militiaman tries to cleave Trill, but he deflects the blow.
*Trill* tries to pierce you, but you deflect the blow.
Ouch! You couldn't maintain the flows.

* R N HP:Scratched SP:Strong MV:Winded - Trill: Wounded >


You panic and attempt to flee!
*Gok* assumes a defensive striking posture.


Fermin narrates 'they were outside s gate'
*Gok* assumes an offensive striking posture.

You flee head over heels.
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Irzerk* is here, fighting a Lockshear militiaman.
A poor, solemn villager walks by.
A poor, solemn villager walks by.
A Lockshear militiaman is here, fighting Irzerk.
A pale man wearing farming clothes angrily approaches you.


* R N HP:Scratched SP:Strong MV:Winded > You strike *Irzerk*'s body.

* R N HP:Scratched SP:Strong MV:Winded - a Lockshear militiaman: Scratched - Irzerk: Hurt > You begin to weave the appropriate flows...

- =
*Irzerk* panics, and attempts to flee!

+
*Irzerk* hacks a Lockshear militiaman's head very hard.
A villager panics, and attempts to flee!
A villager leaves east.
The pale farmer joins a Lockshear militiaman's fight!
A Lockshear militiaman tickles Irzerk's body with his cleave.

* * +
Reil narrates 'lol'

= -
*Irzerk* panics, and attempts to flee!
*Gok* tries to stab you, but you deflect the blow.


*Rig* tries to slice you, but you deflect the blow.

-
*Irzerk* leaves east.

= +
Your target is no longer here!

* R N HP:Scratched SP:Strong MV:Winded - Rig: Hurt >
*Trill* has arrived from the north.

* R N HP:Scratched SP:Strong MV:Winded - Rig: Hurt >

You try to strike *Rig*, but he parries successfully.
A Lockshear militiaman says 'You Trill!!! You will die before your time!! '
A Lockshear militiaman tries to cleave Trill, but he parries successfully.
The pale farmer joins a Lockshear militiaman's fight!
*Rig* tries to slice you, but you deflect the blow.
*Gok* tries to stab you, but you deflect the blow.
*Trill* tries to pierce a Lockshear militiaman, but he deflects the blow.
*Gok* tries to stab you, but you deflect the blow.
*Irzerk* has arrived from the east.
You panic and attempt to flee!


*Irzerk* tries to hack you, but you parry successfully.


You flee head over heels.
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Alas, you cannot go that way...

* R N HP:Scratched SP:Strong MV:Winded > Ok.


* R N HP:Scratched SP:Strong MV:Winded > Alas, you cannot go that way...

* R N HP:Scratched SP:Strong MV:Winded >

*Gok* tries to stab you, but you parry successfully.

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
*Gok* is here, fighting YOU!
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched >
*Gok* tries to stab you, but you deflect the blow.

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched >

*Rig* tries to slice you, but you deflect the blow.


* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched > You panic and attempt to flee!


Reil narrates 'had enough shadoweyes'

You flee head over heels.
Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.
South of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the north, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further west the well-travelled path
stretches around the corner of the palisade and heads north.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Trill* is standing here.
*Irzerk* is standing here.
A rat scurries around trying to get out of sight.

* R N HP:Scratched SP:Strong MV:Winded >
*Irzerk* tries to hack you, but you parry successfully.

* R N HP:Scratched SP:Strong MV:Winded - Irzerk: Hurt >
No way! You're fighting for your life!

* R N HP:Scratched SP:Strong MV:Winded - Irzerk: Hurt >

You strike *Irzerk*'s body.
A rat starts following you.
*Irzerk* tries to hack you, but you parry successfully.
*Trill* tries to pierce you, but you deflect the blow.

* R N HP:Scratched SP:Strong MV:Winded - Irzerk: Hurt > You panic and attempt to flee!



Reil narrates 'they know where i ma'



*Trill* tries to pierce you, but you deflect the blow.

You flee head over heels.
Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Rig* is standing here, riding a shadow stallion.
*Gok* is standing here.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.
I see no gate here.

* R N HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Scratched SP:Strong MV:Winded >
Alas, you cannot go that way...


* R N HP:Scratched SP:Strong MV:Winded > Reil narrates 'am*'
Alas, you cannot go that way...


* R N HP:Scratched SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven is visible flying high in the sky.
A Lockshear militiaman glares at his surroundings.


* R N HP:Scratched SP:Strong MV:Winded > Alas, you cannot go that way...

* R N HP:Scratched SP:Strong MV:Winded >
Alas, you cannot go that way...

* R N HP:Scratched SP:Strong MV:Winded >

*Gok* tries to stab you, but you parry successfully.

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched >
No way! You're fighting for your life!


* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched > No way! You're fighting for your life!

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched > No way! You're fighting for your life!


* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched >
*Rig* has arrived from the north, riding a shadow stallion.

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched >
PANIC! You couldn't escape!
*Trill* has arrived from the south.

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched >
You try to strike *Gok*, but he deflects the blow.
A Lockshear militiaman says 'You Trill!!! You will die before your time!! '
A Lockshear militiaman tries to cleave Trill, but he parries successfully.
*Gok* tries to stab you, but you parry successfully.
No way! You're fighting for your life!

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched > No way! You're fighting for your life!

* R N HP:Scratched SP:Strong MV:Winded - Gok: Scratched >


You panic and attempt to flee!


*Rig* slices your body into bloody fragments!


*Irzerk* has arrived from the south.


*Irzerk* tries to hack you, but you parry successfully.


*Trill* pierces a Lockshear militiaman's body.
*Gok* stabs your right arm into bloody fragments!
*Trill* panics, and attempts to flee!

You flee head over heels.
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Alas, you cannot go that way...

* R N HP:Wounded SP:Strong MV:Winded > Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.

* R N HP:Wounded SP:Strong MV:Winded >
Alas, you cannot go that way...


* R N HP:Wounded SP:Strong MV:Winded >

*Irzerk* has arrived from the north.
*Gok* tries to stab you, but you deflect the blow.

* R N HP:Wounded SP:Strong MV:Winded - Gok: Scratched >
*Irzerk* tries to hack you, but you parry successfully.
No way! You're fighting for your life!

* R N HP:Wounded SP:Strong MV:Winded - Gok: Scratched > No way! You're fighting for your life!

* R N HP:Wounded SP:Strong MV:Winded - Gok: Scratched >
No way! You're fighting for your life!


* R N HP:Wounded SP:Strong MV:Winded - Gok: Scratched > Open what?


* R N HP:Wounded SP:Strong MV:Winded - Gok: Scratched > You panic and attempt to flee!


*Trill* has arrived from the north.


*Rig* tries to slice you, but you parry successfully.



*Gok* tries to stab you, but you deflect the blow.
A Lockshear militiaman says 'You Trill!!! You will die before your time!! '
A Lockshear militiaman tries to cleave Trill, but he deflects the blow.
The pale farmer joins a Lockshear militiaman's fight!

You flee head over heels.
South of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the north, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further west the well-travelled path
stretches around the corner of the palisade and heads north.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A rat scurries around trying to get out of sight.
South of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the north, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The log wall stretches farther to the
east and is breached by a gate to the east.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A rat has arrived from the west.

* R N HP:Wounded SP:Strong MV:Winded > Alas, you cannot go that way...

* R N HP:Wounded SP:Strong MV:Winded >
Before the Gates of Lockshear
The tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north. The forest has been pushed back to either
side of the well used path and cleared from the log walls that make up the
settlements meager defenses. The path stretches south into the trees. The
tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north.
[ obvious exits: N E W ]
The corpse of a warhorse is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A rat has arrived from the west.

* R N HP:Wounded SP:Strong MV:Winded >

*Irzerk* has arrived from the west.

* R N HP:Wounded SP:Strong MV:Winded >
*Irzerk* tries to hack you, but you parry successfully.
It's already open!
*Gok* tries to stab you, but you deflect the blow.

* R N HP:Wounded SP:Strong MV:Winded - Irzerk: Hurt > *Rig* slices your right arm into bloody fragments!
No way! You're fighting for your life!

* R N HP:Wounded SP:Strong MV:Winded - Irzerk: Hurt >

*Rig* slices your body into bloody fragments!
You panic and attempt to flee!
*Gok* tries to stab you, but you parry successfully.
*Irzerk* tries to hack you, but you deflect the blow.



*Trill* has arrived from the west.


*Irzerk* closes the southgate.

You flee head over heels.
South of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the north, but the
tenacious forest is already beginning to reclaim the land as it sends forth
saplings and sprouts to assault the barren ground.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
PANIC! You couldn't escape!

* R N HP:Battered SP:Strong MV:Winded > You aren't in touch with saidar to channel it.

* R N HP:Battered SP:Strong MV:Winded >


*Irzerk* has arrived from the west.
Before the Gates of Lockshear
The tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north. The forest has been pushed back to either
side of the well used path and cleared from the log walls that make up the
settlements meager defenses. The path stretches south into the trees. The
tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north.
[ obvious exits: N E W ]
The corpse of a warhorse is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Trill* is standing here.
*Gok* is standing here.
*Rig* is standing here, riding a shadow stallion.
A rat scurries around trying to get out of sight.
*Trill* leaves east.
*Gok* tries to stab you, but you parry successfully.

* R N HP:Battered SP:Strong MV:Winded - Gok: Scratched >
No way! You're fighting for your life!

* R N HP:Battered SP:Strong MV:Winded - Gok: Scratched > No way! You're fighting for your life!

* R N HP:Battered SP:Strong MV:Winded - Gok: Scratched >
*Rig* sends you sprawling with a powerful bash!
You panic and attempt to flee!




*Trill* has arrived from the east.



*Trill* pierces your right leg into bloody fragments!



*Irzerk* has arrived from the east.


*Irzerk* hacks your right leg into bloody fragments!


*Irzerk* hacks your left arm into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.
*Trill* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.
You feel a rush of life as the bond between you and Reil flares.
*Rig* slices your right leg into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.
You feel a rush of life as the bond between you and Reil flares.
*Gok* stabs your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.
*Trill* assumes an offensive striking posture.

You flee head over heels.
South of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the north, but the
tenacious forest is already beginning to reclaim the land as it sends forth
saplings and sprouts to assault the barren ground.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A poor, solemn villager walks by.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
Before the Gates of Lockshear
The tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north. The forest has been pushed back to either
side of the well used path and cleared from the log walls that make up the
settlements meager defenses. The path stretches south into the trees. The
tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north.
[ obvious exits: N E W ]
The corpse of a warhorse is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Irzerk* is standing here.
*Trill* is standing here.
*Gok* is standing here.
*Rig* is standing here, riding a shadow stallion.
A rat scurries around trying to get out of sight.
*Trill* tries to pierce you, but you deflect the blow.

* R N HP:Critical SP:Strong MV:Winded - Trill: Wounded > Arglebargle, glop-glyf!?!

* R N HP:Critical SP:Strong MV:Winded - Trill: Wounded > No way! You're fighting for your life!

* R N HP:Critical SP:Strong MV:Winded - Trill: Wounded >

You feel a rush of life as the bond between you and Reil flares.
*Rig* slices your head into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.
You panic and attempt to flee!


You feel a rush of life as the bond between you and Reil flares.
*Irzerk* hacks your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.



*Irzerk* tries to hack you, but you parry successfully.
*Rig* tries to slice you, but you deflect the blow.
*Trill* tries to pierce you, but you deflect the blow.




Reil narrates 'ev?'

You flee head over heels.
South of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the north, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The log wall stretches farther to the
east and is breached by a gate to the east.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
South of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the north, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further west the well-travelled path
stretches around the corner of the palisade and heads north.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Critical SP:Strong MV:Winded >
Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A pale man wearing farming clothes angrily approaches you.

* R N HP:Critical SP:Strong MV:Winded >
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Critical SP:Strong MV:Winded > Alas, you cannot go that way...

* R N HP:Critical SP:Strong MV:Winded > Alas, you cannot go that way...

* R N HP:Critical SP:Strong MV:Winded >
Alas, you cannot go that way...

* R N HP:Critical SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A raven is visible flying high in the sky.
A Lockshear militiaman glares at his surroundings.

* R N HP:Critical SP:Strong MV:Winded > West of the Palisade - Along a Well Travelled Path
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east and the hard packed
ground of the road widens this clear zone of fire for the archers on the wall.
The road splits upon the balwark of the palisade to head both north and south
around it.
[ obvious exits: N S W ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the south.

* R N HP:Critical SP:Strong MV:Winded > West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.
A raven has arrived from the south.

* R N HP:Critical SP:Strong MV:Winded >
*Irzerk* has arrived from the south.

* R N HP:Critical SP:Strong MV:Winded >

*Irzerk* leaves north.

* R N HP:Critical SP:Strong MV:Winded >
West of the Palisade - Along a Well Travelled Path
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east and the hard packed
ground of the road widens this clear zone of fire for the archers on the wall.
The road splits upon the balwark of the palisade to head both north and south
around it.
[ obvious exits: N S W ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the north.

* R N HP:Critical SP:Strong MV:Winded >
Along a Well-Travelled Path
The forest to either side of the road thins slightly as the log palisade and
the cleared area before its walls looms closer to the east. It is apparent even
from this distance that there is no portal through the defenses of the wall on
this side.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
*Rig* is standing here, riding a shadow stallion.
*Gok* is standing here.
A poor, solemn villager walks by.
A raven has arrived from the east.
*Gok* tries to stab you, but you parry successfully.

* R N HP:Critical SP:Strong MV:Winded - Gok: Scratched >
No way! You're fighting for your life!


* R N HP:Critical SP:Strong MV:Winded - Gok: Scratched > No way! You're fighting for your life!

* R N HP:Critical SP:Strong MV:Winded - Gok: Scratched > *Gok* tries to stab you, but you parry successfully.
No way! You're fighting for your life!


* R N HP:Critical SP:Strong MV:Winded - Gok: Scratched >
You panic and attempt to flee!



*Rig* tries to slice you, but you deflect the blow.



*Rig* tries to slice you, but you deflect the blow.
*Gok* tries to stab you, but you deflect the blow.



Reil narrates 'is draining'


*Rig* tries to slice you, but you deflect the blow.

*Rig* tries to slice you, but you parry successfully.
You try to strike *Gok*, but he parries successfully.
*Gok* tries to stab you, but you parry successfully.
You flee head over heels.
Along a Well-Travelled Path
The thick forest walls rise up on either side to shroud the north and south
running path that cuts through its heart, little of the forest can be seen for
the trees. The path itself is hard packed from hard use by men, wagons and
hooved beasts. To the distant east a tall log palisade can be seen rising up to
block the only easy route through the thick trees.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A poor, solemn villager walks by.
Along a Well-Travelled Path
The thick forest walls rise up on either side to shroud the east and west
running path that cuts through its heart, little of the forest can be seen for
the trees. The path itself is hard packed from hard use by men, wagons and
hooved beasts. The path continues on west through the trees where a larger road
can be glimpsed.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Lockshear militiaman glares at his surroundings.

* R N HP:Critical SP:Strong MV:Weary > Path to Lockshear
The black granite of the Mountains of Dhoom begins to become shrouded by
scattered trees and ground cover in this area and rises up to become solid
forest to the east. The wind from the gap shrills through the trees and rock
and whistles its way down the path as it cuts through the thick forest to the
east and leads back west across the rocky terrain. A weather-beaten sign stands
to the south of the path.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Critical SP:Strong MV:Weary > Eastern Path
This path winds its way through the mountainous terrain. It appears quite wide
and well travelled, suggesting that a settlement must be near. The path bends
to the north and east here, all other travel is obscured by the black granite
of the Mountains of Dhoom.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R N HP:Critical SP:Strong MV:Weary > You will now flee if you go below 140 hit points.

* R N HP:Critical SP:Strong MV:Weary >
East Path
This path continues to the south and west, winding its way through the jagged
edges of the mountains. The path appears to be quite worn, and well travelled.
[ obvious exits: S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A rat scurries around trying to get out of sight.

* R N HP:Critical SP:Strong MV:Weary > East Path
The path dips diagonally, bending around a jumble of boulders to the north.
Under the ledge to the west, Tarwin's Gap makes its way through the Mountains
of Dhoom, and slipping and falling down the slope is all too likely. The black
granite of the mountains to the other side blocks passage, letting the path
continue to the south and east.
[ obvious exits: E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A rat scurries around trying to get out of sight.
A raven is here flying around.


* R N HP:Critical SP:Strong MV:Weary > East Path
Little black rocks litter the ground, making footing in the already narrow
path even more treacherous. The jagged black peaks of the Mountains of Dhoom
stab into the sky to the east, as well as to the west across the gap, which
lies under the path. The path heads west towards the gap, and continues
north through the mountains.
[ obvious exits: N W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R N HP:Critical SP:Strong MV:Weary >
Entering the Gap
Here, among the foothills of the Mountains of Dhoom, lies the entrance to
Tarwin's Gap. Small rocks litter the ground, lying among the sparse tufts
of tough, wiry grass and the rare wildflower. Just to the north is the gap
itself, flanked by the black rock of the mountains, while a pair of paths
lead east and west, leading up and into the mountains themselves.
[ obvious exits: N E S W ]
A large rock sits upright with strange markings on its sides.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A rat scurries around trying to get out of sight.

* R N HP:Critical SP:Strong MV:Weary >
#Ok. $notstatus is now set to { HP}.
You stop paying increased attention to your surroundings.


* R HP:Critical SP:Strong MV:Weary >
Before the Gap
The road opens up into Tarwin's Gap just to the north, which cuts through
the Mountains of Dhoom. The mountains seem almost to have been cleft in half
by a gigantic axe, while to either side, the massive walls of granite surge
into the sky, almost blotting it out, while to the south, the road continues
through the hills. The cold mountain wind slices through the pass, having in
effect been funneled by the mountains.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Weary >
Road to Tarwin's Gap
The road works through the hills, leading north into Tarwin's Gap and south
into the Borderlands. The Gap can be seen as a massive cleft in the black
snow-covered peaks clawing into the sky. The cold mountain wind whips through
the Gap, carrying the stench of the Blight with it.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Weary >
Road to Tarwin's Gap
The hard-packed dirt of the road attest to the hard use it has seen. Hills
rise up over the path to either side, casting shadows onto the scrub. Black
granite peaks claw the north sky, while the forest lies to the south. The
air bears a hint of the Blight's stench, carried by the cold mountain winds.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* R HP:Critical SP:Strong MV:Weary > Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Weary >
[diag mount]
A Domani razor is in excellent condition.
A Domani razor is weary.


* R HP:Critical SP:Strong MV:Weary >
By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Weary >
In a Thick Forest
The ominous peaks of the Mountains of Dhoom can be glimpsed through the
breaks in the forest canopy. The forest thins to the east towards Tarwin's
Gap. A thick stand of trees bars the way to the north, while the road lies
to the south. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Weary >
In a Thick Forest
The ground here is covered with a blanket of dry needles and rotting
leatherleaf leaves. To the west the forest stops up against a sharp
incline. To the south glimpses of the road to Tarwin's Gap can be seen
between the sickly pine trees. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Weary > Alas, you cannot go that way...


* R HP:Critical SP:Strong MV:Weary >
Alas, you cannot go that way...

* R HP:Critical SP:Strong MV:Weary > Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R HP:Critical SP:Strong MV:Weary > In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Weary > Alas, you cannot go that way...

* R HP:Critical SP:Strong MV:Weary >



Your heartbeat calms down more as you feel less panicked.
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > A Winding Road
Large boulders and fallen rock have fallen from the slowly eroding hill to
the west forcing travellers to head further east before continuing south.
Mounted tracks dominate the road, outings from Shienaran soldiers as they
patrol the surrounding land.
[ obvious exits: N E ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A big brown bear growls angrily about him.

* R HP:Critical SP:Strong MV:Winded >
A Winding Road
The hill to the west has widen its girth dictating the path of the road as
it skirts around high cliffs. Small campfires, long since burned out, dot
the base of the cliff situated in small crevices and shallow caves that
provide protection from the elements.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
[diag mount]
A Domani razor is in excellent condition.
A Domani razor is tiring.

* R HP:Critical SP:Strong MV:Winded >
Shadowing a Road
Grass grows knee deep here as it spreads across the rolling hills. Rock
outcroppings and misplaced boulders dot the sea of grass. The road lies to
the west and south as it borders the hill further to the west.
[ obvious exits: S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
A Winding Road
Deep ruts from heavy wagons slash through the earthen road, uncovering the
ancient paving stones that mark the weakening of a once great civilization.
The constant clash between the light and dark have provided no time to
maintain the once great road.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran scout blends into the surroundings here.


* R HP:Critical SP:Strong MV:Winded > A Winding Road
Giving the hill a wide birth, the road heads further to the southeast
through the rolling grasslands. Although the air is hot and dry, the
sickly smell from the Blight far to the north has dissipated. Far to the
north a the road must cut through a forest that lies on the slopes of the
Mountains of Dhoom.
[ obvious exits: S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > A Winding Road
The road continues its east west path avoiding a landslide area to the
south. Although the road once led south, the large boulders and numerous
rocks forced travellers to skirt around the rockfall.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >


Yes, narrate, fine, narrate we must, but WHAT???

* R HP:Critical SP:Strong MV:Winded >
A Winding Road
The road curves to the south and west here avoiding a landslide to the
south west. The road stops its winding as it heads directly south shadowing
the high cliffs towards the west.
[ obvious exits: S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A trolloc scout sniffs the air here.

* R HP:Critical SP:Strong MV:Winded > A Road by a Hill
A large landslide lies to the west, the smaller stones and rocks having
fallen even this far to the road. The ground crackles underfoot as the dry
air has created a crusty layer of dirt from long since dried mud.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
You narrate 'sorry'

* R HP:Critical SP:Strong MV:Winded >
A Road by a Hill
Dust blows off the landslide towards the north west and off the hill itself
creating a haze in the day when the heat from the sun creates a blurry
illusion. The lands are relatively devoid of life, beyond the birds of prey
that circle high above waiting for weakened or dying animals to stop from
exhaustion.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > A Winding Road
Bending to the north and west the road continues to hug the cliff as if
seeking its protection from the elements. Small indentations in the cliff
face once provided temporary protection for resting soldiers and travellers
alike from the harsh elements.
[ obvious exits: N W ]
A soft leather pouch has been discarded here. [6]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* R HP:Critical SP:Strong MV:Winded >


[diag mount]
A Domani razor is in excellent condition.
A Domani razor is winded.

* R HP:Critical SP:Strong MV:Winded >
A Winding Road
The road shadows the cliff to the north staying close to its high
cliff-like face. Small boulders litter the road, having fallen from the
slowly eroding hill. The large boulders have long since been removed by
travellers, those too large merely changed the route of the road.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
Before a Split in the Road
The road splits here, wrapping its long arms around the hill to the north.
Its path looks less travelled to the east as the majority of wagon ruts
head on the western route. Dust blows off the top of the cliff swirling
about the road before dissipating to leave dirt on the ground.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
A Winding Road
The road continues its north south passage through these dusty hills.
Further north the road splits around a hill that rises high above with
sheer cliffs on either side. A large sandstone formation rises on top of
the hill, its form resembling some twisted obelisk.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
Rugged Terrain
The rugged terrain throws footfalls, giant cracks, and short stubby
thornbushes at its travellers doing its best to impede movement in this
treacherous world. The western route around the hill lies to the north
while the craggy hills stretch out to the west.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R HP:Critical SP:Strong MV:Winded > Reil narrates 'is fine'
The Dusty Road
The Dusty road widens to the north, while narrowing somewhat to the south.
The road is well packed, and there are many signs of frequent use about.
Small patches of grass can be seen to the west and north, allowing patrols
to rest east while not being in the way of travelers.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
The Dusty Road
The road narrows here, due to thick forrestry to the east and west. A chill
wind always blows through, making even the warmest clothes all but useless.
To the north, the trees seem to be somewhat twisted, and more green than
those to the south. Larger ruts grace the ground here, as all wagons must
pass at this point.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
Shadowing a Road
Brittle strands of green and brown grasses cover the area. Small shrubs
with bright red berries also make their home here. A small burnmark in the
center of the area is surrounded by stones, perhaps seeing occasional use
as a campfire pit. To the south and east, the Dusty road can be seen.
[ obvious exits: E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > Shadowing a Road
This small path has been beaten down by the troops taking a shortcut on
their way to and from Tarwin's Gap. Scrub trees and bushes lie thickly to
the south and east, preventing movement in those directions. The winding
road can be seen to the north and west.
[ obvious exits: N W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
Players in your Zone
--------------------
Everesta - Shadowing a Road
Reil - Shienar Avenue


* R HP:Critical SP:Strong MV:Winded >
A Winding Road
Small shrubs and light grasses border the road here. A small opening in the
forest leads to the east, and the road itself continues on south, and north
to a fork around a burned out, crumbling tower.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R HP:Critical SP:Strong MV:Winded >
A Winding Road
The road here is littered with small stones. The ground itself is
hard-packed dirt, with small cobble stones visible at times. The road heads
north and south here, and a broken, burned tower can be seen to the west.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran scout blends into the surroundings here.

* R HP:Critical SP:Strong MV:Winded > Amongst the Rubble
Blocks of stone little the ground here. Some seem to have been dropped from
a height, as they're cracked and broken, as well as sunken into the ground
a bit. A mostly destroyed stone tower lies to the west, and was probably
the source of most of the stones littering the ground.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R HP:Critical SP:Strong MV:Winded >

You narrate 'ver4y choked'

* R HP:Critical SP:Strong MV:Winded > ** This weave of the Wheel ends in 5 minutes...
Players in your Zone
--------------------
Everesta - In the Remains of a Crumbling Tower
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R HP:Critical SP:Strong MV:Winded >
You narrate 'near ls'

* R HP:Critical SP:Strong MV:Winded >
Reil narrates 'gone zone'

* R HP:Critical SP:Strong MV:Winded >
You narrate 'they winding'

* R HP:Critical SP:Strong MV:Winded >

#Ok. $notstatus is now set to { N HP}.
You start paying increased attention to your surroundings.

* R N HP:Critical SP:Strong MV:Winded >
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Critical SP:Strong MV:Winded > * R N HP:Critical SP:Strong MV:Winded >
Reil narrates 'ah firetruck'

* R N HP:Critical SP:Strong MV:Winded >
#Ok. $target is now set to {dark}.


In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Critical SP:Strong MV:Winded > You have 15(280) hit and 54(146) movement points.
You have scored 108500001 experience points and 1461 quest points.
You need 1727319362 exp to level and 1539 qp to rank.
You have amassed 365 Turn points to date, ranking you Ta'veren Sixth.
You have played 19 days and 15 hours (real time).
This ranks you as Everesta the Honored Sister [Gray Ajah 7] (Level 51).
You are standing.

* R N HP:Critical SP:Strong MV:Winded >

Players in your Zone
--------------------
Everesta - In the Remains of a Crumbling Tower
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R N HP:Critical SP:Strong MV:Winded >
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R N HP:Critical SP:Strong MV:Winded > They aren't here.

* R N HP:Critical SP:Strong MV:Winded >
#Ok. $notstatus is now set to { HP}.
You stop paying increased attention to your surroundings.


* R HP:Critical SP:Strong MV:Winded >
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R HP:Critical SP:Strong MV:Winded > Players in your Zone
--------------------
Everesta - In the Remains of a Crumbling Tower
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R HP:Critical SP:Strong MV:Winded >
Amongst the Rubble
Large stones and small cover the immediate area. Most are worn from the
elements, but one side on each has been smoothed and polished. There is no
pattern to them, other than in its randomness. The ground is pitted in some
places, and many of the stones are somewhat underground.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.

* R HP:Critical SP:Strong MV:Winded >

Reil narrates 'need to get loot'
Posture changed to: Defensive

* R HP:Critical SP:Strong MV:Winded >
You have 15(280) hit and 54(146) movement points.
You have scored 108500001 experience points and 1461 quest points.
You need 1727319362 exp to level and 1539 qp to rank.
You have amassed 365 Turn points to date, ranking you Ta'veren Sixth.
You have played 19 days and 15 hours (real time).
This ranks you as Everesta the Honored Sister [Gray Ajah 7] (Level 51).
You are standing.

* R HP:Critical SP:Strong MV:Winded > A Winding Road
The road winds sharply here, heading south and east. The hard-packed earth
makes little impression of traveling groups other than wagons. Small stones
litter the ground, making travel uncomfortable.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R HP:Critical SP:Strong MV:Winded >
A Winding Road
Stones of various size cover the ground here, seeming to have made their
way from the crumbling tower to the east via soldiers kicking them out of
their way. The temperature is usually cooler than that closer to the
Blight, but not as cold as in most of the northlands.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > Players in your Zone
--------------------
Everesta - A Winding Road
Reil - Shienar Avenue
You sense shadowspawn nearby.

* R HP:Critical SP:Strong MV:Winded >

You narrate 'nod'

* R HP:Critical SP:Strong MV:Winded > A Winding Road
Stones of various size cover the ground here, seeming to have made their
way from the crumbling tower to the east via soldiers kicking them out of
their way. The temperature is usually cooler than that closer to the
Blight, but not as cold as in most of the northlands.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >

A Fork Before a Crumbling Tower
The road forks here around an ancient crumbling tower, long since abandoned.
Vines and hedges sprawl across the rubble, claiming back what civilization once
took. Much of the tower still remains intact, though its roof and one side has
crumbled to the ground.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R HP:Critical SP:Strong MV:Winded >
A Winding Road
The Mountains of Dhoom lie far to the north. The mountain peaks disappear into
the low cloud cover. The road curves to the east just ahead out of sight behind
a grove of leatherleaf trees. The air is hot and stifling even in winter times.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
Alas, you cannot go that way...

* R HP:Critical SP:Strong MV:Winded >
Alas, you cannot go that way...

* R HP:Critical SP:Strong MV:Winded > Alas, you cannot go that way...


* R HP:Critical SP:Strong MV:Winded >
Alas, you cannot go that way...

* R HP:Critical SP:Strong MV:Winded >
A Winding Road
The road continues its path through the thick forest. Deep ruts slash
through the road like old scars. The hard earth is packed from countless
forays made by Shienaran soldiers. To the east and west dense forest
borders the road.

A big sign has been put up here.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
A Pine Forest
The trees arch their limbs away from the road lying to the east and south.
Several branches have been hacked off from someone attempting to wade through
the thick brambles and intertwining trees. To the north the trees become so
thickly meshed, passage would be futile.
[ obvious exits: E S W ]
A small purse is here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R HP:Critical SP:Strong MV:Winded >
A Pine Forest
A fallen oak tree, blasted two spans from its roots, rests its dead branches on
the forest floor. A lightning strike must have severed the ancient tree. Pine
trees surround their distant cousin, moving in closer over the years seeking
the sunlight drifting in from the open canopy.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > A Pine Forest
Just north of the dusty road, already it becomes difficult to catch gilmpses of
what lies south. Sharp thorny bushes thrive in this environment, surrounding
trees then plunging their feelers deep into the once mighty oaks. A slight mist
rises up from the forest floor where bacteria and fungii decompose fallen
branches.
[ obvious exits: E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > Thick Forest
Thick hedges thicken into a dark and gloomy forest here. Trees, gnarled and
twisted, cover the ground. To the north, through a break in the trees, the
black jagged peaks of the Mountains of Dhoom can be glimpsed. To the south
lies the road to Tarwin's Gap, leading through the forest.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > Thorny Hedges
The thorny hedges here prick you wherever you move, and you aren't very
willing to stay here and get pricked more. The bushes to the west have
thickened into impenetrablity, but you can still make you way north into more
thorny hedges, as well as east, into thinner bushes. To your south, you can
spot the old road.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >

You narrate 'is fine'

* R HP:Critical SP:Strong MV:Winded > Alas, you cannot go that way...


* R HP:Critical SP:Strong MV:Winded >

Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded > The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >


You narrate 'i run in'

* R HP:Critical SP:Strong MV:Winded >
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A man of the woods strides by quietly.
A Shienaran scout blends into the surroundings here.

* R HP:Critical SP:Strong MV:Winded > The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.


* R HP:Critical SP:Strong MV:Winded > Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
An iron lantern hangs from the wall above the gate.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Critical SP:Strong MV:Winded >
[diag mount]
A Domani razor is in excellent condition.
A Domani razor is haggard.

* R HP:Critical SP:Strong MV:Winded >
You call for the Malkiergate to be opened.
The Malkiergate is opened from the other side.

* R HP:Critical SP:Strong MV:Winded >
The Malkiergate closes quietly.
The Malkiergate seems to be closed.

* R HP:Critical SP:Strong MV:Winded > Players in your Zone
--------------------
Everesta - Dusty Road by Fal Dara
Reil - Shienar Avenue

* R HP:Critical SP:Strong MV:Winded >
Reil narrates 'they didn't even come in'


* R HP:Critical SP:Strong MV:Winded >
You call for the Malkiergate to be opened.
The Malkiergate is opened from the other side.

* R HP:Critical SP:Strong MV:Winded > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A shaggy brown mare stands here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.


I search out all the gear from the PK and carry it around. The rest of the PK my stats are much worse.
Last edited by Everesta on Wed Jul 10, 2024 11:27 am, edited 1 time in total.

Everesta
Posts: 118
Joined: Tue Aug 09, 2016 11:24 am

Re: Some snippets of FC PK: unbonded then bonded

Post by Everesta » Wed Jul 10, 2024 11:27 am

* HP:Beaten SP:Bursting MV:Winded > A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Rig has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Irzerk has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
Annex of Agelmar's Chambers
A room as purpose-made as the rest of the fortress, with arrow slits
along the walls and a heavy bar for the thick iron door. A table and a
few chairs are the only furnishings except for two racks containing
weapons and armor. Even here in the heart of the keep weapons and armor
are ready to be donned at any moment.
[ obvious exits: N S W ]
A heavy pair of full metal gauntlets is here.
A burnished metal breastplate lies here.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
Lord Agelmar, ruler of Fal Dara stands here.

* HP:Battered SP:Bursting MV:Winded >
Players in your Zone
--------------------
Fermin - Malkier Gate
Reil - Inside the Dog Gate
Everesta - Annex of Agelmar's Chambers
You sense shadowspawn nearby.

* HP:Battered SP:Bursting MV:Winded >
Fermin narrates 'trill stabbed crit'

* HP:Battered SP:Bursting MV:Winded >
Reil narrates 'on dog'

* HP:Battered SP:Bursting MV:Winded >
#Ok. $target is now set to {dark}.


You are already standing.

* HP:Battered SP:Bursting MV:Winded >
Upper Hall
The smooth stone walls are sparsely decorated with elegantly simple
tapestries and painted screens. Candle sconces placed along the wall
provide adequate lighting. The hallway runs east to west with a large
iron-bound door to the north.
[ obvious exits: N E W ]


* HP:Battered SP:Bursting MV:Winded > Upper Hall
This stone corridor is sparsely decorated, with only a few tapestries on
the walls. Torches provide enough light for you to navigate through the
hallway. To the north is the bath house where both men and women cleanse
themselves.
[ obvious exits: N E W ]
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.

* HP:Battered SP:Bursting MV:Winded > Top of Eastern Stair
The walls of the hallway are covered with tapestries depicting famous
battles of Fal Dara. Lamps line the walls providing adequate light at
all times. The hallway turns to the north here and runs back to the west.
A large stairway in the corner of the room leads to one of the castle
turrets.
[ obvious exits: N W U D ]
A grizzled Shienaran veteran looks on.


* HP:Battered SP:Bursting MV:Winded > You are carrying:
a finely crafted axe
[2] a shimmering chain of gold
a backpack
the severed head of Trill the Trolloc slain in the Blasted Lands

* HP:Battered SP:Bursting MV:Winded >
East Wing of the Castle
This is the easternmost part of the keep. Simple but elegant tapestries
adorn the walls and the floor is covered with thick carpeting. The main
hallway continues to the north and runs back to the west. A plain looking
stairway in the corner of the room leads to the top floor of the keep.
[ obvious exits: N W U ]
A Shienaran sergeant watches for the enemy here.

* HP:Battered SP:Bursting MV:Winded >

Eastern Hall
An expertly woven but surprisingly spartan rug carpets your feet here in
the eastern wing of Lord Anglemar's castle. Simple but elegant tapestries
adorn the walls, depicting some of Fal Dara's most famous battles. The
hall turns north east of here, while an ascending stairwell visible in the
corner in that direction. West from here is the main entry foyer. You
notice narrow arrow slits lining the south wall...if here deep within the
keep the main thought is for defence.
[ obvious exits: E W ]
A grizzled Shienaran veteran looks on.


* HP:Battered SP:Bursting MV:Winded > Entrance Foyer
You have entered a large entry foyer. Functional tapestries, colorful
but simple, line the walls. Iron candelabra are evenly spaced between the
tapestries to provide an even light. Directly across from the main door of
the keep is a heavy wooden door, elegantly carved to signify its importance.
Corridors lead off to the east and to the west.
[ obvious exits: N E S W ]
A Shienaran guard patrols here, watching you carefully.

* HP:Battered SP:Bursting MV:Winded >
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
A tough Shienaran soldier waits here.
A wild stallion bucks madly.
An elite Shienaran guard attends his duties.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* HP:Battered SP:Bursting MV:Winded > You start riding him.

* R HP:Battered SP:Bursting MV:Winded >
A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'

* R HP:Battered SP:Bursting MV:Winded >


Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.

* R HP:Battered SP:Bursting MV:Winded >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.

* R HP:Battered SP:Bursting MV:Winded > Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.

* R HP:Battered SP:Bursting MV:Winded > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
A city lamplighter stands nearby, attending his duties.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.


* R HP:Battered SP:Bursting MV:Winded >
*Wukong* has arrived from the west.
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 42.9 lbs and wearing 65.8 lbs, somewhat heavy.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 143, Dodging bonus: 127, Parrying bonus: 160
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- ARMOR
- WARDER BOND to reil
- NO QUIT
- STRENGTH
*Gok* tries to stab you, but you parry successfully.

* R HP:Battered SP:Bursting MV:Winded - Gok: Scratched >
*Rig* tries to slice you, but you deflect the blow.
No way! You're fighting for your life!
*Wukong* tries to lance you, but you deflect the blow.

* R HP:Battered SP:Bursting MV:Winded - Gok: Scratched > No way! You're fighting for your life!

* R HP:Battered SP:Bursting MV:Winded - Gok: Scratched >
The grizzled veteran tries to scythe Rig, but he parries successfully.
A man has arrived from the south.
A city lamplighter joins the grizzled veteran's fight!
You panic and attempt to flee!


You flee head over heels.
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
An artifact collector stands here, searching specific items.
A grand master of the guild ambles by with confidence.

* R HP:Battered SP:Bursting MV:Winded >
You aren't in touch with saidar to release anything.

* R HP:Battered SP:Bursting MV:Winded >

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
A man is here.
*Wukong* is here, fighting a city lamplighter.
*Gok* is standing here.
*Rig* is here, fighting the grizzled veteran, riding a shadow stallion.
A city lamplighter is here, fighting Wukong.
The grizzled veteran is here, fighting Rig.
The Fal Dara town crier stands here, spreading the news.

* R HP:Battered SP:Bursting MV:Winded >
Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A wild stallion bucks madly.

* R HP:Battered SP:Bursting MV:Winded > End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A ratter is here, hunting shadoweyes.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Battered SP:Bursting MV:Winded >
Side Road
As the commercial district is left behind, small houses spring up along this
stretch of road. It appears that the road turns along behind the castle off
to the east.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Battered SP:Bursting MV:Winded >


Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.

* R HP:Battered SP:Bursting MV:Winded > Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
An elite Shienaran guard attends his duties.

* R HP:Battered SP:Bursting MV:Winded > Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

* R HP:Battered SP:Bursting MV:Winded >
#Ok. $target is now set to {dark}.



Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.

* R HP:Battered SP:Bursting MV:Winded >
Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Battered SP:Bursting MV:Winded >
Alas, you cannot go that way...

* R HP:Battered SP:Bursting MV:Winded >
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Battered SP:Bursting MV:Winded >
Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A grizzled Shienaran veteran looks on.

* R HP:Battered SP:Bursting MV:Winded > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Battered SP:Bursting MV:Winded >
The temperature is about 0 degrees.
The sky is cloudy, and a calm wind comes from the north.

* R HP:Battered SP:Bursting MV:Winded >
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.


* R HP:Battered SP:Bursting MV:Winded > Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Battered SP:Bursting MV:Winded >
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
An elite Shienaran guard attends his duties.
A figure stands here, ready to collect unwanted things.

* R HP:Battered SP:Bursting MV:Winded >
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.


* R HP:Battered SP:Bursting MV:Winded > Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A man meanders here, quietly speaking to himself.
A shaggy brown mare stands here.

* R HP:Battered SP:Bursting MV:Winded > Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Battered SP:Bursting MV:Winded >
North: A man meanders here, quietly speaking to himself.
South: A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Battered SP:Bursting MV:Winded >

You stop riding him.

* HP:Battered SP:Bursting MV:Winded >
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.
A shaggy brown mare stands here.


* HP:Battered SP:Bursting MV:Winded >
You start riding her.

* R HP:Battered SP:Bursting MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A wild stallion bucks madly.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Battered SP:Bursting MV:Winded > A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A well-dressed man peals his bell, alerting people to the latest news.


* R HP:Battered SP:Bursting MV:Winded > Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
An elite Shienaran guard attends his duties.
A run-down looking man wanders aimlessly, collecting lost belongings.
A draft horse is here.

* R HP:Battered SP:Bursting MV:Winded > Players in your Zone
--------------------
Everesta - Bend in the Road
Fermin - Malkier Gate
Reil - The Dusty Road
You sense shadowspawn nearby.


* R HP:Battered SP:Bursting MV:Winded > A man is here.
A man is here.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Battered SP:Bursting MV:Winded >
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A man is here.
A man is here.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Battered SP:Bursting MV:Winded >

You narrate 'where'

* R HP:Battered SP:Bursting MV:Winded > Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
An artifact collector stands here, searching specific items.
A grand master of the guild ambles by with confidence.


* R HP:Battered SP:Bursting MV:Winded >
A man is here.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* R HP:Battered SP:Bursting MV:Winded > Players in your Zone
--------------------
Everesta - Merchants Row
Reil - Dusty Road by Fal Dara
You sense shadowspawn nearby.

* R HP:Battered SP:Bursting MV:Winded >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A shaggy brown mare stands here, being ridden by you.
A man is here.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* R HP:Battered SP:Bursting MV:Winded >


* R HP:Battered SP:Bursting MV:Winded > Main Road
The hard stone road leads only south, toward the city gate, and north to the
towering walls of Fal Dara Keep. The streets are lined with farmers who have
come to seek shelter inside the city walls, and their belongings lie stacked
against the walls of the buildings to the east and west. This truly is rough
times for the folk of the borderlands.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A city lamplighter stands nearby, attending his duties.
A run-down looking man wanders aimlessly, collecting lost belongings.


* R HP:Battered SP:Bursting MV:Winded > Players in your Zone
--------------------
Fermin - Bend in the Road
Everesta - Main Road
Reil - Malkier Gate
You sense shadowspawn nearby.

* R HP:Battered SP:Bursting MV:Winded >

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A shaggy brown mare stands here, being ridden by you.
A man is here.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* R HP:Battered SP:Bursting MV:Winded >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
An artifact collector stands here, searching specific items.
A grand master of the guild ambles by with confidence.

* R HP:Battered SP:Bursting MV:Winded > An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A man is here.
A man is here.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Battered SP:Bursting MV:Winded >
A Shienaran gate guard bellows 'Argh! The foul beast Rig has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Irzerk has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Irzerk has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'


* R HP:Battered SP:Bursting MV:Winded >
East: A Shienaran guard patrols here, watching you carefully.
South: A man walks among the horses here feeding them and rubbing them down.
West: An elite Shienaran guard attends his duties.

* R HP:Battered SP:Bursting MV:Winded > Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
An artifact collector stands here, searching specific items.
A grand master of the guild ambles by with confidence.

* R HP:Battered SP:Bursting MV:Winded >

Reil narrates 'were dog'

* R HP:Battered SP:Bursting MV:Winded >
North: A man is here.
East: A man is here.
South: An anxious young man hovers near his master here.
West: A man is here.

* R HP:Battered SP:Bursting MV:Winded >
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A man is here.
A man is here.
A run-down looking man wanders aimlessly, collecting lost belongings.


* R HP:Battered SP:Bursting MV:Winded >
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
An elite Shienaran guard attends his duties.
A run-down looking man wanders aimlessly, collecting lost belongings.
A draft horse is here.

* R HP:Battered SP:Bursting MV:Winded >
Alas, you cannot go that way...

* R HP:Battered SP:Bursting MV:Winded >
Alas, you cannot go that way...

* R HP:Battered SP:Bursting MV:Winded >
#Ok. $target is now set to {dark}.

A Shienaran gate guard bellows 'Argh! The foul beast Rig has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Rig has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Irzerk has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Irzerk has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'


Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A well-dressed man peals his bell, alerting people to the latest news.

* R HP:Battered SP:Bursting MV:Winded > Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A wild stallion bucks madly.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Battered SP:Bursting MV:Winded > You are carrying:
a finely crafted axe
[2] a shimmering chain of gold
a backpack
the severed head of Trill the Trolloc slain in the Blasted Lands

* R HP:Battered SP:Bursting MV:Winded >
The temperature is about 0 degrees.
The sky is cloudy, and a breezy wind comes from the north.

* R HP:Battered SP:Bursting MV:Winded >

They aren't here.

* R HP:Battered SP:Bursting MV:Winded > They aren't here.


* R HP:Battered SP:Bursting MV:Winded > Players in your Zone
--------------------
Fermin - Malkier Gate
Everesta - Inside the Dog Gate
Reil - Malkier Gate
You sense shadowspawn nearby.

* R HP:Battered SP:Bursting MV:Winded >
You narrate 'am dog'

* R HP:Battered SP:Bursting MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A wild stallion bucks madly.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Battered SP:Bursting MV:Winded >

You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 42.9 lbs and wearing 65.8 lbs, somewhat heavy.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 143, Dodging bonus: 127, Parrying bonus: 160
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- STRENGTH
- NO QUIT
- WARDER BOND to reil
- ARMOR


* R HP:Battered SP:Bursting MV:Winded >
They aren't here.

* R HP:Battered SP:Bursting MV:Winded >
They aren't here.

* R HP:Battered SP:Bursting MV:Winded > ** This weave of the Wheel ends in 2 minutes...
Fermin narrates 'on malk9'
They aren't here.

* R HP:Battered SP:Bursting MV:Winded >
They aren't here.

* R HP:Battered SP:Bursting MV:Winded >
#Ok. $notstatus is now set to { N HP}.
You start paying increased attention to your surroundings.


* R N HP:Battered SP:Bursting MV:Winded > Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A wild stallion bucks madly.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.


* R N HP:Battered SP:Bursting MV:Winded >
They aren't here.

* R N HP:Battered SP:Bursting MV:Winded >
They aren't here.

* R N HP:Battered SP:Bursting MV:Winded >
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A man meanders here, quietly speaking to himself.

* R N HP:Battered SP:Bursting MV:Winded >
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R N HP:Battered SP:Bursting MV:Winded >

Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
An elite Shienaran guard attends his duties.
A figure stands here, ready to collect unwanted things.

* R N HP:Battered SP:Bursting MV:Winded > Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.

* R N HP:Battered SP:Bursting MV:Winded > Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here, being ridden by you.
*Gok* is standing here.
*Rig* is standing here, riding a shadow stallion.

* R N HP:Battered SP:Bursting MV:Winded > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
You notice an oilstone is hidden here.
A shaggy brown mare stands here, being ridden by you.
Lord Reil Endymion is sitting here, riding a warhorse.
Fermin from Two Rivers is here, fighting Irzerk.
*Irzerk* is here, fighting a Shienaran gate guard.
A mangy cat scurries around trying not to get stepped on.
A Shienaran gate guard is here, fighting Irzerk.
A Shienaran gate guard is here, fighting Irzerk.
A Shienaran gate guard is here, fighting Irzerk.
A Shienaran gate guard is here, fighting Irzerk.


#Ok. $target is now set to {dark}.
* R N HP:Battered SP:Bursting MV:Winded >
[embrace ]
You feel the flows of saidar coursing through your body.
*Wukong* has arrived from the east.

* R N HP:Battered SP:Bursting MV:Winded >
Arglebargle, glop-glyf!?!
*Wukong* tries to lance you, but you deflect the blow.

* R N HP:Battered SP:Bursting MV:Winded - Wukong: Battered >
*Irzerk* panics, and attempts to flee!

* R N HP:Battered SP:Bursting MV:Winded - Wukong: Battered >
You try to strike *Wukong*, but he parries successfully.
A mangy cat sniffs the ground...
Fermin pierces *Irzerk*'s left arm.
A Shienaran gate guard barely slashes Irzerk's right arm.
A Shienaran gate guard barely slashes Irzerk's body.
A Shienaran gate guard barely tickles Irzerk's body with his slash.
A Shienaran gate guard tickles Irzerk's left leg with his slash.

* R N HP:Battered SP:Bursting MV:Winded - Wukong: Battered >
*Irzerk* leaves east.

* R N HP:Battered SP:Bursting MV:Winded - Wukong: Battered >

Reil leaves west riding a warhorse.

* R N HP:Battered SP:Bursting MV:Winded - Wukong: Battered >
[embrace ]
You are already in touch with saidar, can't you feel it?

* R N HP:Battered SP:Bursting MV:Winded - Wukong: Battered > A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'
A shaggy brown mare panics and attempts to flee, throwing you off in the process!
A shaggy brown mare leaves east.
A Shienaran gate guard says 'You Wukong!!! You will die before your time!! '
A Shienaran gate guard barely slashes Wukong's body.
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A mangy cat sniffs the ground...
Fermin leaves east.
You begin to weave the appropriate flows...

- = + *
*Wukong* sends you sprawling with a powerful bash!
You are interrupted and stop what you are doing.
You panic and attempt to flee!


A Shienaran gate guard slashes Wukong's body.
A mangy cat sniffs the ground...
A Shienaran gate guard barely slashes Wukong's head.
A Shienaran gate guard slashes Wukong's body.
A Shienaran gate guard slashes Wukong's left leg.
*Wukong* lances your body into bloody fragments!




A Shienaran gate guard slashes Wukong's body hard.
A Shienaran gate guard slashes Wukong's right leg.
A Shienaran gate guard slashes Wukong's body.
A Shienaran gate guard slashes Wukong's left leg.
*Wukong* lances your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.


*Wukong* panics, and attempts to flee!


Reil has arrived from the west, riding a warhorse.


Reil leaves east riding a warhorse.
*Wukong* leaves west.


The master of scouts bellows 'Incoming message!!'


You flee head over heels.
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Wukong* is standing here.
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
You notice an oilstone is hidden here.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* N HP:Beaten SP:Bursting MV:Winded > Nobody here by that name.

* N HP:Beaten SP:Bursting MV:Winded > They aren't here.

* N HP:Beaten SP:Bursting MV:Winded >

Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Irzerk* is here, fighting Fermin.
Fermin from Two Rivers is here, fighting Irzerk.
The grizzled veteran is here, fighting Irzerk.

* N HP:Beaten SP:Bursting MV:Winded > You strike *Irzerk*'s head.

* N HP:Beaten SP:Bursting MV:Winded - Fermin: Hurt - Irzerk: Wounded >
You begin to weave the appropriate flows...

-
The master of scouts bellows 'Wukong was spotted The Dusty Road'
The master of scouts narrates 'Wukong was spotted The Dusty Road'
Fermin pierces *Irzerk*'s body.
The Fal Dara alarm horn sounds loudly.

= + *
The grizzled veteran tickles Irzerk's body with his scythe.
Fermin pierces *Irzerk*'s body hard.

* + =
Fermin avoids being bashed by *Irzerk* who loses his balance and falls!

- -
A Shienaran gate guard bellows 'Argh! The foul beast Wukong has been spotted!'

= +
Ok.
Spikes of solid ice form in your hands, which you launch at *Irzerk*.

* N HP:Beaten SP:Strong MV:Winded - Fermin: Hurt - Irzerk: Battered >
You begin to weave the appropriate flows...

-
The grizzled veteran barely scythes Irzerk's body.
Fermin pierces *Irzerk*'s left leg.

= + *
Fermin narrates '1e'

*
*Irzerk* panics, and attempts to flee!

+
*Gok* tries to stab you, but you deflect the blow.

= - - = +
*Gok* tries to stab you, but you deflect the blow.
You barely strike *Irzerk*'s right hand.
The grizzled veteran barely tickles Irzerk's body with his scythe.
Fermin pierces *Irzerk*'s body.
Ok.
Spikes of solid ice form in your hands, which you launch at *Irzerk*.

* N HP:Beaten SP:Strong MV:Winded - Fermin: Hurt - Irzerk: Beaten >
#Ok. $target is now set to {dark}.


*Irzerk* leaves east.
*Gok* swiftly dodges Fermin's attempt to pierce him.

* N HP:Beaten SP:Strong MV:Winded - Gok: Hurt >
Reil narrates 'am beaten'
You panic and attempt to flee!


You flee head over heels.
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shaggy brown mare stands here.
A Shienaran guard patrols here, watching you carefully.
A run-down looking man wanders aimlessly, collecting lost belongings.
They aren't here.

* N HP:Beaten SP:Strong MV:Winded >
Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Irzerk* is standing here.

* N HP:Beaten SP:Strong MV:Winded >
Alas, you cannot go that way...

* N HP:Beaten SP:Strong MV:Winded >
*Irzerk* leaves south.
They aren't here.

* N HP:Beaten SP:Strong MV:Winded > Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.

* N HP:Beaten SP:Strong MV:Weary >


Nobody here by that name.

* N HP:Beaten SP:Strong MV:Weary >
A Shienaran guard leaves south.
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

* N HP:Beaten SP:Strong MV:Weary >

Arglebargle, glop-glyf!?!

* N HP:Beaten SP:Strong MV:Weary >
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elite Shienaran guard attends his duties.

* N HP:Beaten SP:Strong MV:Weary >
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Irzerk* is here, fighting a Shienaran guard.
The grizzled veteran is here, fighting Irzerk.
A Shienaran guard is here, fighting Irzerk.

* N HP:Beaten SP:Strong MV:Weary >
*Irzerk* panics, and attempts to flee!
You strike *Irzerk*'s body.

* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Beaten > No way! You're fighting for your life!

* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Beaten > You do the best you can!

* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Beaten >

You do the best you can!

* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Beaten >

You do the best you can!

* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Beaten >
You do the best you can!

* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Beaten >
You strike *Irzerk*'s body.
The grizzled veteran tickles Irzerk's body with his scythe.
A Shienaran guard tickles Irzerk's right foot with his slash.
A Shienaran guard has arrived from the north.
Reil narrates 'stringing rig along'
You do the best you can!

* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Critical >
You do the best you can!


* N HP:Beaten SP:Strong MV:Weary - a Shienaran guard: Scratched - Irzerk: Critical > *Irzerk* leaves south.
They aren't here.


* N HP:Beaten SP:Strong MV:Weary > They aren't here.

* N HP:Beaten SP:Strong MV:Weary >
They aren't here.

* N HP:Beaten SP:Strong MV:Weary >
They aren't here.

* N HP:Beaten SP:Strong MV:Weary >
The grizzled veteran leaves south.
A Shienaran guard leaves south.
A Shienaran guard leaves south.
They aren't here.

* N HP:Beaten SP:Strong MV:Weary >
Side Road
As the commercial district is left behind, small houses spring up along this
stretch of road. It appears that the road turns along behind the castle off
to the east.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.

* N HP:Beaten SP:Strong MV:Weary > They aren't here.

* N HP:Beaten SP:Strong MV:Weary >
End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ratter is here, hunting shadoweyes.

* N HP:Beaten SP:Strong MV:Weary >
#Ok. $notstatus is now set to { HP}.
You stop paying increased attention to your surroundings.


* HP:Beaten SP:Strong MV:Weary > Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly.


* HP:Beaten SP:Strong MV:Weary > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A man is here.
The Fal Dara town crier stands here, spreading the news.

* HP:Beaten SP:Strong MV:Weary >
They aren't here.

* HP:Beaten SP:Strong MV:Weary > North: *Irzerk* is standing here.
East: A wild stallion bucks madly.
South: A grizzled Shienaran veteran looks on.
West: A man is here.

* HP:Beaten SP:Strong MV:Weary >

Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly.

* HP:Beaten SP:Strong MV:Haggard >
You start riding him.

* R HP:Beaten SP:Strong MV:Haggard >
A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
The grizzled veteran has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
A man is here.
The Fal Dara town crier stands here, spreading the news.


* R HP:Beaten SP:Strong MV:Haggard > Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
*Irzerk* is standing here.
*Rig* is standing here, riding a shadow stallion.
*Wukong* is standing here.
*Wukong* tries to lance you, but you parry successfully.

* R HP:Beaten SP:Strong MV:Haggard - Wukong: Beaten >
*Rig* tries to slice you, but you parry successfully.
You do the best you can!


* R HP:Beaten SP:Strong MV:Haggard - Wukong: Beaten > [embrace ]
You are already in touch with saidar, can't you feel it?

* R HP:Beaten SP:Strong MV:Haggard - Wukong: Beaten >
Vianca narrates 'en route'
You begin to weave the appropriate flows...

Cancelled.
You panic and attempt to flee!



*Rig* tries to slice you, but you parry successfully.
*Wukong* tries to lance you, but you parry successfully.
*Irzerk* hacks your right arm into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You wince from the pain you suddenly feel from Reil.

You flee head over heels.
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A man is here.
The Fal Dara town crier stands here, spreading the news.
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A man is here.
A Shienaran guard patrols here, watching you carefully.
An artifact collector stands here, searching specific items.
A grand master of the guild ambles by with confidence.

* R HP:Critical SP:Strong MV:Haggard >
A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Gok has been spotted!'
A man stops using a torch.

* R HP:Critical SP:Strong MV:Haggard >

You narrate '2 beat'

* R HP:Critical SP:Strong MV:Haggard > An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A man is here.

* R HP:Critical SP:Strong MV:Haggard >

You narrate '1n crossing'

* R HP:Critical SP:Strong MV:Haggard > An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A man is here.

* R HP:Critical SP:Strong MV:Haggard >
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 42.9 lbs and wearing 65.8 lbs, somewhat heavy.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 143, Dodging bonus: 127, Parrying bonus: 160
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- SOURCE
- STRENGTH
- NO QUIT
- WARDER BOND to reil
- ARMOR


* R HP:Critical SP:Strong MV:Haggard >
Reil narrates 'nod'
The Lord's Stable
Rows of shelves line the front of this shop, filled with various tools
and supplies necessary for the care of horses. Behind a large wooden
counter stand open double doors leading to a stable with several stalls
containing fine horses that can be purchased.
[ obvious exits: N ]
An iron lantern hangs from the wall above the gate.
A wild stallion bucks madly, being ridden by you.
A man walks among the horses here feeding them and rubbing them down.
A run-down looking man wanders aimlessly, collecting lost belongings.
A dun mare is here, snorting angrily.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.

* R HP:Critical SP:Strong MV:Haggard > Players in your Zone
--------------------
Fermin - Bend in the Road
Everesta - The Lord's Stable
Reil - Center of the Courtyard
You sense shadowspawn nearby.
*Gok* has arrived from the north.

* R HP:Critical SP:Strong MV:Haggard >
Ok.

* R HP:Critical SP:Strong MV:Haggard >

The temperature is about 0 degrees.
The sky is cloudy, and a breezy wind comes from the north.

* R HP:Critical SP:Strong MV:Haggard > An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
*Gok* is standing here.
An elite Shienaran guard attends his duties.
A man is here.

* R HP:Critical SP:Strong MV:Haggard >
#Ok. $target is now set to {dark}.


Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A man is here.
A Shienaran guard patrols here, watching you carefully.
An artifact collector stands here, searching specific items.
A grand master of the guild ambles by with confidence.


* R HP:Critical SP:Strong MV:Haggard > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
*Gok* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A man is here.
The Fal Dara town crier stands here, spreading the news.

* R HP:Critical SP:Strong MV:Haggard > Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.


* R HP:Critical SP:Strong MV:Haggard > [diag mount]
A wild stallion is in excellent condition.
A wild stallion is strong.

* R HP:Critical SP:Strong MV:Haggard >

Reil narrates 'i'm 4n'

* R HP:Critical SP:Strong MV:Haggard >
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A man is here.
The Fal Dara town crier stands here, spreading the news.

* R HP:Critical SP:Strong MV:Haggard >
Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Critical SP:Strong MV:Haggard >
Players in your Zone
--------------------
Everesta - Merchant's Row
Fermin - Before the Keep
Reil - Center of the Courtyard
You sense shadowspawn nearby.

* R HP:Critical SP:Strong MV:Haggard > End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A ratter is here, hunting shadoweyes.

* R HP:Critical SP:Strong MV:Haggard >

You narrate 'i crit'

* R HP:Critical SP:Strong MV:Haggard > Reil narrates 'beaten tho'
End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A ratter is here, hunting shadoweyes.

* R HP:Critical SP:Strong MV:Haggard >
Players in your Zone
--------------------
Fermin - The Crossing
Everesta - End of Merchant's Row
Reil - Center of the Courtyard
You sense shadowspawn nearby.

* R HP:Critical SP:Strong MV:Haggard >

You have 36(280) hit and 20(146) movement points.
You have scored 108500001 experience points and 1461 quest points.
You need 1727319362 exp to level and 1539 qp to rank.
You have amassed 365 Turn points to date, ranking you Ta'veren Sixth.
You have played 19 days and 15 hours (real time).
This ranks you as Everesta the Honored Sister [Gray Ajah 7] (Level 51).
You are standing.

* R HP:Critical SP:Strong MV:Haggard > Side Road
As the commercial district is left behind, small houses spring up along this
stretch of road. It appears that the road turns along behind the castle off
to the east.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.


* R HP:Critical SP:Strong MV:Haggard >
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Critical SP:Strong MV:Haggard >
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
An elite Shienaran guard attends his duties.

* R HP:Critical SP:Strong MV:Haggard > Players in your Zone
--------------------
Everesta - Road Inside the City Walls
Fermin - Before the Keep
Reil - Center of the Courtyard
You sense shadowspawn nearby.

* R HP:Critical SP:Strong MV:Haggard >

You narrate 'nod'

* R HP:Critical SP:Strong MV:Haggard >
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
An elite Shienaran guard attends his duties.

* R HP:Critical SP:Strong MV:Haggard >
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

* R HP:Critical SP:Strong MV:Haggard >
Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.


* R HP:Critical SP:Strong MV:Haggard > Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Critical SP:Strong MV:Haggard > You are carrying:
a finely crafted axe
[2] a shimmering chain of gold
a backpack
the severed head of Trill the Trolloc slain in the Blasted Lands

* R HP:Critical SP:Strong MV:Haggard >

You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 42.9 lbs and wearing 65.8 lbs, somewhat heavy.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 143, Dodging bonus: 127, Parrying bonus: 160
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- STRENGTH
- NO QUIT
- WARDER BOND to reil
- ARMOR

* R HP:Critical SP:Strong MV:Haggard >
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A shaggy brown mare stands here.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Critical SP:Strong MV:Haggard > Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A grizzled Shienaran veteran looks on.


* R HP:Critical SP:Strong MV:Haggard > You are carrying:
a finely crafted axe
[2] a shimmering chain of gold
a backpack
the severed head of Trill the Trolloc slain in the Blasted Lands


* R HP:Critical SP:Strong MV:Haggard > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Critical SP:Strong MV:Haggard >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Critical SP:Strong MV:Haggard >

You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 42.9 lbs and wearing 65.8 lbs, somewhat heavy.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 143, Dodging bonus: 127, Parrying bonus: 160
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- STRENGTH
- NO QUIT
- WARDER BOND to reil
- ARMOR

* R HP:Critical SP:Strong MV:Haggard > You are carrying:
a finely crafted axe
[2] a shimmering chain of gold
a backpack
the severed head of Trill the Trolloc slain in the Blasted Lands

* R HP:Critical SP:Strong MV:Haggard >
A mangy cat sniffs the ground...
It starts to snow.
Your heartbeat calms down more as you feel less panicked.

* R HP:Beaten SP:Full MV:Weary >
Players in your Zone
--------------------
Reil - Center of the Courtyard
Everesta - Malkier Gate
Fermin - The Crossing
You sense shadowspawn nearby.

* R HP:Beaten SP:Full MV:Weary >
East: A grizzled Shienaran veteran looks on.

* R HP:Beaten SP:Full MV:Weary >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Full MV:Weary >
** This weave of the Wheel ends in 1 minute...

* R HP:Beaten SP:Full MV:Weary >
#Ok. $target is now set to {dark}.

Reil narrates 'nod'

* R HP:Beaten SP:Full MV:Weary >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Full MV:Weary >
You are carrying:
a finely crafted axe
[2] a shimmering chain of gold
a backpack
the severed head of Trill the Trolloc slain in the Blasted Lands


* R HP:Beaten SP:Full MV:Weary > Players in your Zone
--------------------
Reil - Center of the Courtyard
Everesta - Malkier Gate
Fermin - The Crossing
You sense shadowspawn nearby.

* R HP:Beaten SP:Full MV:Weary >

East: A grizzled Shienaran veteran looks on.

* R HP:Beaten SP:Full MV:Weary > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Full MV:Weary >
Players in your Zone
--------------------
Reil - Center of the Courtyard
Everesta - Malkier Gate
Fermin - The Crossing
You sense shadowspawn nearby.


* R HP:Beaten SP:Full MV:Weary >
You are a 507 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs.
You are carrying 42.9 lbs and wearing 65.8 lbs, somewhat heavy.
Your base abilities are: Str:18 Int:18 Wil:19 Dex:18 Con:14.
Offensive bonus: 143, Dodging bonus: 127, Parrying bonus: 160
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- STRENGTH
- NO QUIT
- WARDER BOND to reil
- ARMOR

* R HP:Beaten SP:Full MV:Weary > Reil narrates 'not ideal'
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Full MV:Weary >
#Ok. $target is now set to {dark}.

Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Full MV:Weary >
Players in your Zone
--------------------
Vianca - Inside the Dog Gate
Fermin - Before the Keep
Reil - Center of the Courtyard
Everesta - Malkier Gate
You sense shadowspawn nearby.

* R HP:Beaten SP:Full MV:Weary >
A mangy cat sniffs the ground...
The Fal Dara alarm horn sounds loudly.
A loud grinding of stone on concrete resonates from above.

* R HP:Beaten SP:Full MV:Weary >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Full MV:Weary >
Players in your Zone
--------------------
Vianca - Inside the Dog Gate
Fermin - Before the Keep
Reil - Center of the Courtyard
Everesta - Malkier Gate
You sense shadowspawn nearby.

* R HP:Beaten SP:Full MV:Weary >
You narrate 'Vianca!'

* R HP:Beaten SP:Full MV:Weary >

Players in your Zone
--------------------
Vianca - The Crossing
Fermin - Before the Keep
Reil - Center of the Courtyard
Everesta - Malkier Gate
You sense shadowspawn nearby.

* R HP:Beaten SP:Full MV:Weary >
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Beaten SP:Full MV:Weary >
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.

* R HP:Beaten SP:Full MV:Weary >
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
An elite Shienaran guard attends his duties.
A figure stands here, ready to collect unwanted things.

* R HP:Beaten SP:Full MV:Weary > Alas, you cannot go that way...

* R HP:Beaten SP:Full MV:Weary >
#Ok. $target is now set to {dark}.



Vianca narrates 'hwo low'
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Beaten SP:Full MV:Weary > Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A man meanders here, quietly speaking to himself.

* R HP:Beaten SP:Full MV:Weary >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A Shienaran gatekeeper stands here, watching over the gate.
A wild stallion bucks madly.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Full MV:Weary > Players in your Zone
--------------------
Everesta - Inside the Dog Gate
Vianca - The Crossing
Fermin - Before the Keep
Reil - Center of the Courtyard
You sense shadowspawn nearby.

* R HP:Beaten SP:Full MV:Weary >

The grinding of stone on concrete from above becomes louder.
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.


* R HP:Beaten SP:Full MV:Weary > Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A well-dressed man peals his bell, alerting people to the latest news.
A run-down looking man wanders aimlessly, collecting lost belongings.
A run-down looking man wanders aimlessly, collecting lost belongings.
A draft horse is here.

* R HP:Beaten SP:Full MV:Weary > Alas, you cannot go that way...


* R HP:Beaten SP:Full MV:Weary >
An artifact collector stands here, searching specific items.
A man is here.

* R HP:Beaten SP:Full MV:Weary > Vianca narrates 'lets do this'
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
An artifact collector stands here, searching specific items.
A man is here.


* R HP:Beaten SP:Full MV:Weary >
Fermin narrates 'irzerk crit'
A man is here.
An elite Shienaran guard attends his duties.
A man is here.
A Shienaran guard patrols here, watching you carefully.
A grand master of the guild ambles by with confidence.

* R HP:Beaten SP:Full MV:Weary > They aren't here.

* R HP:Beaten SP:Full MV:Weary >

Reil narrates 'i can hit'
A man is here.
An elite Shienaran guard attends his duties.
A man is here.
A Shienaran guard patrols here, watching you carefully.
A grand master of the guild ambles by with confidence.

* R HP:Beaten SP:Full MV:Weary >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
A man is here.
An elite Shienaran guard attends his duties.
A man is here.
A Shienaran guard patrols here, watching you carefully.
A grand master of the guild ambles by with confidence.

* R HP:Beaten SP:Full MV:Weary > Fermin from Two Rivers is standing here.
Lady Vianca Vaughn, Aes Sedai is standing here, riding a warhorse.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* R HP:Beaten SP:Full MV:Weary >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
Fermin from Two Rivers is standing here.
Lady Vianca Vaughn, Aes Sedai is standing here, riding a warhorse.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* R HP:Beaten SP:Full MV:Weary >
The temperature is about 0 degrees.
The sky is lightly snowing, and a breezy wind comes from the north.

* R HP:Beaten SP:Full MV:Weary >
You narrate 'hit'


* R HP:Beaten SP:Full MV:Weary > [embrace ]
You feel the flows of saidar coursing through your body.

* R HP:Beaten SP:Full MV:Weary >
*Rig* is standing here, riding a shadow stallion.
*Irzerk* is standing here.
*Gok* is standing here.
*Wukong* is standing here.

* R HP:Beaten SP:Full MV:Weary >
Vianca leaves north riding a warhorse.

* R HP:Beaten SP:Full MV:Weary >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.


* R HP:Beaten SP:Full MV:Weary > Lord Reil Endymion is here, fighting Irzerk, riding a warhorse.
Lady Vianca Vaughn, Aes Sedai is standing here, riding a warhorse.
*Rig* is here, fighting Reil, riding a shadow stallion.
*Irzerk* is here, fighting Reil.
*Gok* is standing here.
*Wukong* is here, fighting Reil.

* R HP:Beaten SP:Full MV:Weary >
#Ok. $target is now set to {2.dark}.


Fermin narrates 'i low now'

* R HP:Beaten SP:Full MV:Weary >
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Fermin from Two Rivers is standing here.
Lord Reil Endymion is here, fighting Irzerk, riding a warhorse.
Lady Vianca Vaughn, Aes Sedai is standing here, riding a warhorse.
*Rig* is here, fighting Reil, riding a shadow stallion.
*Irzerk* is here, fighting Reil.
*Gok* is standing here.
*Wukong* is here, fighting Reil.

* R HP:Beaten SP:Full MV:Weary >
Vianca slashes *Wukong*'s left leg.
Fermin tries to pierce *someone*, but he deflects the blow.
You try to strike *Rig*, but he deflects the blow.

* R HP:Beaten SP:Full MV:Weary - Reil: Beaten - Rig: Scratched > You sense Vianca is channeling saidar.
You begin to weave the appropriate flows...


*someone* tries to stab Fermin, but he dodges the attack.
Fermin tries to pierce *someone*, but he deflects the blow.

-
Reil sends *Rig* sprawling with a powerful bash!
Reil sends *Irzerk* sprawling with a powerful bash!
*Wukong* avoids being bashed by Reil who loses his balance and falls!

= + *
You sense Vianca is channeling saidar.
Reil narrates 'on all '
*Wukong* sends Reil sprawling with a powerful bash!

*
*Gok* panics, and attempts to flee!

+ = - -
*Gok* leaves north.

=
*Wukong* lances Reil's head hard.
Fermin tries to pierce *Wukong*, but he parries successfully.

+
Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your icy spikes shred *Irzerk*'s guts, causing his insides to flow outside.
*Irzerk* is dead! R.I.P.
Your blood freezes as you hear *Irzerk*'s death cry.

* R HP:Beaten SP:Strong MV:Weary - Reil: Beaten - Rig: Scratched >
#Ok. $target is now set to {dark}.
You begin to weave the appropriate flows...

-
Vianca throws a weakened fireball at *Rig*, who screams in pain.

=
*Wukong* gets a wealth of gold crowns from the corpse of Irzerk.
*Wukong* gets a large number of copper pennies from the corpse of Irzerk.
*Wukong* gets a hunk of beef from the corpse of Irzerk.
*Wukong* gets a pair of thick metal boots from the corpse of Irzerk.
*Wukong* gets a pair of steel-plated greaves from the corpse of Irzerk.
*Wukong* gets a shiny copper dagger from the corpse of Irzerk.
*Wukong* gets a bronze belt of odd design from the corpse of Irzerk.
*Wukong* gets a pair of gold-hilted hooked swords from the corpse of Irzerk.
*Wukong* gets a sungwood bracelet from the corpse of Irzerk.
*Wukong* gets a sungwood bracelet from the corpse of Irzerk.
*Wukong* gets a pair of heavy metal gauntlets from the corpse of Irzerk.
*Wukong* gets a pair of ebony-steel plate vambraces from the corpse of Irzerk.
*Wukong* gets a backpack from the corpse of Irzerk.
*Wukong* gets an earthen brown mantle from the corpse of Irzerk.
*Wukong* gets a shining steel breastplate from the corpse of Irzerk.
*Wukong* gets a torc of gleaming steel from the corpse of Irzerk.
*Wukong* gets a torc of gleaming steel from the corpse of Irzerk.
*Wukong* gets a full metal helmet and visor from the corpse of Irzerk.
*Wukong* gets a gold ring delicately carved with ivy from the corpse of Irzerk.
*Wukong* gets a gold ring delicately carved with ivy from the corpse of Irzerk.
*Wukong* gets a horned skull badge from the corpse of Irzerk.

+ *
*Wukong* panics, and attempts to flee!

*
You sense Vianca is channeling saidar.

+
Fermin pierces *Wukong*'s right arm.

= -
*Wukong* leaves north.


*Rig* panics, and attempts to flee!
Fermin pierces *Rig*'s right arm hard.

-
Fermin tries to pierce *Rig*, but he parries successfully.


=
*Rig* leaves south riding a shadow stallion.

+
Reil leaves north riding a warhorse.
You follow Reil.

On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
*Wukong* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
Your target is no longer here!

* R HP:Beaten SP:Strong MV:Weary > Nobody here by that name.

* R HP:Beaten SP:Strong MV:Weary >
Reil leaves north riding a warhorse.
You follow Reil.

Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.

* R HP:Beaten SP:Strong MV:Weary >

They aren't here.


* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
Reil leaves north riding a warhorse.
You follow Reil.

Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > They aren't here.

* R HP:Beaten SP:Strong MV:Weary > They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.


* R HP:Beaten SP:Strong MV:Weary >

They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
Reil assumes an offensive striking posture.
Fermin has arrived from the north.
They aren't here.


* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
Reil leaves south riding a warhorse.
You follow Reil.

Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > Reil leaves south riding a warhorse.
You follow Reil.

On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > Reil leaves south riding a warhorse.
You follow Reil.

Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
The corpse of Irzerk is lying here.
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > They aren't here.

* R HP:Beaten SP:Strong MV:Weary >

You see the distant figure of someone leaping from the keep's tower.

Reil leaves south riding a warhorse.
You follow Reil.

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* R HP:Beaten SP:Strong MV:Weary >
Arglebargle, glop-glyf!?!


* R HP:Beaten SP:Strong MV:Weary > They aren't here.


* R HP:Beaten SP:Strong MV:Weary > They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > Reil leaves north riding a warhorse.
You follow Reil.

Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
The corpse of Irzerk is lying here.
A hanging lantern lights the path.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
Reil leans over and severs the head from the corpse of Irzerk.

* R HP:Beaten SP:Strong MV:Weary >
#Ok. $target is now set to {dark}.

Reil leaves south riding a warhorse.
You follow Reil.

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.


* R HP:Beaten SP:Strong MV:Weary >


A Shienaran gate guard bellows 'Argh! The foul beast Rig has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Rig has been spotted!'
Reil leaves west riding a warhorse.
You follow Reil.

Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A man is here.
A Shienaran guard patrols here, watching you carefully.
A grand master of the guild ambles by with confidence.
They aren't here.


* R HP:Beaten SP:Strong MV:Weary > Reil leaves west riding a warhorse.
You follow Reil.

An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A man is here.
An artifact collector stands here, searching specific items.
A man is here.
They aren't here.


* R HP:Beaten SP:Strong MV:Weary > Reil leaves west riding a warhorse.
You follow Reil.

Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A well-dressed man peals his bell, alerting people to the latest news.
A run-down looking man wanders aimlessly, collecting lost belongings.
A run-down looking man wanders aimlessly, collecting lost belongings.
A draft horse is here.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
Reil leaves north riding a warhorse.
You follow Reil.

Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A run-down looking man wanders aimlessly, collecting lost belongings.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.


* R HP:Beaten SP:Strong MV:Weary > They aren't here.


* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > A Shienaran gate guard bellows 'Argh! The foul beast Rig has been spotted!'
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
Reil leaves north riding a warhorse.
You follow Reil.

Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A Shienaran gatekeeper stands here, watching over the gate.
A wild stallion bucks madly.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
The temperature is about 0 degrees.
The sky is lightly snowing, and a breezy wind comes from the north.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
They aren't here.


* R HP:Beaten SP:Strong MV:Weary > They aren't here.


* R HP:Beaten SP:Strong MV:Weary >
Reil leaves north riding a warhorse.
You follow Reil.

Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A man meanders here, quietly speaking to himself.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary > Reil leaves north riding a warhorse.
You follow Reil.

Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A figure stands here, ready to collect unwanted things.
A run-down looking man wanders aimlessly, collecting lost belongings.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
Reil leaves north riding a warhorse.
You follow Reil.

Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
An elite Shienaran guard attends his duties.
They aren't here.

* R HP:Beaten SP:Strong MV:Weary >
#Ok. $notstatus is now set to { N HP}.
A Shienaran gate guard bellows 'The shadowspawn Rig has fled out the Malkier Gate!'
Reil leaves east riding a warhorse.
You follow Reil.

Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
You start paying increased attention to your surroundings.

* R N HP:Beaten SP:Strong MV:Weary >
Reil leaves east riding a warhorse.
You follow Reil.

Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
They aren't here.


* R N HP:Beaten SP:Strong MV:Weary >
Reil leaves east riding a warhorse.
You follow Reil.

Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
You notice an oilstone is hidden here.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary > They aren't here.

* R N HP:Beaten SP:Strong MV:Weary > Reil leaves east riding a warhorse.
You follow Reil.

Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A run-down looking man wanders aimlessly, collecting lost belongings.
A grizzled Shienaran veteran looks on.
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary >
Reil leaves west riding a warhorse.
You follow Reil.

Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
You notice an oilstone is hidden here.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R N HP:Beaten SP:Strong MV:Weary >

[embrace ]
You are already in touch with saidar, can't you feel it?

* R N HP:Beaten SP:Strong MV:Weary >
They aren't here.


* R N HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary >
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary >
Reil calls for the Malkiergate to be opened.
The Shienaran gatekeeper unlocks the Malkiergate.
The Shienaran gatekeeper opens the Malkiergate.
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary > Reil leaves north riding a warhorse.
You follow Reil.

Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
The corpse of a black messenger pigeon is lying here.
An iron lantern hangs from the wall above the gate.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary >
Reil leaves north riding a warhorse.
You follow Reil.

The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary > The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.

* R N HP:Beaten SP:Strong MV:Weary >

Reil leaves west riding a warhorse.
You follow Reil.

The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
They aren't here.

* R N HP:Beaten SP:Strong MV:Weary >
Reil leaves west riding a warhorse.
You follow Reil.

The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
A soft leather pouch has been discarded here. [4]
A wild stallion bucks madly, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
*Wukong* is standing here.
*Zintar* is here, fighting Vianca.
*Rig* is here, fighting Vianca, riding a shadow stallion.
Lady Vianca Vaughn, Aes Sedai is here, fighting Rig, riding a warhorse.
You try to strike *Wukong*, but he parries successfully.

* R N HP:Beaten SP:Strong MV:Weary - Wukong: Critical >
Vianca narrates '2n 2w'
You do the best you can!


* R N HP:Beaten SP:Strong MV:Weary - Wukong: Critical > *Rig* assumes an offensive striking posture.
You do the best you can!

* R N HP:Beaten SP:Strong MV:Weary - Wukong: Critical > You do the best you can!

* R N HP:Beaten SP:Strong MV:Weary - Wukong: Critical >
Reil crushes *Rig*'s body hard.


* R N HP:Beaten SP:Strong MV:Weary - Wukong: Critical > You sense Vianca is channeling saidar.
[chann 'flam']
You begin to weave the appropriate flows...


*Wukong* tries to lance you, but you parry successfully.

- =
*Wukong* panics, and attempts to flee!

+ *
*Rig* panics, and attempts to flee!

* + =
Ok.
Streaks of fire flow from your hands, burning *Wukong*.

* R N HP:Beaten SP:Strong MV:Weary - Wukong: Critical >

*Zintar* sends Vianca sprawling with a powerful bash!
*Rig* leaves east riding a shadow stallion.

* R N HP:Beaten SP:Strong MV:Weary - Wukong: Critical >

You do the best you can!
*Wukong* leaves north.

* R N HP:Beaten SP:Strong MV:Weary > *Zintar* tries to scythe Vianca, but she deflects the blow.
The snow is coming down more heavily now.
Reil narrates '2n 2w now'
Fermin has arrived from the east, riding a draft horse.
You strike *Zintar*'s left leg hard.

* R N HP:Beaten SP:Strong MV:Weary - Vianca: Hurt - Zintar: Scratched > Reil crushes *Zintar*'s body very hard.
You do the best you can!

* R N HP:Beaten SP:Strong MV:Weary - Vianca: Hurt - Zintar: Scratched >
Rebooting... Come back in a few minutes!
Reboot is saving all threads of this weave of the Wheel...


Wukong fled at 15 hp!
Last edited by Everesta on Wed Jul 10, 2024 11:39 am, edited 1 time in total.

Everesta
Posts: 118
Joined: Tue Aug 09, 2016 11:24 am

Re: Some snippets of FC PK: unbonded then bonded

Post by Everesta » Wed Jul 10, 2024 11:29 am

Post reboot have to regen SPs and Vianca logged on and got destroyed by berserk Rig. We head north for a little while to find more.



Creepy Woods
The shadows in these silent woods seem darker than they should. It almost
seems as though they are reaching out towards the light, to strangle it and
shroud the entire forest in darkness. But of course that can't be true,
anymore than it could be true that the trees seem to be watching your every
move. It would not take much more than a smouldering cinder to set off a
massive forest fire in the surrounding area.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
You sense a hidden life form in the area...
A tree is here, swinging a branch at your head.
A tree is here, swinging a branch at your head.
They aren't here.

* R N HP:Scratched SP:Bursting MV:Tiring >
Reil tries to crush *Gok*, but he deflects the blow.
They aren't here.

* R N HP:Scratched SP:Bursting MV:Tiring >
You try to strike *Gok*, but he dodges the attack.

* R N HP:Scratched SP:Bursting MV:Tiring - Reil: Hurt - Gok: Scratched > You do the best you can!

* R N HP:Scratched SP:Bursting MV:Tiring - Reil: Hurt - Gok: Scratched > You do the best you can!

* R N HP:Scratched SP:Bursting MV:Tiring - Reil: Hurt - Gok: Scratched > You do the best you can!

* R N HP:Scratched SP:Bursting MV:Tiring - Reil: Hurt - Gok: Scratched >

You try to strike *Gok*, but he parries successfully.
You swiftly dodge the angry tree's attempt to hit you.
You swiftly dodge the angry tree's attempt to hit you.
*Gok* stabs Reil's body hard.
*Gok* panics, and attempts to flee!

* R N HP:Scratched SP:Bursting MV:Tiring - Reil: Hurt - Gok: Scratched >
[embrace ]
You feel the flows of saidar coursing through your body.

* R N HP:Scratched SP:Bursting MV:Tiring - Reil: Hurt - Gok: Scratched > You begin to weave the appropriate flows...

- = + * *
Reil sends *Gok* sprawling with a powerful bash!

+ = -
You swiftly dodge the angry tree's attempt to hit you.
The angry tree tries to hit you, but you dodge the attack.
Reil crushes *Gok*'s body into bloody fragments!

- = +
Ok.
Spikes of solid ice form in your hands, which you launch at *Gok*.

* R N HP:Healthy SP:Strong MV:Tiring - Reil: Hurt - Gok: Wounded >
Reil crushes *Gok*'s right arm into bloody fragments!
You begin to weave the appropriate flows...

- =
*Gok* leaves north.

+ *
The angry tree tries to hit you, but you dodge the attack.
You swiftly dodge the angry tree's attempt to hit you.

*
Reil leaves north riding a warhorse.

+ = - -
=
Cancelled.
You panic and attempt to flee!

You flee head over heels.
Dense Forest
This forest smells of rotting leaves and wet earth. The ground is carpeted
with a thick bed of dead brown leaves. The tall trees spread their thick
branches out, shading the forest with their dark leaves. The air is very
still and strangely quiet. It would not take much more than a smouldering
cinder to set off a massive forest fire in the surrounding area.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Fermin from Two Rivers is standing here, riding a draft horse.
An elk with massive antlers eyes you with curiosity.
They aren't here.

* R N HP:Healthy SP:Strong MV:Tiring >

They aren't here.
Vianca has arrived from the north, riding a warhorse.


* R N HP:Healthy SP:Strong MV:Tiring >
Creepy Woods
The shadows in these silent woods seem darker than they should. It almost
seems as though they are reaching out towards the light, to strangle it and
shroud the entire forest in darkness. But of course that can't be true,
anymore than it could be true that the trees seem to be watching your every
move. It would not take much more than a smouldering cinder to set off a
massive forest fire in the surrounding area.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A tree is here, swinging a branch at your head.
A tree is here, swinging a branch at your head.

* R N HP:Healthy SP:Strong MV:Tiring > Dark Forest
The tall trees are crowded together here, packed in quite tightly and it almost
looks as though they are jostling each other for more room. The branches are
overlapped so many times it it near impossible to tell which tree they belong
to. The thick canopy of leaves overhead blocks the sky, and no light filters
through leaving the forest dark and silent.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Healthy SP:Strong MV:Tiring > They aren't here.

* R N HP:Healthy SP:Strong MV:Tiring >
Twisted Forest
The trees are growing so closely together here that they have somehow
become twisted around each other. Their gnarled branches are covered with
thick leaves. A carpet of these same leaves blankets the ground in a
sodden, rotten mess. There is a smell of decay hanging in the still air.
Much of the surrounding area can be seen from here just by watching
carefully.
[ obvious exits: S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.


* R N HP:Healthy SP:Strong MV:Tiring > Players in your Zone
--------------------
Vianca - Deep in the Forest
Everesta - Twisted Forest
Reil - Dark Forest
Fermin - Dense Forest

* R N HP:Healthy SP:Strong MV:Tiring >
You swiftly dodge a twisted tree's attempt to hit you.
A twisted tree joins a twisted tree's fight!

* R N HP:Healthy SP:Strong MV:Tiring - a twisted tree: Healthy >

You panic and attempt to flee!



A twisted tree tries to hit you, but you dodge the attack.
A twisted tree tries to hit you, but you parry successfully.


You flee head over heels.
Dark Forest
The silent forest is shrouded in darkness. No light can penetrate the thick
canopy of leaves formed by overlapping branches. The trees themselves are quite
gnarled and twisted and, strangely, they almost seem to be in pain.
[ obvious exits: N E S W ]
The corpse of the creepers is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Dark Forest
Tall trees, growing at awkward angles and twisting themselves around each
other, grow densely here in this silent forest. A thick blanket of rotten
leaves covers the ground, providing a smell of rancid decay with every step you
take. It is the strangest sensation in this dark, empty place, but you feel as
though someone is watching you.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Healthy SP:Strong MV:Tiring >
Dark Forest
An eery silence overwhelms this dark forest. The air is still and thick, and
laden with an overpowering aroma of rotten leaves. It is pitch black this deep
in the forest, even at brightest noon. The trees are packed in so tight it is a
wonder they had room to spread their roots.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R N HP:Healthy SP:Strong MV:Tiring > Dark Forest
The forest is shrouded in total darkness. Deep within these woods, no light is
able to filter through the thick leaves above. The trees grow so close together
that it is difficult to move, and their quivering branches almost seem to be
reaching out towards you.
[ obvious exits: N E S W ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A panther stalks through the wilderness.


* R N HP:Healthy SP:Strong MV:Tiring > #Ok. $notstatus is now set to { HP}.
You stop paying increased attention to your surroundings.

* R HP:Healthy SP:Strong MV:Tiring >
Players in your Zone
--------------------
Vianca - Sinister Forest
Everesta - Dark Forest
Reil - Dark Forest
Fermin - Dense Forest

* R HP:Healthy SP:Strong MV:Tiring > Reil leaves north riding a warhorse.
You follow Reil.

Rotten Ground
To the south the forest becomes much thicker, and substantially darker.
Here, it is still dim and closely packed, but there is some room to
manoeuver. The ground is muddy and strewn with rotten leaves. In fact, the
whole forest looks rotten and seems to be decaying. There is a pungent odor
hanging in the still air. Much of the surrounding area can be seen from
here just by watching carefully.
[ obvious exits: N E S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
Withering Woods
Withered, sickly trees grow sparsely in this small blighted section of woods.
Rotting leaves cover the ground and fill the area with the rank odor of decay.
The forest continues in all directions, through groves of decaying trees and
miles of muddy soil.
[ obvious exits: N E S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
Reil has arrived from the south, riding a warhorse.


* R HP:Healthy SP:Strong MV:Tiring >
Reil leaves north riding a warhorse.
You follow Reil.

Sinister Forest
Tall dark trees grow sparsely here in this eery forest. Their twisted,
sickly trunks bend in strange ways and their branches are all bare of leaves.
The dead and rotting leaves cover the ground in a blanket of decay. A rancid
odor wafts up from these piles of leaves, clogging the air with the thick
stench of death and rot.
[ obvious exits: N S W ]
The corpse of a rat is lying here.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A wild hog snorts angrily, pawing at the ground.

* R HP:Healthy SP:Strong MV:Tiring > Reil leaves north riding a warhorse.
You follow Reil.

Rotten Ground
The muddy soil shifts and moves with every step you take. It sucks at your feet
and nearly seems alive. The few trees that still grow here are stunted and
twisted. Their leaves have all fallen to the ground and lie in large piles that
stink of rot and decay.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A panther stalks through the wilderness.
You narrate 'gone zone quick'

* R HP:Healthy SP:Strong MV:Tiring >

Reil narrates 'gone zone'

* R HP:Healthy SP:Strong MV:Tiring > Reil leaves north riding a warhorse.
You follow Reil.

Moldy Earth
Planks of rotten and worm-eaten wood lie on the ground. They almost seem to
form a square, as though they were pieces of a building or structure of some
sort that decayed and fell in around itself. There are none of the wilted and
sickly trees growing here that can be seen in other parts of the forest.
[ obvious exits: N S W ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
Players in your Zone
--------------------
Everesta - Moldy Earth
Reil - Moldy Earth
Fermin - Dense Forest

* R HP:Healthy SP:Strong MV:Tiring >
Reil leaves north riding a warhorse.
You follow Reil.

The Thin Forest
Wiry trees with thin crowns of yellow leaves reach towards the sky. The
forest grows a bit sparsely around these parts, but shows signs of thriving
farther to the south. The woods continue to the north.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is standing here, riding a warhorse.
*Zintar* is standing here.
*Trill* is standing here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Reck* is standing here.
A sickly, skinny deer stands here in a daze.
A green woodpecker is visible flying high in the sky.
A squirrel is here, chittering.
A young and strong buck is here, munching some grass.
A brazen young hare thumps his powerful hind legs nearby.
Reil moves swiftly to protect you.
*Zintar* scythes Reil's left foot.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
#Ok. $target is now set to {dark}.

Reil moves swiftly to protect you.
*Trill* barely pierces Reil's body.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >

*Trill* barely pierces Reil's left arm.
A green woodpecker panics, and attempts to flee!
A green woodpecker leaves north.
Reil tries to crush *Zintar*, but he parries successfully.
*Zintar* barely scythes Reil's body.
*Reck* tries to pound you, but you dodge the attack.
You try to strike *Reck*, but he deflects the blow.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy > Players in your Zone
--------------------
Vianca - A Narrow Trail
Everesta - The Thin Forest
Reil - The Thin Forest
You sense shadowspawn nearby.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
*Trill* pierces Reil's body.
Vianca narrates 'all'

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
You narrate '3 crossroads'


* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy > The Thin Forest
Wiry trees with thin crowns of yellow leaves reach towards the sky. The
forest grows a bit sparsely around these parts, but shows signs of thriving
farther to the south. The woods continue to the north.
[ obvious exits: N S ]
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is here, fighting Zintar, riding a warhorse.
*Zintar* is here, fighting Reil.
*Trill* is here, fighting Reil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Reck* is here, fighting YOU!
A sickly, skinny deer stands here in a daze.
A squirrel is here, chittering.
A young and strong buck is here, munching some grass.
A brazen young hare thumps his powerful hind legs nearby.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
*Trill* pierces Reil's body.
Reil crushes *Zintar*'s left leg very hard.
You try to strike *Reck*, but he parries successfully.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
You dodge a bash from *Reck* who loses his balance and falls!

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
#Ok. $target is now set to {dark}.

Reil narrates 'on 2n moldy'
Reil avoids being bashed by *Zintar* who loses his balance and falls!

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >

Reck is in excellent condition.

*Reck* is using:
<worn on head> a gold-chased morion with an engraved silver comb
<worn around neck> a silver medallion
<worn around neck> a silver medallion
<worn about body> a black, silver-embroidered cape
<slung on back> a heron-engraved scabbard
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a steel warhammer (scratched)
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of gleaming metal boots

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
*Trill* pierces Reil's body.
Reil crushes *Zintar*'s body hard.
You try to strike *Reck*, but he deflects the blow.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >

Reil narrates 'err'

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy > The temperature is about 80 degrees.
The sky is cloudy, and a fair wind comes from the south.

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
*Reck* panics, and attempts to flee!

* R HP:Healthy SP:Strong MV:Tiring - Reck: Healthy >
Fermin has arrived from the south, riding a draft horse.
*Reck* leaves south.

* R HP:Healthy SP:Strong MV:Tiring >

Fermin tries to pierce *Trill*, but he parries successfully.

* R HP:Healthy SP:Strong MV:Tiring >
Fermin tries to pierce *Trill*, but he deflects the blow.
[embrace ]
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Tiring > The Thin Forest
Wiry trees with thin crowns of yellow leaves reach towards the sky. The
forest grows a bit sparsely around these parts, but shows signs of thriving
farther to the south. The woods continue to the north.
[ obvious exits: N S ]
Fermin from Two Rivers is here, fighting Trill, riding a draft horse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Lord Reil Endymion is here, fighting Zintar, riding a warhorse.
*Zintar* is here, fighting Reil.
*Trill* is here, fighting Reil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A sickly, skinny deer stands here in a daze.
A squirrel is here, chittering.
A young and strong buck is here, munching some grass.
A brazen young hare thumps his powerful hind legs nearby.

* R HP:Healthy SP:Strong MV:Tiring >

Fermin tries to pierce *Trill*, but he parries successfully.
*Trill* pierces Reil's right leg.
Reil crushes *Zintar*'s left leg.
You try to strike *Trill*, but he parries successfully.

* R HP:Healthy SP:Strong MV:Tiring - Reil: Wounded - Trill: Scratched > *Reck* has arrived from the south.
You begin to weave the appropriate flows...


A shadow stallion stops following Reck.
*Reck* starts riding a shadow stallion.

-
*Reck* tries to pound Fermin, but he deflects the blow.
*Trill* assumes a defensive striking posture.

= + *
*Zintar* sends Reil sprawling with a powerful bash!

* +
*Trill* panics, and attempts to flee!

=
*Trill* leaves south.

-
Fermin pierces *Reck*'s head very hard.
*Zintar* scythes Reil's left leg.

- =
#Ok. $target is now set to {dark}.
+
Ok.
Fire coalesces into a ball at your hands, which you launch at *Reck*.

* R HP:Healthy SP:Strong MV:Tiring - Reil: Wounded - Zintar: Scratched >
Fermin avoids being bashed by *Reck* who loses his balance and falls!
You begin to weave the appropriate flows...

Cancelled.
You do the best you can!

* R HP:Healthy SP:Strong MV:Tiring - Reil: Wounded - Zintar: Scratched >

*Trill* tries to pierce Fermin, but he dodges the attack.

* R HP:Healthy SP:Strong MV:Tiring - Reil: Wounded - Zintar: Scratched > You begin to weave the appropriate flows...

- = +
*Trill* tries to pierce Fermin, but he deflects the blow.
A young, agile hare leaves north.
Fermin tries to pierce *Reck*, but he deflects the blow.
*Zintar* scythes Reil's body.
Fermin tries to pierce *Reck*, but he deflects the blow.

* * + = - -
Vianca narrates 'comong horse ahgg'

=
Fermin panics, and attempts to flee!

+
Fermin leaves south riding a draft horse.
Reil sends *Zintar* sprawling with a powerful bash!
Ok.
Reil moves swiftly to protect you.
Fire coalesces into a ball at your hands, which you launch at *Trill*.

* R HP:Healthy SP:Strong MV:Tiring - Reil: Wounded - Zintar: Scratched >
#Ok. $target is now set to {dark}.

*Trill* assumes an offensive striking posture.

* R HP:Healthy SP:Strong MV:Tiring - Reil: Wounded - Zintar: Scratched > *Trill* pierces Reil's body.
You strike *Zintar*'s left arm hard.
Reil crushes *Zintar*'s body extremely hard.
You begin to weave the appropriate flows...

-
*Trill* pierces Reil's left hand.

= + * * +
Fermin has arrived from the south, riding a draft horse.

=
Fermin tries to pierce *Reck*, but he deflects the blow.
Fermin avoids being bashed by *Reck* who loses his balance and falls!

- -
Fermin tries to pierce *Reck*, but he deflects the blow.
*Trill* barely pierces Reil's body.
Reil tries to crush *Trill*, but he deflects the blow.
Reil tries to crush *Zintar*, but he parries successfully.

= +
Ok.
Fire coalesces into a ball at your hands, which you launch at *Trill*.

* R HP:Healthy SP:Strong MV:Tiring - Reil: Wounded - Zintar: Hurt >
#Ok. $target is now set to {2.dark}.
*Trill* pierces Reil's body.
You begin to weave the appropriate flows...
Vianca has arrived from the north, riding a warhorse.


Vianca slashes *Trill*'s head extremely hard.

-
You sense Vianca connecting to the True Source.

= + * *
You sense Vianca is channeling saidar.

+
Fermin tries to pierce *Reck*, but he parries successfully.
A small squirrel leaves north.
*Trill* tickles Reil's left leg with his pierce.

= - -
*Trill* assumes a defensive striking posture.

=
*Trill* avoids being bashed by Reil who loses his balance and falls!
Reil sends *Zintar* sprawling with a powerful bash!

+
Fermin tries to pierce *Reck*, but he deflects the blow.
*Trill* barely pierces Reil's body.
Ok.
Fire coalesces into a ball at your hands, which you launch at *Reck*.

* R HP:Healthy SP:Good MV:Tiring - Reil: Wounded - Zintar: Hurt >
#Ok. $target is now set to {dark}.
You begin to weave the appropriate flows...

- = +
*Reck* tries to pound Fermin, but he parries successfully.
Fermin tries to pierce *Reck*, but he deflects the blow.
*Trill* pierces Reil's body hard.
*Wukong* has arrived from the north.
Fermin avoids being bashed by *Reck* who loses his balance and falls!

*
*Wukong* tries to lance Vianca, but she deflects the blow.
Vianca unleashes a flurry of melting icy spikes at *Trill*, who is stabbed repeatedly.

* + =
Fermin looks at *Reck*.

-
You sense Vianca is channeling saidar.

- =
*Trill* assumes a defensive striking posture.

+
Ok.
*Trill* panics, and attempts to flee!
Fire coalesces into a ball at your hands, which you launch at *Trill*.
You sense Vianca is channeling saidar.

* R HP:Healthy SP:Good MV:Tiring - Reil: Wounded - Zintar: Hurt >

Fermin tries to pierce *Reck*, but he deflects the blow.
*Trill* pierces Reil's body hard.
You strike *Zintar*'s body.
*Trill* leaves north.

* R HP:Healthy SP:Good MV:Tiring - Reil: Battered - Zintar: Hurt > You begin to weave the appropriate flows...

-
Vianca avoids being bashed by *Wukong* who loses his balance and falls!

= + * *
*Reck* panics, and attempts to flee!

+ =
*Reck* leaves north riding a shadow stallion.

-
Fermin tries to pierce *Wukong*, but he parries successfully.


Fermin pierces *Wukong*'s body.
Reil crushes *Zintar*'s body very hard.
Vianca slashes *Wukong*'s left arm.
Vianca throws a fireball at *Wukong*, who screams in pain.

- =
+
Ok.
Fire coalesces into a ball at your hands, which you launch at *Wukong*.

* R HP:Healthy SP:Fading MV:Tiring - Reil: Battered - Zintar: Wounded > You begin to weave the appropriate flows...


Reil avoids being bashed by *Zintar* who loses his balance and falls!

- =
*Wukong* panics, and attempts to flee!

+
*Wukong* leaves south.

*
Fermin pierces *Zintar*'s right leg hard.

*
Fermin tries to pierce *Zintar*, but he parries successfully.
Fermin pierces *Zintar*'s head hard.

+
Reil sends *Zintar* sprawling with a powerful bash!

= -

Cancelled.
You do the best you can!

* R HP:Healthy SP:Fading MV:Tiring - Zintar: Wounded > You begin to weave the appropriate flows...


Vianca slashes *Zintar*'s body hard.

- =
You sense Vianca is channeling saidar.

+ *
Fermin pierces *Zintar*'s body hard.
Reil crushes *Zintar*'s right arm hard.

* +
Fermin pierces *Zintar*'s body.
Reil crushes *Zintar*'s head very hard.
*Zintar* panics, and attempts to flee!

= - - = +
Ok.
*Zintar* panics, and attempts to flee!
Fire coalesces into a ball at your hands, which you launch at *Zintar*.

* R HP:Healthy SP:Fading MV:Tiring - Zintar: Battered >
*Zintar* leaves south.
*Zintar* has arrived from the south.


* R HP:Healthy SP:Fading MV:Tiring >

Fermin tries to pierce *Zintar*, but he parries successfully.
Reil tries to crush *Zintar*, but he parries successfully.

* R HP:Healthy SP:Fading MV:Tiring >
You strike *Zintar*'s body.
*Zintar* panics, and attempts to flee!
Vianca throws a fireball at *Zintar*, who screams in pain.

* R HP:Healthy SP:Fading MV:Tiring - Fermin: Wounded - Zintar: Beaten > A green woodpecker has arrived from the north.
Vianca tries to slash *Zintar*, but he deflects the blow.
A green woodpecker leaves north.
You try to strike *Zintar*, but he parries successfully.
Reil crushes *Zintar*'s body hard.
Fermin pierces *Zintar*'s body hard.
You suddenly feel less protected.
You do the best you can!

* R HP:Healthy SP:Trickling MV:Tiring - Fermin: Wounded - Zintar: Critical >
You do the best you can!

* R HP:Healthy SP:Trickling MV:Tiring - Fermin: Wounded - Zintar: Critical > You begin to weave the appropriate flows...
*Zintar* leaves south.
*Zintar* has arrived from the south.


Fermin tries to pierce *Zintar*, but he parries successfully.
Vianca tries to slash *Zintar*, but he parries successfully.

-
Fermin tries to pierce *Zintar*, but he deflects the blow.
You sense Vianca is channeling saidar.

=
Reil crushes *Zintar*'s right leg very hard.
*Zintar* panics, and attempts to flee!
You sense Vianca is channeling saidar.

+ *
*Zintar* leaves south.
*Zintar* has arrived from the south.

*
Fermin tries to pierce *Zintar*, but he deflects the blow.
Reil crushes *Zintar*'s right foot very hard.
*Zintar* panics, and attempts to flee!

+ =
Reil crushes *Zintar*'s left foot hard.
*Zintar* panics, and attempts to flee!
Fermin pierces *Zintar*'s right leg very hard.
*Zintar* is dead! R.I.P.
Your blood freezes as you hear *Zintar*'s death cry.
Reil gets a pair of gleaming metal boots from the corpse of Zintar.
Reil gets a pair of thick, gold-plated greaves from the corpse of Zintar.
Reil gets a curved clear dagger from the corpse of Zintar.
Reil gets a bronze belt of odd design from the corpse of Zintar.
Reil gets a wicked knife bladed axe from the corpse of Zintar.
Reil gets a polished onyx-inlaid shield from the corpse of Zintar.
Reil gets a sungwood bracelet from the corpse of Zintar.
Reil gets a sungwood bracelet from the corpse of Zintar.
Reil gets a sturdy pair of full leather gauntlets from the corpse of Zintar.
Reil gets a pair of polished, gold-plated vambraces from the corpse of Zintar.
Reil gets a backpack from the corpse of Zintar.
Reil gets an earthen brown mantle from the corpse of Zintar.
Reil gets an engraved gold-plated breastplate from the corpse of Zintar.
Reil gets a shimmering chain of gold from the corpse of Zintar.
Reil gets a shimmering chain of gold from the corpse of Zintar.
Reil gets a gold-chased morion with an engraved silver comb from the corpse of Zintar.
Reil gets a gold ring delicately carved with ivy from the corpse of Zintar.
Reil gets a jade signet ring from the corpse of Zintar.

reil
Posts: 238
Joined: Sat Apr 23, 2016 3:27 pm

Re: Some snippets of FC PK: unbonded then bonded

Post by reil » Wed Jul 10, 2024 1:15 pm

You feel a rush of life as the bond between you and Reil flares.
🥲

gok
Posts: 124
Joined: Thu Oct 08, 2020 12:41 am

Re: Some snippets of FC PK: unbonded then bonded

Post by gok » Wed Jul 10, 2024 1:35 pm

Thank for the pk session I had a good time. It felt like we had a really good back and forth.

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