After much running around, landing a no-hide stab to wounded in Tar valon, and finally getting feared we pick up here:
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
An embossed leather water flask lies forgotten here.
Aish Midori is standing here, riding a pale destrier.
A squirrel is here, chittering.
A long-eared rabbit is here, looking quite sick.
* S HP:Wounded MV:Weary > backstab aish
You attempt to hide yourself.
* S HP:Wounded MV:Weary > You silently approach your victim...
-
Aish tries to strike you, but you deflect the blow.
=+*f
*Cancelled.
You panic and attempt to flee!
You flee head over heels.
Along the Run
A north-south run seems to have become a familiar means of passage for many
Correcting map position after fleeing.
animals through these dense woods. Nettles and other brambles rim the ways
and towering trees with impenetrable foliage block sight and movement to
the west or east.
[ obvious exits: N S ]
A wild hog snorts angrily, pawing at the ground.
* S HP:Wounded MV:Weary > hide
The hog leaves south.
* S HP:Wounded MV:Weary > You attempt to hide yourself.
backstab aish
* S HP:Wounded MV:Weary > Aish has arrived from the south, riding a pale destrier.
You silently approach your victim...
-=+**+=- -=+*
Fight!? Are you crazy?? You can barely hold yourself together. UGH!!!
* S HP:Wounded MV:Weary >
Aish leaves south riding a pale destrier.
* S HP:Wounded MV:Weary > s
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
An embossed leather water flask lies forgotten here.
Aish Midori is standing here, riding a pale destrier.
A wild hog snorts angrily, pawing at the ground.
A squirrel is here, chittering.
A long-eared rabbit is here, looking quite sick.
* S HP:Wounded MV:Weary > w
w
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
A long-eared rabbit is here, looking quite sick.
* S HP:Wounded MV:Weary > A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
* S HP:Wounded MV:Weary > s
A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
A squirrel is here, chittering.
* S HP:Wounded MV:Haggard > e
A Sallow Wood
Pausing at the cool refuge of the wood's border, it is the last stop heading
further west for any shade. Between the tree-trunks you see the dry, olive
grass of open plains. No signs of civilization are present anywhere.
[ obvious exits: N W ]
* S HP:Wounded MV:Haggard > w
A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
A squirrel is here, chittering.
* S HP:Wounded MV:Haggard > w
Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]
|1|.A tall dust-colored gelding prances in a circle here.
* S HP:Wounded MV:Haggard > 1
[ride 1.horse]
You start riding him.
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Thinning of the Wood
Aish - Margin of Clearance Between the Woods
* R HP:Wounded MV:Haggard > sc
You have 223(374) hit and 16(152) movement points.
You have scored 108,716,624 experience points and 757 quest points
You have gained 0 exp since last time.
You need 1727102743 exp to level and 243 qp to rank.
You have amassed 28 Turn points to date.
You have played 13 days and 23 hours (real time).
This ranks you as Reven the Shepherd [Hand of Light 6] (Level 51).
You are standing.
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Thinning of the Wood
Aish - Margin of Clearance Between the Woods
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Thinning of the Wood
Aish - Margin of Clearance Between the Woods
* R HP:Wounded MV:Haggard > w
w
Grasslands
Dry grasses sway with the soft warm breezes originating from the hills
in the west. The blistering heat pommels you as you traverse the grass
covered plains. Dry, gravelly soil crunches with every step.
[ obvious exits: N E W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Wounded MV:Haggard > s
Grassy Plains
The flat landscape is covered by waist high grasses mingled with large briar
patches. Burrs attach themselves all over you in order to be spread elsewhere
to grow. The muddy bank of a small brook is located to the east.
[ obvious exits: N E S W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Wounded MV:Haggard > Grassy Plains
Vast quantities of thigh high grasses cover these plains. The strong winds
cause the grasses to whip back and forth violently. Patches without vegetation
reveal dry loose soil riddled with bits and pieces of rock.
[ obvious exits: N W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
A long-eared rabbit is here, looking quite sick.
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > stat
You are a 56 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 16.5 lbs, peanuts.
Your base abilities are: Str:18 Int:9 Wil:14 Dex:19 Con:18 Sum:78.
Offensive bonus: 164, Dodging bonus: 138, Parrying bonus: 162, Total defense: 300
Your mood is: Wimpy. You will flee below: 187 Hit Points
You are wanted by: Andor Tar Valon Seanchan Empire
Your armor absorbs about 9% on average.
You are subjected to the following effects:
- FEAR
- NO QUIT
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Haggard > where
You feel less paranoid. Finally!
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Weary > where
Players in your Zone
--------------------
Reven - Grassy Plains
* R HP:Wounded MV:Weary > mb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 112 hit points.
* R HP:Wounded MV:Weary > n
Grassy Plains
The flat landscape is covered by waist high grasses mingled with large briar
patches. Burrs attach themselves all over you in order to be spread elsewhere
to grow. The muddy bank of a small brook is located to the east.
[ obvious exits: N E S W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
e
* R HP:Wounded MV:Weary > e
Grasslands
Dry grasses sway with the soft warm breezes originating from the hills
in the west. The blistering heat pommels you as you traverse the grass
covered plains. Dry, gravelly soil crunches with every step.
[ obvious exits: N E W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Wounded MV:Weary > Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Wounded MV:Weary > e
e
A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
A squirrel is here, chittering.
* R HP:Wounded MV:Weary > A Sallow Wood
Pausing at the cool refuge of the wood's border, it is the last stop heading
further west for any shade. Between the tree-trunks you see the dry, olive
grass of open plains. No signs of civilization are present anywhere.
[ obvious exits: N W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
where
* R HP:Wounded MV:Weary > Players in your Zone
--------------------
Reven - A Sallow Wood
Aish - A Dreamy Copse
* R HP:Wounded MV:Weary > n
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
A long-eared rabbit is here, looking quite sick.
* R HP:Wounded MV:Weary > e
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
An embossed leather water flask lies forgotten here.
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
A wild hog snorts angrily, pawing at the ground.
A long-eared rabbit is here, looking quite sick.
* R HP:Wounded MV:Weary >
The hog leaves west.
* R HP:Wounded MV:Weary > s
mb
Along the Run
A treacherous path, travel-worn by the regular usage from local animals, cuts
north and south here through the woods, presenting a narrow margin between
two distinct sets of trees and vegetation; west, ashen trees and gray-green
vegetation mark a fairly sparse wood leached by a more visible sun, while to
the east an ancient and thickly grown forest holds its ground tenuously.
[ obvious exits: N S ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Wounded MV:Weary > [change mood brave] She's in trash, will just try to melee some more...
Mood changed to: Brave
Wimpy reset to: 112 hit points.
s
* R HP:Wounded MV:Weary > k aish
A Dreamy Copse
Maybe it is the spicy fragrance of the wild flowers or the wafting twinge
of gingerspice, but the land here pulls at you with an indulging spell of
lethargy. This place is interspersed with low, willowy trees and other
somewhat towering ones; those grow at a half-slant with long, ropey vines
hanging in dipping loops from their short branches like some exotic
drapery. Tall, thick-bladed grass sprouts from the rich, black earth and
bends to a slight breeze.
[ obvious exits: N ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
Aish Midori is standing here, riding a pale destrier.
* R HP:Wounded MV:Weary > You stab Aish's left leg extremely hard.
* R HP:Wounded MV:Weary - Aish: Hurt >
Aish tries to strike you, but you deflect the blow.
You try to stab Aish, but she parries successfully.
You stab Aish's body very hard.
* R HP:Wounded MV:Weary - Aish: Hurt >
Aish tries to strike you, but you dodge the attack.
You try to stab Aish, but she parries successfully.
* R HP:Wounded MV:Weary - Aish: Hurt >
You stab Aish's body hard.
* R HP:Wounded MV:Weary - Aish: Hurt >
Aish tries to strike you, but you deflect the blow.
You try to stab Aish, but she parries successfully.
* R HP:Wounded MV:Weary - Aish: Hurt >
You try to stab Aish, but she parries successfully.
* R HP:Wounded MV:Weary - Aish: Hurt >
You gasp in pain as streaks of fire from Aish burn your body!
* R HP:Wounded MV:Weary - Aish: Hurt >
Aish tries to strike you, but you parry successfully.
You try to stab Aish, but she deflects the blow.
* R HP:Wounded MV:Weary - Aish: Hurt >
You stab Aish's body very hard.
* R HP:Wounded MV:Weary - Aish: Wounded >
You stab Aish's right foot.
* R HP:Wounded MV:Weary - Aish: Wounded >
Aishling narrates 'is Dougan Cairhien'
* R HP:Wounded MV:Weary - Aish: Wounded >
You stab Aish's right leg very hard.
* R HP:Wounded MV:Weary - Aish: Wounded >
You try to stab Aish, but she deflects the blow.
* R HP:Wounded MV:Weary - Aish: Wounded >
You stab Aish's body extremely hard.
* R HP:Wounded MV:Weary - Aish: Wounded >
Aish tries to strike you, but you parry successfully.
You try to stab Aish, but she parries successfully.
You try to stab Aish, but she deflects the blow.
* R HP:Wounded MV:Weary - Aish: Wounded >
You try to stab Aish, but she parries successfully.
* R HP:Wounded MV:Weary - Aish: Wounded >
You try to stab Aish, but she parries successfully.
You gasp in pain as streaks of fire from Aish burn your body!
* R HP:Wounded MV:Weary - Aish: Wounded >
Aish tries to strike you, but you deflect the blow.
You stab Aish's body into bloody fragments!
You gasp in pain as streaks of fire from Aish burn your body!
* R HP:Battered MV:Weary - Aish: Battered >
You gasp in pain as streaks of fire from Aish burn your body!
* R HP:Battered MV:Weary - Aish: Battered >
Aish tries to strike you, but you parry successfully.
You try to stab Aish, but she parries successfully.
* R HP:Battered MV:Weary - Aish: Battered > mw
f
You try to stab Aish, but she parries successfully.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 187 hit points.
* R HP:Battered MV:Weary - Aish: Battered > You panic and attempt to flee!
You flee head over heels.
Along the Run
A treacherous path, travel-worn by the regular usage from local animals, cuts
Correcting map position after fleeing.
north and south here through the woods, presenting a narrow margin between
two distinct sets of trees and vegetation; west, ashen trees and gray-green
vegetation mark a fairly sparse wood leached by a more visible sun, while to
the east an ancient and thickly grown forest holds its ground tenuously.
[ obvious exits: N S ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Battered MV:Weary > mb
k aish
k aish
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 112 hit points.
* R HP:Battered MV:Weary > k aish
Aish has arrived from the south, riding a pale destrier.
You stab Aish's left foot.
* R HP:Battered MV:Weary - Aish: Battered > You do the best you can!
k aish
* R HP:Battered MV:Weary - Aish: Battered > You do the best you can!
* R HP:Battered MV:Weary - Aish: Battered > You do the best you can!
* R HP:Battered MV:Weary - Aish: Battered >
You try to stab Aish, but she deflects the blow.
* R HP:Battered MV:Weary - Aish: Battered >
You try to stab Aish, but she deflects the blow. Unlucky...
The Cairhien alarm bell sounds loudly in the distance.
* R HP:Battered MV:Winded - Aish: Battered >
PANIC! You couldn't escape!
You gasp in pain as streaks of fire from Aish burn your body!
* R HP:Beaten MV:Winded - Aish: Battered >
You stab Aish's right leg into bloody fragments!
mw
* R HP:Beaten MV:Winded - Aish: Battered > f
Aish tries to strike you, but you dodge the attack.
You stab Aish's body very hard.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 187 hit points.
* R HP:Beaten MV:Winded - Aish: Battered > You panic and attempt to flee!
You flee head over heels.
A Dreamy Copse
Maybe it is the spicy fragrance of the wild flowers or the wafting twinge
Correcting map position after fleeing.
of gingerspice, but the land here pulls at you with an indulging spell of
lethargy. This place is interspersed with low, willowy trees and other
somewhat towering ones; those grow at a half-slant with long, ropey vines
hanging in dipping loops from their short branches like some exotic
drapery. Tall, thick-bladed grass sprouts from the rich, black earth and
bends to a slight breeze.
[ obvious exits: N ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Beaten MV:Winded > n
n
Along the Run
A treacherous path, travel-worn by the regular usage from local animals, cuts
north and south here through the woods, presenting a narrow margin between
two distinct sets of trees and vegetation; west, ashen trees and gray-green
vegetation mark a fairly sparse wood leached by a more visible sun, while to
the east an ancient and thickly grown forest holds its ground tenuously.
[ obvious exits: N S ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
Aish Midori is standing here, riding a pale destrier.
* R HP:Beaten MV:Winded > Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
An embossed leather water flask lies forgotten here.
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Beaten MV:Winded > w
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
A wild hog snorts angrily, pawing at the ground.
* R HP:Beaten MV:Winded > s
A Sallow Wood
Pausing at the cool refuge of the wood's border, it is the last stop heading
further west for any shade. Between the tree-trunks you see the dry, olive
grass of open plains. No signs of civilization are present anywhere.
[ obvious exits: N W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
A squirrel is here, chittering.
* R HP:Beaten MV:Winded > sc
You have 103(374) hit and 52(152) movement points.
You have scored 108,716,624 experience points and 757 quest points
You have gained 0 exp since last time.
You need 1727102743 exp to level and 243 qp to rank.
You have amassed 28 Turn points to date.
You have played 13 days and 23 hours (real time).
This ranks you as Reven the Shepherd [Hand of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - A Sallow Wood
Aish - Margin of Clearance Between the Woods
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - A Sallow Wood
Aish - Margin of Clearance Between the Woods
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - A Sallow Wood
Aish - Margin of Clearance Between the Woods
* R HP:Beaten MV:Winded > w
w
A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Beaten MV:Winded > Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Thinning of the Wood
Aish - Margin of Clearance Between the Woods
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Aish - A Sallow Wood
Reven - Thinning of the Wood
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Aish - A Sallow Wood
Reven - Thinning of the Wood
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Aish - A Sallow Wood
Reven - Thinning of the Wood
* R HP:Beaten MV:Winded > w
Grasslands
Dry grasses sway with the soft warm breezes originating from the hills
in the west. The blistering heat pommels you as you traverse the grass
covered plains. Dry, gravelly soil crunches with every step.
[ obvious exits: N E W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Beaten MV:Winded > n
Grasslands
The dry, short grass is extremely sparse here, plenty of space in between
each plant to see that the soil is poor. Soft breezes blow across the
plains with regularity.
[ obvious exits: N E S W ]
A mirrored lantern has been left here.
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > sc
You have 103(374) hit and 52(152) movement points.
You have scored 108,716,624 experience points and 757 quest points
You have gained 0 exp since last time.
You need 1727102743 exp to level and 243 qp to rank.
You have amassed 28 Turn points to date.
You have played 13 days and 23 hours (real time).
This ranks you as Reven the Shepherd [Hand of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Beaten MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - Grasslands
* R HP:Battered MV:Winded > e
Thinning of the Wood
Sun-parched trees with scraggly branches twisted by gale-force winds are the
only inhabitants outside the drab-colored grass advancing on the forests
soil. Some blackened scorch marks on the base of the trees and the earth
signal that this dry land is given to wildfires.
[ obvious exits: E W ]
|1|.A tall dust-colored gelding prances in a circle here, being ridden by you.
A long-eared rabbit is here, looking quite sick.
* R HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - Thinning of the Wood
Aish - A Sallow Wood
* R HP:Battered MV:Winded > dism
sn
You stop riding him.
* HP:Battered MV:Winded > [sneak ]
Ok, you'll try to move silently for a while.
* S HP:Battered MV:Winded > sheath dagger
You sheath the glazed katars of Mondoran into a white cloak with a crimson crook.
* S HP:Battered MV:Winded > draw spike
You try to quietly draw a throwing spike from a camouflaged hood. Hmmmm lets try something....
* S HP:Battered MV:Winded > e
throw aish
A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
* S HP:Battered MV:Winded > Throw at who?
* S HP:Battered MV:Winded > e
throw aish
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
Aish Midori is standing here, riding a pale destrier.
A wild hog snorts angrily, pawing at the ground.
* S HP:Battered MV:Winded > You throw a throwing spike at Aish.
* S HP:Battered MV:Winded >
A throwing spike arcs through the air.
* S HP:Battered MV:Winded >
Aish leaves east riding a pale destrier.
* S HP:Battered MV:Winded >
A throwing spike falls to the ground after being thrown. Gah!!!
* S HP:Battered MV:Winded > take all
You get a throwing spike.
* S HP:Battered MV:Winded > ws
[wield spike]
You wield a throwing spike.
* S HP:Battered MV:Winded > e
throw aish
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
An embossed leather water flask lies forgotten here.
* S HP:Battered MV:Winded > Throw at who?
* S HP:Battered MV:Winded > e
throw aish
An Old, Silent Forest
Stillness invades every fiber of being around you. Trudging through the deep
piles of fallen leaves and branches produces strangely little noise, as if
it is absorbed. No birds chirp, nor is there sign of other woodland life,
and the only movement comes from the dance of sunlight through the flutter of
windblown leaves in the boughs high above.
[ obvious exits: E W ]
A long-eared rabbit is here, looking quite sick.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.
* S HP:Battered MV:Weary > Throw at who?
* S HP:Battered MV:Weary > where
Players in your Zone
--------------------
Reven - An Old, Silent Forest
Aish - An Old, Silent Forest
* S HP:Battered MV:Weary > e
throw aish
An Old, Silent Forest
An eerie, muffled shriek breaks the utter quiet of this wood. Upon closer
investigation you discover the sound emanating from wind passing through the
hollow arms of a stately oak whose life slowly wans whilst it yet grasps out
for blessed light.
[ obvious exits: E W ]
Aish Midori is standing here, riding a pale destrier.
A squirrel is here, chittering.
A long-eared rabbit is here, looking quite sick.
A wild hog snorts angrily, pawing at the ground.
* S HP:Battered MV:Weary > You throw a throwing spike at Aish. Lets try again!!
* S HP:Battered MV:Weary >
A throwing spike arcs through the air.
* S HP:Battered MV:Weary >
Aish spasms in excruciating pain as she is struck by a throwing spike. Yes!!
Aish panics, and attempts to flee!
Aish leaves west riding a pale destrier.
* S HP:Battered MV:Weary >
The clouds disappear.
Your heartbeat calms down more as you feel less panicked.
* S HP:Battered MV:Winded >
Natia narrates 'flee off come 1w'
* S HP:Battered MV:Winded >
Aish has arrived from the west, riding a pale destrier.
* S HP:Battered MV:Winded >
Aish leaves east riding a pale destrier.
* S HP:Battered MV:Winded > draw spike
You try to quietly draw a throwing spike from a set of cloth sleeves.
Ryzom narrates 'nvm'
* S HP:Battered MV:Winded > e
An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]
Aish Midori is standing here, riding a pale destrier.
e
* S HP:Battered MV:Winded > e
Aish leaves east riding a pale destrier.
* S HP:Battered MV:Winded > e
A Shallow Culvert at the Forest Border
Your boots sink quickly to the ankles as you step in the soft soil of a
drainage trench. The ditch is only a few feet from the road and shares
the other border with a very old and long undisturbed forest.
[ obvious exits: E S W ]
e
* S HP:Battered MV:Winded > The Tar Valon Road
Tended and fenced fields abruptly end against the border of a dense forest
on either side of the road. It looks as if a drainage trench had once
been attempted to help clear the muddy roads during spring rains, but
of late they have fallen into disrepair.
[ obvious exits: N S W ]
A mirrored lantern has been left here.
Aish Midori is standing here, riding a pale destrier.
* S HP:Battered MV:Winded > Alas, you cannot go that way...
* S HP:Battered MV:Winded > n
Alas, you cannot go that way...
* S HP:Battered MV:Winded > n
Aish leaves north riding a pale destrier.
The Tar Valon Road
The road bends your path around a quaint farmhouse and its surrounding
property. The landscape is well-tended with crops in tilled fields and a
dirt road leading to a well.
[ obvious exits: E S ]
A large wooden raft sits here.
A one person canoe rests on the ground.
Aish Midori is standing here, riding a pale destrier.
* S HP:Battered MV:Winded > Alas, you cannot go that way...
* S HP:Battered MV:Winded >
Aish leaves east riding a pale destrier.
k aish
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > e
At a Junction of Roads
The road to Tar Valon curves west around a small farm. A dusty cartpath
leads east around a barn to a water well beside a brick home. Smells of
manure and animal stock carry on the breeze. Another road begins at this
point, winding southeast through wooded lands.
[ obvious exits: N E S W ]
A large wooden raft sits here.
* S HP:Battered MV:Winded > n
n
n
The Tar Valon Road
You are traveling on the road to Tar Valon, a well-constructed avenue
connecting Caemlyn and the city of women. The excellent condition of the
road presents you with easy travelling. Fences to either side protect
farmers' crops from the hungry trespasser.
[ obvious exits: N S ]
A squat border stone juts from the soil.
n
* S HP:Battered MV:Winded > n
Thoroughfare of Alindaer
Fields of varying crops have been planted on both sides of the road, where
the brush and timberline have been cleared back severel feet for the hamlet
just to the north. Towering piles of hay and roving watchdogs rest around the
perimeter, while farmboys playing small hand-carved flutes frolic happily
amongst them.
[ obvious exits: N S ]
North: A bearded coachman stands here, waiting for passengers.
* S HP:Battered MV:Winded > n
Market Square
Stone-paved streets guide the traffic of Tar Valon between the red and
brown brick houses and shops of this small village. Squadrons of soldiers
file through town periodically from Tar Valon, and the market throng divide
around them as if marching men were obstructions they were long used to.
[ obvious exits: N E S W ]
A bearded coachman stands here, waiting for passengers.
The Alindaer town crier stands here, spreading the news.
n
* S HP:Battered MV:Winded > Thoroughfare of Alindaer
Small red brick houses are built all along the road right up to the
river's edge, where, to the north, fishing boats are tethered to a small
network of piers. A pleasant breeze rolls in from the water.
[ obvious exits: N S ]
North: A traveler trudges by.
South: A bearded coachman stands here, waiting for passengers.
* S HP:Battered MV:Weary > Thoroughfare of Alindaer
To the north-east, the foot of a white bridge stretches over the east side
of River Erinin and arches straight to the walls that surround the island
of Tar Valon, The tops of the high walls of gleaming white, silver-streaked
stone look down on the bridge's height. At intervals, guard towers interrupt
the walls, their massive footings washed by the river.
[ obvious exits: N S ]
North: A Tar Valon bridgeguard peers at strangers suspiciously.
A traveler trudges by.
* S HP:Battered MV:Weary > Foot of the Bridge
Often a place thronging with crowds, the bridge begins a long arch over the
half mile or more of the River Erinin. Guards posted at the foot carefully
check everyone who wants to cross.
[ obvious exits: E S ]
East: Telathia Deveraux is standing here.
South: A traveler trudges by.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A balding, sour-faced officer checks everyone passing by.
* S HP:Battered MV:Weary > e
Telathia has arrived from the east.
Alas, you cannot go that way...
e
* S HP:Battered MV:Weary > Telathia leaves south.
Bridge Over the Alindrelle
Striking, the bridge is an architectural wonder. The openwork walls look
intricate enough to tax the best craftswoman at her lace-frame. It hardly
seems that such could have been done with stone, or that it could stand
even its own weight.
[ obvious exits: E W ]
West: A Tar Valon bridgeguard peers at strangers suspiciously.
k aish
* S HP:Battered MV:Weary > Bridge Over the Alindrelle
The river rolls, strong and steady, fifty or more paces below, and for all
its half mile length the bridge flows unsupported from riverbank to island.
The bridge has room and some to spare for ten men to walk abreast. A tall,
bronze-clad gate stands between the bridge and Tar Valon to the east. A
large sign lists the local laws and customs.
[ obvious exits: E W ]
An iron lantern hangs from the wall above the gate.
* S HP:Battered MV:Weary > They aren't here.
* S HP:Battered MV:Weary >
Natia narrates 'get horses'
* S HP:Battered MV:Weary > k aish
They aren't here.
* S HP:Battered MV:Weary > where
Players in your Zone
--------------------
Telathia - At a Junction of Roads
Reven - Bridge Over the Alindrelle
* S HP:Battered MV:Weary > where
Players in your Zone
--------------------
Telathia - The Tar Valon Road
Reven - Bridge Over the Alindrelle
* S HP:Battered MV:Weary > open bridgegate
e
e
It's already open!
* S HP:Battered MV:Weary > Gate to Alindaer
The busiest gate in the city rises in the wall here, allowing passage of
most of the trade from Caemlyn. The White Cliffs of Tar Valon rise above
the worn stones of the road down Air Avenue to the east. Stunningly,
the White Tower looms past them in the horizon.
[ obvious exits: N E S W ]
South: A sailor is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old woman smiles kindly.
A pale destrier stands here, adorned with the white flame of Tar Valon.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
* S HP:Battered MV:Weary > Air Avenue
The buildings lining this street seem to have been designed to look
windswept, portrayed as though wind is to be funneled between them.
As a result, even in perfect stillness a sense of movement fills the
air, and a rustle of air can almost be heard. To the west lies Alindaer
Gate and, beyond that, the Dragonmount rises in the distance.
[ obvious exits: E W ]
West: An old woman smiles kindly.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Ryzom narrates 'is he'
* S HP:Battered MV:Weary > where
Players in your Zone
--------------------
Reven - Air Avenue
Aish - Tower Square Stay still...
* S HP:Battered MV:Weary > e
e
Air Avenue
Along this avenue, the buildings become grand and spacious. Their white
rooftops are curved and rounded, giving them the appearance of clouds.
The road widens up a bit and the buildings seem to lean back a little
so that the open sky can fall down on the avenue. Running north and south,
Merchant Street intersects with Air Avenue.
[ obvious exits: N E S W ]
North: A dun mare is here, snorting angrily.
South: A Valon guardsman watches the street for signs of trouble.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Battered MV:Weary > Air Avenue
Here, along Air Avenue, one can view the White Cliffs of Tar Valon. The
buildings along this avenue are superbly crafted and intricately
decorated. From the Alindaer Gate, one could almost mistake them for real
cliffs. The avenue ends to the east at Tower Square but continues along
to the west.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Battered MV:Weary >
Dhela narrates 'art?'
n
* S HP:Battered MV:Weary > Tower Square
At the corner of the square, the dazzling pearl white buildings of Tar
Valon surround the square. In the center of the square is the White Tower,
walled off from the rest of the city. To the south the Air Avenue flows
into the square from the Alindaer Gate in the southwest secion of the city.
In the center of the square, atop a pedestal of blue veined white marble,
is the polished silver statue of a regal Aes Sedai. Surrounding the base of
the statue are hundreds of morning lillies, their heady and rich perfume
filling the air and delighting the senses.
[ obvious exits: N E S ]
East: An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Battered MV:Weary > e
k aish
throw aish
Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
North: A Tower guard is here protecting the peace.
East: A Valon guardsman watches the street for signs of trouble.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
Aish Midori is standing here, riding a pale destrier.
The Tar Valon town crier stands here, spreading the news.
* S HP:Battered MV:Weary > You try to hit Aish, but she deflects the blow.
* S HP:Battered MV:Weary - Aish: Beaten > You throw a throwing spike at Aish.
* S HP:Battered MV:Weary - Aish: Beaten >
A throwing spike arcs through the air.
* S HP:Battered MV:Weary - Aish: Beaten >
Aish spasms in excruciating pain as she is struck by a throwing spike. Yes!!
Aish panics, and attempts to flee!
Aish leaves east riding a pale destrier.
* S HP:Battered MV:Weary > draw spike
k aish
You try to quietly draw a throwing spike from a jeweled wristcuff.
* S HP:Battered MV:Weary > They aren't here.
* S HP:Battered MV:Weary > e
k aish
Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
North: An old woman smiles kindly.
West: The Tar Valon town crier stands here, spreading the news.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Valon guardsman watches the street for signs of trouble.
A smartly dressed man ambles about here.
A black cat meanders to an unknown destination.
A Valon guardsman watches the street for signs of trouble.
|1|.A wild stallion bucks madly.
|2|.A warhorse is here, stamping his feet impatiently.
* S HP:Battered MV:Haggard > They aren't here.
* S HP:Battered MV:Haggard > n
Tower Square
This side of the square faces the eastern section of Tar Valon. In the
walled off square is the White Tower, overlooking the whole city. Great
avenues converge on the square from the north and south while Eastside
Avenue heads directly east towards Daghain Gate. To the west lies the
eastern gate into the tower grounds. The square continues to the north
and south.
[ obvious exits: N E S W ]
East: An astonishingly tall and broad man stands here, with large tufted ears.
South: A Valon guardsman watches the street for signs of trouble.
West: An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old woman smiles kindly.
where
* S HP:Battered MV:Haggard > Players in your Zone
--------------------
Reven - Tower Square Hmm must have gone town zone...
* S HP:Battered MV:Haggard > take fluid in pack
quaff fluid
You get a thin vial of yellow fluid from an embroidered, cotton shoulder bag.
* S HP:Battered MV:Haggard > You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
w
* S HP:Battered MV:Winded > w
w
The Eastern Gate
The gateway is arched at the top and is about twenty feet high by twenty
feet wide. The gates themselves are iron and have been polished to shine
with extraordinary luster. Brackets are attached to the walls on each side
of the gateway to support the enormous crossbar. Arrow slits halfway up
the wall provide excellent positions to shoot from in case the Shining Walls
are breached and the White Tower itself falls under attack.
[ obvious exits: E S W ]
East: An old woman smiles kindly.
South: A warder stands nearby, calm yet poised to leap into battle.
West: A large man eyes the surroundings warily, every movement fluid.
A Tower guard is here protecting the peace.
A large man eyes the surroundings warily, every movement fluid.
A striking woman stands here, seemingly ageless.
|1|.A gray palfrey prances skittishly nearby.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
* S HP:Battered MV:Winded > A Path Leading to the Tower
Small pieces of white, translucent rock blanket the wide path and sparkle
when struck by light. Trees growing in small thickets around the Tower
grounds create a vibrant rainbow of colors. Some of the trees have white
benches beneath their foliage. The White Tower, bordered by short shrubs,
rises eighty spans to the west. Wide, arched stairs lead to the Tower's
enormous doors.
[ obvious exits: N E S W ]
North: A Tower guard is here protecting the peace.
East: A Tower guard is here protecting the peace.
South: A Tower guard is here protecting the peace.
West: A Tower guard is here protecting the peace.
A large man eyes the surroundings warily, every movement fluid.
A rudely confident woman with an ageless face walks by.
|1|.A gray palfrey prances skittishly nearby.
* S HP:Battered MV:Winded > A Marble Hallway
A broad hallway lined with alabaster columns, the white walls are carved
with friezes. A tile floor set with all colors of the Ajahs runs like a
river through the whiteness, their colors blending from blue to red and
back again. Ornate golden lamps on guilded stands give light and the scent
of perfumed oil. A thick oaken door, strengthened with steel bands leads to
the Traitors' Court, to the north.
[ obvious exits: N E W ]
East: A large man eyes the surroundings warily, every movement fluid.
A Tower guard is here protecting the peace.
where
* S HP:Battered MV:Weary > Players in your Zone
--------------------
Reven - A Marble Hallway
Herzog - The Warders Practice Yard Not here...maybe ran rent?
* S HP:Battered MV:Weary > w
w
Along a Marble Corridor
Massive columns line the sides of this hallway leading deep into the heart
of the White Tower. The ceiling above is decorated with murals of the past,
showing stories of great works done by Aes Sedai over the Ages. The floor
beneath is tiled with the different colors of the Ajahs, beginning with
blue and ending with red.
[ obvious exits: E W ]
East: A Tower guard is here protecting the peace.
w
* S HP:Battered MV:Weary > An Entrance Hall
This entrance to the Tower is a large hall with massive columns lining the
sides. The domed ceiling is at least ten paces high and is covered with
various frescos depicting Aes Sedai of different Ajahs. The walls behind
the columns have an alabaster way of collecting light and glowing with a
soft radiance. The tiles are patterned with the different colors of the
Ajahs, beginning with blue and ending with red. The tiles themselves have
been worn away throughout years of use.
[ obvious exits: E S W ]
South: A quiet servant awaits instructions from his master.
West: A quiet servant awaits instructions from his master.
* S HP:Battered MV:Weary > A Lit Hallway
Large marble columns line both of the fresco covered walls and reach to
the ten pace high ceiling. The worn tiles are arranged in the colors of
the Ajahs, from blue to red. Numerous tapestries of fine Tairen maze
decorate the walls and niches contain vases made of fine Sea Folk porcelain.
Large stand lamps bathe the hall in a rich golden light.
[ obvious exits: N E W ]
West: A large man eyes the surroundings warily, every movement fluid.
A quiet servant awaits instructions from his master.
A chicken wanders around here, pecking at the ground.
* S HP:Battered MV:Weary > w
u
An Intersection
This circular hall is enormous, at least fifty paces in diameter and twenty
paces high. Four large corridors intersect in this room, from north, south,
east, and west. Beside each hallway entrance is a large painting of a
woman exuding power and majesty in the stole of the Amyrlin Seat. A copy
of the Flame of Tar Valon is worked into the tiles in the center of the
hall measuring twenty feet in diameter. A spiraling marble staircase
ascends higher into the Tower between the entrances to the northern and
eastern hallways, while a similar staircase descends to the Tower deeps
between the entrances to the southern and western hallways.
Smoke and soot appear to fill the corridor below.
[ obvious exits: N E S W U ]
North: A large man eyes the surroundings warily, every movement fluid.
East: A quiet servant awaits instructions from his master.
South: A large man eyes the surroundings warily, every movement fluid.
West: A calm woman bathed in serenity seems to attract your attention.
A water skin has been left on the ground.
* S HP:Battered MV:Winded > A Spiraling Staircase
A wide spiraling staircase ascends and descends the center of the Tower.
Landings extend off of the staircase in every direction, leading to
hallways in the north, east, and west. To the west, the floor of the
hallway is tiled in ceramic designs of a muted brown. The eastern hallway
is marked with the outline of an open book set into the floor. The northern
hallway is narrower and paneled in a dark grained wood, while a small
landing to the south contains a few pieces of furniture.
[ obvious exits: N E S W U D ]
* S HP:Battered MV:Winded > where
u
Players in your Zone
--------------------
Reven - A Spiraling Staircase
* S HP:Battered MV:Winded > u
A Spiraling Staircase
Smooth, perfect steps form a curving staircase that circles away both
upward and downward. Wrought by Ogier hands, free-flowing vines curl and
twine in all the stonework, punctuated by blossoms and leaves that seem
almost ready to shake in a breeze and flutter to the seamless floor.
[ obvious exits: N E S W U D ]
Up: A White Sister wanders the halls.
u
* S HP:Battered MV:Winded > u
A Spiraling Staircase
Steps of smooth, cream-colored stone descend from the upper level and
corkscrew endlessly down into the depths of the White Tower. The skilled
work of Ogier hands, not a single seam is evident in the flowing masonry.
Coiling vines and avendesora leaves are engraved in every surface, the
carvings so lifelike they are almost seem to grow from the stone.
[ obvious exits: N E S W U D ]
South: A rudely confident woman with an ageless face walks by.
A White Sister wanders the halls.
* S HP:Battered MV:Weary > u
u
A Spiraling Staircase
A elegant spiraling staircase rises from somewhere far below, its curving
steps flowing seamlessly with the next, all seemingly cut from a single
piece of stone. Only Ogier masons build with this much detail and it would
appear that they were given a free hand with what they built.
[ obvious exits: N E S W U D ]
Up: A warder stands nearby, calm yet poised to leap into battle.
Down: A White Sister wanders the halls.
* S HP:Battered MV:Weary > A Spiraling Staircase
A large spiraling staircase climbs, the marble white of the stonework
capturing the light from the lamps and releasing it in a multitude of
shimmering rainbows. The banisters of the stairwell have been carved into
complex patterns of intertwining vines and trefoil leaves. Friezes decorate
the joining of the vaulted ceiling and pure white walls.
[ obvious exits: N E S D ]
A warder stands nearby, calm yet poised to leap into battle.
A rudely confident woman with an ageless face walks by.
* S HP:Battered MV:Weary > Alas, you cannot go that way...
* S HP:Battered MV:Weary > Alas, you cannot go that way...
* S HP:Battered MV:Weary > where
Players in your Zone
--------------------
Reven - A Spiraling Staircase
* S HP:Battered MV:Weary > d
A Spiraling Staircase
A elegant spiraling staircase rises from somewhere far below, its curving
steps flowing seamlessly with the next, all seemingly cut from a single
piece of stone. Only Ogier masons build with this much detail and it would
appear that they were given a free hand with what they built.
[ obvious exits: N E S W U D ]
Up: A warder stands nearby, calm yet poised to leap into battle.
Down: A White Sister wanders the halls.
* S HP:Battered MV:Weary > d
d
A Spiraling Staircase
Steps of smooth, cream-colored stone descend from the upper level and
corkscrew endlessly down into the depths of the White Tower. The skilled
work of Ogier hands, not a single seam is evident in the flowing masonry.
Coiling vines and avendesora leaves are engraved in every surface, the
carvings so lifelike they are almost seem to grow from the stone.
[ obvious exits: N E S W U D ]
South: A rudely confident woman with an ageless face walks by.
A White Sister wanders the halls.
* S HP:Battered MV:Weary > A Spiraling Staircase
Smooth, perfect steps form a curving staircase that circles away both
upward and downward. Wrought by Ogier hands, free-flowing vines curl and
twine in all the stonework, punctuated by blossoms and leaves that seem
almost ready to shake in a breeze and flutter to the seamless floor.
[ obvious exits: N E S W U D ]
Up: A White Sister wanders the halls.
* S HP:Battered MV:Weary >
Natia narrates 'ok off'
* S HP:Battered MV:Winded > k aish
They aren't here.
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - A Spiraling Staircase
* S HP:Battered MV:Winded > k aish
They aren't here.
* S HP:Battered MV:Winded > k aish
k aish
They aren't here.
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > k aish
k aish
They aren't here.
* S HP:Battered MV:Winded > They aren't here.
k aish
* S HP:Battered MV:Winded > They aren't here.
Natia narrates 'come 1w get horses'
* S HP:Battered MV:Winded > alias y throw aish
k aish
Ok.
* S HP:Battered MV:Winded > k aish
They aren't here.
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > where
k aish
Players in your Zone
--------------------
Reven - A Spiraling Staircase
* S HP:Battered MV:Winded > k aish
They aren't here.
* S HP:Battered MV:Winded > k aish
They aren't here.
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > k aish
They aren't here.
* S HP:Battered MV:Winded > d
k aish
A Spiraling Staircase
A wide spiraling staircase ascends and descends the center of the Tower.
Landings extend off of the staircase in every direction, leading to
hallways in the north, east, and west. To the west, the floor of the
hallway is tiled in ceramic designs of a muted brown. The eastern hallway
is marked with the outline of an open book set into the floor. The northern
hallway is narrower and paneled in a dark grained wood, while a small
landing to the south contains a few pieces of furniture.
[ obvious exits: N E S W U D ]
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - A Spiraling Staircase
* S HP:Battered MV:Winded > d
An Intersection
This circular hall is enormous, at least fifty paces in diameter and twenty
paces high. Four large corridors intersect in this room, from north, south,
east, and west. Beside each hallway entrance is a large painting of a
woman exuding power and majesty in the stole of the Amyrlin Seat. A copy
of the Flame of Tar Valon is worked into the tiles in the center of the
hall measuring twenty feet in diameter. A spiraling marble staircase
ascends higher into the Tower between the entrances to the northern and
eastern hallways, while a similar staircase descends to the Tower deeps
between the entrances to the southern and western hallways.
Smoke and soot appear to fill the corridor below.
[ obvious exits: N E S W U ]
North: A large man eyes the surroundings warily, every movement fluid.
East: A quiet servant awaits instructions from his master.
South: A large man eyes the surroundings warily, every movement fluid.
A water skin has been left on the ground.
* S HP:Battered MV:Winded > hide
A smug woman has arrived from the south.
You attempt to hide yourself.
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - An Intersection
Herzog - The Warders Practice Yard
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - An Intersection
Herzog - The Warders Practice Yard Still nothing...where'd she go?!
* S HP:Battered MV:Winded > e
e
A Lit Hallway
Large marble columns line both of the fresco covered walls and reach to
the ten pace high ceiling. The worn tiles are arranged in the colors of
the Ajahs, from blue to red. Numerous tapestries of fine Tairen maze
decorate the walls and niches contain vases made of fine Sea Folk porcelain.
Large stand lamps bathe the hall in a rich golden light.
[ obvious exits: N E W ]
West: A large man eyes the surroundings warily, every movement fluid.
A quiet servant awaits instructions from his master.
A chicken wanders around here, pecking at the ground.
* S HP:Battered MV:Winded > e
An Entrance Hall
This entrance to the Tower is a large hall with massive columns lining the
sides. The domed ceiling is at least ten paces high and is covered with
various frescos depicting Aes Sedai of different Ajahs. The walls behind
the columns have an alabaster way of collecting light and glowing with a
soft radiance. The tiles are patterned with the different colors of the
Ajahs, beginning with blue and ending with red. The tiles themselves have
been worn away throughout years of use.
[ obvious exits: E S W ]
South: A quiet servant awaits instructions from his master.
West: A quiet servant awaits instructions from his master.
e
* S HP:Battered MV:Winded > Along a Marble Corridor
Massive columns line the sides of this hallway leading deep into the heart
of the White Tower. The ceiling above is decorated with murals of the past,
showing stories of great works done by Aes Sedai over the Ages. The floor
beneath is tiled with the different colors of the Ajahs, beginning with
blue and ending with red.
[ obvious exits: E W ]
East: A Tower guard is here protecting the peace.
e
* S HP:Battered MV:Winded > A Marble Hallway
A broad hallway lined with alabaster columns, the white walls are carved
with friezes. A tile floor set with all colors of the Ajahs runs like a
river through the whiteness, their colors blending from blue to red and
back again. Ornate golden lamps on guilded stands give light and the scent
of perfumed oil. A thick oaken door, strengthened with steel bands leads to
the Traitors' Court, to the north.
[ obvious exits: N E W ]
East: A Tower guard is here protecting the peace.
A Tower guard is here protecting the peace.
* S HP:Battered MV:Winded > A Path Leading to the Tower
Small pieces of white, translucent rock blanket the wide path and sparkle
when struck by light. Trees growing in small thickets around the Tower
grounds create a vibrant rainbow of colors. Some of the trees have white
benches beneath their foliage. The White Tower, bordered by short shrubs,
rises eighty spans to the west. Wide, arched stairs lead to the Tower's
enormous doors.
[ obvious exits: N E S W ]
North: A Tower guard is here protecting the peace.
East: A large man eyes the surroundings warily, every movement fluid.
South: A Tower guard is here protecting the peace.
West: A Tower guard is here protecting the peace.
A Tower guard is here protecting the peace.
A large man eyes the surroundings warily, every movement fluid.
A rudely confident woman with an ageless face walks by.
|1|.A gray palfrey prances skittishly nearby.
* S HP:Battered MV:Winded > hide
You attempt to hide yourself.
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - A Path Leading to the Tower
Herzog - The Warders Practice Yard
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - A Path Leading to the Tower
Herzog - The Warders Practice Yard
* S HP:Battered MV:Winded > e
The Eastern Gate
The gateway is arched at the top and is about twenty feet high by twenty
feet wide. The gates themselves are iron and have been polished to shine
with extraordinary luster. Brackets are attached to the walls on each side
of the gateway to support the enormous crossbar. Arrow slits halfway up
the wall provide excellent positions to shoot from in case the Shining Walls
are breached and the White Tower itself falls under attack.
[ obvious exits: E S W ]
East: An old woman smiles kindly.
South: A warder stands nearby, calm yet poised to leap into battle.
West: A Tower guard is here protecting the peace.
A large man eyes the surroundings warily, every movement fluid.
A striking woman stands here, seemingly ageless.
|1|.A gray palfrey prances skittishly nearby.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Eastern Gate
Herzog - The Warders Practice Yard
* S HP:Battered MV:Winded > s
A Guardhouse
Narrow wooden beds with the few belongings each soldier brought with them
on duty, line all the walls of this star-shaped guardhouse. Numerous weapon
racks occupy the center of the building where they are within easy reach
in case of emergencies. Large tables with plates, forks, and spoons as well
as puzzles are located around the racks.
[ obvious exits: N ]
North: A large man eyes the surroundings warily, every movement fluid.
A small purse is here.
A weapon rack stands on the ground here, ready to store weapons.
A warder stands nearby, calm yet poised to leap into battle.
* S HP:Battered MV:Winded > n
e
The Eastern Gate
The gateway is arched at the top and is about twenty feet high by twenty
feet wide. The gates themselves are iron and have been polished to shine
with extraordinary luster. Brackets are attached to the walls on each side
of the gateway to support the enormous crossbar. Arrow slits halfway up
the wall provide excellent positions to shoot from in case the Shining Walls
are breached and the White Tower itself falls under attack.
[ obvious exits: E S W ]
East: An old woman smiles kindly.
South: A warder stands nearby, calm yet poised to leap into battle.
West: A Tower guard is here protecting the peace.
A large man eyes the surroundings warily, every movement fluid.
A striking woman stands here, seemingly ageless.
|1|.A gray palfrey prances skittishly nearby.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
* S HP:Battered MV:Winded > Tower Square
This side of the square faces the eastern section of Tar Valon. In the
walled off square is the White Tower, overlooking the whole city. Great
avenues converge on the square from the north and south while Eastside
Avenue heads directly east towards Daghain Gate. To the west lies the
eastern gate into the tower grounds. The square continues to the north
and south.
[ obvious exits: N E S W ]
East: An astonishingly tall and broad man stands here, with large tufted ears.
South: A smartly dressed man ambles about here.
West: A large man eyes the surroundings warily, every movement fluid.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old woman smiles kindly.
* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - Tower Square
Aish - Tower Square Oh! Ok!
Aishling - Tower Square
* S HP:Battered MV:Winded > s
Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
North: An old woman smiles kindly.
South: A Valon guardsman watches the street for signs of trouble.
West: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A smartly dressed man ambles about here.
A black cat meanders to an unknown destination.
|1|.A wild stallion bucks madly.
|2|.A warhorse is here, stamping his feet impatiently.
* S HP:Battered MV:Winded > w
throw aish
Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
North: A Tower guard is here protecting the peace.
East: A smartly dressed man ambles about here.
West: A ragged looking man asks for spare coins.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
Aish Midori is standing here, riding a pale destrier.
A pale destrier stands here, adorned with the white flame of Tar Valon.
Aishling Sanguinis-Arocaza is standing here, riding a pale destrier.
The Tar Valon town crier stands here, spreading the news.
* S HP:Battered MV:Winded > You throw a throwing spike at Aish.
* S HP:Battered MV:Winded >
A throwing spike arcs through the air.
* S HP:Battered MV:Winded >
Aish grunts in pain as she is struck by a throwing spike. Ok she's got to be almost dead...
Aish panics, and attempts to flee!
Aish leaves north riding a pale destrier.
* S HP:Battered MV:Winded > draw spike
n
You try to quietly draw a throwing spike from a jeweled wristcuff.
* S HP:Battered MV:Tiring > k aish
Tarlomen's Gate
The tall gateway pierces the tall white wall to the south with its iron
bound gates standing open to allow people to enter in and out under the
eyes of the guards. The gates have been polished to a point where the
gates shine with a luster that a Tinker would find satisfactory. Arrow
slits dot the the walls on either side of the gates about ten feet from
the ground. A star-shaped guardhouse rises from the ground in the east.
[ obvious exits: N E S ]
East: A young girl in a plain white dress stands here.
South: A pale destrier stands here, adorned with the white flame of Tar Valon.
Aish Midori is standing here, riding a pale destrier.
A Tower guard is here protecting the peace.
A Valon guardsman is on duty here.
A pale destrier stands here, adorned with the white flame of Tar Valon.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
* S HP:Battered MV:Winded > You try to hit Aish, but she parries successfully.
* S HP:Battered MV:Winded - Aish: Critical >
You try to hit Aish, but she parries successfully.
A Tower guard joins Aish's fight!
An officer in the Tower guard joins a Tower guard's fight!
A Tower gateguard joins a Tower guard's fight!
A Tower gateguard joins a Tower guard's fight!
throw
* S HP:Battered MV:Winded - Aish: Critical > You throw a throwing spike at Aish.
* S HP:Battered MV:Winded - Aish: Critical >
Aish panics, and attempts to flee!
Aish tries to flee, but is too exhausted!
* S HP:Battered MV:Winded - Aish: Critical >
A throwing spike arcs through the air.
* S HP:Battered MV:Winded - Aish: Critical >
Aishling has arrived from the south, riding a pale destrier.
A pale destrier has arrived from the south.
* S HP:Battered MV:Winded - Aish: Critical >
A throwing spike rips through Aish's guts as she collapses to the ground.
Aish is dead! R.I.P. #Witchesinditches
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear Aish's death cry.
* S HP:Battered MV:Winded >
You swiftly dodge Aishling's attempt to strike you.
* S HP:Battered MV:Winded - Aishling: Healthy > ga
You try to quietly draw the glazed katars of Mondoran from a white cloak with a crimson crook.
You wield the glazed katars of Mondoran with both hands.
You try to stab Aishling, but she parries successfully.
Aishling tries to strike you, but you deflect the blow.
You swiftly dodge a Tower gateguard's attempt to cleave you.
A Tower gateguard tries to cleave you, but you parry successfully.
An officer in the Tower guard tries to slash you, but you parry successfully.
A Tower guard tries to crush you, but you deflect the blow.
You try to stab Aishling, but she parries successfully.
[get all corpse]
You get a throwing spike from the corpse of Aish.
You get a throwing spike from the corpse of Aish.
You get a throwing spike from the corpse of Aish.
You get a throwing spike from the corpse of Aish.
You get a pair of animal-fur boots from the corpse of Aish.
You get a soft leather pouch from the corpse of Aish.
You get a small purse from the corpse of Aish.
You get a brightly-colored sash from the corpse of Aish.
You get a walking staff from the corpse of Aish.
You get a silver etched shield from the corpse of Aish.
You get a decadent white leather dress with a plunging neckline from the corpse of Aish.
* S HP:Battered MV:Winded - Aishling: Healthy > f
You panic and attempt to flee!
You flee head over heels.
Spikes of my own!
Re: Spikes of my own!
I've brewed myself a crush on Reven... and his man spikes. #thirstywisdom
Re: Spikes of my own!
Haha nicely done. My plan was to get you to stay on me inside Tower with Aishling finishing. But the spikes damage! I should have dismounted (stupid Tower zones :P)
Also you have wayyy more patience than I do :)
Also you have wayyy more patience than I do :)