Welcome to New Tarendrelle, enjoy your stay! (Long)

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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terminus
Posts: 10
Joined: Tue Nov 17, 2020 3:47 pm

Welcome to New Tarendrelle, enjoy your stay! (Long)

Post by terminus » Fri Oct 29, 2021 10:32 am

-Jemm had been fighting Zintar, I showed up and he ran slowishly into wb fade.


* R HP:Hurt MV:Weary >
rep in moss, seems like a bait
Ok.

* R HP:Hurt MV:Weary >

Jemm narrates 'going wb fade'

* R HP:Hurt MV:Weary >
whe
Players in your Zone
--------------------
Terminus - Atop a Rock

* R HP:Hurt MV:Weary >
Tic in 7 seconds!
not
You start paying increased attention to your surroundings.

c
k dark
* R HP:Hurt MV:Weary >
c
k dark
They aren't here.

* R HP:Hurt MV:Weary >
They aren't here.

* R HP:Hurt MV:Weary >
c
k dark
c
k dark
They aren't here.

* R HP:Hurt MV:Weary >
They aren't here.

* R HP:Hurt MV:Weary >
remove binnol
get javelin pack
wield javelin
put binnol pack
You stop using a two-handed binnol.

* R HP:Hurt MV:Weary >
You get a long pine javelin from a belt pack.

* R HP:Hurt MV:Weary >
Jemm tells you 'nods'
You wield a long pine javelin.

* R HP:Hurt MV:Weary >
You put a two-handed binnol in a belt pack.

* R HP:Hurt MV:Weary >
gv
[get fluid pack]
You get a thin vial of yellow fluid from a belt pack.

qv
* R HP:Hurt MV:Weary >
[quaff fluid]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* R HP:Hurt MV:Winded >

*Jemm* has arrived from the west, riding a bloodstock stallion.
A crow has arrived from the west.

* R HP:Scratched MV:Tiring >
dism
You stop riding him.

* HP:Scratched MV:Tiring >
sneak
Ok, you'll try to move silently for a while.

* S HP:Scratched MV:Tiring >

*Jemm* stops riding a bloodstock stallion.

* S HP:Scratched MV:Tiring >
d
2
Abandoned Fortress
This place looks like it has not been used in many, many years. The room you
are currently in seems to have been a guard post, and the crack in the ceiling
a cleverly concealed door. But now, after many years of disuse and wear by the
elements, it is stuck open. There is only one exit, to the south.
[ obvious exits: S U ]
Zone: In the Forest
Door up: moss
*Zintar* is standing here.
A bat is here flying around.
A huge trolloc marked with a whirlwind snorts here.
*Zintar* slashes your left hand.

3
backstab h.dark
* S HP:Hurt MV:Tiring - Zintar: Beaten >
[hide ]
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Zintar: Beaten >
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Zintar: Beaten >

*Zintar* closes the moss.

* S HP:Hurt MV:Tiring - Zintar: Beaten >

You try to pierce *Zintar*, but he parries successfully.
An Ahf'frait trolloc joins Zintar's fight!
*Zintar* slashes your left leg.

* S HP:Hurt MV:Tiring - Zintar: Beaten >
nar 1d
Ok.

* S HP:Hurt MV:Tiring - Zintar: Beaten >
cw
[change mood wimpy]
Mood changed to: Wimpy

f
* S HP:Hurt MV:Tiring - Zintar: Beaten >
n
2
You panic and attempt to flee!

3
backstab h.dark
You flee head over heels.
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
Abandoned Fortress
This place looks like it has not been used in many, many years. The room you
are currently in seems to have been a guard post, and the crack in the ceiling
a cleverly concealed door. But now, after many years of disuse and wear by the
elements, it is stuck open. There is only one exit, to the south.
[ obvious exits: S U ]
Zone: In the Forest
Door up: moss
*Zintar* is standing here.
A bat is here flying around.
A huge trolloc marked with a whirlwind snorts here.

* S HP:Hurt MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring >
You silently approach your victim...
-
*Zintar* leaves south. VV
=+
The moss is opened from the other side.
*

*Jemm* has arrived from above.
A crow has arrived from above.
*+=-
*Jemm* leaves south. VV
A crow leaves south. VV
-=+*
Backstab who?

* S HP:Hurt MV:Tiring >
s
2
3
backstab h.dark
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.

* S HP:Hurt MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring >
Backstab who?

* S HP:Hurt MV:Tiring >
e
2
3
backstab h.dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
An irritating fly is here flying around.
A large bat swoops down on you.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A trolloc is here, exhorting a group of trolloc raiders.
A half-man lurks here, cold and dangerous.

* S HP:Hurt MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring >
Backstab who?

* S HP:Hurt MV:Tiring >
n
2
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
A bat is here flying around.
A fly is buzzing around here somewhere.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
A fly is buzzing around here somewhere.

3
backstab h.dark
* S HP:Hurt MV:Tiring >
*Jemm* has arrived from the north.
A crow has arrived from the north.
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring >
*Jemm* leaves south. VV
Backstab who?

* S HP:Hurt MV:Tiring >
n
At the Makeshift Barracks
Carved from the rock, this small chamber has been converted to a makeshift
barracks. A thick layer of straw covers the ground, blanketing the bare
rock. A few bundles and posesssions lie haphazardly about the area. The
rest of the stronghold lies to the south.
[ obvious exits: S ]
Zone:
A lame trolloc stands here, guarding the possessions of others.

* S HP:Hurt MV:Tiring >
s
s
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
A bat is here flying around.
A fly is buzzing around here somewhere.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
A fly is buzzing around here somewhere.

* S HP:Hurt MV:Tiring >
s
An irritating fly flaps its wings and begins to fly.
A Ghar'ghael trolloc cleaves your right leg.
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a Ghar'ghael trolloc: Healthy >
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a Ghar'ghael trolloc: Healthy >
f

You pierce a Ghar'ghael trolloc's body very hard.
A Ghar'ghael trolloc tickles your right arm with his cleave.

* S HP:Hurt MV:Tiring - a Ghar'ghael trolloc: Scratched >
You panic and attempt to flee!

Tic in 7 seconds!

You flee head over heels.
At the Makeshift Barracks
Carved from the rock, this small chamber has been converted to a makeshift
barracks. A thick layer of straw covers the ground, blanketing the bare
rock. A few bundles and posesssions lie haphazardly about the area. The
rest of the stronghold lies to the south.
[ obvious exits: S ]
Zone:
A lame trolloc stands here, guarding the possessions of others.

* S HP:Hurt MV:Tiring >
s
s
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
A bat is here flying around.
An irritating fly is here flying around.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
A fly is buzzing around here somewhere.

* S HP:Hurt MV:Tiring >
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
An irritating fly is here flying around.
A large bat swoops down on you.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A trolloc is here, exhorting a group of trolloc raiders.
A half-man lurks here, cold and dangerous.

* S HP:Hurt MV:Tiring >
s
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
*Zintar* is here, fighting Jemm.
A black crow is here, watching.
*Jemm* is sitting here.
An irritating fly is here flying around.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Hurt MV:Tiring >
2
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring >
4
k h.dark
You try to pierce *Zintar*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Beaten >
cb
You try to pierce *Zintar*, but he deflects the blow.
*Zintar* slashes *Jemm*'s right leg hard.
[change mood brave]
Mood changed to: Brave

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Beaten >
k dark
You do the best you can!

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Beaten >

*Zintar* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Beaten >
k dark
k dark

Jemm narrates 'on'
*Zintar* leaves north. ^^

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

n
* S HP:Hurt MV:Tiring >
k dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
*Zintar* is here, fighting a large bat.
An irritating fly is here flying around.
A large bat is here, fighting Zintar.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A trolloc is here, exhorting a group of trolloc raiders.
A half-man lurks here, cold and dangerous.

* S HP:Hurt MV:Tiring >
w
You pierce *Zintar*'s right leg hard.

k dark
* S HP:Hurt MV:Tiring - a large bat: Wounded - Zintar: Beaten >
w
*Jemm* has arrived from the south.
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a large bat: Wounded - Zintar: Beaten >
*Jemm* slashes *Zintar*'s body.
You do the best you can!

* S HP:Hurt MV:Tiring - a large bat: Wounded - Zintar: Beaten >
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a large bat: Wounded - Zintar: Beaten >

*Zintar* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - a large bat: Wounded - Zintar: Beaten >

You pierce *Zintar*'s body.
A ramshorned trolloc tries to crush Jemm, but he parries successfully.
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A Dhai'mon trolloc joins a ramshorned trolloc's fight!
A Ko'bal trolloc joins a Dhai'mon trolloc's fight!
A half-man joins a Dhai'mon trolloc's fight!
A large bat tries to hit Zintar, but he dodges the attack.

* S HP:Hurt MV:Tiring - a large bat: Wounded - Zintar: Beaten >
w

*Zintar* leaves west. <<
*Zintar* has arrived from the west.

k dark
* S HP:Hurt MV:Tiring >

*Zintar* slashes *Jemm*'s body hard.

* S HP:Hurt MV:Tiring >
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
e
k dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
*Zintar* is sitting here.
A black crow is here, watching.
*Jemm* is here, fighting a ramshorned trolloc.
An irritating fly is here flying around.
A large bat swoops down on you.
A ramshorned trolloc is here, fighting Jemm.
A ramshorned trolloc is here, fighting Jemm.
A ramshorned trolloc is here, fighting Jemm.
A ramshorned trolloc is here, fighting Jemm.
A Dhai'mon trolloc is here, fighting Jemm.
A Ko'bal trolloc is here, fighting Jemm.
A half-man is here, fighting Jemm.

* S HP:Hurt MV:Tiring >
You pierce *Zintar*'s body hard.

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Beaten >

You pierce *Zintar*'s right arm hard.
A large bat barely tickles your left foot with its hit.
*Jemm* slashes a ramshorned trolloc's left arm very hard.
A half-man slashes Jemm's right arm.
A Ko'bal trolloc pierces Jemm's left leg.
A Dhai'mon trolloc tries to slash Jemm, but he deflects the blow.
A ramshorned trolloc tries to crush Jemm, but he parries successfully.
A ramshorned trolloc tries to crush Jemm, but he deflects the blow.
A ramshorned trolloc tries to crush Jemm, but he dodges the attack.
A ramshorned trolloc tries to crush Jemm, but he parries successfully.

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Beaten >

Jemm narrates 'bashed'

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Beaten >

A large bat tries to hit you, but you parry successfully.
You pierce *Zintar*'s right leg hard.
*Zintar* panics, and attempts to flee!
*Jemm* slashes a ramshorned trolloc's body very hard.
A half-man tries to slash Jemm, but he deflects the blow.
A Ko'bal trolloc tries to pierce Jemm, but he deflects the blow.
A Dhai'mon trolloc slashes Jemm's head very hard.
A ramshorned trolloc tries to crush Jemm, but he parries successfully.
A ramshorned trolloc crushes Jemm's right arm.
A ramshorned trolloc tries to crush Jemm, but he deflects the blow.
A ramshorned trolloc barely crushes Jemm's body.

* S HP:Hurt MV:Tiring - Jemm: Wounded - Zintar: Critical >

*Zintar* leaves west. <<

* S HP:Hurt MV:Tiring - a large bat: Wounded >
cw
f
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Tiring - a large bat: Wounded >
*Jemm* panics, and attempts to flee!
You panic and attempt to flee!

cb

*Jemm* leaves north. ^^

k dark
You pierce a large bat's head extremely hard.
A ramshorned trolloc barely tickles your right foot with his crush.
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A Dhai'mon trolloc joins a ramshorned trolloc's fight!
A Ko'bal trolloc joins a Dhai'mon trolloc's fight!
A half-man joins a Dhai'mon trolloc's fight!
A large bat barely tickles your head with its hit.
You flee head over heels.
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
[change mood brave]
Mood changed to: Brave

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
n
k dark
Abandoned Fortress
This place looks like it has not been used in many, many years. The room you
are currently in seems to have been a guard post, and the crack in the ceiling
a cleverly concealed door. But now, after many years of disuse and wear by the
elements, it is stuck open. There is only one exit, to the south.
[ obvious exits: S U ]
Zone: In the Forest
Door up: moss
*Zintar* is standing here.
A bat is flitting around here, hunting insects.
A huge trolloc marked with a whirlwind snorts here.
*Zintar* leaves south. VV

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
s
k dark
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.

* S HP:Hurt MV:Tiring >
e
They aren't here.

k dark
* S HP:Hurt MV:Tiring >
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
*Zintar* is standing here.
An irritating fly is here flying around.
A large bat swoops down on you.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A trolloc is here, exhorting a group of trolloc raiders.
A half-man lurks here, cold and dangerous.

* S HP:Hurt MV:Tiring >
You try to pierce *Zintar*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Zintar: Critical >

*Jemm* has arrived from the south.
A crow has arrived from the south.

* S HP:Hurt MV:Tiring - Zintar: Critical >

*Zintar* barely slashes your body.
A large bat leaves north. ^^
A ramshorned trolloc joins Zintar's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A Dhai'mon trolloc tries to slash Jemm, but he parries successfully.
A Ko'bal trolloc joins a Dhai'mon trolloc's fight!
A half-man joins a Dhai'mon trolloc's fight!
You pierce *Zintar*'s body hard.
*Zintar* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - Zintar: Critical >

*Zintar* leaves west. <<

* S HP:Hurt MV:Tiring - a ramshorned trolloc: Hurt >
cw

*Jemm* panics, and attempts to flee!

f
* S HP:Hurt MV:Tiring - a ramshorned trolloc: Hurt >
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Tiring - a ramshorned trolloc: Hurt >
cb
You panic and attempt to flee!
*Zintar* has arrived from the west.


A half-man tickles Jemm's body with his slash.
A Ko'bal trolloc barely pierces Jemm's body.
A Dhai'mon trolloc tries to slash Jemm, but he deflects the blow.
A ramshorned trolloc barely tickles your body with his crush.
A ramshorned trolloc barely tickles your body with his crush.
A ramshorned trolloc barely tickles your body with his crush.
A ramshorned trolloc tickles your body with his crush.
*Jemm* leaves north. ^^
*Zintar* leaves south. VV

k dark
e
You flee head over heels.
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
[change mood brave]
Mood changed to: Brave

s
* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
A black crow is here, watching.
An irritating fly is here flying around.

k dark
* S HP:Hurt MV:Tiring >
*Jemm* has arrived from the north.
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
*Zintar* is standing here.
An irritating fly is here flying around.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Hurt MV:Tiring >
You pierce *Zintar*'s head hard.
*Zintar* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - Zintar: Critical >

You pierce *Zintar*'s right leg hard.

* S HP:Hurt MV:Tiring - Zintar: Critical >
k dark
You do the best you can!

* S HP:Hurt MV:Tiring - Zintar: Critical >
k dark
k dark
*Jemm* has arrived from the north.
You do the best you can!
*Zintar* leaves east. >>

* S HP:Hurt MV:Tiring >
k dark
They aren't here.

e
* S HP:Hurt MV:Tiring >
They aren't here.

k dark
* S HP:Hurt MV:Tiring >
e
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
A hound of the shadow smells blood in the air.

k dark
* S HP:Hurt MV:Tiring >
Tic in 7 seconds!
They aren't here.

* S HP:Hurt MV:Tiring >
*Jemm* has arrived from the west.
A crow has arrived from the west.
Alas, you cannot go that way...

* S HP:Hurt MV:Tiring >
s
They aren't here.

k dark
* S HP:Hurt MV:Tiring >
Slimy Room
The floor and walls of this room are covered with a dark green slimy substance
that sticks to everything it touches. It is hard to stand here because the
slime is so slippery. It also is not one of the better smelling things
you've ever smelled. The only exit is to the north.
[ obvious exits: N U ]
Zone: In the Forest
Door up: slime
A hound of the shadow smells blood in the air.
A bat is flitting around here, hunting insects.
A trolloc is here commanding a fist of troops.
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
A hound of the shadow smells blood in the air.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
e
u
*Jemm* has arrived from the north.
A crow has arrived from the north.
Alas, you cannot go that way...

* S HP:Hurt MV:Tiring >
u
u
A Granite Cave
You squeeze through the crack and find yourself in the center of a small
cave, obviously created by some kind of earthquake, though it appears to
be very old, perhaps back to the Breaking of the World. Several sets of
scuff marks on the floor and gashes in the stone walls indicate that it
is traveled upon occasion, though.
[ obvious exits: U D ]
Zone: Forested Valley
Door down: granite
A mushroom grows here.

* S HP:Hurt MV:Tiring >
Rocky Outcrop
This barren mound of granite starkly contrasts with the surrounding
forest. High above your head you can see the open sky through gently
waving treetops. Several animal paths wander through the trees nearby
and a large crack is barely visible in the rocks below.
[ obvious exits: N E W D ]
Zone: Forested Valley

k dark
* S HP:Hurt MV:Tiring >
Alas, you cannot go that way...

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
trt
[track trolloc]
-=+**+
Your extra burst of stamina fades.
Tic length updated to: 33.037 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
*Jemm* has arrived from below.
A crow has arrived from below.
=-
Some obvious fresh bloody traces of a Trolloc leaving north. ^^

* S HP:Hurt MV:Tiring >
n
Pressing Through the Branches
Branches block the way through the forest here, forcing one to twist and
turn to make any headway. Among the crunching of branches you can hear
the occasional growl of some kind of large animal, or perhaps just the
wind through the trees.
[ obvious exits: E S W ]
Zone: Forested Valley
A large bat is here flying around.
A large bat is here flying around.

* S HP:Hurt MV:Tiring >

*Jemm* has arrived from the south.
A crow has arrived from the south.

* S HP:Hurt MV:Tiring >
trt
[track trolloc]
-=
*Jemm* leaves west. <<
A crow leaves west. <<
+**+=-
Some obvious fresh bloody traces of a Trolloc leaving west. <<

* S HP:Hurt MV:Tiring >
w
w
Wandering Through the Undergrowth
The forest has become very thick here, as you can barely move through
the overhanging branches and the bushes which cover the ground. It is
next to impossible to make any headway and the forest seems to be at
least as thick in every direction.
[ obvious exits: N E S W ]
Zone: Forested Valley

* S HP:Hurt MV:Tiring >
Muddy Brook
A small brook crosses your path here, running west to south where it
disappears back into the dense bushes. Overhead, the trees block out all
but a little light from the sky, creating a muted feel to this quiet
glade. Along the banks of the brook a number of animal tracks approach
and lead away from the waters edge, marking this as the local watering
hole for this reach of the forest.
[ obvious exits: N E S W ]
Zone: Forested Valley
A creek flows slowly here between its banks.
A pretty bird is here flying around.

* S HP:Hurt MV:Tiring >
w
Atop a Rock
You are standing on a far edge of a strange rock formation that is jutting out
of the swamp. It is seemingly made of stone, but is very geometric in shape,
suggesting it is not natural. There is a small crack here that is barely
noticeable because it is mostly covered in moss. The rock continues to the
east.
[ obvious exits: E S W D ]
Zone: In the Forest
Door down: moss
A black crow is here, watching.
*Jemm* is standing here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A tall dust-colored gelding prances in a circle here.

* S HP:Hurt MV:Tiring >

*Jemm* starts riding a bloodstock stallion.

* S HP:Hurt MV:Tiring >

*Jemm* leaves west riding a bloodstock stallion.
A crow leaves west. <<

* S HP:Hurt MV:Tiring >
5
[ride 2.horse]
They're not here to be ridden.

* S HP:Hurt MV:Tiring >
trt
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
Jemm narrates 'running away'
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
Some obvious fresh bloody traces of a Trolloc leaving west. <<

* S HP:Hurt MV:Tiring >
r
[ride horse]
You start riding him.

* R HP:Hurt MV:Tiring >
notice
w
You stop paying increased attention to your surroundings.

* R HP:Hurt MV:Tiring >
s
Rock in the Swamp
You are in a large murky swamp, next of a large rock formation that is
sticking straight out of the land like a sore thumb. There are some rocks
just east of here that lead up to the rock formation, that you can climb up
on. The swamp stretches around west and south of here. There is much to
watch from here.
[ obvious exits: E S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Tiring >
A Flooded Bog
You have trudged through the mirk, and have found what seems to be the only
thing that is not sinking into the murk. Just east of you is a large rock
formation, sticking out of the swamp twenty feet in the air. Just to the
north you see a place where you can climb onto the rock.
[ obvious exits: N E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

w
* R HP:Hurt MV:Tiring >
s
A Filthy Mire
The swamp goes on and on here, and it is becoming more and more difficult
to walk as your feet sink deeper and deeper into the muck. But you know that if
you stop you will eventually sink, and never be found again. The swamp
surrounds you here, but because of deep water, you cannot proceed south.
[ obvious exits: E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Tiring >
Alas, you cannot go that way...

w
* R HP:Hurt MV:Tiring >
s
s
In a Shallow Mire
This swamp looks like it is trying to destroy the land. As you walk you can
see rocks and dead trees sinking. Its as if the swamp is eating away the land.
And it is doing a very good job of it, for swamp is all you can see for miles.
But you are blocked by deep water north and west, so you can only go east.
[ obvious exits: E S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black crow is here, watching.
*Jemm* is standing here, riding a bloodstock stallion.

* R HP:Hurt MV:Winded >
s
Flooded Grassland
The swamp has totally taken over here, killing anything and everyting that
cannot survive the conditions. You see many dead trees and bushes poking
out here and there, victims of the swamp. The swamp also seems to be trying
to consume you, for the land sinks everywhere you step, some places up past
your knees. And the only way you can go is north, into more swamp.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
s
Path Along the Widening Stream
A faint, dirt path runs next to the quiet flowing stream as it begins to grow
in size. Small rapids form as the water pours over small algae covered rock
outcroppings in the path of the stream. The curving wispy branches of several
weeping willows dot the border of the water.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
Path Along the Small Stream
A faint, dirt path runs parallel to the quiet flowing stream. Several animal
tracks lie imprinted in the moist soil showing the inhabitants of this
trail. The sky is shown clearly above, unobscured by the branches of trees
that grow a distance away from the stream.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
Along the Small Stream
The small stream which you are following has to bend quite a bit, to avoid
some large rocks that are in the middle of the bed. The rocks look like they
were once underwater with smooth, rounded edges. The stream bends west and
north here.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >

Jemm narrates 'back s'

trt
* R HP:Hurt MV:Winded >
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
*Jemm* has arrived from the north, riding a bloodstock stallion.
A crow has arrived from the north.
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
Some obvious fresh bloody traces of a Trolloc leaving south. vv

* R HP:Hurt MV:Winded >
s

*Jemm* leaves south riding a bloodstock stallion.
A crow leaves south. VV

* R HP:Hurt MV:Winded >
s
s
Neck-High Grass
The grass here is mostly up to your neck or higher, making it hard to see where
you've been, and where you're going. Large rocks and stumps make traversing
through this terrain rather difficult, but not impossible.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black crow is here, watching.
*Jemm* is standing here, riding a bloodstock stallion.

* R HP:Hurt MV:Winded >
Edge of the Plains
About you stretch fields of tall dry grass separated by small copses and belts
of oak and ash, and smaller bushes. To the north the copses become even more
sparse and give way to low rolling plains of tall grass that stretches as far
as you can see. West of here a small dirt track heads off south, beyond which
stands a small cottage. A quiet solitude surrounds you, the only sounds being
occasional small rustlings in the grass and a few distant bleats from one or
two scattered herds barely visible to the south and east.
[ obvious exits: N S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A peddler pawns his wares here.

* R HP:Hurt MV:Winded >
*Jemm* has arrived from the north, riding a bloodstock stallion.
A crow has arrived from the north.
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.

Tic in 7 seconds!
* R HP:Hurt MV:Winded >
s
Caemlyn Road through Countryside
You travel along the Caemlyn Road through empty countryside devoid of any
human activity. Around you stretch fields of tall dry grass separated by
small copses of oak and fir, with occasional stands of ash trees mixed in.
Except for the occasional rustlings of small animals hidden in the grass or
trees, all is quiet. Just west of here, a smaller side road branches off,
both to the north and the south. Beyond this the copses and fields
continue. A large paw print has been pressed into a flagstone, heading
east.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A cute brown deer eyes you nervously.
A peddler pawns his wares here.
A fox is here, hunting for rabbits.
A sheep is here, bleating.

* R HP:Hurt MV:Winded >
trt
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
*Jemm* has arrived from the north, riding a bloodstock stallion.
A crow has arrived from the north.
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
*Jemm* leaves south riding a bloodstock stallion.
A crow leaves south. VV
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
Some obvious fresh bloody traces of a Trolloc leaving south. vv

* R HP:Hurt MV:Winded >

An elk has arrived from the north.
A peddler leaves east. >>

* R HP:Hurt MV:Winded >
s
s
Fields and Copses
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash trees, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just north of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond both the
roads and in the other directions as well, more small fields and woodland
copses can be seen.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A fox is here, hunting for rabbits.

* R HP:Hurt MV:Winded >
Alas, you cannot go that way...

* R HP:Hurt MV:Winded >
w
Southward Track
You are traveling along a small side track branching southward from
the Caemlyn Road; a similar track branches northward here from the road
as well. To the west and east on either side of you are fields of tall
dry grass separated by small woodland copses of oak, fir and ash. Except
for the roads, there are no signs of human activity to be seen, and the
only noises are the chirping of birds in the trees, and the rustlings from
small hidden animals.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A small purse is here. [2]
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A shaggy brown mare stands here.

* R HP:Hurt MV:Winded >
trt
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
You could find no tracks at all.

* R HP:Hurt MV:Winded >
e
e
Fields and Copses
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash trees, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just north of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond both the
roads and in the other directions as well, more small fields and woodland
copses can be seen.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A fox is here, hunting for rabbits.

* R HP:Hurt MV:Winded >
Fields and Copses
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash trees, with small bushes growing in thickets.
Except for the occasional rustlings of small animals, and birds chirping in
the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn road itself just north of here. To the east the woodland
copses give way to open pastures, with a few small widely separated farms;
in the other directions the copses and fields continue. A wrought iron gate
stands to the south, leading into a building.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A skeletal wolf stares mindlessly into nothing.
A fox is here, hunting for rabbits.

e
* R HP:Hurt MV:Winded >
e
e
Quiet Pastureland
Around you spreads pastureland of dry grasses cropped short by herds of cattle
and flocks of sheep that graze here. The pastures here are fairly empty though,
with only a few herds and flocks, and only a couple farms dot the landscape.
Greater numbers of farms and livestock can be seen to the east, but westward
the pastures are replaced by a mixture of empty fields of tall dry grasses
intersparsed with small copses and groves of native oaks and fir. Directly
north of here the Caemlyn Road runs past, coming from Whitebridge and the
river Arinelle off in the distance eastward. Just south of here an old barn
stands empty and alone.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
Door south: barn
A tall dust-colored gelding prances in a circle here, being ridden by you.
A sheep is here, bleating.
A long-eared rabbit is here, looking quite sick.
A wild stallion bucks madly.

* R HP:Hurt MV:Winded >
Pastureland
Around you spread pasturelands of dry grasses cropped short by herds of cattle
and flocks of sheep that graze here. Scattered about are a few farms, with
large fenced yards for holding the livestock at night. East of here the
pastures are replaced by croplands of wheat, barley, and tabac, although the
fields directly east of here have been left fallow this year. Just south of
here the broad swath of the Caemlyn road passes by, coming from the Arinelle
river off to the east and the town of Whitebridge on the far side.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
e
Fallow Fields
You stand in empty fields used by the town of Whitebridge off to the east that
have been left fallow this year to let the soil recover. Rank weeds grow every-
where, mixed with a few shoots of wheat or barley that sprouted of their own
accord. The fallow ground continues to the south, while active wheat fields
can be seen to the east. Westward lies open pastureland used for grazing live-
stock. Directly north can be seen the Caemlyn road.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
Fields of Wheat
All around you stretch cultivated fields used by the town of Whitebridge that
lies eastward on the far side of the Arinelle river. In amongst the fields
are scattered farm complexes. Immediately about you the land has been planted
in wheat, and to the east towards the river as well. South of here sturdy
stalks of tabac in even rows; westward the ground has been left fallow this
year. Just north of here passes the wide bare swath of the Caemlyn Road, coming
from the east, where a gleaming white expanse hangs over the river, and heading
west on its way to Baerlon.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.

* R HP:Hurt MV:Winded >
e
s
Fields of Wheat
You wander about in the cultivated fields used by the town of Whitebridge that
lie across the Arinelle river to the east. About you stretch tall amber
fields of wheat, more such fields stretching off west and east, running right
up to the low bluffs of the river in that direction. South of here the land
has been planted in tabac instead. Directly to the north the wide brown strip
of the Caemlyn Road goes by, coming eastward from across the river over a
fantastic bridge that gleams a brilliant white when the sun shines, its thin
delicate supports seemingly suspended on air.
[ obvious exits: N S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A long-eared rabbit is here, looking quite sick.

* R HP:Hurt MV:Winded >
Fields of Tabac
You wander about in the cultivated fields used by the town of Whitebridge that
lies across the Arinelle river. Here are planted rows of sturdy green plants
of tabac, more such fields stretching off west and east, running right up to
the low bluffs of the river in that direction. North of here stretch amber
fields of wheat, instead. A ways to the north can be seen the Caemlyn road,
coming eastward from across the river, from where a bright gleaming expanse
can be seen over the river from here.
[ obvious exits: N W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black crow is here, watching.
*Jemm* is here, fighting Zintar, riding a bloodstock stallion.
*Zintar* is here, fighting Jemm.
A raven is here, watching.

* R HP:Hurt MV:Winded >
k dark
k dark
You pierce *Zintar*'s right foot.

k dark
* R HP:Hurt MV:Winded - Jemm: Wounded - Zintar: Critical >
You pierce *Zintar*'s left leg.
*Zintar* panics, and attempts to flee!
*Zintar* leaves west. <<
They aren't here.

k dark
* R HP:Hurt MV:Winded >
They aren't here.

k dark
* R HP:Hurt MV:Winded >
w
k dark
w
k dark
They aren't here.

* R HP:Hurt MV:Winded >
They aren't here.

* R HP:Hurt MV:Winded >
Fields of Tabac
You wander about in the cultivated fields used by the town of Whitebridge that
lies east across the Arinelle river. Nestled amongst the fields are scattered
farms. Here the fields are planted with rows of sturdy green plants of tabac,
similar fields stretching off east toward the river. North of here can be seen
amber waves of wheat growing. Beyond this can be seen the line of the Caemlyn
road, coming eastward from across the river, and heading off west to Baerlon.
Westward the croplands give way to open pastures.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
They aren't here.

* R HP:Hurt MV:Winded >
Fallow Fields
You stand in empty fields used by the town of Whitebridge off to the east that
have been left fallow this year to let the soil recover. Rank weeds grow every-
where, mixed with a few shoots of wheat or barley that sprouted of their own
accord. The fallow ground continues to the south, while active wheat fields
can be seen to the east. Westward lies open pastureland used for grazing live-
stock. Directly north can be seen the Caemlyn road.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
They aren't here.

* R HP:Hurt MV:Winded >
w
Pastureland
Around you spread pasturelands of dry grasses cropped short by herds of cattle
and flocks of sheep that graze here. Scattered about are a few farms, with
large fenced yards for holding the livestock at night. East of here the
pastures are replaced by croplands of wheat, barley, and tabac, although the
fields directly east of here have been left fallow this year. Just south of
here the broad swath of the Caemlyn road passes by, coming from the Arinelle
river off to the east and the town of Whitebridge on the far side.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
e
e
Fallow Fields
You stand in empty fields used by the town of Whitebridge off to the east that
have been left fallow this year to let the soil recover. Rank weeds grow every-
where, mixed with a few shoots of wheat or barley that sprouted of their own
accord. The fallow ground continues to the south, while active wheat fields
can be seen to the east. Westward lies open pastureland used for grazing live-
stock. Directly north can be seen the Caemlyn road.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
s
Fields of Wheat
All around you stretch cultivated fields used by the town of Whitebridge that
lies eastward on the far side of the Arinelle river. In amongst the fields
are scattered farm complexes. Immediately about you the land has been planted
in wheat, and to the east towards the river as well. South of here sturdy
stalks of tabac in even rows; westward the ground has been left fallow this
year. Just north of here passes the wide bare swath of the Caemlyn Road, coming
from the east, where a gleaming white expanse hangs over the river, and heading
west on its way to Baerlon.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.

k dark
* R HP:Hurt MV:Winded >
Fields of Tabac
You wander about in the cultivated fields used by the town of Whitebridge that
lies east across the Arinelle river. Nestled amongst the fields are scattered
farms. Here the fields are planted with rows of sturdy green plants of tabac,
similar fields stretching off east toward the river. North of here can be seen
amber waves of wheat growing. Beyond this can be seen the line of the Caemlyn
road, coming eastward from across the river, and heading off west to Baerlon.
Westward the croplands give way to open pastures.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
They aren't here.

* R HP:Hurt MV:Winded >
e
Fields of Tabac
You wander about in the cultivated fields used by the town of Whitebridge that
lies across the Arinelle river. Here are planted rows of sturdy green plants
of tabac, more such fields stretching off west and east, running right up to
the low bluffs of the river in that direction. North of here stretch amber
fields of wheat, instead. A ways to the north can be seen the Caemlyn road,
coming eastward from across the river, from where a bright gleaming expanse
can be seen over the river from here.
[ obvious exits: N W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Hurt MV:Winded >
s
Alas, you cannot go that way...

k dark
* R HP:Hurt MV:Winded >
They aren't here.

* R HP:Hurt MV:Winded >
w
Fields of Tabac
You wander about in the cultivated fields used by the town of Whitebridge that
lies east across the Arinelle river. Nestled amongst the fields are scattered
farms. Here the fields are planted with rows of sturdy green plants of tabac,
similar fields stretching off east toward the river. North of here can be seen
amber waves of wheat growing. Beyond this can be seen the line of the Caemlyn
road, coming eastward from across the river, and heading off west to Baerlon.
Westward the croplands give way to open pastures.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

n
* R HP:Hurt MV:Winded >
Fields of Wheat
All around you stretch cultivated fields used by the town of Whitebridge that
lies eastward on the far side of the Arinelle river. In amongst the fields
are scattered farm complexes. Immediately about you the land has been planted
in wheat, and to the east towards the river as well. South of here sturdy
stalks of tabac in even rows; westward the ground has been left fallow this
year. Just north of here passes the wide bare swath of the Caemlyn Road, coming
from the east, where a gleaming white expanse hangs over the river, and heading
west on its way to Baerlon.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.

* R HP:Hurt MV:Winded >
trt
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
Some obvious fresh bloody traces of a Trolloc leaving east. >>

* R HP:Hurt MV:Winded >
e
Fields of Wheat
You wander about in the cultivated fields used by the town of Whitebridge that
lie across the Arinelle river to the east. About you stretch tall amber
fields of wheat, more such fields stretching off west and east, running right
up to the low bluffs of the river in that direction. South of here the land
has been planted in tabac instead. Directly to the north the wide brown strip
of the Caemlyn Road goes by, coming eastward from across the river over a
fantastic bridge that gleams a brilliant white when the sun shines, its thin
delicate supports seemingly suspended on air.
[ obvious exits: N S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A long-eared rabbit is here, looking quite sick.

* R HP:Hurt MV:Winded >
n
Caemlyn Road West of Whitebridge
You gaze in awe at the fantastic bridge that has come into view to the
east. Gleaming white when the sun shines, this majestic bridge flies over
the river Arinelle in an enormous yet graceful arch, with seemingly thin
graceful pillars jutting down into the river to support it. The river
itself cannot be seen from here, but the top of the far bluff can be, with
the town of Whitebridge nestled beyond. North and south of you are
croplands used by the town, the fields stretching east right up to the near
bluff over the river. A large paw print has been pressed into a flagstone,
heading east.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A tired farmer is here.
A tired farmer is here.
A tired farmer is here.

* R HP:Hurt MV:Winded >
trt
Tic in 7 seconds!
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
Some obvious recent bloody traces of a Trolloc leaving west. <<

* R HP:Hurt MV:Winded >

A dynamic event is occuring nearby.

Find the hermit and ask him if he needs help.


* R HP:Scratched MV:Tiring >
w
w
Caemlyn Road West of Whitebridge
You are on the Caemlyn Road, the broad swath of hard-packed earth stretching
east and west out of sight. Here the road is not too far from the river
Arinelle, and the town of Whitebridge on the far side of the river from here.
Off in that direction you can begin to make out some huge yet graceful arch
leaping over where the river would be in a thin tracery of lines that gleam
a brilliant white. Farms dot the landscape to the north and south of the road,
producing some of the crops used by the town. More such farms can be seen off
east and west down the road.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A raven is visible flying high in the sky.

w
* R HP:Scratched MV:Tiring >
Along Caemlyn Road
You are on the Caemlyn Road, the broad swath of hard-packed earth stretching
east and west out of sight. Not far east from here is the river Arinelle, and
the town of Whitebridge on the far side of the river. A faint gleam of white
comes from off in the distance that way. Farms dot the landscape to the north
and south of the road, producing some of the crops used by the town. Just in
front of you, a narrow gravelled lane juts off north to one such farm. West-
ward down the road the croplands end, replaced by open pastures used for
grazing livestock.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A brown cow is here, chewing thoughtfully.

w
* R HP:Scratched MV:Tiring >
Along the Caemlyn Road
You travel along the Caemlyn Road, which here passes through open pastures
of dry grass, cropped short by the livestock that wander about; herds of cattle
or flocks of bleating sheep. Scattered here and there about the pastures are
a few farms, with fenced yards for keeping the livestock in at night. Eastward
the pastures are replaced by croplands used by the town of Whitebridge on the
far side of the Arinelle river, which lies not too far east of here.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
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:Scratched MV:Tiring >
w
Along the Caemlyn Road
You travel along the Caemlyn Road, which here passes through open pastures
of dry grass, cropped short by the livestock wandering about them.
Scattered here and there through the pastures are a few farms, with fenced
yards for keeping the livestock in at night. Here the flocks of sheep and
herds of cattle are few, as are the farms, but more can be seen to the
east, in the direction of the Arinelle river and the town of Whitebridge.
Westward the pastures end, replaced by large fields of tall native grasses
interspersed with small copses of oak and fir woodland.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.

w
* R HP:Scratched MV:Tiring >
Caemlyn Road through Countryside
You travel along the Caemlyn Road through empty countryside devoid of any
human activity. Around you stretch fields of tall dry grass separated by
small copses of oak and fir, with occasional stands of ash trees mixed in.
Except for the occasional rustlings of small animals hidden in the grass or
trees, all is quiet here. A little ways east of here, the last of the copses
end and are replaced by open pastures of shorter turf, with a few small
groups of livestock wandering about. One or two farms dot the landscape that
way as well.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
An elk with massive antlers eyes you with curiosity.
A peddler pawns his wares here.
A raven is visible flying high in the sky.

w
* R HP:Scratched MV:Tiring >
w
Caemlyn Road through Countryside
You travel along the Caemlyn Road through empty countryside devoid of any
human activity. Around you stretch fields of tall dry grass separated by
small copses of oak and fir, with occasional stands of ash trees mixed in.
Except for the occasional rustlings of small animals hidden in the grass or
trees, all is quiet. Just west of here, a smaller side road branches off,
both to the north and the south. Beyond this the copses and fields
continue. A large paw print has been pressed into a flagstone, heading
east.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A cute brown deer eyes you nervously.
A fox is here, hunting for rabbits.
A sheep is here, bleating.

* R HP:Scratched MV:Tiring >
w
A Small Crossroads
Here along the broad Caemlyn Road a smaller track branches off both north and
south. Surrounding you are large fields of tall dry grass interspersed with
small woodland copses of native oak and fir. The countryside is devoid of
human activity, the only sounds are rustlings from small animals hidden in the
grass or copses, and birds singing amongst the foliage. The only direction that
seems different is to the northwest, where the land is covered in thickets of
tall brush and dense scrub that stretches off out of sight.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Tiring >
trt
Empty Road to Caemlyn
The Caemlyn Road continues on through the empty countryside, the wide bare
road still wide enough for two wagons to pass one another. Most of the
surrounding country consists of scattered patches of oak and ash woodland,
interspersed with fields of tall dry grass; the blanket of trees becomes
unbroken further west. However, an area of tall brush and dense scrubs borders
the north side of the road, and grows thicker as it flanks the road westward.
Just to the east, a smaller side road branches off north and south from
this route.
[ obvious exits: E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.

* R HP:Scratched MV:Tiring >
Empty Road to Caemlyn
You travel along the Caemlyn Road, far from the influence of human activity,
yet even out here the road is still wide and well maintained. South of the
road stretches a thin forest of oak and ash, with occasional stands of fir.
Eastward the forest becomes broken by stretches of tall dry grass. North of
the road, however, is flanked by tall thickets of dense brush; no paths into
the brush are visible. A little ways west the brush ends and the road bends
north around its edge.
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Tiring >
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
You could find no tracks at all.

* R HP:Scratched MV:Tiring >
w
Around a Small Bend
Here the wide bare track of the Caemlyn Road bends north around an area of
tall thick brush of to the northeast. Few travelers pass this way anymore,
and settlements in this region are scarce. A light forest of oak and ash,
with ocasional thickets of tall fir stretch of to the south and west, while
north around the bend can be seen a much darker forest of huge ancient oaks.
A small clump of bushes directly to the south looks a bit broken and trampled.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
Door south: bushes
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Tiring >
w
Light Forest
Here a light forest of oak and fir surrounds you on all sides, with occasional
clumps of small bushes growing about the boles of some trees. To the north,
the broad swath of the Caemlyn road passes by, beyond which can be seen a
somewhat darker and denser forest of huge ancient oaks, much thicker bushes
obscuring their trunks. Not far east the road can be seen as well, going around
a bend. From the west comes the sound of steadily flowing water, and in that
direction a great many birch and alder grow in amongst other trees. South
the forest continues on much as it is here.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Tiring >
trt
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
You could find no tracks at all.

* R HP:Scratched MV:Tiring >
e
e
e
Around a Small Bend
Here the wide bare track of the Caemlyn Road bends north around an area of
tall thick brush of to the northeast. Few travelers pass this way anymore,
and settlements in this region are scarce. A light forest of oak and ash,
with ocasional thickets of tall fir stretch of to the south and west, while
north around the bend can be seen a much darker forest of huge ancient oaks.
A small clump of bushes directly to the south looks a bit broken and trampled.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
Door south: bushes
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Tiring >
Empty Road to Caemlyn
You travel along the Caemlyn Road, far from the influence of human activity,
yet even out here the road is still wide and well maintained. South of the
road stretches a thin forest of oak and ash, with occasional stands of fir.
Eastward the forest becomes broken by stretches of tall dry grass. North of
the road, however, is flanked by tall thickets of dense brush; no paths into
the brush are visible. A little ways west the brush ends and the road bends
north around its edge.
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Tiring >
Empty Road to Caemlyn
The Caemlyn Road continues on through the empty countryside, the wide bare
road still wide enough for two wagons to pass one another. Most of the
surrounding country consists of scattered patches of oak and ash woodland,
interspersed with fields of tall dry grass; the blanket of trees becomes
unbroken further west. However, an area of tall brush and dense scrubs borders
the north side of the road, and grows thicker as it flanks the road westward.
Just to the east, a smaller side road branches off north and south from
this route.
[ obvious exits: E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.

* R HP:Scratched MV:Tiring >
e
A Small Crossroads
Here along the broad Caemlyn Road a smaller track branches off both north and
south. Surrounding you are large fields of tall dry grass interspersed with
small woodland copses of native oak and fir. The countryside is devoid of
human activity, the only sounds are rustlings from small animals hidden in the
grass or copses, and birds singing amongst the foliage. The only direction that
seems different is to the northwest, where the land is covered in thickets of
tall brush and dense scrub that stretches off out of sight.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

s
* R HP:Scratched MV:Tiring >
Southward Track
You are traveling along a small side track branching southward from
the Caemlyn Road; a similar track branches northward here from the road
as well. To the west and east on either side of you are fields of tall
dry grass separated by small woodland copses of oak, fir and ash. Except
for the roads, there are no signs of human activity to be seen, and the
only noises are the chirping of birds in the trees, and the rustlings from
small hidden animals.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A small purse is here. [2]
A tall dust-colored gelding prances in a circle here, being ridden by you.
A shaggy brown mare stands here.

* R HP:Scratched MV:Tiring >
trt
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
You could find no tracks at all.

* R HP:Scratched MV:Winded >
e
e
Fields and Copses
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash trees, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just north of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond both the
roads and in the other directions as well, more small fields and woodland
copses can be seen.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.
An elk with massive antlers eyes you with curiosity.

* R HP:Scratched MV:Winded >
Fields and Copses
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash trees, with small bushes growing in thickets.
Except for the occasional rustlings of small animals, and birds chirping in
the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn road itself just north of here. To the east the woodland
copses give way to open pastures, with a few small widely separated farms;
in the other directions the copses and fields continue. A wrought iron gate
stands to the south, leading into a building.
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A skeletal wolf stares mindlessly into nothing.

* R HP:Scratched MV:Winded >

A skeletal wolf barely tickles your body with its hit.
A red fox leaves west. <<
A sheep has arrived from the east.

* R HP:Scratched MV:Winded - a skeletal wolf: Dead? >
where
Players in your Zone
--------------------
Terminus - Fields and Copses

f
* R HP:Scratched MV:Winded - a skeletal wolf: Dead? >

You pierce a skeletal wolf's right leg into bloody fragments!
A skeletal wolf tickles your left hand with its hit.

* R HP:Scratched MV:Winded - a skeletal wolf: Dead? >
PANIC! You couldn't escape!

n
* R HP:Scratched MV:Winded - a skeletal wolf: Dead? >
n
No way! You're fighting for your life!

* R HP:Scratched MV:Winded - a skeletal wolf: Dead? >
f
No way! You're fighting for your life!

* R HP:Scratched MV:Winded - a skeletal wolf: Dead? >
n
n
You panic and attempt to flee!

You flee head over heels.
Caemlyn Road through Countryside
You travel along the Caemlyn Road through empty countryside devoid of any
human activity. Around you stretch fields of tall dry grass separated by
small copses of oak and fir, with occasional stands of ash trees mixed in.
Except for the occasional rustlings of small animals hidden in the grass or
trees, all is quiet here. A little ways east of here, the last of the copses
end and are replaced by open pastures of shorter turf, with a few small
groups of livestock wandering about. One or two farms dot the landscape that
way as well.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
An elk with massive antlers eyes you with curiosity.
A peddler pawns his wares here.
A raven is visible flying high in the sky.
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of fir
and oak and tall ash trees, with small bushes growing in thickets. Except for
the occasional rustlings of small animals, and birds chirping in the trees,
all is quiet here, with the only signs of mankind being the broad Caemlyn road
itself just south of here. To the east the fields give way to open
pastureland, with a few small widely separated farms; west and north the copses
and fields are much the same as here.
[ obvious exits: E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black crow is here, watching.
A raven is here, watching.
*Jemm* is standing here, riding a bloodstock stallion.
A fox is here, hunting for rabbits.
A long-eared rabbit is here, looking quite sick.

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

* R HP:Scratched MV:Winded >

*Jemm* leaves west riding a bloodstock stallion.
A raven leaves west. <<
A crow leaves west. <<

* R HP:Scratched MV:Winded >
w
n
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Scratched MV:Winded >
Edge of the Plains
About you stretch fields of tall dry grass separated by small copses and belts
of oak and ash, and smaller bushes. To the north the copses become even more
sparse and give way to low rolling plains of tall grass that stretches as far
as you can see. West of here a small dirt track heads off south, beyond which
stands a small cottage. A quiet solitude surrounds you, the only sounds being
occasional small rustlings in the grass and a few distant bleats from one or
two scattered herds barely visible to the south and east.
[ obvious exits: N S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black crow is here, watching.
A raven is here, watching.
*Jemm* is standing here, riding a bloodstock stallion.
A fox is here, hunting for rabbits.
A peddler pawns his wares here.

* R HP:Scratched MV:Winded >
trt

*Jemm* leaves north riding a bloodstock stallion.
A raven leaves north. ^^
A crow leaves north. ^^

* R HP:Scratched MV:Winded >
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

Tic in 7 seconds!=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
Some obvious fresh bloody traces of a Trolloc leaving north. ^^

* R HP:Scratched MV:Winded >
n
n
Neck-High Grass
The grass here is mostly up to your neck or higher, making it hard to see where
you've been, and where you're going. Large rocks and stumps make traversing
through this terrain rather difficult, but not impossible.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

n
* R HP:Scratched MV:Winded >
n
Along the Small Stream
The small stream which you are following has to bend quite a bit, to avoid
some large rocks that are in the middle of the bed. The rocks look like they
were once underwater with smooth, rounded edges. The stream bends west and
north here.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

n
* R HP:Scratched MV:Winded >
Path Along the Small Stream
A faint, dirt path runs parallel to the quiet flowing stream. Several animal
tracks lie imprinted in the moist soil showing the inhabitants of this
trail. The sky is shown clearly above, unobscured by the branches of trees
that grow a distance away from the stream.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Winded >
e
Path Along the Widening Stream
A faint, dirt path runs next to the quiet flowing stream as it begins to grow
in size. Small rapids form as the water pours over small algae covered rock
outcroppings in the path of the stream. The curving wispy branches of several
weeping willows dot the border of the water.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Winded >
Flooded Grassland
The swamp has totally taken over here, killing anything and everyting that
cannot survive the conditions. You see many dead trees and bushes poking
out here and there, victims of the swamp. The swamp also seems to be trying
to consume you, for the land sinks everywhere you step, some places up past
your knees. And the only way you can go is north, into more swamp.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

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

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

* R HP:Scratched MV:Winded >
e
In a Shallow Mire
This swamp looks like it is trying to destroy the land. As you walk you can
see rocks and dead trees sinking. Its as if the swamp is eating away the land.
And it is doing a very good job of it, for swamp is all you can see for miles.
But you are blocked by deep water north and west, so you can only go east.
[ obvious exits: E S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black crow is here, watching.
A raven is here, watching.
*Jemm* is standing here, riding a bloodstock stallion.

* R HP:Scratched MV:Winded >
A Filthy Mire
The swamp goes on and on here, and it is becoming more and more difficult
to walk as your feet sink deeper and deeper into the muck. But you know that if
you stop you will eventually sink, and never be found again. The swamp
surrounds you here, but because of deep water, you cannot proceed south.
[ obvious exits: E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Winded >
A Flooded Bog
You have trudged through the mirk, and have found what seems to be the only
thing that is not sinking into the murk. Just east of you is a large rock
formation, sticking out of the swamp twenty feet in the air. Just to the
north you see a place where you can climb onto the rock.
[ obvious exits: N E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Winded >
n
Rock in the Swamp
You are in a large murky swamp, next of a large rock formation that is
sticking straight out of the land like a sore thumb. There are some rocks
just east of here that lead up to the rock formation, that you can climb up
on. The swamp stretches around west and south of here. There is much to
watch from here.
[ obvious exits: E S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Winded >
e
Atop a Rock
You are standing on a far edge of a strange rock formation that is jutting out
of the swamp. It is seemingly made of stone, but is very geometric in shape,
suggesting it is not natural. There is a small crack here that is barely
noticeable because it is mostly covered in moss. The rock continues to the
east.
[ obvious exits: E S W ]
Zone: In the Forest
Door down: moss
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Scratched MV:Winded >
trt
[track trolloc]
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...


*Jemm* has arrived from the west, riding a bloodstock stallion.
A raven has arrived from the west.
A crow has arrived from the west.
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...

It's a little difficult to read old tracks in the snow...
Some obvious fresh bloody traces of a Trolloc leaving down. dd

* R HP:Scratched MV:Winded >

*Jemm* stops riding a bloodstock stallion.

* R HP:Scratched MV:Winded >
s
On Top of the Rock
Standing on this rock, you get a good view of the swamp, stretching out to
the west. The rock is very flat on its top and is easy to walk on. It is
only covered with small bushes and moss. The only problem is that you
probably can be spotted from a long way away.
[ obvious exits: N E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A raven is here flying around.

* R HP:Scratched MV:Winded >
e
e
A raven starts following you.
On Top of the Rock
The rock under your feet is remarkably smooth for being thrust out of the
earth. It is also very flat on its top, mabye suggesting that it is not
natural. The rock extends to the west and the south.
[ obvious exits: N E S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A large bat is here flying around.
A raven has arrived from the west.

s
* R HP:Scratched MV:Winded >
Slippery Rock
The part of the rock you are on has collected a small puddle and is very
slippery. Better watch your step. You can go south, towards the place
where the edges of the rock come together, or to the west.
[ obvious exits: N E S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A raven has arrived from the west.

* R HP:Scratched MV:Winded >
On Top of a Rock
You slip slightly on the green moss that grows on this rock. It is the only
thing growing here except for a few small plants, and even they don't look too
healthy. To the south of you is where the two edges of the cliff meet, forming
a point, that overlooks the land to the south.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A large bat is visible flying high in the sky.
A raven has arrived from the north.

* R HP:Scratched MV:Winded >
s
Precipice
From here you get a stunning view of the country side. Just be careful. The
rock here is crumbling away, and could give way under your weight. You
would fall about twenty-five feet, right into some jagged rocks in the
ravine near the water. Tracks of steel are staked into the ground and run
to the edge of the cliff. The roar of water is loud all the way up here.
[ obvious exits: N ]
Zone: In the Forest
Door down: ladderhatch
A tall dust-colored gelding prances in a circle here, being ridden by you.
A raven has arrived from the north.

* R HP:Scratched MV:Winded >
dism
You stop riding him.

* HP:Scratched MV:Winded >
odd
open ladderhatch d
Ok.

d
* HP:Scratched MV:Winded >
Western Bank of the Arinelle
Large iron stakes ground rope that holds the ship taut to the east. A large
reinforced structure climbs the edge of the cliff to the land above. The
land is cleared out and native plants and trees are tied down with stakes
to block vision from the north. Several collections of stones surround burn
pits and a collection of tents flanks the series of ladders heading to the
clifftop. Few flowers and weeds are left, the vegetation has been removed.
[ obvious exits: U ]
Zone: Whitebridge
Door east: plank
Door up: ladderhatch
Cinched at the top with rawhide laces, an oilskin bag protects its contents.
A raven has arrived from above.

* HP:Scratched MV:Winded >
cdu
close ladderhatch u
Ok.

* HP:Scratched MV:Winded >
ode
open plank e
Ok.

* HP:Scratched MV:Winded >
odu
open ladderhatch u
u
Ok.

* HP:Scratched MV:Winded >
Precipice
From here you get a stunning view of the country side. Just be careful. The
rock here is crumbling away, and could give way under your weight. You
would fall about twenty-five feet, right into some jagged rocks in the
ravine near the water. Tracks of steel are staked into the ground and run
to the edge of the cliff. The roar of water is loud all the way up here.
[ obvious exits: N D ]
Zone: In the Forest
Door down: ladderhatch
A tall dust-colored gelding prances in a circle here.

* HP:Scratched MV:Winded >
n
On Top of a Rock
You slip slightly on the green moss that grows on this rock. It is the only
thing growing here except for a few small plants, and even they don't look too
healthy. To the south of you is where the two edges of the cliff meet, forming
a point, that overlooks the land to the south.
[ obvious exits: N S W ]
Zone: In the Forest

* HP:Scratched MV:Winded >
n
e
Slippery Rock
The part of the rock you are on has collected a small puddle and is very
slippery. Better watch your step. You can go south, towards the place
where the edges of the rock come together, or to the west.
[ obvious exits: N E S W ]
Zone: In the Forest

* HP:Scratched MV:Weary >
Rocky Outcrop
This barren mound of granite starkly contrasts with the surrounding
forest. High above your head you can see the open sky through gently
waving treetops. Several animal paths wander through the trees nearby
and a large crack is barely visible in the rocks below.
[ obvious exits: N E W D ]
Zone: Forested Valley
A raven has arrived from the west.

* HP:Scratched MV:Weary >
d
A Granite Cave
You squeeze through the crack and find yourself in the center of a small
cave, obviously created by some kind of earthquake, though it appears to
be very old, perhaps back to the Breaking of the World. Several sets of
scuff marks on the floor and gashes in the stone walls indicate that it
is traveled upon occasion, though.
[ obvious exits: U D ]
Zone: Forested Valley
Door down: granite
A mushroom grows here.

cdu
close u
* HP:Scratched MV:Weary >
I see no u here.

* HP:Scratched MV:Weary >

Jemm narrates 'back in i think'

d
* HP:Scratched MV:Weary >
Slimy Room
The floor and walls of this room are covered with a dark green slimy substance
that sticks to everything it touches. It is hard to stand here because the
slime is so slippery. It also is not one of the better smelling things
you've ever smelled. The only exit is to the north.
[ obvious exits: N U ]
Zone: In the Forest
Door up: slime
A hound of the shadow smells blood in the air.
A hound of the shadow smells blood in the air.
A bat is flitting around here, hunting insects.
A trolloc is here commanding a fist of troops.
An irritating fly is here flying around.
A hound of the shadow smells blood in the air.
A raven has arrived from above.

* HP:Scratched MV:Weary >

Jemm narrates 'into moss'

cdu
close slime u
* HP:Scratched MV:Weary >
n
Ok.

* HP:Scratched MV:Weary >
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor

2
* HP:Scratched MV:Weary >
3
backstab h.dark
[hide ]
You attempt to hide yourself.

* HP:Scratched MV:Weary >
Backstab who?

* HP:Scratched MV:Weary >
sneak
Tic in 7 seconds!
Ok, you'll try to move silently for a while.

w
* S HP:Scratched MV:Weary >
2
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A raven has arrived from the east.

3
backstab h.dark
* S HP:Scratched MV:Weary >
[hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Weary >
Backstab who?

* S HP:Scratched MV:Weary >
n
2
3
backstab h.dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
An irritating fly is here flying around.
An irritating fly is here flying around.
A raven has arrived from the south.

* S HP:Scratched MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Winded >
Backstab who?

* S HP:Scratched MV:Winded >
f
2
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

3
backstab h.dark
* S HP:Scratched MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Winded >
Backstab who?

* S HP:Scratched MV:Winded >

*Zintar* has arrived from the north.

* S HP:Scratched MV:Winded >
n
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
A raven is here flying around.
An irritating fly is here flying around.
An irritating fly is here flying around.

* S HP:Scratched MV:Winded >
s
2
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
*Zintar* is standing here.
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

3
backstab h.dark
* S HP:Scratched MV:Winded >
[hide ]
You attempt to hide yourself.
*Zintar* slashes your left leg.

* S HP:Scratched MV:Winded - Zintar: Beaten >
No way! You're fighting for your life!

* S HP:Scratched MV:Winded - Zintar: Beaten >

You try to pierce *Zintar*, but he deflects the blow.
*Zintar* slashes your left arm hard.

* S HP:Scratched MV:Winded - Zintar: Beaten >
nar yeah on
Ok.

* S HP:Scratched MV:Winded - Zintar: Beaten >

*Jemm* has arrived from the north.
A crow has arrived from the north.

* S HP:Scratched MV:Winded - Zintar: Beaten >

You pierce *Zintar*'s body.
*Zintar* slashes your body.

* S HP:Scratched MV:Winded - Zintar: Critical >

*Jemm* slashes *Zintar*'s body.

* S HP:Scratched MV:Winded - Zintar: Critical >

*Zintar* panics, and attempts to flee!

* S HP:Scratched MV:Winded - Zintar: Critical >
k dark

*Zintar* leaves north. ^^

k dark
* S HP:Scratched MV:Winded >
They aren't here.

* S HP:Scratched MV:Winded >
e
They aren't here.

k dark
* S HP:Scratched MV:Winded >
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
A hound of the shadow smells blood in the air.
A raven has arrived from the west.

* S HP:Scratched MV:Weary >
k dark
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

w
* S HP:Scratched MV:Weary >
k dark
n
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A raven has arrived from the east.

k dark
* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
A black crow is here, watching.
*Jemm* is standing here.
An irritating fly is here flying around.
An irritating fly is here flying around.
A raven has arrived from the south.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
n
k dark
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
A hound of the shadow smells blood in the air.
A large bat swoops down on you.
A bat is here flying around.
A fly is buzzing around here somewhere.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
A fly is buzzing around here somewhere.
A raven has arrived from the south.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
n
k dark
At the Makeshift Barracks
Carved from the rock, this small chamber has been converted to a makeshift
barracks. A thick layer of straw covers the ground, blanketing the bare
rock. A few bundles and posesssions lie haphazardly about the area. The
rest of the stronghold lies to the south.
[ obvious exits: S ]
Zone:
*Zintar* is standing here.
A lame trolloc stands here, guarding the possessions of others.
A raven has arrived from the south.

* S HP:Scratched MV:Weary >
You try to pierce *Zintar*, but he deflects the blow.

* S HP:Scratched MV:Weary - Zintar: Critical >
k dark
cb
*Jemm* has arrived from the south.
A crow has arrived from the south.
You do the best you can!

* S HP:Scratched MV:Weary - Zintar: Critical >

*Jemm* tries to slash *Zintar*, but he parries successfully.

* S HP:Scratched MV:Weary - Zintar: Critical >
[change mood brave]
Mood changed to: Brave

k dark
* S HP:Scratched MV:Weary - Zintar: Critical >
k dark
You do the best you can!
*Zintar* panics, and attempts to flee!

s
* S HP:Scratched MV:Weary - Zintar: Critical >
You do the best you can!

k dark
* S HP:Scratched MV:Weary - Zintar: Critical >
No way! You're fighting for your life!

s
* S HP:Scratched MV:Weary - Zintar: Critical >
*Jemm* tries to slash *Zintar*, but he parries successfully.
The trolloc keeper joins Zintar's fight!
You pierce *Zintar*'s body.
You do the best you can!

k dark
* S HP:Scratched MV:Weary - Zintar: Critical >
s
No way! You're fighting for your life!

* S HP:Scratched MV:Weary - Zintar: Critical >
k dark
You do the best you can!
*Zintar* leaves south. VV

* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
s
No way! You're fighting for your life!

k dark
* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
You pierce the trolloc keeper's left leg into bloody fragments!
They aren't here.

s
* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
No way! You're fighting for your life!

k dark
* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
They aren't here.

* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
No way! You're fighting for your life!

* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
They aren't here.

cw
* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
f
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Scratched MV:Weary - the trolloc keeper: Healthy >
s
You panic and attempt to flee!


The trolloc keeper barely tickles your head with his hit.

s
You flee head over heels.
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
A hound of the shadow smells blood in the air.
A large bat swoops down on you.
A bat is here flying around.
A fly is buzzing around here somewhere.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
A fly is buzzing around here somewhere.
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
An irritating fly is here flying around.
An irritating fly is here flying around.

* S HP:Scratched MV:Weary >
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

w
* S HP:Scratched MV:Weary >
Alas, you cannot go that way...

* S HP:Scratched MV:Weary >
e
s
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
*Zintar* is standing here.
A hound of the shadow smells blood in the air.

* S HP:Scratched MV:Weary >
Slimy Room
The floor and walls of this room are covered with a dark green slimy substance
that sticks to everything it touches. It is hard to stand here because the
slime is so slippery. It also is not one of the better smelling things
you've ever smelled. The only exit is to the north.
[ obvious exits: N U ]
Zone: In the Forest
Door up: slime
A hound of the shadow smells blood in the air.
A bat is flitting around here, hunting insects.
A trolloc is here commanding a fist of troops.
An irritating fly is here flying around.
A hound of the shadow smells blood in the air.

* S HP:Scratched MV:Weary >
k dark
k dark
They aren't here.

n
* S HP:Scratched MV:Weary >
They aren't here.

k dark
* S HP:Scratched MV:Weary >
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
*Zintar* is standing here.
A hound of the shadow smells blood in the air.
*Zintar* opens the irondoor.

* S HP:Scratched MV:Weary >
You try to pierce *Zintar*, but he deflects the blow.

* S HP:Scratched MV:Weary - Zintar: Critical >
k dark
k dark
You do the best you can!

* S HP:Scratched MV:Weary - Zintar: Critical >
k dark
You do the best you can!

cb
* S HP:Scratched MV:Weary - Zintar: Critical >
You do the best you can!

* S HP:Scratched MV:Weary - Zintar: Critical >
[change mood brave]
Mood changed to: Brave

* S HP:Scratched MV:Weary - Zintar: Critical >

*Zintar* panics, and attempts to flee!

* S HP:Scratched MV:Weary - Zintar: Critical >
cdn
close irondoor n

You try to pierce *Zintar*, but he parries successfully.
A hound of the shadow barely tickles your right foot with her hit.

* S HP:Scratched MV:Weary - Zintar: Critical >
Ok.

* S HP:Scratched MV:Weary - Zintar: Critical >

*Gorgo* has arrived from the south.

* S HP:Scratched MV:Weary - Zintar: Critical >

*Zintar* leaves west. <<

* S HP:Scratched MV:Weary - a hound of the shadow: Scratched >
cw
f
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Scratched MV:Weary - a hound of the shadow: Scratched >
Tic in 7 seconds!
You panic and attempt to flee!


*Reck* barely stabs your right foot.

c
k dark

*Reck* stabs your right leg hard.
A hound of the shadow barely tickles your body with her hit.

c
k dark
You flee head over heels.
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
They aren't here.

* S HP:Hurt MV:Weary >
They aren't here.

* S HP:Hurt MV:Weary >

A hound of the shadow has arrived from the east.

* S HP:Hurt MV:Weary >
nar reck here
Ok.

* S HP:Hurt MV:Weary >
n
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
An irritating fly is here flying around.

* S HP:Hurt MV:Weary >
w
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A black crow is here, watching.
A bat is flitting around here, hunting insects.

* S HP:Hurt MV:Weary >
n
2
3
backstab h.dark
Abandoned Fortress
This place looks like it has not been used in many, many years. The room you
are currently in seems to have been a guard post, and the crack in the ceiling
a cleverly concealed door. But now, after many years of disuse and wear by the
elements, it is stuck open. There is only one exit, to the south.
[ obvious exits: S U ]
Zone: In the Forest
Door up: moss
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here ruling a group of trollocs.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A half-man is here, fighting Jemm.
*Jemm* is here, fighting Zintar.
*Zintar* is here, fighting Jemm.
An Ahf'frait trolloc is here, fighting Jemm.

* S HP:Hurt MV:Weary >
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Weary >
Backstab them?!? They are in the throes of battle!

* S HP:Hurt MV:Weary >

A half-man slashes Jemm's body.
A Ko'bal trolloc joins a half-man's fight!
A Dhai'mon trolloc joins a half-man's fight!
A ramshorned trolloc says 'XbT BnSKOMR zsg sncO adM ^Q`xiO iC[@ ft[spN '
An Ahf'frait trolloc tries to cleave Jemm, but he deflects the blow.
*Jemm* tries to slash *Zintar*, but he deflects the blow.

c
k dark
* S HP:Hurt MV:Weary >
c
k dark
A Ko'bal trolloc pierces Jemm's body.
Jemm narrates 'on moss'
You pierce *Zintar*'s left arm hard.
*Zintar* panics, and attempts to flee!

* S HP:Hurt MV:Weary - Jemm: Wounded - Zintar: Critical >
You do the best you can!

* S HP:Hurt MV:Weary - Jemm: Wounded - Zintar: Critical >

*Gorgo* has arrived from the south.

* S HP:Hurt MV:Weary - Jemm: Wounded - Zintar: Critical >
s

*Reck* barely stabs your body.

* S HP:Hurt MV:Weary - Jemm: Wounded - Zintar: Critical >
c
k dark
No way! You're fighting for your life!

* S HP:Hurt MV:Weary - Jemm: Wounded - Zintar: Critical >
You do the best you can!

* S HP:Hurt MV:Weary - Jemm: Wounded - Zintar: Critical >

*Zintar* leaves south. VV

* S HP:Hurt MV:Weary - a hound of the shadow: Healthy >

*Jemm* tries to slash a Ko'bal trolloc, but he deflects the blow.
A ramshorned trolloc joins a half-man's fight!
A ramshorned trolloc joins a half-man's fight!
A ramshorned trolloc joins a half-man's fight!
A ramshorned trolloc joins a half-man's fight!
You pierce a hound of the shadow's head very hard.
*Reck* stabs your body.
A hound of the shadow barely tickles your right arm with her hit.
A Dhai'mon trolloc tries to slash Jemm, but he deflects the blow.
A Ko'bal trolloc pierces Jemm's left foot.
A half-man barely slashes Jemm's right leg.
An Ahf'frait trolloc cleaves Jemm's body.
*Gorgo* pounds your right leg.

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
nar and gorgo

*Reck* stabs your right leg.

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
cw
Ok.

f
* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
PANIC! You couldn't escape!

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >

*Jemm* panics, and attempts to flee!

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
not

*Jemm* leaves south. VV
*Zintar* has arrived from the south.

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
f
You try to pierce a hound of the shadow, but she deflects the blow.
A Ko'bal trolloc joins Reck's fight!
*Reck* stabs your body.
A hound of the shadow barely tickles your body with her hit.
You start paying increased attention to your surroundings.

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
2
3
backstab h.dark
PANIC! You couldn't escape!

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
[hide ]
No way! You're fighting for your life!
*Gorgo* sends you sprawling with a powerful bash!

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
f

A Ko'bal trolloc barely pierces your body.

* S HP:Hurt MV:Weary - a hound of the shadow: Scratched >
2
3
backstab h.dark

A Ko'bal trolloc barely pierces your left arm.
*Gorgo* barely pounds your body.
*Reck* stabs your body.
A hound of the shadow barely tickles your body with her hit.

* S HP:Wounded MV:Weary - a hound of the shadow: Scratched >

*Zintar* leaves south. VV

* S HP:Wounded MV:Weary - a hound of the shadow: Scratched >

Jemm narrates 'hmmm'

* S HP:Wounded MV:Weary - a hound of the shadow: Scratched >

A Ko'bal trolloc tickles your body with his pierce.
*Gorgo* pounds your left hand.
*Reck* barely stabs your body.
A hound of the shadow tickles your body with her hit.

* S HP:Wounded MV:Weary - a hound of the shadow: Scratched >
No way! You're fighting for your life!

* S HP:Wounded MV:Weary - a hound of the shadow: Scratched >
You panic and attempt to flee!


An Ahf'frait trolloc leaves south. VV


A Ko'bal trolloc barely tickles your right foot with his pierce.
*Reck* stabs your body.

A Ko'bal trolloc barely tickles your right leg with his pierce.
You pierce a hound of the shadow's head extremely hard.
*Reck* stabs your head.
A hound of the shadow barely tickles your body with her hit.
You flee head over heels.
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A huge trolloc marked with a whirlwind snorts here.
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
A bat is flitting around here, hunting insects.
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Weary >
Backstab who?

* S HP:Wounded MV:Weary >
3
backstab h.dark
Backstab who?

* S HP:Wounded MV:Weary >
3
backstab h.dark
Backstab who?

* S HP:Wounded MV:Weary >
3
backstab h.dark
Backstab who?
*Gorgo* has arrived from the north.

* S HP:Wounded MV:Weary >
3
backstab h.dark

*Gorgo* leaves east. >>

* S HP:Wounded MV:Weary >
Backstab who?

* S HP:Wounded MV:Weary >
e
2
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
An irritating fly is here flying around.

3
backstab h.dark
* S HP:Wounded MV:Weary >
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Weary >
Backstab who?

* S HP:Wounded MV:Weary >
n
2
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
A large bat swoops down on you.
A bat is here flying around.
A fly is buzzing around here somewhere.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
An irritating fly is here flying around.

3
backstab h.dark
* S HP:Wounded MV:Haggard >
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Haggard >
Backstab who?

* S HP:Wounded MV:Haggard >
n
2
At the Makeshift Barracks
Carved from the rock, this small chamber has been converted to a makeshift
barracks. A thick layer of straw covers the ground, blanketing the bare
rock. A few bundles and posesssions lie haphazardly about the area. The
rest of the stronghold lies to the south.
[ obvious exits: S ]
Zone:
A raven is here flying around.
A lame trolloc stands here, guarding the possessions of others.

3
backstab h.dark
* S HP:Wounded MV:Haggard >
The trolloc keeper says 'Lar JrsGBaS^_V] [LT ojAU Lnc H`RINV z[pq f_if[G '
The trolloc keeper barely tickles your right arm with his hit.
You try to pierce the trolloc keeper, but he parries successfully.
The trolloc keeper barely tickles your left hand with his hit.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 31.685 seconds.
Jemm narrates 'on sloime'
[hide ]
No way! You're fighting for your life!

* S HP:Wounded MV:Weary - the trolloc keeper: Healthy >
No way! You're fighting for your life!

* S HP:Wounded MV:Weary - the trolloc keeper: Healthy >
gv
[get fluid pack]
You get a thin vial of yellow fluid from a belt pack.

qv
* S HP:Wounded MV:Weary - the trolloc keeper: Healthy >
[quaff fluid]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* S HP:Wounded MV:Winded - the trolloc keeper: Healthy >

You pierce the trolloc keeper's head into bloody fragments!
The trolloc keeper tickles your body with his hit.

* S HP:Wounded MV:Winded - the trolloc keeper: Scratched >
sc
HP:Wounded MP:Winded
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are fighting the trolloc keeper.

* S HP:Wounded MV:Winded - the trolloc keeper: Scratched >
whe
Players in your Zone
--------------------
Terminus - At the Makeshift Barracks

f
* S HP:Wounded MV:Winded - the trolloc keeper: Scratched >
You panic and attempt to flee!


The trolloc keeper tickles your head with his hit.


You flee head over heels.
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
A large bat swoops down on you.
A bat is here flying around.
A fly is buzzing around here somewhere.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
An irritating fly is here flying around.

* S HP:Wounded MV:Winded >
s
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
An irritating fly is here flying around.

* S HP:Wounded MV:Winded >
s
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Wounded MV:Winded >
e
2
*Jemm* has arrived from the east.
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
*Gorgo* is standing here.
An irritating fly is here flying around.

* S HP:Wounded MV:Winded >
3
backstab h.dark
[hide ]
You attempt to hide yourself.
*Gorgo* leaves south. VV

* S HP:Wounded MV:Winded >
Backstab who?

* S HP:Wounded MV:Winded >

*Gorgo* has arrived from the south.

s
* S HP:Wounded MV:Winded >
2
Slimy Room
The floor and walls of this room are covered with a dark green slimy substance
that sticks to everything it touches. It is hard to stand here because the
slime is so slippery. It also is not one of the better smelling things
you've ever smelled. The only exit is to the north.
[ obvious exits: N ]
Zone: In the Forest
Door up: slime
A black crow is here, watching.
A hound of the shadow smells blood in the air.
A bat is flitting around here, hunting insects.
A trolloc is here commanding a fist of troops.
A hound of the shadow smells blood in the air.

3
backstab h.dark
* S HP:Wounded MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Winded >
Backstab who?

* S HP:Wounded MV:Winded >

Jemm narrates 'reck'
*Zintar* has arrived from the north.

n
* S HP:Wounded MV:Winded >
2
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
An irritating fly is here flying around.

3
backstab h.dark
* S HP:Wounded MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Winded >
Backstab who?

* S HP:Wounded MV:Winded >
3
backstab h.dark
Backstab who?

* S HP:Wounded MV:Winded >

A Dha'vol trolloc has arrived from the south.
*Zintar* has arrived from the south.

* S HP:Wounded MV:Winded >

*Zintar* leaves west. <<

3
backstab h.dark
* S HP:Wounded MV:Winded >
Backstab who?

* S HP:Wounded MV:Winded >
w
c
k dark
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A fly is buzzing around here somewhere.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Wounded MV:Winded >
They aren't here.

* S HP:Wounded MV:Winded >
n
c
k dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
A huge trolloc marked with a whirlwind snorts here.
An irritating fly is here flying around.

* S HP:Wounded MV:Winded >
They aren't here.

* S HP:Wounded MV:Winded >

An Ahf'frait trolloc leaves north. ^^
A half-man has arrived from the west.
A ramshorned trolloc has arrived from the west.
A ramshorned trolloc has arrived from the west.
A ramshorned trolloc has arrived from the west.
A ramshorned trolloc has arrived from the west.
A Dhai'mon trolloc has arrived from the west.
A Ko'bal trolloc has arrived from the west.

w
* S HP:Wounded MV:Winded >
c
k dark
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
A bat is flitting around here, hunting insects.

* S HP:Wounded MV:Winded >
They aren't here.

n
* S HP:Wounded MV:Winded >
c
k dark
Abandoned Fortress
This place looks like it has not been used in many, many years. The room you
are currently in seems to have been a guard post, and the crack in the ceiling
a cleverly concealed door. But now, after many years of disuse and wear by the
elements, it is stuck open. There is only one exit, to the south.
[ obvious exits: S U ]
Zone: In the Forest
Door up: moss
*Zintar* is standing here.
*Zintar* slashes your right arm hard.

* S HP:Wounded MV:Winded - Zintar: Critical >
You do the best you can!

* S HP:Wounded MV:Winded - Zintar: Critical >
cb

Jemm narrates 'ge t out'

* S HP:Wounded MV:Winded - Zintar: Critical >
You try to pierce *Zintar*, but he parries successfully.
*Zintar* slashes your body.
[change mood brave]
Mood changed to: Brave

* S HP:Wounded MV:Winded - Zintar: Critical >
Tic in 7 seconds!

* S HP:Wounded MV:Winded - Zintar: Critical >

*Reck* has arrived from the south.

* S HP:Wounded MV:Winded - Zintar: Critical >

You pierce *Zintar*'s body.
*Zintar* panics, and attempts to flee!
*Reck* stabs your body.

* S HP:Wounded MV:Winded - Zintar: Critical >
f

*Reck* stabs your body.

* S HP:Wounded MV:Winded - Zintar: Critical >
PANIC! You couldn't escape!
*Zintar* leaves south. VV

k dark
* S HP:Wounded MV:Winded - Reck: Scratched >
You do the best you can!

* S HP:Wounded MV:Winded - Reck: Scratched >
cw
You try to pierce *Reck*, but he parries successfully.
*Reck* stabs your head.
*Jemm* has arrived from the south.
[change mood wimpy]
Mood changed to: Wimpy

f
* S HP:Wounded MV:Winded - Reck: Scratched >
k dark
You panic and attempt to flee!

k dark

A hound of the shadow has arrived from the south.
A Dha'vol trolloc has arrived from the south.

*Jemm* opens the moss.
You flee head over heels.
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here ruling a group of trollocs.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A half-man lurks here, cold and dangerous.
A huge trolloc marked with a whirlwind snorts here.
A hound of the shadow smells blood in the air.
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
A bat is flitting around here, hunting insects.
They aren't here.

* S HP:Wounded MV:Winded >
They aren't here.

* S HP:Wounded MV:Winded >
e
k dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
An irritating fly is here flying around.

* S HP:Wounded MV:Winded >
A bat has arrived from the west.
They aren't here.

* S HP:Wounded MV:Winded >
n

*Gorgo* has arrived from the north.

hide
* S HP:Wounded MV:Winded >
Sleeping Area
Long ago, this room was used as sleeping quarters for the people that lived
in this fortress. The beds have now rotted and rusted, and anything
else has been carried away by rodents. There are two exits, south and east.
[ obvious exits: N E S ]
Zone: In the Forest
Door east: irondoor
The corpse of a large bat is lying here.
A bat is here flying around.
A fly is buzzing around here somewhere.
A young trolloc is here, growling with a deep bloodlust.
A bat is here flying around.
An irritating fly is here flying around.

backstab h.dark
* S HP:Wounded MV:Winded >
You attempt to hide yourself.

* S HP:Wounded MV:Winded >
Backstab who?

* S HP:Wounded MV:Winded >
s
hide
backstab h.dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
*Gorgo* is standing here.
A bat is flitting around here, hunting insects.
An irritating fly is here flying around.
*Gorgo* tickles your body with his pound.

* S HP:Wounded MV:Winded - Gorgo: Scratched >
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - Gorgo: Scratched >
f
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - Gorgo: Scratched >
e
You panic and attempt to flee!

hide

*Gorgo* tickles your body with his pound.
A bat leaves north. ^^

backstab h.dark
You flee head over heels.
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here ruling a group of trollocs.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A half-man lurks here, cold and dangerous.
A huge trolloc marked with a whirlwind snorts here.
A hound of the shadow smells blood in the air.
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
*Gorgo* is standing here.
An irritating fly is here flying around.

* S HP:Wounded MV:Winded >
You attempt to hide yourself.

* S HP:Wounded MV:Winded >
You silently approach your victim...
-=+**
*Gorgo* leaves west. <<
+=- -=+
Jemm narrates 'im out'
*
Backstab who?

* S HP:Wounded MV:Winded >
f

An irritating fly has arrived from the south.

* S HP:Wounded MV:Winded >
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Wounded MV:Winded >
n
2
3
backstab h.dark
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
*Gorgo* is standing here.
*Reck* is standing here.
A fly is buzzing around here somewhere.
An irritating fly is here flying around.
*Gorgo* barely tickles your body with his pound.

* S HP:Wounded MV:Winded - Gorgo: Scratched >
[hide ]
No way! You're fighting for your life!
*Zintar* has arrived from the south.

* S HP:Wounded MV:Winded - Gorgo: Scratched >
No way! You're fighting for your life!
*Zintar* leaves west. <<

* S HP:Wounded MV:Winded - Gorgo: Scratched >
f
You panic and attempt to flee!

2

*Gorgo* pounds your body.
*Zintar* has arrived from the west.

3
backstab h.dark

*Zintar* slashes your body.

You flee head over heels.
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
*Reck* is standing here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
You silently approach your victim...

*Zintar* has arrived from the north.
-
*Zintar* slashes your head.
=
Ouch! It appears someone saw your sneak attack.

* S HP:Battered MV:Winded - Zintar: Critical >
f
You try to pierce *Zintar*, but he deflects the blow.
*Zintar* barely slashes your head.
You panic and attempt to flee!
*Gorgo* has arrived from the north.


*Gorgo* barely pounds your right leg.


You flee head over heels.
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
An irritating fly is here flying around.

* S HP:Battered MV:Winded >
w
Abandoned Fortress
This room in very bad shape, and is falling apart. The few tables, desks
and chairs have long ago rotted away, leaving only a pile of dust. The arrow
slits in the outside walls have been clogged with weeds and moss. Here and
there, there are prints of small animals, probably rats.
[ obvious exits: N E ]
Zone: In the Forest
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here ruling a group of trollocs.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A half-man lurks here, cold and dangerous.
A huge trolloc marked with a whirlwind snorts here.
A hound of the shadow smells blood in the air.
A fly is buzzing around here somewhere.

* S HP:Battered MV:Winded >
hide
You attempt to hide yourself.

* S HP:Battered MV:Winded >
Tic in 7 seconds!

*Zintar* has arrived from the east.

* S HP:Battered MV:Winded >

*Zintar* leaves north. ^^

* S HP:Battered MV:Winded >

*Gorgo* has arrived from the east.

* S HP:Battered MV:Winded >

*Reck* leaves north. ^^
*Gorgo* leaves north. ^^

* S HP:Battered MV:Winded >
e
Abandoned Fortress
This room was once the center of the fortress. Now it is being used as a
nest for some small creature. There is pieces of cloth and metal and wood
everywhere. Also in great amounts are what you think to be rat droppings.
There are doorways to the north and south.
[ obvious exits: N S W ]
Zone: In the Forest
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A revolting well bubbles with the blood of the sacrificed.
A hound of the shadow smells blood in the air.
An irritating fly is here flying around.
An irritating fly is here flying around.

hide
* S HP:Battered MV:Winded >
You attempt to hide yourself.

* S HP:Battered MV:Winded >
backstab h.dark
Backstab who?

* S HP:Battered MV:Winded >

Jemm narrates 'get safe'

* S HP:Battered MV:Winded >
backstab h.dark
Backstab who?
*Zintar* has arrived from the west.

* S HP:Battered MV:Winded >

*Zintar* leaves north. ^^

* S HP:Battered MV:Winded >
backstab h.dark
Backstab who?

* S HP:Battered MV:Winded >
backstab h.dark

An irritating fly has arrived from the north.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 32.604 seconds.

Backstab who?

* S HP:Battered MV:Tiring >

*Zintar* has arrived from the north.

* S HP:Battered MV:Tiring >
backstab h.dark

*Zintar* leaves south. VV

* S HP:Battered MV:Tiring >
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
backstab h.dark

*Zintar* has arrived from the south.

* S HP:Battered MV:Tiring >
You silently approach your victim...
*Gorgo* has arrived from the west.

*Gorgo* leaves south. VV
-
A hound of the shadow has arrived from the south.
=+**+
*Zintar* barely slashes your body.
=
Ouch! It appears someone saw your sneak attack.

* S HP:Battered MV:Tiring - Zintar: Critical >

An Ahf'frait trolloc has arrived from the west.

* S HP:Battered MV:Tiring - Zintar: Critical >
cn
[change mood normal]
Mood changed to: Normal

* S HP:Battered MV:Tiring - Zintar: Critical >

You try to pierce *Zintar*, but he parries successfully.
*Zintar* barely slashes your body.

* S HP:Battered MV:Tiring - Zintar: Critical >
cb
[change mood brave]
Mood changed to: Brave

* S HP:Battered MV:Tiring - Zintar: Critical >

*Gorgo* has arrived from the south.

* S HP:Battered MV:Tiring - Zintar: Critical >
cw
f
You try to pierce *Zintar*, but he deflects the blow.
[change mood wimpy]
Mood changed to: Wimpy
*Gorgo* leaves north. ^^

* S HP:Battered MV:Tiring - Zintar: Critical >
You panic and attempt to flee!


You flee head over heels.
Abandoned Fortress
Time has taken its toll in this place. The floor is cracked and heaving
from roots of nearby trees, and water is dripping down from cracks in the
ceiling. Moss and weeds have totally filled the arrow slits, hiding them from
the outside world. The Wheel is slowly unweaving this place from the pattern.
There are exits to the north and east.
[ obvious exits: N E ]
Zone: In the Forest
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A master of the Al'ghol leads a raid here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Battered MV:Tiring >
e
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
A fly is buzzing around here somewhere.

2
* S HP:Battered MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Tiring >

*Zintar* has arrived from the west.

* S HP:Battered MV:Tiring >

*Zintar* leaves south. VV

* S HP:Battered MV:Tiring >
s
2

*Zintar* has arrived from the south.

3
backstab h.dark
* S HP:Battered MV:Tiring >
Slimy Room
The floor and walls of this room are covered with a dark green slimy substance
that sticks to everything it touches. It is hard to stand here because the
slime is so slippery. It also is not one of the better smelling things
you've ever smelled. The only exit is to the north.
[ obvious exits: N ]
Zone: In the Forest
Door up: slime
A black crow is here, watching.
A bat is here flying around.

* S HP:Battered MV:Tiring >
[hide ]
You attempt to hide yourself.
*Gorgo* has arrived from the north.

* S HP:Battered MV:Tiring >
You silently approach your victim...
-=+
*Gorgo* barely pounds your right leg.
*
Ouch! It appears someone saw your sneak attack.

* S HP:Battered MV:Tiring - Gorgo: Scratched >
f
s
You panic and attempt to flee!
*Reck* barely stabs your head.


*Reck* stabs your head hard.

2
3
backstab h.dark
Tic in 7 seconds!
*Reck* barely stabs your left arm.
You flee head over heels.
Crumbled Floor
The floor of this room has sunken in and is now filled with blackish water.
The smell is not too pleasant, as if something died here recently. Luckily,
there is a way around the pool, so you don't have to get your feet wet. There
is a door to the north, and a hall to the south.
[ obvious exits: S W ]
Zone: In the Forest
Door north: irondoor
A fly is buzzing around here somewhere.
Slimy Room
The floor and walls of this room are covered with a dark green slimy substance
that sticks to everything it touches. It is hard to stand here because the
slime is so slippery. It also is not one of the better smelling things
you've ever smelled. The only exit is to the north.
[ obvious exits: N ]
Zone: In the Forest
Door up: slime
*Reck* is standing here.
*Gorgo* is standing here.
A black crow is here, watching.
A bat is here flying around.

* S HP:Battered MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Tiring >
You silently approach your victim...
-=+
*Gorgo* leaves north. ^^
**+=- -=+*
Backstab who?

* S HP:Battered MV:Tiring >
3
backstab h.dark
Backstab who?

* S HP:Battered MV:Tiring >
odu
open slime u
u
u
Ok.

* S HP:Battered MV:Tiring >
A Granite Cave
You squeeze through the crack and find yourself in the center of a small
cave, obviously created by some kind of earthquake, though it appears to
be very old, perhaps back to the Breaking of the World. Several sets of
scuff marks on the floor and gashes in the stone walls indicate that it
is traveled upon occasion, though.
[ obvious exits: U D ]
Zone: Forested Valley
Door down: granite
A mushroom grows here.

* S HP:Battered MV:Tiring >
Rocky Outcrop
This barren mound of granite starkly contrasts with the surrounding
forest. High above your head you can see the open sky through gently
waving treetops. Several animal paths wander through the trees nearby
and a large crack is barely visible in the rocks below.
[ obvious exits: N E W D ]
Zone: Forested Valley

* S HP:Battered MV:Tiring >
w
w
Slippery Rock
The part of the rock you are on has collected a small puddle and is very
slippery. Better watch your step. You can go south, towards the place
where the edges of the rock come together, or to the west.
[ obvious exits: N E S W ]
Zone: In the Forest

w
* S HP:Battered MV:Tiring >
On Top of the Rock
The rock under your feet is remarkably smooth for being thrust out of the
earth. It is also very flat on its top, mabye suggesting that it is not
natural. The rock extends to the west and the south.
[ obvious exits: N E S W ]
Zone: In the Forest
A large bat is visible flying high in the sky.

* S HP:Battered MV:Tiring >
n
On Top of the Rock
Standing on this rock, you get a good view of the swamp, stretching out to
the west. The rock is very flat on its top and is easy to walk on. It is
only covered with small bushes and moss. The only problem is that you
probably can be spotted from a long way away.
[ obvious exits: N E W ]
Zone: In the Forest

* S HP:Battered MV:Tiring >
Atop a Rock
You are standing on a far edge of a strange rock formation that is jutting out
of the swamp. It is seemingly made of stone, but is very geometric in shape,
suggesting it is not natural. There is a small crack here that is barely
noticeable because it is mostly covered in moss. The rock continues to the
east.
[ obvious exits: E S W ]
Zone: In the Forest
Door down: moss
The corpse of a raven is lying here.

* S HP:Battered MV:Tiring >
whe
Players in your Zone
--------------------
Terminus - Atop a Rock

* S HP:Battered MV:Tiring >
nar you gone?
Ok.

* S HP:Battered MV:Tiring >
2
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Tiring >

Jemm narrates 'i went caem 50 hps'

* S HP:Battered MV:Tiring >
s

*Zintar* has arrived from the east.

* S HP:Battered MV:Tiring >
On Top of the Rock
Standing on this rock, you get a good view of the swamp, stretching out to
the west. The rock is very flat on its top and is easy to walk on. It is
only covered with small bushes and moss. The only problem is that you
probably can be spotted from a long way away.
[ obvious exits: N E W ]
Zone: In the Forest

e
* S HP:Battered MV:Tiring >

Jemm narrates 'nods'

* S HP:Battered MV:Tiring >
On Top of the Rock
The rock under your feet is remarkably smooth for being thrust out of the
earth. It is also very flat on its top, mabye suggesting that it is not
natural. The rock extends to the west and the south.
[ obvious exits: N E S W ]
Zone: In the Forest
A large bat is visible flying high in the sky.

* S HP:Battered MV:Tiring >

*Gorgo* has arrived from the east.

s
* S HP:Battered MV:Tiring >

*Gorgo* pounds your body.

* S HP:Battered MV:Tiring - Gorgo: Scratched >
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - Gorgo: Scratched >
f
You panic and attempt to flee!


*Gorgo* pounds your body.
A large bat barely tickles Gorgo's body with its hit.


*Reck* stabs your body.


You flee head over heels.
Slippery Rock
The part of the rock you are on has collected a small puddle and is very
slippery. Better watch your step. You can go south, towards the place
where the edges of the rock come together, or to the west.
[ obvious exits: N E S W ]
Zone: In the Forest

* S HP:Battered MV:Tiring >
nar nod
s
Ok.

w
* S HP:Battered MV:Tiring >
r
On Top of a Rock
You slip slightly on the green moss that grows on this rock. It is the only
thing growing here except for a few small plants, and even they don't look too
healthy. To the south of you is where the two edges of the cliff meet, forming
a point, that overlooks the land to the south.
[ obvious exits: N S W ]
Zone: In the Forest

* S HP:Battered MV:Tiring >
Edge of Rock
You are standing on the ledge of a large rock formation, overlooking the
swamp below. You are about twenty feet from the ground, which does not
look to pleasant to hit, falling from this height. You can move further
about this rock to the east and north.
[ obvious exits: N E ]
Zone: In the Forest

* S HP:Battered MV:Winded >
[ride horse]
They're not here to be ridden.

* S HP:Battered MV:Winded >
e
s
On Top of a Rock
You slip slightly on the green moss that grows on this rock. It is the only
thing growing here except for a few small plants, and even they don't look too
healthy. To the south of you is where the two edges of the cliff meet, forming
a point, that overlooks the land to the south.
[ obvious exits: N S W ]
Zone: In the Forest

r
* S HP:Battered MV:Winded >
Precipice
From here you get a stunning view of the country side. Just be careful. The
rock here is crumbling away, and could give way under your weight. You
would fall about twenty-five feet, right into some jagged rocks in the
ravine near the water. Tracks of steel are staked into the ground and run
to the edge of the cliff. The roar of water is loud all the way up here.
[ obvious exits: N D ]
Zone: In the Forest
Door down: ladderhatch
A tall dust-colored gelding prances in a circle here.

* S HP:Battered MV:Winded >
[ride horse]
You start riding him.

* R HP:Battered MV:Winded >
n
n
Jemm narrates 'ate a nasty bash in there'
On Top of a Rock
You slip slightly on the green moss that grows on this rock. It is the only
thing growing here except for a few small plants, and even they don't look too
healthy. To the south of you is where the two edges of the cliff meet, forming
a point, that overlooks the land to the south.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
Slippery Rock
The part of the rock you are on has collected a small puddle and is very
slippery. Better watch your step. You can go south, towards the place
where the edges of the rock come together, or to the west.
[ obvious exits: N E S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

not
* R HP:Battered MV:Winded >
w
You stop paying increased attention to your surroundings.

* R HP:Battered MV:Winded >
On Top of the Rock
The rock under your feet is remarkably smooth for being thrust out of the
earth. It is also very flat on its top, mabye suggesting that it is not
natural. The rock extends to the west and the south.
[ obvious exits: N E S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
*Gorgo* is here, fighting a large bat.
A large bat is here, fighting Gorgo.

w
* R HP:Battered MV:Winded >
w
On Top of the Rock
Standing on this rock, you get a good view of the swamp, stretching out to
the west. The rock is very flat on its top and is easy to walk on. It is
only covered with small bushes and moss. The only problem is that you
probably can be spotted from a long way away.
[ obvious exits: N E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
A Flooded Bog
You have trudged through the mirk, and have found what seems to be the only
thing that is not sinking into the murk. Just east of you is a large rock
formation, sticking out of the swamp twenty feet in the air. Just to the
north you see a place where you can climb onto the rock.
[ obvious exits: N E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
w
A Filthy Mire
The swamp goes on and on here, and it is becoming more and more difficult
to walk as your feet sink deeper and deeper into the muck. But you know that if
you stop you will eventually sink, and never be found again. The swamp
surrounds you here, but because of deep water, you cannot proceed south.
[ obvious exits: E W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
w
Tic in 7 seconds!
In a Shallow Mire
This swamp looks like it is trying to destroy the land. As you walk you can
see rocks and dead trees sinking. Its as if the swamp is eating away the land.
And it is doing a very good job of it, for swamp is all you can see for miles.
But you are blocked by deep water north and west, so you can only go east.
[ obvious exits: E S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

s
* R HP:Battered MV:Winded >
s
Flooded Grassland
The swamp has totally taken over here, killing anything and everyting that
cannot survive the conditions. You see many dead trees and bushes poking
out here and there, victims of the swamp. The swamp also seems to be trying
to consume you, for the land sinks everywhere you step, some places up past
your knees. And the only way you can go is north, into more swamp.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
s
Path Along the Widening Stream
A faint, dirt path runs next to the quiet flowing stream as it begins to grow
in size. Small rapids form as the water pours over small algae covered rock
outcroppings in the path of the stream. The curving wispy branches of several
weeping willows dot the border of the water.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
s
Path Along the Small Stream
A faint, dirt path runs parallel to the quiet flowing stream. Several animal
tracks lie imprinted in the moist soil showing the inhabitants of this
trail. The sky is shown clearly above, unobscured by the branches of trees
that grow a distance away from the stream.
[ obvious exits: N S ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
Along the Small Stream
The small stream which you are following has to bend quite a bit, to avoid
some large rocks that are in the middle of the bed. The rocks look like they
were once underwater with smooth, rounded edges. The stream bends west and
north here.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
s
s
Neck-High Grass
The grass here is mostly up to your neck or higher, making it hard to see where
you've been, and where you're going. Large rocks and stumps make traversing
through this terrain rather difficult, but not impossible.
[ obvious exits: N S W ]
Zone: In the Forest
A tall dust-colored gelding prances in a circle here, being ridden by you.
A snake is crawling through the water here.

* R HP:Battered MV:Winded >
s
Edge of the Plains
About you stretch fields of tall dry grass separated by small copses and belts
of oak and ash, and smaller bushes. To the north the copses become even more
sparse and give way to low rolling plains of tall grass that stretches as far
as you can see. West of here a small dirt track heads off south, beyond which
stands a small cottage. A quiet solitude surrounds you, the only sounds being
occasional small rustlings in the grass and a few distant bleats from one or
two scattered herds barely visible to the south and east.
[ obvious exits: N S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A fox is here, hunting for rabbits.
A peddler pawns his wares here.

* R HP:Battered MV:Winded >
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Winded >
whe
s
Your extra burst of stamina fades.
Tic length updated to: 31.63 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
Players in your Zone
--------------------
Terminus - Empty Countryside

* R HP:Battered MV:Tiring >
Caemlyn Road through Countryside
You travel along the Caemlyn Road through empty countryside devoid of any
human activity. Around you stretch fields of tall dry grass separated by
small copses of oak and fir, with occasional stands of ash trees mixed in.
Except for the occasional rustlings of small animals hidden in the grass or
trees, all is quiet. Just west of here, a smaller side road branches off,
both to the north and the south. Beyond this the copses and fields
continue. A large paw print has been pressed into a flagstone, heading
east.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A peddler pawns his wares here.
A sheep is here, bleating.
An elk with massive antlers eyes you with curiosity.

w
* R HP:Battered MV:Tiring >
Jemm narrates 'got lucky to get out moss'
A Small Crossroads
Here along the broad Caemlyn Road a smaller track branches off both north and
south. Surrounding you are large fields of tall dry grass interspersed with
small woodland copses of native oak and fir. The countryside is devoid of
human activity, the only sounds are rustlings from small animals hidden in the
grass or copses, and birds singing amongst the foliage. The only direction that
seems different is to the northwest, where the land is covered in thickets of
tall brush and dense scrub that stretches off out of sight.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
An elk with massive antlers eyes you with curiosity.
An elk with massive antlers eyes you with curiosity.
A fox is here, hunting for rabbits.

s
* R HP:Battered MV:Tiring >
s
Southward Track
You are traveling along a small side track branching southward from
the Caemlyn Road; a similar track branches northward here from the road
as well. To the west and east on either side of you are fields of tall
dry grass separated by small woodland copses of oak, fir and ash. Except
for the roads, there are no signs of human activity to be seen, and the
only noises are the chirping of birds in the trees, and the rustlings from
small hidden animals.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A small purse is here. [2]
A tall dust-colored gelding prances in a circle here, being ridden by you.
A fox is here, hunting for rabbits.
A shaggy brown mare stands here.

* R HP:Battered MV:Tiring >
Southward Bridle Track
A track here passes from north to south through a countryside of small fields
and meadows of tall dry grass separated by small woodland copses of oak and
ash. Birds chirp from the trees while the rustlings of small animals can
occasional be heard from the underbrush. The track itself is rutted and
unkept, but has seen recent use. Off a ways westward the woodland begins to
grow thicker.
[ obvious exits: N S ]
Zone: Caemlyn Road West of Whitebridge
A tall dust-colored gelding prances in a circle here, being ridden by you.
A shepherd gazes at the sky.
A brown cow is here, chewing thoughtfully.

* R HP:Battered MV:Tiring >
s
s
The Southern Bridle Track
The bridle track continues north and south here, passing through a land of
of open woodland copses separated by small fields and meadows of tall dry
grass. The countryside is pleasant enough, with birds chirping in the trees
and small animals rustling in the underbrush. Further west the woodland
seems to grow thicker, while off in the distance eastward you catch a glint
of water, perhaps from the Eldar River itself.
[ obvious exits: N S W ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.
A handsome stag stands here, ready to run.
A handsome stag stands here, ready to run.

* R HP:Battered MV:Tiring >
Bend in Southward Track
Here the dirt bridle track you have been traveling on bends from the north to
the west. East of here are rolling grassy plains with a few scattered thickets
of oak and ash, far beyond which can be seen a glint of water. On the west
side the road is bordered by an open forest of young oak and ash trees, with
scattered patches of tall fir.
[ obvious exits: N S W ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.
A handsome stag stands here, ready to run.
A handsome stag stands here, ready to run.
A handsome stag stands here, ready to run.

* R HP:Battered MV:Tiring >
w
w
The Southward Track
You travel along a rutted and poorly maintained bridle track through a land
of open oak and ash woodland, mixed with scattered clumps of tall fir. East
of here this road bends northward, while west of here the track turns south
again. Off beyond the bend eastward the forest appears to end, replaced by
open grasslands. The countryside seems pleasant enough, with birds calling
from high in the branches and small animals rustlings about in the under-
growth below.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.

* R HP:Battered MV:Tiring >
Another Bend
This long winding bridle track bends south and east here. On either side
continue to march the endless groves of oak, ash and fir that make up the
light forest that covers this region. The track is rutted and pitted from
use, not having been graded for a long time. About you among the trees can
be heard the scurry and bustle of the local wildlife. South of here the track
can be seen to bend once again.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Tiring >
s
Along the Bridle Track
The track turns north again, leaving the bank of the Tarnendelle river to the
south. Though muffled by the river's high banks, the water's loud rushing can
still fills the air with its roar. About the banks grow thick stands of
willow and birch, surrounded by a forest of oak, ash and leatherleaf. Directly
east of here is a small clearing, tall rank weeds now covering the ground,
beyond which can be seen a dilapidated old cabin.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.
A handsome stag stands here, ready to run.

* R HP:Battered MV:Tiring >
w
s
Track Alongside the River
Having crossed over the Tarendelle to the south, the bridle track here now
turns east to follow the mighty river's north bank briefly, before turning
north again. The muffled roar of the rushing waters can be clearly heard
below the banks, which are covered thickly with willow and birch. A thick
patch of briars blocks the view westward, but in the other directions stretch
endless lines of oak, ash and leatherleaf forest.
[ obvious exits: E S ]
Zone: Tarendrelle at the Eldar
Door west: thornypath
A tall dust-colored gelding prances in a circle here, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Battered MV:Tiring >
s
Bridge Over the Tarendelle
Here the track coming from a village visable across the river to the south
crosses over the Tarendelle by means of a stout arched bridges made from
heavy oaken timbers. The track then turns east following the northern bank.
The air is filled with the throaty roar of the churning waters beneath you,
as they rush eastward to join the Eldar River. Willows and birch grow thickly
on both high banks, while a forest of oak, ash and leatherleaf can be seen
beyond.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.
A raven is visible flying high in the sky.

* R HP:Battered MV:Tiring >
Track South of Tarendrelle
Heading out of the small rural village to the south, this old rutted bridle
track can be seen to cross the Tarendrelle River just north of here by a
sturdy arched bridge made from thick seasoned timbers of oak. The muffled
roar of the river's surging waters drifts up from below its high bank
clothed in thick stands of birch and willow. Further north marches endless
lines of oak, ash and leatherleaf forest. Immediately east lie the village
stables, while to the south can be seen the village proper.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Battered MV:Tiring >
s
s
Bridle Track from Village
Here a wide muddy bridle path heads north out of the village into the sur-
rounding countryside and the wilderness beyound. On the west side of the road
is the village trading post, where travelers can buy or trade goods with the
local farmers, hunters, and trappers. On the east side is the main entrance
to a comfortable inn. An elegant sign hangs above the doorposts. South you
see the village square, with more shops on the other side.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A tall dust-colored gelding prances in a circle here, being ridden by you.

s
* R HP:Battered MV:Tiring >
Village Square
This is the village square. North and west is the hamlet's famed trading post
while north and east is a small inn. South and east lies a large stone
house with a chimney from which smoke curls thickly, while south and west is a
more quaint structure. The lane through the village heads west and south from
here, while a smaller dusty road leads east, and a wide muddy bridle track
leads north.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A large stone well is here.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A disheveled Andoran goes about his business.
An old woman smiles kindly.
A bored man stands sentry here.
A bored man stands sentry here.

* R HP:Battered MV:Tiring >
You can't ride in there.

w
* R HP:Battered MV:Tiring >
Gravelled Lane through Village
The lane continues on through this village. To the west are the outskirts of
the village wherein lie the homes and cottages of some of the local residents.
Just east of here is the village square at the towns center. Where you stand
now, shops open on either side of the lane. To the north you see an open
structure with many hitching posts built around the wall. On the south side of
the road is a small quaint looking shop, with a cottage above. A sign hangs
over the door.
[ obvious exits: E S W ]
Zone: Tarendrelle at the Eldar
Door west: frontgate
A tall dust-colored gelding prances in a circle here, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* R HP:Battered MV:Tiring >
w
Gravelled Lane through Village
You wander along a lane at the western end of a small rural community. On
the north side of the lane here is the rustic but comfortable homestead of
a local farmer, while on the south side is a smaller cottage. Eastward lies
the main part of the village, with several shops clustered around the village
square. To the west the lane travels out of the village into the surrounding
fields.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
Door east: frontgate
A tall dust-colored gelding prances in a circle here, being ridden by you.
An Imperial Army soldier is busy serving the Empress.
A warhorse is here, stamping his feet impatiently.

* R HP:Battered MV:Tiring >
dism
5
You stop riding him.

* HP:Battered MV:Tiring >
[ride 2.horse]
You start riding him.

* R HP:Battered MV:Tiring >

Jemm narrates 'man we shouldda had him'

* R HP:Battered MV:Tiring >
w
Lane Near the Village
Just east of here the lane enters a small village. On the north side of the
road, amber stalks of wheat bend in waves in the breeze. A potato patch
lies to the south.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young warrior stands here, proudly wearing the Deathwatch colors.
A well-trained soldier stands here, ready to defend the morat'raken.

* R HP:Battered MV:Tiring >
s
Potato Patch
You stand in a medium sized potato patch. A tall stable lies to the east,
the smell of animals and hay emanating from within. North is the lane,
while west lie wide fields ready for planting.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered MV:Tiring >
nar was close
Ok.

* R HP:Battered MV:Tiring >
e
Outpost Stables
Several stalls are here, some recently used as evidenced by the fact that
they have not yet been mucked out. Bales of hay are stacked towards the
back of the room, and hay covers most of the floor. The only way out is to
the west.
[ obvious exits: W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A man walks among the horses here feeding them and rubbing them down.
A warhorse is here, stamping his feet impatiently.
A gray palfrey prances skittishly nearby.
A young raken handler stands here holding a saddle.
Surrounded by leather and metal, a saddler works here.
Prancing about on dainty feet, a palomino mare stands here.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.
Last edited by terminus on Fri Oct 29, 2021 10:33 am, edited 1 time in total.

terminus
Posts: 10
Joined: Tue Nov 17, 2020 3:47 pm

Re: Welcome to New Tarendrelle, enjoy your stay!

Post by terminus » Fri Oct 29, 2021 10:32 am

* R HP:Battered MV:Tiring >
w
w
Jemm narrates 'yeah'
Potato Patch
You stand in a medium sized potato patch. A tall stable lies to the east,
the smell of animals and hay emanating from within. North is the lane,
while west lie wide fields ready for planting.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered MV:Tiring >
Fallow Fields
You wander in some fallow fields west of a small village. These fields have
been unused for some time now, it would seem. Westward lie bleak empty
plains, but to the east you can see a potato patch at the edge of the
village. To the north a lane passes by.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young warrior stands here, proudly wearing the Deathwatch colors.

* R HP:Battered MV:Tiring >
n
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* R HP:Battered MV:Tiring >
e
Lane Near the Village
Just east of here the lane enters a small village. On the north side of the
road, amber stalks of wheat bend in waves in the breeze. A potato patch
lies to the south.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young warrior stands here, proudly wearing the Deathwatch colors.
A well-trained soldier stands here, ready to defend the morat'raken.

* R HP:Battered MV:Tiring >
scan n
Your eyesight is not so keen.

* R HP:Battered MV:Tiring >
w
w
Jemm narrates 'good fight bud'
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* R HP:Battered MV:Tiring >
The Gravelled Lane
The small gravelled lane continues east and west. A small village is visible
off in the distance eastward. Closer at hand are scattered farms and various
crop fields such as wheat, barley and tabac. To the west the lane becomes
rougher as it crosses uncultivated fields of tall dry grass dotted with
grazing herds. A ways to the north the dark line of a forest can be seen
where it ends on the north bank of the Tarendrelle river.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall animal with a long neck stands here.
A tall animal with a long neck stands here.
A conscripted soldier now fights for the Seanchan.
A brown cow is here, chewing thoughtfully.

* R HP:Battered MV:Tiring >
s
Tic in 7 seconds!
Bleak Fields
You are surrounded by empty fields, dotted by scattered clumps of sheep grazing
in the dry grasses. A few widely-spaced farms dot the countryside as well. A
way to the east can be seen the spires and rooftops of a small village. Just
north of here is a small graveled lane heading east-west, beyond which lies
more empty fields. Further north can be seen the edge of a forest.
[ obvious exits: N E ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A well-trained soldier stands here, ready to defend the morat'raken.
A gray-haired morat stands here, frowning.

* R HP:Battered MV:Tiring >
e

A graying morat drawls 'Here to travel on the to'raken, Terminus?'

* R HP:Battered MV:Tiring >
Fallow Fields
You wander in some fallow fields west of a small village. These fields have
been unused for some time now, it would seem. Westward lie bleak empty
plains, but to the east you can see a potato patch at the edge of the
village. To the north a lane passes by.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young warrior stands here, proudly wearing the Deathwatch colors.

* R HP:Battered MV:Tiring >
w
Bleak Fields
You are surrounded by empty fields, dotted by scattered clumps of sheep grazing
in the dry grasses. A few widely-spaced farms dot the countryside as well. A
way to the east can be seen the spires and rooftops of a small village. Just
north of here is a small graveled lane heading east-west, beyond which lies
more empty fields. Further north can be seen the edge of a forest.
[ obvious exits: N E ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A well-trained soldier stands here, ready to defend the morat'raken.
A gray-haired morat stands here, frowning.

n
* R HP:Battered MV:Tiring >
n
The Gravelled Lane
The small gravelled lane continues east and west. A small village is visible
off in the distance eastward. Closer at hand are scattered farms and various
crop fields such as wheat, barley and tabac. To the west the lane becomes
rougher as it crosses uncultivated fields of tall dry grass dotted with
grazing herds. A ways to the north the dark line of a forest can be seen
where it ends on the north bank of the Tarendrelle river.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall animal with a long neck stands here.
A tall animal with a long neck stands here.
A conscripted soldier now fights for the Seanchan.
A brown cow is here, chewing thoughtfully.

* R HP:Battered MV:Tiring >
Empty Fields
Around you stretch empty fields dotted with small clumps of sheep here and
there, grazing on the tall dry grasses. A few farms are scattered about,
and a small village can be seen a ways to the east. South of here a small
road runs by, heading east toward the village and west toward the Two
Rivers area. Not far north can be heard the muted thundering of the
Tarendrelle River, called simply the Taren by those who live to the west.
Beyond the river to the north the dark line of forest stretches to the edge
of sight.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
Door north: backgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
An Imperial Army soldier is busy serving the Empress.

* R HP:Battered MV:Tiring >
n
The Bank of the Tarendrelle
Thick stands of willow and birch cover both banks of the Tarendrelle River.
Called simply the Taren further west, it is broad and swift, impossible to
cross in the region as it tumbles and churns on its journey east to join
the Eldar River. To the east the banks have been cleared and planted with
wheat by some nearby farmers. South stretch empty fields dotted with
scattered herds of sheep. A small landing juts into the river, its planking
nearly awash in the waters.
[ obvious exits: E S ]
Zone: Tarendrelle at the Eldar
Door south: backgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* R HP:Battered MV:Tiring >
s
s
Empty Fields
Around you stretch empty fields dotted with small clumps of sheep here and
there, grazing on the tall dry grasses. A few farms are scattered about,
and a small village can be seen a ways to the east. South of here a small
road runs by, heading east toward the village and west toward the Two
Rivers area. Not far north can be heard the muted thundering of the
Tarendrelle River, called simply the Taren by those who live to the west.
Beyond the river to the north the dark line of forest stretches to the edge
of sight.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
Door north: backgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
An Imperial Army soldier is busy serving the Empress.

* R HP:Battered MV:Tiring >
The Gravelled Lane
The small gravelled lane continues east and west. A small village is visible
off in the distance eastward. Closer at hand are scattered farms and various
crop fields such as wheat, barley and tabac. To the west the lane becomes
rougher as it crosses uncultivated fields of tall dry grass dotted with
grazing herds. A ways to the north the dark line of a forest can be seen
where it ends on the north bank of the Tarendrelle river.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall animal with a long neck stands here.
A conscripted soldier now fights for the Seanchan.
A brown cow is here, chewing thoughtfully.

wc
* R HP:Battered MV:Tiring >
[whistle corlm]
You whistle admiringly at him.

* R HP:Battered MV:Tiring >
not
You start paying increased attention to your surroundings.

* R HP:Battered MV:Tiring >
c
k dark

A trained corlm hisses joyfully and wiggles its tail.

c
k dark
* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >

A trained corlm starts following you.

* R HP:Battered MV:Tiring >
group corlm
c
k dark
c
k dark
A trained corlm is now a member of your group.

* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >
not
e
You stop paying increased attention to your surroundings.

* R HP:Battered MV:Tiring >
n
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall animal with a long neck stands here.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
e
e
Wheat Fields
This is one of the many wheat fields that surround the village. The tall amber
stalks toss gently in the breeze as you gaze about. Northward the fields of
wheat continue, while south lies the lane. Eastward travel is blocked by some
of the village houses, but westward you see a small side gate leading through
a wild, unkept hedge.
[ obvious exits: S W ]
Zone: Tarendrelle at the Eldar
Door west: sidegate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trained corlm has arrived from the west.

n
* R HP:Battered MV:Tiring >
Alas, you cannot go that way...

* R HP:Battered MV:Tiring >
n
Alas, you cannot go that way...

* R HP:Battered MV:Tiring >
Alas, you cannot go that way...

* R HP:Battered MV:Tiring >
s
Lane Near the Village
Just east of here the lane enters a small village. On the north side of the
road, amber stalks of wheat bend in waves in the breeze. A potato patch
lies to the south.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young warrior stands here, proudly wearing the Deathwatch colors.
A well-trained soldier stands here, ready to defend the morat'raken.
A trained corlm has arrived from the north.

* R HP:Battered MV:Tiring >
e
Gravelled Lane through Village
You wander along a lane at the western end of a small rural community. On
the north side of the lane here is the rustic but comfortable homestead of
a local farmer, while on the south side is a smaller cottage. Eastward lies
the main part of the village, with several shops clustered around the village
square. To the west the lane travels out of the village into the surrounding
fields.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
Door east: frontgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
A tall dust-colored gelding prances in a circle here.
An Imperial Army soldier is busy serving the Empress.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
dism
n
You stop riding him.

* HP:Battered MV:Tiring >
n
A Large Farmhouse
Entering into this room, one has the impression that the owner of this place
has done well, but worked hard all his life to get where he is. The parlor
and livingroom are extensively but simply furnished with the trappings of
country living. A broad staircase leads up to the landing of the second floor,
while the kitchen lies through a door to the north.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A tall animal with a long neck stands here.
A trained corlm has arrived from the south.

* HP:Battered MV:Tiring >
Farmhouse Kitchen
The kitchen is typical for a residence of this sort. A large potbellied stove
occupies the center of the kitchen, while a counter and wash-basin for pre-
paring food lines one wall, and a small pantry lines another. Pots and pans
hang from hooks over the counter, and on the counter itself are scattered the
eatery.
[ obvious exits: S ]
Zone: Tarendrelle at the Eldar
An Imperial Army soldier is busy serving the Empress.
A trained corlm has arrived from the south.

* HP:Battered MV:Tiring >
s
u
A Large Farmhouse
Entering into this room, one has the impression that the owner of this place
has done well, but worked hard all his life to get where he is. The parlor
and livingroom are extensively but simply furnished with the trappings of
country living. A broad staircase leads up to the landing of the second floor,
while the kitchen lies through a door to the north.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A tall animal with a long neck stands here.
A trained corlm has arrived from the north.

* HP:Battered MV:Tiring >
Outpost Barracks
A crude barracks has been hastily thrown together here, with bunks and
chests full of equipment seemingly placed wherever there was free space.
Large wooden beams span the length of roof above, and the floor creaks with
any movement. Several small windows let in fresh air and ambient light.
[ obvious exits: D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.
A thin man with wispy hair scowls at something unseen.
A trained corlm has arrived from below.

* HP:Battered MV:Tiring >
d
s
A Large Farmhouse
Entering into this room, one has the impression that the owner of this place
has done well, but worked hard all his life to get where he is. The parlor
and livingroom are extensively but simply furnished with the trappings of
country living. A broad staircase leads up to the landing of the second floor,
while the kitchen lies through a door to the north.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A tall animal with a long neck stands here.
A trained corlm has arrived from above.

* HP:Battered MV:Tiring >
r
Gravelled Lane through Village
You wander along a lane at the western end of a small rural community. On
the north side of the lane here is the rustic but comfortable homestead of
a local farmer, while on the south side is a smaller cottage. Eastward lies
the main part of the village, with several shops clustered around the village
square. To the west the lane travels out of the village into the surrounding
fields.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
Door east: frontgate
A warhorse is here, stamping his feet impatiently.
A conscripted soldier now fights for the Seanchan.
A tall dust-colored gelding prances in a circle here.
An Imperial Army soldier is busy serving the Empress.
A trained corlm has arrived from the north.

* HP:Battered MV:Tiring >
e
[ride horse]
You start riding him.

* R HP:Battered MV:Tiring >
Gravelled Lane through Village
The lane continues on through this village. To the west are the outskirts of
the village wherein lie the homes and cottages of some of the local residents.
Just east of here is the village square at the towns center. Where you stand
now, shops open on either side of the lane. To the north you see an open
structure with many hitching posts built around the wall. On the south side of
the road is a small quaint looking shop, with a cottage above. A sign hangs
over the door.
[ obvious exits: E S W ]
Zone: Tarendrelle at the Eldar
Door west: frontgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
e
Village Square
This is the village square. North and west is the hamlet's famed trading post
while north and east is a small inn. South and east lies a large stone
house with a chimney from which smoke curls thickly, while south and west is a
more quaint structure. The lane through the village heads west and south from
here, while a smaller dusty road leads east, and a wide muddy bridle track
leads north.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A disheveled Andoran goes about his business.
A bored man stands sentry here.
A bored man stands sentry here.
A trained corlm has arrived from the west.

n
* R HP:Battered MV:Tiring >
n
n
Bridle Track from Village
Here a wide muddy bridle path heads north out of the village into the sur-
rounding countryside and the wilderness beyound. On the west side of the road
is the village trading post, where travelers can buy or trade goods with the
local farmers, hunters, and trappers. On the east side is the main entrance
to a comfortable inn. An elegant sign hangs above the doorposts. South you
see the village square, with more shops on the other side.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
Track South of Tarendrelle
Heading out of the small rural village to the south, this old rutted bridle
track can be seen to cross the Tarendrelle River just north of here by a
sturdy arched bridge made from thick seasoned timbers of oak. The muffled
roar of the river's surging waters drifts up from below its high bank
clothed in thick stands of birch and willow. Further north marches endless
lines of oak, ash and leatherleaf forest. Immediately east lie the village
stables, while to the south can be seen the village proper.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trained corlm has arrived from the south.

n
* R HP:Battered MV:Tiring >
Bridge Over the Tarendelle
Here the track coming from a village visable across the river to the south
crosses over the Tarendelle by means of a stout arched bridges made from
heavy oaken timbers. The track then turns east following the northern bank.
The air is filled with the throaty roar of the churning waters beneath you,
as they rush eastward to join the Eldar River. Willows and birch grow thickly
on both high banks, while a forest of oak, ash and leatherleaf can be seen
beyond.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is visible flying high in the sky.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
Track Alongside the River
Having crossed over the Tarendelle to the south, the bridle track here now
turns east to follow the mighty river's north bank briefly, before turning
north again. The muffled roar of the rushing waters can be clearly heard
below the banks, which are covered thickly with willow and birch. A thick
patch of briars blocks the view westward, but in the other directions stretch
endless lines of oak, ash and leatherleaf forest.
[ obvious exits: E S ]
Zone: Tarendrelle at the Eldar
Door west: thornypath
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
n

*Reck* has arrived from the east.
*Gorgo* has arrived from the east.

* R HP:Battered MV:Tiring > Alas, you cannot go that way...
*Gorgo* barely pounds your right hand.

e
* R HP:Battered MV:Tiring - Gorgo: Scratched >
n
No way! You're fighting for your life!
*Reck* sits down and rests.
*Reck* sheathes a set of steel sai into a camouflaged hood.

* R HP:Battered MV:Tiring - Gorgo: Scratched >
f
No way! You're fighting for your life!

* R HP:Battered MV:Tiring - Gorgo: Scratched >
You panic and attempt to flee!


*Reck* stops resting, and clambers on his feet.

Tic in 7 seconds!

You flee head over heels.
Bridge Over the Tarendelle
Here the track coming from a village visable across the river to the south
crosses over the Tarendelle by means of a stout arched bridges made from
heavy oaken timbers. The track then turns east following the northern bank.
The air is filled with the throaty roar of the churning waters beneath you,
as they rush eastward to join the Eldar River. Willows and birch grow thickly
on both high banks, while a forest of oak, ash and leatherleaf can be seen
beyond.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is visible flying high in the sky.

* R HP:Battered MV:Tiring >

Jemm narrates 'man im surprised i landed so many bashes with a fblade staff'

n
* R HP:Battered MV:Tiring >
Track Alongside the River
Having crossed over the Tarendelle to the south, the bridle track here now
turns east to follow the mighty river's north bank briefly, before turning
north again. The muffled roar of the rushing waters can be clearly heard
below the banks, which are covered thickly with willow and birch. A thick
patch of briars blocks the view westward, but in the other directions stretch
endless lines of oak, ash and leatherleaf forest.
[ obvious exits: E S ]
Zone: Tarendrelle at the Eldar
Door west: thornypath
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Gorgo* is standing here.
*Reck* is standing here.
A tall animal with a long neck stands here.
A cute brown deer eyes you nervously.
*Gorgo* leaves south. VV

oca
say bikbak!
* R HP:Battered MV:Tiring >
Ok.

s
* R HP:Battered MV:Tiring >
s
Bridge Over the Tarendelle
Here the track coming from a village visable across the river to the south
crosses over the Tarendelle by means of a stout arched bridges made from
heavy oaken timbers. The track then turns east following the northern bank.
The air is filled with the throaty roar of the churning waters beneath you,
as they rush eastward to join the Eldar River. Willows and birch grow thickly
on both high banks, while a forest of oak, ash and leatherleaf can be seen
beyond.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Gorgo* is standing here.
*Reck* is standing here.
A raven is visible flying high in the sky.
A trained corlm has arrived from the north.

* R HP:Battered MV:Tiring >
Track South of Tarendrelle
Heading out of the small rural village to the south, this old rutted bridle
track can be seen to cross the Tarendrelle River just north of here by a
sturdy arched bridge made from thick seasoned timbers of oak. The muffled
roar of the river's surging waters drifts up from below its high bank
clothed in thick stands of birch and willow. Further north marches endless
lines of oak, ash and leatherleaf forest. Immediately east lie the village
stables, while to the south can be seen the village proper.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trained corlm has arrived from the north.

* R HP:Battered MV:Tiring >
s
s
Bridle Track from Village
Here a wide muddy bridle path heads north out of the village into the sur-
rounding countryside and the wilderness beyound. On the west side of the road
is the village trading post, where travelers can buy or trade goods with the
local farmers, hunters, and trappers. On the east side is the main entrance
to a comfortable inn. An elegant sign hangs above the doorposts. South you
see the village square, with more shops on the other side.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trained corlm has arrived from the north.

* R HP:Battered MV:Tiring >
Village Square
This is the village square. North and west is the hamlet's famed trading post
while north and east is a small inn. South and east lies a large stone
house with a chimney from which smoke curls thickly, while south and west is a
more quaint structure. The lane through the village heads west and south from
here, while a smaller dusty road leads east, and a wide muddy bridle track
leads north.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A disheveled Andoran goes about his business.
A bored man stands sentry here.
A bored man stands sentry here.
A trained corlm has arrived from the north.

* R HP:Battered MV:Tiring >
w
w
Gravelled Lane through Village
The lane continues on through this village. To the west are the outskirts of
the village wherein lie the homes and cottages of some of the local residents.
Just east of here is the village square at the towns center. Where you stand
now, shops open on either side of the lane. To the north you see an open
structure with many hitching posts built around the wall. On the south side of
the road is a small quaint looking shop, with a cottage above. A sign hangs
over the door.
[ obvious exits: E S W ]
Zone: Tarendrelle at the Eldar
Door west: frontgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A trained corlm has arrived from the east.

* R HP:Battered MV:Tiring >
Gravelled Lane through Village
You wander along a lane at the western end of a small rural community. On
the north side of the lane here is the rustic but comfortable homestead of
a local farmer, while on the south side is a smaller cottage. Eastward lies
the main part of the village, with several shops clustered around the village
square. To the west the lane travels out of the village into the surrounding
fields.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
Door east: frontgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A well-trained soldier stands here, ready to defend the morat'raken.
A conscripted soldier now fights for the Seanchan.
A tall dust-colored gelding prances in a circle here.
An Imperial Army soldier is busy serving the Empress.
A trained corlm has arrived from the east.

* R HP:Battered MV:Tiring >

Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 31.891 seconds.

* R HP:Battered MV:Tiring >
nar they td
Ok.

* R HP:Battered MV:Tiring >
not
Jemm narrates 'bash not even 99 yet'
You start paying increased attention to your surroundings.

* R HP:Battered MV:Tiring >
c
k dark
c
k dark
They aren't here.

* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >
remove javelin
get binnol pack
wield binnol
put javelin pack
You stop using a long pine javelin.

* R HP:Battered MV:Tiring >
You get a two-handed binnol from a belt pack.

* R HP:Battered MV:Tiring >
You wield a two-handed binnol with both hands.

* R HP:Battered MV:Tiring >
You put a long pine javelin in a belt pack.

* R HP:Battered MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave

* R HP:Battered MV:Tiring >
pkmode
No pk method set

A trained corlm has arrived from the north.

* R HP:Battered MV:Tiring >
c
k dark
c
k dark
They aren't here.

* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >
c
k dark
c
k dark
c
k dark
Jemm narrates 'hard for me to fight there'
They aren't here.

* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >
They aren't here.

* R HP:Battered MV:Tiring >
c
k dark
They aren't here.

* R HP:Battered MV:Tiring >
nar nod
Ok.

* R HP:Battered MV:Tiring >
e
Gravelled Lane through Village
The lane continues on through this village. To the west are the outskirts of
the village wherein lie the homes and cottages of some of the local residents.
Just east of here is the village square at the towns center. Where you stand
now, shops open on either side of the lane. To the north you see an open
structure with many hitching posts built around the wall. On the south side of
the road is a small quaint looking shop, with a cottage above. A sign hangs
over the door.
[ obvious exits: E S W ]
Zone: Tarendrelle at the Eldar
Door west: frontgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
oca
say bikbak!
e
Ok.

* R HP:Battered MV:Tiring >
Village Square
This is the village square. North and west is the hamlet's famed trading post
while north and east is a small inn. South and east lies a large stone
house with a chimney from which smoke curls thickly, while south and west is a
more quaint structure. The lane through the village heads west and south from
here, while a smaller dusty road leads east, and a wide muddy bridle track
leads north.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A disheveled Andoran goes about his business.
A bored man stands sentry here.
A bored man stands sentry here.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
n
Bridle Track from Village
Here a wide muddy bridle path heads north out of the village into the sur-
rounding countryside and the wilderness beyound. On the west side of the road
is the village trading post, where travelers can buy or trade goods with the
local farmers, hunters, and trappers. On the east side is the main entrance
to a comfortable inn. An elegant sign hangs above the doorposts. South you
see the village square, with more shops on the other side.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Zintar* is standing here.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
n

Jemm narrates 'i get aggroed too right?'

* R HP:Battered MV:Tiring >
Track South of Tarendrelle
Heading out of the small rural village to the south, this old rutted bridle
track can be seen to cross the Tarendrelle River just north of here by a
sturdy arched bridge made from thick seasoned timbers of oak. The muffled
roar of the river's surging waters drifts up from below its high bank
clothed in thick stands of birch and willow. Further north marches endless
lines of oak, ash and leatherleaf forest. Immediately east lie the village
stables, while to the south can be seen the village proper.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
s
4
k h.dark
b
bash
Bridle Track from Village
Here a wide muddy bridle path heads north out of the village into the sur-
rounding countryside and the wilderness beyound. On the west side of the road
is the village trading post, where travelers can buy or trade goods with the
local farmers, hunters, and trappers. On the east side is the main entrance
to a comfortable inn. An elegant sign hangs above the doorposts. South you
see the village square, with more shops on the other side.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Zintar* is standing here.
A trained corlm has arrived from the north.
*Zintar* slashes your body.

* R HP:Battered MV:Tiring - Zintar: Beaten >
You do the best you can!

* R HP:Battered MV:Tiring - Zintar: Beaten >
-=+*
*Gorgo* has arrived from the north.


*Reck* draws a set of steel sai from a camouflaged hood with a flash of steel.
*Reck* wields a set of steel sai in a two-handed grip.
*Reck* stabs your left leg.
*
*Gorgo* barely pounds your right arm.
+=-
Tic in 7 seconds!-=
Your bash at *Zintar* sends him sprawling!

* R HP:Battered MV:Tiring - Zintar: Beaten >

*Reck* stabs your body.
You crush *Zintar*'s body.
You barely crush *Gorgo*'s body.
You try to crush *Reck*, but he parries successfully.

* R HP:Battered MV:Tiring - Zintar: Beaten >
oca
say bikbak!
Ok.

cw
* R HP:Battered MV:Tiring - Zintar: Beaten >
f
[change mood wimpy]
Mood changed to: Wimpy

* R HP:Battered MV:Tiring - Zintar: Beaten >
You can't ride in there.

* R HP:Battered MV:Tiring - Zintar: Beaten >
f

*Gorgo* sends you sprawling with a powerful bash!

* R HP:Battered MV:Tiring - Zintar: Beaten >

*Gorgo* pounds your body.
*Reck* stabs your right leg hard.

* R HP:Battered MV:Tiring - Zintar: Beaten >

A trained corlm joins your fight!

* R HP:Battered MV:Tiring - Zintar: Beaten >
w

You're hit in solar plexus, wow, this is breathtaking!!

* R HP:Battered MV:Tiring - Zintar: Beaten >

A trained corlm tickles Zintar's left leg with his hit.
*Reck* stabs your body.
*Zintar* slashes your right leg hard.

* R HP:Beaten MV:Tiring - Zintar: Beaten >
f
w

*Gorgo* wipes his boots in your face!

* R HP:Beaten MV:Winded - Zintar: Beaten >
You panic and attempt to flee!


A trained corlm hits Zintar's body.
*Reck* stabs your body.

You flee head over heels.
Track South of Tarendrelle
Heading out of the small rural village to the south, this old rutted bridle
track can be seen to cross the Tarendrelle River just north of here by a
sturdy arched bridge made from thick seasoned timbers of oak. The muffled
roar of the river's surging waters drifts up from below its high bank
clothed in thick stands of birch and willow. Further north marches endless
lines of oak, ash and leatherleaf forest. Immediately east lie the village
stables, while to the south can be seen the village proper.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fields Along the South Bank
Here along the south bank of the river, local farmers have planted fields of
wheat, their tall amber sheeves growing right up to the Taren's high banks.
The fields follow the banks westward a ways, before being replaced by the
natural foliage of this region. Across the river the north bank is covered
with willow and birch, beyond which lie the eaves of a forest of oak and
leatherleaf. The banks are too steep for the loud rushing, frothing waters
to be reached from here, which is probably just as well. East of here you
can see a track crosses over the river via a large sturdy bridge.
[ obvious exits: E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.

* R HP:Beaten MV:Winded >
Track South of Tarendrelle
Heading out of the small rural village to the south, this old rutted bridle
track can be seen to cross the Tarendrelle River just north of here by a
sturdy arched bridge made from thick seasoned timbers of oak. The muffled
roar of the river's surging waters drifts up from below its high bank
clothed in thick stands of birch and willow. Further north marches endless
lines of oak, ash and leatherleaf forest. Immediately east lie the village
stables, while to the south can be seen the village proper.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Winded >
Fields Along the South Bank
Here along the south bank of the river, local farmers have planted fields of
wheat, their tall amber sheeves growing right up to the Taren's high banks.
The fields follow the banks westward a ways, before being replaced by the
natural foliage of this region. Across the river the north bank is covered
with willow and birch, beyond which lie the eaves of a forest of oak and
leatherleaf. The banks are too steep for the loud rushing, frothing waters
to be reached from here, which is probably just as well. East of here you
can see a track crosses over the river via a large sturdy bridge.
[ obvious exits: E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.

* R HP:Beaten MV:Winded >
w
Fields Along Bank
You stand amongst cultivated fields of wheat grown by the local farmers. The
tall amber stalks grow right up to the south bank of the Tarendrelle River,
the bellow of its mighty surging waters drifting up from below the high steep
banks. The north bank of the river is covered in thick stands of willow and
birch, with endless ranks of oak and leatherleaf stretching beyond. The wheat
fields continue east of here, but westward the natural foliage of willow and
birch blankets this bank as well. More fields stretch south of here.
[ obvious exits: E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.

w
* R HP:Beaten MV:Winded >
w
The Bank of the Tarendrelle
Thick stands of willow and birch cover both banks of the Tarendrelle River.
Called simply the Taren further west, it is broad and swift, impossible to
cross in the region as it tumbles and churns on its journey east to join
the Eldar River. To the east the banks have been cleared and planted with
wheat by some nearby farmers. South stretch empty fields dotted with
scattered herds of sheep. A small landing juts into the river, its planking
nearly awash in the waters.
[ obvious exits: E S ]
Zone: Tarendrelle at the Eldar
Door south: backgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* R HP:Beaten MV:Winded >
s
Jemm narrates 'i gotta head to work soon anyways'
Alas, you cannot go that way...

* R HP:Beaten MV:Winded >
s
Empty Fields
Around you stretch empty fields dotted with small clumps of sheep here and
there, grazing on the tall dry grasses. A few farms are scattered about,
and a small village can be seen a ways to the east. South of here a small
road runs by, heading east toward the village and west toward the Two
Rivers area. Not far north can be heard the muted thundering of the
Tarendrelle River, called simply the Taren by those who live to the west.
Beyond the river to the north the dark line of forest stretches to the edge
of sight.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
Door north: backgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
An Imperial Army soldier is busy serving the Empress.

* R HP:Beaten MV:Winded >
The Gravelled Lane
The small gravelled lane continues east and west. A small village is visible
off in the distance eastward. Closer at hand are scattered farms and various
crop fields such as wheat, barley and tabac. To the west the lane becomes
rougher as it crosses uncultivated fields of tall dry grass dotted with
grazing herds. A ways to the north the dark line of a forest can be seen
where it ends on the north bank of the Tarendrelle river.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
A brown cow is here, chewing thoughtfully.

* R HP:Beaten MV:Winded >
e
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* R HP:Beaten MV:Winded >
dism
You stop riding him.

* HP:Beaten MV:Winded >
odn
open gate n
n
It's already open!

* HP:Beaten MV:Winded >
n
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
A young Morat'torm carries out the orders of his superiors.
A tall animal with a long neck stands here.

* HP:Beaten MV:Winded >
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

u
* HP:Beaten MV:Winded >
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar

* HP:Beaten MV:Winded >
s
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* HP:Beaten MV:Winded >
res
You sit down and rest your tired bones.

* HP:Beaten MV:Winded >
sc
You have 115(411) hit and 48(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are resting.

* HP:Beaten MV:Winded >
scan n

* HP:Beaten MV:Winded >
whe
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* HP:Beaten MV:Winded >

A conscript leaves north. ^^

* HP:Beaten MV:Winded >
whe
whe
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* HP:Beaten MV:Winded >
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* HP:Beaten MV:Winded >
scan n
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Winded >
not
You start paying increased attention to your surroundings.

* HP:Beaten MV:Winded >
Tic in 7 seconds!
cb
[change mood brave]
Mood changed to: Brave

whe
* HP:Beaten MV:Winded >
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* HP:Beaten MV:Winded >
scan n
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Winded >
scan n
scan n
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Winded >
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Winded >
scan n
scan n
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Winded >
scan n
sc
A conscript has arrived from the north.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 31.643 seconds.

* HP:Battered MV:Winded >

whe
* HP:Battered MV:Winded >
You have 129(411) hit and 66(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are resting.

* HP:Battered MV:Winded >
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* HP:Battered MV:Winded >
scan n

* HP:Battered MV:Winded >
scan n

* HP:Battered MV:Winded >
sta
You stop resting, and stand up.

* HP:Battered MV:Winded >
n
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar

* HP:Battered MV:Winded >
d
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Battered MV:Winded >
gv
[get fluid pack]
You get a thin vial of yellow fluid from a belt pack.

* HP:Battered MV:Winded >
qv
[quaff fluid]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* HP:Battered MV:Tiring >
sc
You have 129(411) hit and 99(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

whe
* HP:Battered MV:Tiring >
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Battered MV:Tiring >
s
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
A tall animal with a long neck stands here.

* HP:Battered MV:Tiring >
s
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* HP:Battered MV:Tiring >
n
wc
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
A tall animal with a long neck stands here.

* HP:Battered MV:Tiring >
[whistle corlm]
You whistle admiringly at him.

* HP:Battered MV:Tiring >
c
k dark
They aren't here.

c
k dark
* HP:Battered MV:Tiring >
c
k dark
They aren't here.

* HP:Battered MV:Tiring >
They aren't here.

* HP:Battered MV:Tiring >
c
k dark

A trained corlm chirrups merrily and ruffles its wings.

* HP:Battered MV:Tiring >
c
k dark
They aren't here.

* HP:Battered MV:Tiring >
They aren't here.

* HP:Battered MV:Tiring >
c
k dark
c
k dark
They aren't here.

* HP:Battered MV:Tiring >
They aren't here.

* HP:Battered MV:Tiring >

A trained corlm starts following you.

* HP:Battered MV:Tiring >
c
k dark
They aren't here.

s
* HP:Battered MV:Tiring >
r
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
A trained corlm has arrived from the north.

* HP:Battered MV:Tiring >
[ride horse]
You start riding him.

* R HP:Battered MV:Tiring >
w
The Gravelled Lane
The small gravelled lane continues east and west. A small village is visible
off in the distance eastward. Closer at hand are scattered farms and various
crop fields such as wheat, barley and tabac. To the west the lane becomes
rougher as it crosses uncultivated fields of tall dry grass dotted with
grazing herds. A ways to the north the dark line of a forest can be seen
where it ends on the north bank of the Tarendrelle river.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.
A brown cow is here, chewing thoughtfully.
A trained corlm has arrived from the east.

* R HP:Battered MV:Tiring >
n
Empty Fields
Around you stretch empty fields dotted with small clumps of sheep here and
there, grazing on the tall dry grasses. A few farms are scattered about,
and a small village can be seen a ways to the east. South of here a small
road runs by, heading east toward the village and west toward the Two
Rivers area. Not far north can be heard the muted thundering of the
Tarendrelle River, called simply the Taren by those who live to the west.
Beyond the river to the north the dark line of forest stretches to the edge
of sight.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
Door north: backgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
An Imperial Army soldier is busy serving the Empress.
A trained corlm has arrived from the south.

Tic in 7 seconds!
* R HP:Battered MV:Tiring >
n
The Bank of the Tarendrelle
Thick stands of willow and birch cover both banks of the Tarendrelle River.
Called simply the Taren further west, it is broad and swift, impossible to
cross in the region as it tumbles and churns on its journey east to join
the Eldar River. To the east the banks have been cleared and planted with
wheat by some nearby farmers. South stretch empty fields dotted with
scattered herds of sheep. A small landing juts into the river, its planking
nearly awash in the waters.
[ obvious exits: E S ]
Zone: Tarendrelle at the Eldar
Door south: backgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
e
Fields Along Bank
You stand amongst cultivated fields of wheat grown by the local farmers. The
tall amber stalks grow right up to the south bank of the Tarendrelle River,
the bellow of its mighty surging waters drifting up from below the high steep
banks. The north bank of the river is covered in thick stands of willow and
birch, with endless ranks of oak and leatherleaf stretching beyond. The wheat
fields continue east of here, but westward the natural foliage of willow and
birch blankets this bank as well. More fields stretch south of here.
[ obvious exits: E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
k rat
k rat
You crush a rat's right foreleg extremely hard.
A rat panics, and attempts to flee!

* R HP:Battered MV:Tiring - a rat: Critical >
You do the best you can!

* R HP:Battered MV:Tiring - a rat: Critical >
whe
Players in your Zone
--------------------
Terminus - Fields Along Bank

* R HP:Battered MV:Tiring - a rat: Critical >

A rat tickles your head with its hit.
You crush a rat's body into bloody fragments!
A rat is dead! R.I.P.
You receive your share of experience...
Sigh... nothing better to do, eh?
Your blood freezes as you hear a rat's death cry.

* R HP:Battered MV:Tiring >
k rat
k rat
They aren't here.

* R HP:Battered MV:Tiring >
They aren't here.

e
* R HP:Battered MV:Tiring >
Fields Along the South Bank
Here along the south bank of the river, local farmers have planted fields of
wheat, their tall amber sheeves growing right up to the Taren's high banks.
The fields follow the banks westward a ways, before being replaced by the
natural foliage of this region. Across the river the north bank is covered
with willow and birch, beyond which lie the eaves of a forest of oak and
leatherleaf. The banks are too steep for the loud rushing, frothing waters
to be reached from here, which is probably just as well. East of here you
can see a track crosses over the river via a large sturdy bridge.
[ obvious exits: E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
e
Track South of Tarendrelle
Heading out of the small rural village to the south, this old rutted bridle
track can be seen to cross the Tarendrelle River just north of here by a
sturdy arched bridge made from thick seasoned timbers of oak. The muffled
roar of the river's surging waters drifts up from below its high bank
clothed in thick stands of birch and willow. Further north marches endless
lines of oak, ash and leatherleaf forest. Immediately east lie the village
stables, while to the south can be seen the village proper.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trained corlm has arrived from the west.

* R HP:Battered MV:Tiring >
trt
[track trolloc]
-=+**+=-
Some obvious fresh bloody traces of a Trolloc leaving north. ^^

* R HP:Battered MV:Tiring >
c
k dark
They aren't here.

* R HP:Battered MV:Tiring >
whe
Players in your Zone
--------------------
Terminus - Track South of Tarendrelle

* R HP:Battered MV:Tiring >
not
n
You stop paying increased attention to your surroundings.

* R HP:Battered MV:Tiring >
Bridge Over the Tarendelle
Here the track coming from a village visable across the river to the south
crosses over the Tarendelle by means of a stout arched bridges made from
heavy oaken timbers. The track then turns east following the northern bank.
The air is filled with the throaty roar of the churning waters beneath you,
as they rush eastward to join the Eldar River. Willows and birch grow thickly
on both high banks, while a forest of oak, ash and leatherleaf can be seen
beyond.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A raven is visible flying high in the sky.
A trained corlm has arrived from the south.

* R HP:Battered MV:Tiring >
n
Track Alongside the River
Having crossed over the Tarendelle to the south, the bridle track here now
turns east to follow the mighty river's north bank briefly, before turning
north again. The muffled roar of the rushing waters can be clearly heard
below the banks, which are covered thickly with willow and birch. A thick
patch of briars blocks the view westward, but in the other directions stretch
endless lines of oak, ash and leatherleaf forest.
[ obvious exits: E S W ]
Zone: Tarendrelle at the Eldar
Door west: thornypath
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Zintar* is standing here.
A trained corlm has arrived from the south.
*Zintar* barely slashes your body.

e
* R HP:Battered MV:Tiring - Zintar: Beaten >
No way! You're fighting for your life!

* R HP:Battered MV:Tiring - Zintar: Beaten >
b
bash

You crush *Zintar*'s head hard.
*Zintar* barely slashes your left arm.

* R HP:Battered MV:Tiring - Zintar: Beaten >
-
oca
say bikbak!=+
Cancelled.
Ok.

* R HP:Battered MV:Tiring - Zintar: Beaten >
cw
f
[change mood wimpy]
Mood changed to: Wimpy

* R HP:Battered MV:Tiring - Zintar: Beaten >
You panic and attempt to flee!


You flee head over heels.
Bridge Over the Tarendelle
Here the track coming from a village visable across the river to the south
crosses over the Tarendelle by means of a stout arched bridges made from
heavy oaken timbers. The track then turns east following the northern bank.
The air is filled with the throaty roar of the churning waters beneath you,
as they rush eastward to join the Eldar River. Willows and birch grow thickly
on both high banks, while a forest of oak, ash and leatherleaf can be seen
beyond.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A raven is visible flying high in the sky.

* R HP:Battered MV:Strong >
cb
[change mood brave]
Mood changed to: Brave

* R HP:Battered MV:Strong >

*Gorgo* has arrived from the south.

* R HP:Battered MV:Strong >

*Zintar* has arrived from the north.
*Gorgo* leaves north. ^^

n
* R HP:Battered MV:Strong >

*Zintar* leaves south. VV

* R HP:Battered MV:Strong >
Track Alongside the River
Having crossed over the Tarendelle to the south, the bridle track here now
turns east to follow the mighty river's north bank briefly, before turning
north again. The muffled roar of the rushing waters can be clearly heard
below the banks, which are covered thickly with willow and birch. A thick
patch of briars blocks the view westward, but in the other directions stretch
endless lines of oak, ash and leatherleaf forest.
[ obvious exits: E S W ]
Zone: Tarendrelle at the Eldar
Door west: thornypath
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Gorgo* is standing here.
*Reck* is standing here.
A tall animal with a long neck stands here.
*Reck* stabs your body.

* R HP:Beaten MV:Strong - Reck: Healthy >

A trained corlm joins your fight!

e
* R HP:Beaten MV:Strong - Reck: Healthy >
A trained corlm barely tickles Gorgo's body with his hit.
You try to crush *Reck*, but he deflects the blow.
*Reck* stabs your body.
*Reck* stabs your body.
No way! You're fighting for your life!

f
* R HP:Beaten MV:Strong - Reck: Healthy >
You panic and attempt to flee!


You flee head over heels.
Hidden Path in the Briars
You have found a twisting little path hidden amongst the brambles and thorns
that are growing thickly all around you. Eastward you can make out a small
dirt road of some kind, rutted but open. Westward this path leads on through
the tight network of thorny stalks into more open ground covered by a high
forest canopy. From somewhere to the south comes the muffled roar of surging
water.
[ obvious exits: E W ]
Zone: Tarendrelle at the Eldar
Door east: thornypath
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Strong >
w
w
n
Wandering Forest Path
You wander along a narrow winding path that almost disappears among the
underbrush as it weaves its way through a forest dominated by thick stands
of old oak and tall fir, with lighter patches of leatherleaf and ash mixed
here and there. From somewhere to the south can be heard the muffled roar
of the Tarendelle River.
[ obvious exits: E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A dun snake is here, hissing sharply.

* R HP:Beaten MV:Strong >
Wandering Path
You travel along a winding little path among thick groves of oak and leather-
leaf. The high forest canopy is quite thick here, leaving the forest floor
in a dim green twilight. the path turns north here, where you can see the
forest open out into a small grassy clearing surrounded by an almost solid
wall of trees.
[ obvious exits: N E ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Strong >
A Small Clearing
You are in the midst of a small grassy clearing that is surrounded on all sides
by an almost solid wall of forest. Huge oaks fight with leatherleaf and fir
to reach the light of the clearing. The grass is lush and green, though matted
and rank in the center of the clearing, with tiny wildflowers scattered about.
A barely visible path leads south through the close-set tree trunks.
[ obvious exits: S ]
Zone: Tarendrelle at the Eldar
Door down: mat
A warhorse is here, stamping his feet impatiently, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.

* R HP:Beaten MV:Tiring >
odd
open mat d
Ok.

* R HP:Beaten MV:Tiring >
dism
d
You stop riding him.

* HP:Beaten MV:Strong >
Hidden Underground Room
You have entered a small room dug out of the earth beneath the forest floor.
The room is not more than twenty feet on a side, with walls paneled in fir,
and heavy oaken timbers supporting a matted sod roof, through which occasional
glints of light shine through. A dark tunnel opens to the west, sloping down-
ward beyond the reach of your light.
[ obvious exits: S U ]
Zone: Tarendrelle at the Eldar
Door up: mat
A bandit is trying to keep out of sight here.
A burly bandit guard watches tirelessly for intruders.
A burly bandit guard watches tirelessly for intruders.

* HP:Beaten MV:Strong >
s
s
Long Narrow Tunnel
You travel along a very long but narrow tunnel that ascends slowly northward,
while continuing to descend to the south. The tunnel is supported by wooden
beams at infrequent lengths, an you are uncertain how stable the tunnel is.
The tunnels length prevents you see much in either direction.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar
A bandit is trying to keep out of sight here.

* HP:Beaten MV:Strong >
A Deep Dark Corridor
The long corridor seems to have reached the end of its descent, and begins
to climb back up in both directions. To the north the passage grows narrower,
while to the south the corridor is larger. Here a wide crack opens in the west
wall, from which a faint chill breeze flows out into the passage.
[ obvious exits: N S W ]
Zone: Tarendrelle at the Eldar
A lithe woman flashes you a smile from the shadows.

* HP:Beaten MV:Strong >
Tic in 7 seconds!
s
s
Along a Dark Corridor
You are travelling along a long dark corridor that descends slowly to the
north and out of sight. To the south, this passage ascends toward a
semi-circular opening from which a dim pale light seems to emanate.
[ obvious exits: N S ]
Zone: Tarendrelle at the Eldar

* HP:Beaten MV:Strong >
The Spectral Chamber
You have found a concealed chamber of some kind. As you gaze about your sur-
roundings, a rising air of dread and loathing slowly numbs your mind. An eerie
pale light dimly illuminates the chamber, casting no shadows. The luminescence
seems to eminate from the very stones in the wall. A hollow opening in the
chamber walls leads north, while another exit cealed with masses of debris
leads east.
[ obvious exits: N E ]
Zone: Tarendrelle at the Eldar
Door east: debris

* HP:Beaten MV:Strong >
ode
open debris e
e
Ok.

* HP:Beaten MV:Strong >
A Dark and Dismal Basement
You have entered an expansive basement. The darkness is complete down here,
and an ominous air of forboding fills the entire room. Huge hunched shapes
and unrecognizable forms loom in the center of the room, seeming almost alive.
Some of these bulks appear to be old furniture covered with sprawling sheets
like massive ghosts. Along the walls are heaped masses of junk and debris.
[ obvious exits: W U ]
Zone: Tarendrelle at the Eldar
Door west: debris
Door up: hatch
A particularly huge mass lies obscured in a corner.

* HP:Beaten MV:Tiring >
odu
open hatch u
u
Ok.

* HP:Beaten MV:Tiring >
Old Farmhouse Kitchen
You have entered what must be the kitchen. A large stone oven is built into
one wall, while along another wall is a long counter for preparing meals.
Over the counter are hooks and pegs for hanging utensils, but all such items
are missing. In one corner is a sturdy iron washbasin, and in another is a
broken cabinet. A glint catches your eye, and you notice a hatch with a shiny
lock in the floor near the washbasin.
[ obvious exits: S D ]
Zone: Tarendrelle at the Eldar
Door down: hatch
A fragrant aroma rises from a small bag of tremalking black.

* HP:Beaten MV:Tiring >
s
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 31.432 seconds.
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Beaten MV:Strong >
not
You start paying increased attention to your surroundings.

* HP:Beaten MV:Strong >
c
k dark
c
k dark
whe
They aren't here.

* HP:Beaten MV:Strong >
c
k dark
They aren't here.

* HP:Beaten MV:Strong >
c
k dark
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

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

* HP:Beaten MV:Strong >
c
k dark
They aren't here.

* HP:Beaten MV:Strong >
c
k dark
They aren't here.

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

* HP:Beaten MV:Strong >
whe
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Beaten MV:Strong >
whe
whe
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Beaten MV:Strong >
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Beaten MV:Strong >
whe
whe
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Beaten MV:Strong >
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

whe
* HP:Beaten MV:Strong >
who
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Beaten MV:Full >
Players
There is/are: 10 player(s) on LS and 4 player(s) on DS as of the last site update.
-------
Ryder Jorn WANTED
Lord Enoch Trevari of Ghealdan [Dragonsworn] WANTED
Orlin of Andor
Jemm of the Malkieri Diaspora
Terminus the Lieutenant [Ever Victorious Army]
Geoff the Under-Lieutenant [Queen's Guard] WANTED
Safyre of Illian
Egun of Two Rivers
Ezmodius of Murandy
Korvis of Saldaea
Stephen of Kandor

11 players displayed.

* HP:Beaten MV:Full >
c
k dark
c
k dark
They aren't here.

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

* HP:Beaten MV:Full >
sc
You have 116(411) hit and 141(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Beaten MV:Full >
c
k dark
c
k dark
They aren't here.

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

* HP:Beaten MV:Full >
c
k dark
c
k dark
They aren't here.

c
k dark
* HP:Beaten MV:Full >
They aren't here.

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

* HP:Beaten MV:Full >
cw 80
change wimpy 80
You will now flee if you go below 80 hit points.

c
k dark
* HP:Beaten MV:Full >
c
k dark
They aren't here.

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

* HP:Beaten MV:Full >
c
k dark
c
k dark
They aren't here.

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

* HP:Beaten MV:Full >
c
k dark
c
k dark
They aren't here.

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

* HP:Beaten MV:Full >
c
k dark
c
k dark
They aren't here.

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

* HP:Beaten MV:Full >
c
k dark
They aren't here.

c
k dark
* HP:Beaten MV:Full >
They aren't here.

c
k dark
* HP:Beaten MV:Full >
c
k dark
They aren't here.

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

c
k dark
Tic in 7 seconds!
* HP:Beaten MV:Full >
c
k dark
They aren't here.

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

* HP:Beaten MV:Fresh >
c
k dark
c
k dark
They aren't here.

* HP:Beaten MV:Fresh >
They aren't here.

* HP:Beaten MV:Fresh >
c
k dark
c
k dark
They aren't here.

* HP:Beaten MV:Fresh >
They aren't here.

* HP:Beaten MV:Fresh >
whe
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Beaten MV:Fresh >
cb
c
k dark
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Fresh >
c
k dark
They aren't here.

c
k dark
* HP:Beaten MV:Fresh >
They aren't here.

* HP:Beaten MV:Fresh >
They aren't here.

* HP:Beaten MV:Fresh >
sc
You have 116(411) hit and 150(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Beaten MV:Fresh >
whe
Players in your Zone
--------------------
Terminus - Old Abandoned Farmhouse

* HP:Beaten MV:Fresh >
c
k dark
c
k dark
They aren't here.

* HP:Beaten MV:Fresh >
They aren't here.

scan n
* HP:Battered MV:Fresh >

* HP:Battered MV:Fresh >
c
k dark
c
k dark
They aren't here.

* HP:Battered MV:Fresh >
n
They aren't here.

* HP:Battered MV:Fresh >
Old Farmhouse Kitchen
You have entered what must be the kitchen. A large stone oven is built into
one wall, while along another wall is a long counter for preparing meals.
Over the counter are hooks and pegs for hanging utensils, but all such items
are missing. In one corner is a sturdy iron washbasin, and in another is a
broken cabinet. A glint catches your eye, and you notice a hatch with a shiny
lock in the floor near the washbasin.
[ obvious exits: S D ]
Zone: Tarendrelle at the Eldar
Door down: hatch
A fragrant aroma rises from a small bag of tremalking black.

* HP:Battered MV:Full >
scan d
A particularly huge mass lies obscured in a corner.

* HP:Battered MV:Full >
scan d
A particularly huge mass lies obscured in a corner.

* HP:Battered MV:Full >
scan d
scan d
A particularly huge mass lies obscured in a corner.

* HP:Battered MV:Full >
scan d
A particularly huge mass lies obscured in a corner.

* HP:Battered MV:Full >
A particularly huge mass lies obscured in a corner.

* HP:Battered MV:Full >
not
s
You stop paying increased attention to your surroundings.

s
* HP:Battered MV:Fresh >
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Battered MV:Full >
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate

* HP:Battered MV:Full >
s
s
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* HP:Battered MV:Full >
Fallow Fields
You wander in some fallow fields west of a small village. These fields have
been unused for some time now, it would seem. Westward lie bleak empty
plains, but to the east you can see a potato patch at the edge of the
village. To the north a lane passes by.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
The corpse of a Deathwatch recruit is lying here.

* HP:Battered MV:Full >
s
Alas, you cannot go that way...

* HP:Battered MV:Full >
e
e
Potato Patch
You stand in a medium sized potato patch. A tall stable lies to the east,
the smell of animals and hay emanating from within. North is the lane,
while west lie wide fields ready for planting.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar

* HP:Battered MV:Full >
Outpost Stables
Several stalls are here, some recently used as evidenced by the fact that
they have not yet been mucked out. Bales of hay are stacked towards the
back of the room, and hay covers most of the floor. The only way out is to
the west.
[ obvious exits: W ]
Zone: Tarendrelle at the Eldar
A man walks among the horses here feeding them and rubbing them down.
A warhorse is here, stamping his feet impatiently.
A gray palfrey prances skittishly nearby.
A young raken handler stands here holding a saddle.
Surrounded by leather and metal, a saddler works here.
Prancing about on dainty feet, a palomino mare stands here.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.

* HP:Battered MV:Full >
r
[ride horse]
You start riding him.

* R HP:Battered MV:Full >
not
You start paying increased attention to your surroundings.

* R HP:Battered MV:Full >
c
k dark
They aren't here.

* R HP:Battered MV:Full >
w
Potato Patch
You stand in a medium sized potato patch. A tall stable lies to the east,
the smell of animals and hay emanating from within. North is the lane,
while west lie wide fields ready for planting.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered MV:Full >
n
Lane Near the Village
Just east of here the lane enters a small village. On the north side of the
road, amber stalks of wheat bend in waves in the breeze. A potato patch
lies to the south.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young warrior stands here, proudly wearing the Deathwatch colors.

* R HP:Battered MV:Full >
e
Gravelled Lane through Village
You wander along a lane at the western end of a small rural community. On
the north side of the lane here is the rustic but comfortable homestead of
a local farmer, while on the south side is a smaller cottage. Eastward lies
the main part of the village, with several shops clustered around the village
square. To the west the lane travels out of the village into the surrounding
fields.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
Door east: frontgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall dust-colored gelding prances in a circle here.

* R HP:Battered MV:Full >
yel comone now
Ok.

w
* R HP:Battered MV:Full >
w
Lane Near the Village
Just east of here the lane enters a small village. On the north side of the
road, amber stalks of wheat bend in waves in the breeze. A potato patch
lies to the south.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young warrior stands here, proudly wearing the Deathwatch colors.

Tic in 7 seconds!
* R HP:Battered MV:Full >
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* R HP:Battered MV:Full >
w
The Gravelled Lane
The small gravelled lane continues east and west. A small village is visible
off in the distance eastward. Closer at hand are scattered farms and various
crop fields such as wheat, barley and tabac. To the west the lane becomes
rougher as it crosses uncultivated fields of tall dry grass dotted with
grazing herds. A ways to the north the dark line of a forest can be seen
where it ends on the north bank of the Tarendrelle river.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
A brown cow is here, chewing thoughtfully.

* R HP:Battered MV:Full >
e
dri well
dri well
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* R HP:Battered MV:Full >
You drink the water.

* R HP:Battered MV:Full >
You drink the water.
You don't feel thirsty any more.

* R HP:Battered MV:Full >
whe
Players in your Zone
--------------------
Terminus - Gravelled Lane by Hedgerow

* R HP:Battered MV:Full >
i
You are carrying:
Nothing.

* R HP:Battered MV:Full >
sc
You have 130(411) hit and 147(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* R HP:Battered MV:Full >
l in pack
pack (used) :
a long pine javelin
a tinful of a black, foul liquid
a large number of gold crowns (30)
a leather water flask
a wealth of copper pennies (73)
a sturdy pair of full leather gauntlets
a pair of lissome leather boots with metal capped toes
a pair of earthen colored breeches
a pair of dark gloves
[3] a vial filled with a dark red liquid
a smooth metallic disc
a camouflaged hood
a set of cloth sleeves
a cup of thick syrup
a gold ring delicately carved with ivy
[2] a mirrored lantern
a thin vial of yellow fluid
an emerald ring
[3] a bubbling draught

* R HP:Battered MV:Full >

Your extra burst of stamina fades.
Tic length updated to: 33.712 seconds.

* R HP:Battered MV:Fresh >
dism
You stop riding him.

h
* HP:Battered MV:Fresh >
n
//======================THE WHEEL OF TIME HELP TABLE=======================\\
|| Below are some of the most useful help files for new players ||
|| For a complete list of help file topics, type 'HELP TOPICS' ||
||_________________________________________________________________________||
|| General Information || Movement ||
|| VIEW SCORE HELP WHO WHERE || NORTH SOUTH EAST WEST UP DOWN||
|| TIME WEATHER CONSIDER LEVELS || LOOK EXITS ENTER LEAVE LOCK ||
|| COMMANDS SOCIALS MAP || UNLOCK OPEN CLOSE SLEEP WAKE ||
|| RULES || REST STAND SIT ||
|| __________________________________||____________________________________||
|| Channeling (Casting) || Warriors ||
|| CHANNEL SPELLS || RESCUE BASH KICK ||
||___________________________________||____________________________________||
|| Rangers || Thieves ||
|| TRACK || SNEAK HIDE BACKSTAB STEAL PICK ||
||___________________________________||____________________________________||
|| Communication || Combat ||
|| SAY WHISPER ASK TELL SHOUT || KILL WIELD FLEE ASSIST ||
|| NARRATE SING MAIL || DISENGAGE ||
||___________________________________||____________________________________||
|| Objects || Utility ||
|| GET DROP PUT GIVE WEAR GRAB || ! BUG IDEA TYPO QUIT SAVE ||
|| HOLD INVENTORY EQUIPMENT DRINK || BRIEF COMPACT TITLE DISPLAY ||
|| EAT TASTE SIP EXAMINE REMOVE || COLOR PROMPT RENT ||
|| POUR WIELD || ||
\\=========================================================================//

* HP:Battered MV:Fresh >
n
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate

* HP:Battered MV:Full >
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Battered MV:Full >
u
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar

s
* HP:Battered MV:Full >
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* HP:Battered MV:Full >
res
You sit down and rest your tired bones.

* HP:Battered MV:Full >

Jemm narrates 'ok im renting gl'

* HP:Battered MV:Full >

A conscript leaves north. ^^

* HP:Battered MV:Full >
Tic in 7 seconds!
where
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* HP:Battered MV:Full >

*Zintar* has arrived from the north.
*Gorgo* has arrived from the north.

* HP:Battered MV:Full >

*Zintar* slashes your left leg.

* HP:Battered MV:Full - Zintar: Battered >

*Gorgo* barely pounds your body.

* HP:Battered MV:Full - Zintar: Battered >

*Gorgo* barely tickles your body with his pound.
A conscript joins your fight!
A damane joins your fight!
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A damane unleashes a flurry of icy spikes at Zintar, who is stabbed repeatedly.
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
A Deathwatch Ogier joins the sul'dam's fight!
A Deathwatch Ogier joins the sul'dam's fight!
Lunal Galgan, Captain-General of the Corenne cleaves Reck's body into bloody fragments!
You crush *Zintar*'s body.
You crush *Gorgo*'s left arm.

* HP:Battered MV:Full - Zintar: Beaten >
b
bash
Tic in 7 seconds!

*Reck* panics, and attempts to flee!
-
*Reck* leaves north. ^^
=+
*
*Zintar* sends you sprawling with a powerful bash!

* HP:Battered MV:Full - Zintar: Beaten >

A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A conscript joins a Seanchan Imperial guard's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
Lunal Galgan, Captain-General of the Corenne cleaves Zintar's body hard.
Lunal Galgan, Captain-General of the Corenne cleaves Zintar's body.
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A Seanchan Imperial guard slashes Gorgo's left arm.
A Seanchan Imperial guard slashes Gorgo's body.
A conscript strikes Zintar's body.
A Deathwatch Ogier strikes Zintar's left leg.
*Zintar* panics, and attempts to flee!
A Deathwatch Ogier barely strikes Gorgo's body.
A Seanchan Imperial guard barely slashes Gorgo's right arm.
The sul'dam barely lances Zintar's body.
*Zintar* panics, and attempts to flee!
A damane tickles Gorgo's body with her hit.
*Zintar* barely slashes your body.
*Zintar* leaves north. ^^

* HP:Battered MV:Fresh - Gorgo: Scratched >

A conscript leaves north. ^^

* HP:Battered MV:Fresh - Gorgo: Scratched >

*Reck* has arrived from the north.

b
bash
* HP:Battered MV:Fresh - Gorgo: Scratched >


*Gorgo* sends you sprawling with a powerful bash!

* HP:Battered MV:Fresh - Gorgo: Scratched >

A Seanchan Imperial guard tickles Gorgo's body with his slash.
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A damane releases streaks of Fire at Reck, who screams in pain.
A Deathwatch Ogier joins the sul'dam's fight!
Lunal Galgan, Captain-General of the Corenne cleaves Reck's body into bloody fragments!
A Seanchan Imperial guard tickles Gorgo's right arm with his slash.
A Deathwatch Ogier tickles Gorgo's head with his strike.
A Seanchan Imperial guard barely slashes Gorgo's body.
A damane hits Gorgo's left arm.
*Gorgo* pounds your right arm.

* HP:Battered MV:Fresh - Gorgo: Hurt >

*Reck* stabs a damane's body extremely hard.

* HP:Battered MV:Fresh - Gorgo: Hurt >

Lunal Galgan, Captain-General of the Corenne cleaves Reck's right leg extremely hard.
A Deathwatch Ogier tries to strike Reck, but he deflects the blow.
*Reck* stabs a damane's left leg extremely hard.
The sul'dam tries to lance Reck, but he deflects the blow.
A Seanchan Imperial guard slashes Gorgo's right leg.
A Seanchan Imperial guard slashes Gorgo's body.
A Deathwatch Ogier tickles Gorgo's left hand with his strike.
A Seanchan Imperial guard slashes Gorgo's body.
A damane tickles Gorgo's body with her hit.
*Gorgo* barely pounds your body.
A conscript has arrived from the north.
*Reck* panics, and attempts to flee!

* HP:Battered MV:Fresh - Gorgo: Hurt >

*Reck* leaves north. ^^

* HP:Battered MV:Fresh - Gorgo: Hurt >

*Reck* stabs your right leg.

* HP:Battered MV:Fresh - Gorgo: Hurt >

*Reck* stabs your right leg.

* HP:Beaten MV:Fresh - Gorgo: Hurt >

*Reck* stabs your left leg.
A conscript joins a Seanchan Imperial guard's fight!
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A damane unleashes a flurry of icy spikes at Reck, who is stabbed repeatedly.
A Deathwatch Ogier joins the sul'dam's fight!
Lunal Galgan, Captain-General of the Corenne cleaves Reck's right hand into bloody fragments!
You crush *Gorgo*'s body.
You crush *Reck*'s body extremely hard.
A Seanchan Imperial guard barely slashes Gorgo's body.
A Seanchan Imperial guard barely slashes Gorgo's body.
A Deathwatch Ogier barely strikes Gorgo's body.
A Seanchan Imperial guard tickles Gorgo's right leg with his slash.
A damane barely tickles Gorgo's right leg with her hit.
*Gorgo* pounds your body.

* HP:Beaten MV:Fresh - Gorgo: Wounded >

A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A damane releases streaks of Fire at Reck, who screams in pain.

cw
* HP:Beaten MV:Fresh - Gorgo: Wounded >
f
[change mood wimpy]
Mood changed to: Wimpy

s
* HP:Beaten MV:Fresh - Gorgo: Wounded >
PANIC! You couldn't escape!

* HP:Beaten MV:Fresh - Gorgo: Wounded >
No way! You're fighting for your life!
*Reck* panics, and attempts to flee!

* HP:Beaten MV:Fresh - Gorgo: Wounded >
f
s
You panic and attempt to flee!


Lunal Galgan, Captain-General of the Corenne cleaves Reck's body extremely hard.
A Deathwatch Ogier strikes Reck's body hard.
The sul'dam lances Reck's right leg hard.
A conscript tries to strike Reck, but he parries successfully.
A Seanchan Imperial guard tickles Gorgo's head with his slash.
A Seanchan Imperial guard slashes Gorgo's body.
A Deathwatch Ogier tickles Gorgo's body with his strike.
A Seanchan Imperial guard barely slashes Gorgo's body.
A damane barely hits Gorgo's body.

You flee head over heels.
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
*Reck* is here, fighting a conscript.
A conscript is here, fighting Reck.
*Gorgo* is here, fighting a damane.
A damane is here, fighting Gorgo.
The sul'dam is here, fighting Reck.
A Seanchan Imperial guard is here, fighting Gorgo.
A Seanchan Imperial guard is here, fighting Gorgo.
A Seanchan Imperial guard is here, fighting Gorgo.
A Deathwatch Ogier is here, fighting Gorgo.
A Deathwatch Ogier is here, fighting Reck.
Lunal Galgan, Captain-General of the Corenne is here, fighting Reck.
*Gorgo* sends you sprawling with a powerful bash!

* HP:Beaten MV:Full - a conscript: Scratched - Reck: Beaten >
cb

*Reck* leaves north. ^^

* HP:Beaten MV:Full >
g
get all corpse
g
get all corpse

*Gorgo* panics, and attempts to flee!

* HP:Beaten MV:Full >

*Gorgo* leaves north. ^^

* HP:Beaten MV:Full >

*Reck* has arrived from the north.

* HP:Beaten MV:Full >

*Reck* barely stabs your body.

* HP:Beaten MV:Full - Reck: Beaten >

b
bash

*Reck* stabs your left foot.
You wish that your wounds would stop BLEEDING so much!

A conscript joins your fight!
A damane joins your fight!
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
*Reck* tickles your left foot with his stab.
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!


*Reck* panics, and attempts to flee!

You flee head over heels.
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
*Gorgo* is standing here.
A conscripted soldier now fights for the Seanchan.
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Full >
You don't have a corpse.
*Gorgo* leaves north. ^^

* HP:Beaten MV:Full >
You don't have a corpse.

* HP:Beaten MV:Full >
s
Bash who?

* HP:Beaten MV:Full >
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
*Reck* is here, fighting a conscript.
A conscript is here, fighting Reck.
A damane is here, fighting Reck.
The sul'dam is here, fighting Reck.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* HP:Beaten MV:Full >

*Reck* leaves north. ^^

* HP:Beaten MV:Full >
cw 0
change wimpy 0

A conscript leaves north. ^^

* HP:Beaten MV:Full >
You won't flee from any fight now.

c
k dark
* HP:Beaten MV:Full >
c
k dark
They aren't here.

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

c
k dark
* HP:Beaten MV:Full >
c
k dark
They aren't here.

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

* HP:Beaten MV:Full >
c
k dark
c
k dark
They aren't here.

c
k dark
* HP:Beaten MV:Full >
They aren't here.

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

* HP:Beaten MV:Full >
scan n
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Full >
scan n
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Full >
cb
n
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Full >
n
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Full >
Small Bedroom in Old Farmhouse
This is the bedroom where the children would have slept. It is empty now,
except for two broken beds, thier mattresses torn and shredded, and a small
closet with one door missing. Dust and cobwebs are everywhere. The only
exit is the way you came in. The windows give great views over the
surrounding countryside.
[ obvious exits: S ]
Zone: Tarendrelle at the Eldar

* HP:Beaten MV:Full >
not
You start paying increased attention to your surroundings.

s
* HP:Beaten MV:Full >
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Full >
scan d
Tic in 7 seconds!
*Reck* is standing here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Beaten MV:Full >
d
4
k h.dark
b
bash
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

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

* HP:Beaten MV:Full >
Bash who?

* HP:Beaten MV:Full >
u
4
k h.dark
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.

b
bash
* HP:Beaten MV:Strong >
They aren't here.

* HP:Beaten MV:Strong >
Bash who?

* HP:Beaten MV:Strong >
d
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Beaten MV:Strong >
scan n
c
k dark
*Reck* is standing here.
*Zintar* is standing here.

* HP:Beaten MV:Strong >
c
k dark
They aren't here.

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

* HP:Beaten MV:Strong >
scan s
*Gorgo* is standing here.

* HP:Beaten MV:Strong >
s
4
k h.dark
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
The corpse of a young Morat'torm is lying here.
*Gorgo* is standing here.
*Gorgo* pounds your right arm hard.
You wish that your wounds would stop BLEEDING so much!


b
bash
* HP:Beaten MV:Strong - Gorgo: Wounded >
You do the best you can!

* HP:Beaten MV:Strong - Gorgo: Wounded >
-
cw
f=
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy

* HP:Beaten MV:Strong - Gorgo: Wounded >
You panic and attempt to flee!


*Gorgo* barely pounds your right leg.
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Beaten MV:Strong >
u
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.

* HP:Beaten MV:Strong >
scan d
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

c
k dark
* HP:Beaten MV:Strong >
c
k dark
They aren't here.

* HP:Beaten MV:Strong >
c
k dark
They aren't here.

* HP:Beaten MV:Strong >
c
k dark
c
k dark
They aren't here.

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

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

scan d
* HP:Beaten MV:Strong >
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Beaten MV:Strong >
d
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Beaten MV:Strong >
cb
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Strong >
scan n
*Reck* is standing here.
*Zintar* is standing here.

* HP:Beaten MV:Strong >
c
k dark
c
k dark
They aren't here.

* HP:Beaten MV:Strong >
c
k dark
They aren't here.

* HP:Beaten MV:Strong >
c
k dark
They aren't here.

* HP:Beaten MV:Strong >
You try to crush *Reck*, but he parries successfully.

* HP:Beaten MV:Strong - Reck: Beaten >
b
bash

*Reck* panics, and attempts to flee!

* HP:Beaten MV:Strong - Reck: Beaten >
A Seanchan sentry joins your fight!
A Seanchan sentry joins a Seanchan sentry's fight!
A Seanchan sentry joins a Seanchan sentry's fight!
-=+
A Seanchan sentry tries to strike Reck, but he parries successfully.
A Seanchan sentry strikes Reck's body hard.
A Seanchan sentry tries to strike Reck, but he deflects the blow.
**+=-
*Zintar* has arrived from the north.

*Zintar* slashes your body.
You wish that your wounds would stop BLEEDING so much!

*Reck* leaves up. UU
-=
They're not here anymore!

* HP:Beaten MV:Strong - Zintar: Beaten >

You try to crush *Zintar*, but he deflects the blow.
A Seanchan sentry joins your fight!
A Seanchan sentry joins a Seanchan sentry's fight!
A Seanchan sentry joins a Seanchan sentry's fight!

* HP:Beaten MV:Strong - Zintar: Beaten >
cw

*Reck* barely stabs your body.
You wish that your wounds would stop BLEEDING so much!


f
* HP:Critical MV:Strong - Zintar: Beaten >
[change mood wimpy]
Mood changed to: Wimpy

* HP:Critical MV:Strong - Zintar: Beaten >
You panic and attempt to flee!

u

You dodge a bash from *Zintar* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.
Alas, you cannot go that way...

* HP:Critical MV:Strong >
s
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* HP:Critical MV:Strong >
sc
You have 61(411) hit and 115(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Critical MV:Strong >
scan n
cb
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 32.081 seconds.
*Reck* is here, fighting a conscript.
A conscript is here, fighting Reck.
A conscript is here, fighting Reck.

* HP:Beaten MV:Strong >
[change mood brave]
Mood changed to: Brave

n
* HP:Beaten MV:Strong >
4
k h.dark
b
bash
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
*Zintar* is standing here.
*Reck* is here, fighting a conscript.
A conscript is here, fighting Reck.
A conscript is here, fighting Reck.

* HP:Beaten MV:Strong >
You try to crush *Zintar*, but he parries successfully.

* HP:Beaten MV:Strong - Zintar: Beaten >
-=+*
*Zintar* panics, and attempts to flee!
*Reck* panics, and attempts to flee!
*
A conscript tries to strike Reck, but he parries successfully.
A conscript tries to strike Reck, but he parries successfully.
+=
*Zintar* leaves south. VV
*Zintar* has arrived from the south.
-
*Zintar* leaves down. DD
-
*Reck* leaves north. ^^
=
A conscript leaves north. ^^
A conscript leaves north. ^^
They're not here anymore!

* HP:Beaten MV:Strong >
4
k h.dark
4
k h.dark
A conscript has arrived from the north.
A conscript has arrived from the north.
You try to crush *Reck*, but he parries successfully.

* HP:Beaten MV:Strong - Reck: Beaten >
You do the best you can!

* HP:Beaten MV:Strong - Reck: Beaten >
b
bash
-=+**+
*Reck* stabs your right foot.
You wish that your wounds would stop BLEEDING so much!

A conscript joins a conscript's fight!
A conscript tries to strike Reck, but he deflects the blow.
*Gorgo* has arrived from below.
=- -
*Gorgo* pounds your left arm.
You wish that your wounds would stop BLEEDING so much!


=
As *Reck* avoids your bash, you topple over and fall to the ground!

* HP:Critical MV:Strong - Reck: Beaten >

*Reck* stabs your right leg.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Reck: Beaten >
cw
f

A conscript strikes Reck's right foot hard.
*Reck* stabs your head.
You wish that your wounds would stop BLEEDING so much!

A conscript tries to strike Reck, but he parries successfully.

* HP:Critical MV:Strong - Reck: Beaten >
u
s

*Zintar* has arrived from below.
*Zintar* slashes your left leg.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Reck: Beaten >
s
[change mood wimpy]
Mood changed to: Wimpy

* HP:Critical MV:Strong - Reck: Beaten >
You panic and attempt to flee!


You dodge a bash from *Gorgo* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
*Zintar* is standing here.
*Gorgo* is standing here.
A conscript is here, fighting Reck.
A conscript is here, fighting Reck.
*Reck* is here, fighting a conscript.

* HP:Critical MV:Strong >
*Reck* tries to stab a conscript, but he deflects the blow.
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* HP:Critical MV:Strong >
Alas, you cannot go that way...

* HP:Critical MV:Strong >
sc
You have 33(411) hit and 120(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Critical MV:Strong >
c
k dark
c
k dark
They aren't here.

c
k dark
* HP:Critical MV:Strong >
They aren't here.

* HP:Critical MV:Strong >
They aren't here.

* HP:Critical MV:Strong >
c
k dark
c
k dark
They aren't here.

* HP:Critical MV:Strong >
They aren't here.

scan n
* HP:Critical MV:Strong >
*Zintar* is standing here.
*Gorgo* is standing here.
A conscript is here, fighting Reck.
A conscript is here, fighting Reck.
*Reck* is here, fighting a conscript.

* HP:Critical MV:Strong >
scan n
*Zintar* is standing here.
A conscript is here, fighting Reck.
A conscript is here, fighting Reck.
*Reck* is here, fighting a conscript.

* HP:Critical MV:Strong >
scan n
*Gorgo* is standing here.
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.
*Gorgo* has arrived from the north.

* HP:Critical MV:Strong >

*Gorgo* barely tickles your body with his pound.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Gorgo: Wounded >
Tic in 7 seconds!
f
d
You crush *Gorgo*'s body.
A damane joins your fight!
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A damane unleashes a flurry of icy spikes at Gorgo, who is stabbed repeatedly.
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
*Gorgo* tickles your body with his pound.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* HP:Critical MV:Strong - Gorgo: Battered >
No way! You're fighting for your life!

* HP:Critical MV:Strong - Gorgo: Battered >
f
d
You panic and attempt to flee!

You flee head over heels.
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
*Reck* is standing here.
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* HP:Critical MV:Strong >
sc
You have 28(411) hit and 116(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Critical MV:Strong >

*Reck* barely stabs your body.
You wish that your wounds would stop BLEEDING so much!


s
* HP:Critical MV:Strong - Reck: Beaten >

*Zintar* has arrived from above.

* HP:Critical MV:Strong - Reck: Beaten >
No way! You're fighting for your life!

* HP:Critical MV:Strong - Reck: Beaten >

*Zintar* slashes your right leg.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Reck: Beaten >
f
A Seanchan sentry joins your fight!
A Seanchan sentry joins a Seanchan sentry's fight!
A Seanchan sentry joins a Seanchan sentry's fight!
A Seanchan sentry tries to strike Zintar, but he parries successfully.
A Seanchan sentry tries to strike Reck, but he deflects the blow.
A Seanchan sentry tries to strike Zintar, but he deflects the blow.
You crush *Reck*'s body extremely hard.
You try to crush *Zintar*, but he deflects the blow.
*Reck* stabs your body.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

s
u
You flee head over heels.
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
The corpse of a young Morat'torm is lying here.
The gate seems to be closed.

* HP:Critical MV:Strong >
Alas, you cannot go that way...

* HP:Critical MV:Strong >
s
The gate seems to be closed.

* HP:Critical MV:Strong >
ods
open gate s
s
Ok.

* HP:Critical MV:Strong >
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A warhorse is here, stamping his feet impatiently.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* HP:Critical MV:Tiring >
r
w
[ride horse]
You start riding him.

w
* R HP:Critical MV:Tiring >
The Gravelled Lane
The small gravelled lane continues east and west. A small village is visible
off in the distance eastward. Closer at hand are scattered farms and various
crop fields such as wheat, barley and tabac. To the west the lane becomes
rougher as it crosses uncultivated fields of tall dry grass dotted with
grazing herds. A ways to the north the dark line of a forest can be seen
where it ends on the north bank of the Tarendrelle river.
[ obvious exits: N E S ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Tiring >
s
Alas, you cannot go that way...

* R HP:Critical MV:Tiring >
Bleak Fields
You are surrounded by empty fields, dotted by scattered clumps of sheep grazing
in the dry grasses. A few widely-spaced farms dot the countryside as well. A
way to the east can be seen the spires and rooftops of a small village. Just
north of here is a small graveled lane heading east-west, beyond which lies
more empty fields. Further north can be seen the edge of a forest.
[ obvious exits: N E ]
Zone: Tarendrelle at the Eldar
A warhorse is here, stamping his feet impatiently, being ridden by you.
A conscripted soldier now fights for the Seanchan.
A well-trained soldier stands here, ready to defend the morat'raken.
A gray-haired morat stands here, frowning.

* R HP:Critical MV:Tiring >
dism
You stop riding him.

* HP:Critical MV:Tiring >
e
Fallow Fields
You wander in some fallow fields west of a small village. These fields have
been unused for some time now, it would seem. Westward lie bleak empty
plains, but to the east you can see a potato patch at the edge of the
village. To the north a lane passes by.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar
The corpse of a Deathwatch recruit is lying here.
A tall animal with a long neck stands here.

* HP:Critical MV:Tiring >
e
Potato Patch
You stand in a medium sized potato patch. A tall stable lies to the east,
the smell of animals and hay emanating from within. North is the lane,
while west lie wide fields ready for planting.
[ obvious exits: N E W ]
Zone: Tarendrelle at the Eldar

* HP:Critical MV:Tiring >
n
n
Lane Near the Village
Just east of here the lane enters a small village. On the north side of the
road, amber stalks of wheat bend in waves in the breeze. A potato patch
lies to the south.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
A young warrior stands here, proudly wearing the Deathwatch colors.

* HP:Critical MV:Tiring >
n
Wheat Fields
This is one of the many wheat fields that surround the village. The tall amber
stalks toss gently in the breeze as you gaze about. Northward the fields of
wheat continue, while south lies the lane. Eastward travel is blocked by some
of the village houses, but westward you see a small side gate leading through
a wild, unkept hedge.
[ obvious exits: S W ]
Zone: Tarendrelle at the Eldar
Door west: sidegate
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.

* HP:Critical MV:Tiring >
Alas, you cannot go that way...

* HP:Critical MV:Tiring >
scan w
Your eyesight is not so keen.

* HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* HP:Critical MV:Tiring >
They aren't here.

* HP:Critical MV:Tiring >
l w
The sidegate is closed.

* HP:Critical MV:Tiring >
c
k dark
c
k dark
c
k dark
They aren't here.

* HP:Critical MV:Tiring >
They aren't here.

* HP:Critical MV:Tiring >
c
k dark
They aren't here.

* HP:Critical MV:Tiring >
c
k dark
They aren't here.

* HP:Critical MV:Tiring >
c
k dark
They aren't here.

* HP:Critical MV:Tiring >
They aren't here.

c
k dark
* HP:Critical MV:Tiring >
c
k dark
They aren't here.

c
k dark
* HP:Critical MV:Tiring >
They aren't here.

* HP:Critical MV:Tiring >
They aren't here.

* HP:Critical MV:Tiring >
remove binnol
get javelin pack
wield javelin
put binnol pack
You stop using a two-handed binnol.

* HP:Critical MV:Tiring >
You get a long pine javelin from a belt pack.

* HP:Critical MV:Tiring >
You wield a long pine javelin.

* HP:Critical MV:Tiring >
You put a two-handed binnol in a belt pack.

* HP:Critical MV:Tiring >
sneak
pkmode
Set at pk method: Charge
Ok, you'll try to move silently for a while.

* S HP:Critical MV:Tiring >
sc
Tic in 7 seconds!
You have 16(411) hit and 97(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
pkmode
Set at pk method: Backstabbing
c
k dark
c
k dark
They aren't here.

c
k dark
* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

sc
* S HP:Critical MV:Tiring >
You have 16(411) hit and 97(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 6 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

c
k dark
* S HP:Critical MV:Tiring >
c
k dark
They aren't here.

c
k dark
* S HP:Critical MV:Tiring >
They aren't here.

c
k dark
* S HP:Critical MV:Tiring >
They aren't here.

c
k dark
* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
The night has begun.
Tic length updated to: 32.131 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
They aren't here.

* S HP:Critical MV:Strong >
They aren't here.

* S HP:Critical MV:Strong >
odw
open sidegate w
w
2
Ok.

* S HP:Critical MV:Strong >
3
backstab h.dark
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
The corpse of a young Morat'torm is lying here.

* S HP:Critical MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Tiring >
Backstab who?

* S HP:Critical MV:Tiring >
scan n
Your eyesight is not so keen.

* S HP:Critical MV:Tiring >
n
2
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* S HP:Critical MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Tiring >
scan u
A conscripted soldier now fights for the Seanchan.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
*Gorgo* is standing here.

* S HP:Critical MV:Tiring >
n
2
3
backstab h.dark
Old Farmhouse Kitchen
You have entered what must be the kitchen. A large stone oven is built into
one wall, while along another wall is a long counter for preparing meals.
Over the counter are hooks and pegs for hanging utensils, but all such items
are missing. In one corner is a sturdy iron washbasin, and in another is a
broken cabinet. A glint catches your eye, and you notice a hatch with a shiny
lock in the floor near the washbasin.
[ obvious exits: S D ]
Zone: Tarendrelle at the Eldar
Door down: hatch
A fragrant aroma rises from a small bag of tremalking black.
*Gorgo* is standing here.

* S HP:Critical MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Tiring >
You silently approach your victim...
-=+**+=- -=+
*
*Gorgo* makes a strange sound as you place a long pine javelin in his back!
*Gorgo* is dead! R.I.P.
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 blood freezes as you hear *Gorgo*'s death cry.

* S HP:Critical MV:Tiring >
sc1
remove javelin
draw dagger
scalp 1.corpse
sheath dagger
wield javelin
g
get all corpse
s
You stop using a long pine javelin.

* S HP:Critical MV:Tiring >
s
You try to quietly draw a dagger from a fine black coat of silk.

* S HP:Critical MV:Tiring >
You lean over and cut the bloody scalp from the corpse of Gorgo.

* S HP:Critical MV:Tiring >
You sheath a dagger into a fine black coat of silk.

* S HP:Critical MV:Tiring >
You wield a long pine javelin.

* S HP:Critical MV:Tiring >
You get two gold crowns from the corpse of Gorgo.
You get twenty gold crowns from the corpse of Gorgo.
You get ten copper pennys from the corpse of Gorgo.
You get a flask stained with human blood from the corpse of Gorgo.
You get an opal choker of fiery blue and pink beauty from the corpse of Gorgo.
You get a skin of human flesh from the corpse of Gorgo.
You get a thin vial of yellow fluid from the corpse of Gorgo.
You get a pair of thick metal boots from the corpse of Gorgo.
You get a pair of ebony-steel plate greaves from the corpse of Gorgo.
You get a silver-banded war mallet from the corpse of Gorgo.
You get a ridged steel bracer from the corpse of Gorgo.
You get a pair of heavy metal gauntlets from the corpse of Gorgo.
You get a pair of ebony-steel plate vambraces from the corpse of Gorgo.
You get a backpack from the corpse of Gorgo.
You get a dark, hooded cloak from the corpse of Gorgo.
You get a burnished metal breastplate from the corpse of Gorgo.
You get a full metal helmet and visor from the corpse of Gorgo.
You get an emerald ring from the corpse of Gorgo.
You get an emerald ring from the corpse of Gorgo.

* S HP:Critical MV:Tiring > Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* S HP:Critical MV:Tiring >
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
The corpse of a young Morat'torm is lying here.
A young warrior stands here, proudly wearing the Deathwatch colors.

* S HP:Critical MV:Tiring >

A conscript has arrived from the south.

* S HP:Critical MV:Tiring >
s

*Zintar* has arrived from the south.

* S HP:Critical MV:Tiring >
Gravelled Lane by Hedgerow
Here the lane passes by a hedgerow on the north side of the road. Such hedges
typically surround large isolated farmyards, which use these hedges to keep
out animals and unwelcome visitors. This hedge appears wild and unkept, how-
ever, so maybe the place has been abandoned. In the center of the hedge is a
rusty but sturdy gate. Across the road on the south side are fallow fields
long disused. Westward the land becomes even more empty, but not far to the
east can be clearly seen the outline of a village.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door north: gate
A large stone well is here.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.

* S HP:Critical MV:Tiring >
e
Tic in 7 seconds!
A Deathwatch Ogier stops using a mirrored lantern.
Lane Near the Village
Just east of here the lane enters a small village. On the north side of the
road, amber stalks of wheat bend in waves in the breeze. A potato patch
lies to the south.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar

* S HP:Critical MV:Tiring >
n
Wheat Fields
This is one of the many wheat fields that surround the village. The tall amber
stalks toss gently in the breeze as you gaze about. Northward the fields of
wheat continue, while south lies the lane. Eastward travel is blocked by some
of the village houses, but westward you see a small side gate leading through
a wild, unkept hedge.
[ obvious exits: S W ]
Zone: Tarendrelle at the Eldar
Door west: sidegate
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.

* S HP:Critical MV:Tiring >
i
You are carrying:
[2] an emerald ring
a full metal helmet and visor
a burnished metal breastplate
a dark, hooded cloak
a backpack
a pair of ebony-steel plate vambraces
a pair of heavy metal gauntlets
a ridged steel bracer
a silver-banded war mallet
a pair of ebony-steel plate greaves
a pair of thick metal boots
a thin vial of yellow fluid
a skin of human flesh
an opal choker of fiery blue and pink beauty
a flask stained with human blood
ten copper pennys
a large number of gold crowns (22)
the war scalp of Gorgo the Trolloc slain in Andor

* S HP:Critical MV:Tiring >
2
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Tiring >
hide abseq

A Seanchan officer stops using a mirrored lantern.

* S HP:Critical MV:Tiring >
hide abseq
You hide a full metal helmet and visor.

hide abseq
* S HP:Critical MV:Tiring >
You hide a burnished metal breastplate.

hide abseq
* S HP:Critical MV:Tiring >
hide abseq
You hide a pair of ebony-steel plate vambraces.

hide abseq
* S HP:Critical MV:Tiring >
You hide a pair of heavy metal gauntlets.

hide abseq
* S HP:Critical MV:Tiring >
You hide a pair of ebony-steel plate greaves.

* S HP:Critical MV:Tiring >
You hide a pair of thick metal boots.

* S HP:Critical MV:Tiring >
You don't seem to have an abseq.

* S HP:Critical MV:Tiring >
hdie mallet
Arglebargle, glop-glyf!?!

w
* S HP:Critical MV:Tiring >
2
3
backstab h.dark
Unkept Yard
You have entered the yard of an abandoned farm complex. Tall weeds and brush
have replaced the path and garden, and the trees and hedge are wild and unkept.
West you see an old dilapidated barn, while north is the farmhouse itself, the
paint peeling off but otherwise looking fairly sound. South the main gate
leads out on to the lane, while east is a small side gate.
[ obvious exits: N E S W ]
Zone: Tarendrelle at the Eldar
Door east: sidegate
Door south: gate
The corpse of a young Morat'torm is lying here.
A conscripted soldier now fights for the Seanchan.
A young warrior stands here, proudly wearing the Deathwatch colors.

* S HP:Critical MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Tiring >
Backstab who?

* S HP:Critical MV:Tiring >
hide mallet
n
2
You hide a silver-banded war mallet.

* S HP:Critical MV:Tiring >
3
backstab h.dark
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* S HP:Critical MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Tiring >
Backstab who?

* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
n
2
Old Farmhouse Kitchen
You have entered what must be the kitchen. A large stone oven is built into
one wall, while along another wall is a long counter for preparing meals.
Over the counter are hooks and pegs for hanging utensils, but all such items
are missing. In one corner is a sturdy iron washbasin, and in another is a
broken cabinet. A glint catches your eye, and you notice a hatch with a shiny
lock in the floor near the washbasin.
[ obvious exits: S D ]
Zone: Tarendrelle at the Eldar
Door down: hatch
The corpse of Gorgo is lying here.
A fragrant aroma rises from a small bag of tremalking black.
*Reck* is standing here.
*Zintar* is standing here.

3
backstab h.dark
* S HP:Critical MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Tiring >
You silently approach your victim...
-=
*Reck* barely stabs your body.
You wish that your wounds would stop BLEEDING so much!

+
Ouch! It appears someone saw your sneak attack.

* S HP:Critical MV:Tiring - Reck: Beaten >
f
u
You try to pierce *Reck*, but he parries successfully.
*Reck* stabs your left leg.
You wish that your wounds would stop BLEEDING so much!

*Reck* stabs your body.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
*Zintar* barely slashes your body.
You wish that your wounds would stop BLEEDING so much!


s
You flee head over heels.
Old Abandoned Farmhouse
You stand inside an old abandoned farmhouse. Most of the furnishings are gone,
those that remain are thickly covered in cobwebs and dust. The structure of
the house itself still seems sound, however. A large staircase leads up to the
second floor landing. The front door is to the south, and northward is a door
leading into another room.
[ obvious exits: N S U ]
Zone: Tarendrelle at the Eldar
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* S HP:Critical MV:Winded >
sc
You have 16(411) hit and 73(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Winded >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
Tic in 7 seconds!
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
c
k dark
They aren't here.

c
k dark
* S HP:Critical MV:Winded >
They aren't here.

* S HP:Critical MV:Winded >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Winded >
They aren't here.

* S HP:Critical MV:Winded >
scan n
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Winded >
scan n
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Winded >
scan n
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Winded >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Winded >
scan n
A conscripted soldier now fights for the Seanchan.

sc
* S HP:Critical MV:Winded >
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 34.425 seconds.
You have 30(411) hit and 89(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
whe
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* S HP:Critical MV:Tiring >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
n
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
A conscripted soldier now fights for the Seanchan.

scan d
* S HP:Critical MV:Tiring >
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.

* S HP:Critical MV:Tiring >
s
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* S HP:Critical MV:Tiring >
whe
i
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* S HP:Critical MV:Tiring >
You are carrying:
[2] an emerald ring
a dark, hooded cloak
a backpack
a ridged steel bracer
a thin vial of yellow fluid
a skin of human flesh
an opal choker of fiery blue and pink beauty
a flask stained with human blood
ten copper pennys
a large number of gold crowns (22)
the war scalp of Gorgo the Trolloc slain in Andor

* S HP:Critical MV:Tiring >
l in i.pack
backpack (carried) :
a sheet of paper
a piece of sandstone
a dagger

* S HP:Critical MV:Tiring >
hide pack
You hide a backpack.

* S HP:Critical MV:Tiring >
hide cloak
You hide a dark, hooded cloak.

* S HP:Critical MV:Tiring >
sc
You have 30(411) hit and 85(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >

whe
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* S HP:Critical MV:Tiring >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
sc
You have 30(411) hit and 85(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
whe
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* S HP:Critical MV:Tiring >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is standing here.
A conscripted soldier now fights for the Seanchan.

Tic in 7 seconds!
* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is standing here.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
scan n
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
sc
You have 44(411) hit and 85(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
tgts zintar
Second target is set as: zintar.
remove javelin
get binnol pack
wield binnol
put javelin pack
You stop using a long pine javelin.

* S HP:Critical MV:Tiring >
You get a two-handed binnol from a belt pack.

* S HP:Critical MV:Tiring >
You wield a two-handed binnol with both hands.

* S HP:Critical MV:Tiring >
You put a long pine javelin in a belt pack.

* S HP:Critical MV:Tiring >
pkmode
No pk method set
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
Tic in 7 seconds!
scan n
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is sitting here.

* S HP:Critical MV:Tiring >
alias 13 bash zintar
Ok.

scan n
* S HP:Critical MV:Tiring >
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is here, fighting Zintar.

* S HP:Critical MV:Tiring >
n
13
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
*Reck* is here, fighting a conscript.
*Zintar* is here, fighting a conscript.
A conscript is lying here, incapacitated.

* S HP:Critical MV:Tiring >
*Reck* stabs a conscript's body hard.
A conscript is dead! R.I.P.
Your blood freezes as you hear a conscript's death cry.
[bash zintar]
-
s=+
Cancelled.
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
You notice a dark, hooded cloak is hidden here.
You notice a backpack is hidden here.
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* S HP:Critical MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
They aren't here.

c
k dark
* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

c
k dark
* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
c
k dark
c
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
res
You sit down and rest your tired bones.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
Tic in 7 seconds!
scan n
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
not
You start paying increased attention to your surroundings.

* S HP:Beaten MV:Tiring >
scann
Arglebargle, glop-glyf!?!

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Tiring >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Strong >
scan n
You sense a hidden life form in the area...
*Zintar* is standing here.

* S HP:Beaten MV:Strong >
scan n
*Reck* is standing here.
*Zintar* is standing here.

* S HP:Beaten MV:Strong >
Tic in 7 seconds!
yel commone then chuckles
Ok.

* S HP:Beaten MV:Strong >
scan n
*Reck* is standing here.
*Zintar* is standing here.

* S HP:Beaten MV:Strong >
scan n
*Reck* is standing here.
*Zintar* is standing here.

* S HP:Beaten MV:Strong >
sta
You stop resting, and stand up.

* S HP:Beaten MV:Strong >
n
d
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
The corpse of a conscript is lying here.
*Reck* is standing here.
*Zintar* is standing here.
*Zintar* slashes your right leg hard.
You wish that your wounds would stop BLEEDING so much!

*Reck* barely stabs your body.
You wish that your wounds would stop BLEEDING so much!


s
* S HP:Beaten MV:Tiring - Zintar: Battered >
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Zintar: Battered >
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Zintar: Battered >
f
You panic and attempt to flee!


You flee head over heels.
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
You notice a dark, hooded cloak is hidden here.
You notice a backpack is hidden here.
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* S HP:Beaten MV:Tiring >
k dark
k dark
They aren't here.

* S HP:Beaten MV:Tiring >
They aren't here.

* S HP:Beaten MV:Tiring >
where

*Reck* stabs your body.
You wish that your wounds would stop BLEEDING so much!


* S HP:Beaten MV:Tiring - Reck: Battered >
Players in your Zone
--------------------
Terminus - Large Bedroom in Old Farmhouse

* S HP:Beaten MV:Tiring - Reck: Battered >

*Reck* panics, and attempts to flee!

* S HP:Beaten MV:Tiring - Reck: Battered >
f
s
You try to crush *Reck*, but he parries successfully.
A damane joins your fight!
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
*Reck* stabs your body.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* S HP:Critical MV:Tiring - Reck: Battered >
No way! You're fighting for your life!

* S HP:Critical MV:Tiring - Reck: Battered >

*Reck* panics, and attempts to flee!

* S HP:Critical MV:Tiring - Reck: Battered >

Reck assumes a defensive striking posture.

f
* S HP:Critical MV:Tiring - Reck: Battered >
s
PANIC! You couldn't escape!
*Reck* throws back his head and cackles with insane glee!

* S HP:Critical MV:Tiring - Reck: Battered >
No way! You're fighting for your life!

* S HP:Critical MV:Tiring - Reck: Battered >

A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A damane unleashes a flurry of icy spikes at Reck, who is stabbed repeatedly.
*Reck* panics, and attempts to flee!

f
* S HP:Critical MV:Tiring - Reck: Critical >
s
You panic and attempt to flee!


The sul'dam tries to lance Reck, but he deflects the blow.
A damane hits Reck's body hard.
*Reck* stabs your left leg.
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
The corpse of a conscript is lying here.
*Zintar* is standing here.
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
You notice a dark, hooded cloak is hidden here.
You notice a backpack is hidden here.
*Reck* is here, fighting a damane.
A damane is here, fighting Reck.
The sul'dam is here, fighting Reck.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* S HP:Critical MV:Tiring >
cb
k dark
k dark
[change mood brave]
Mood changed to: Brave

* S HP:Critical MV:Tiring >
You try to crush *Reck*, but he deflects the blow.

* S HP:Critical MV:Tiring - a damane: Healthy - Reck: Critical >
k dark
k dark
k dark
You do the best you can!
*Reck* panics, and attempts to flee!

k dark
* S HP:Critical MV:Tiring - a damane: Healthy - Reck: Critical >
You do the best you can!

k dark
* S HP:Critical MV:Tiring - a damane: Healthy - Reck: Critical >
You do the best you can!

k dark
* S HP:Critical MV:Tiring - a damane: Healthy - Reck: Critical >
You do the best you can!

k dark
* S HP:Critical MV:Tiring - a damane: Healthy - Reck: Critical >
k dark
You do the best you can!

* S HP:Critical MV:Tiring - a damane: Healthy - Reck: Critical >
k dark
You do the best you can!
*Reck* leaves north. ^^

* S HP:Critical MV:Tiring >
k dark
They aren't here.

* S HP:Critical MV:Tiring >
k dark
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
They aren't here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
sc
You have 47(411) hit and 106(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* S HP:Critical MV:Tiring >
remove binnol
get javelin pack
wield javelin
put binnol pack
You stop using a two-handed binnol.

* S HP:Critical MV:Tiring >
You get a long pine javelin from a belt pack.

* S HP:Critical MV:Tiring >
You wield a long pine javelin.

* S HP:Critical MV:Tiring >
You put a two-handed binnol in a belt pack.

Tic in 7 seconds!
* S HP:Critical MV:Tiring >
pkmode
Set at pk method: Charge
sneak
n
Ok, you stop sneaking.

* HP:Critical MV:Tiring >
On a Dark Landing
Here you stand on the second floor landing of this building. The landing is
empty and thick with dust. At the far end of the landing a broken window
looks out over the surrounding countryside, while north and south are doors.
A large staircase leads back down to the main floor.
[ obvious exits: N S D ]
Zone: Tarendrelle at the Eldar
The corpse of a conscript is lying here.
*Reck* is standing here.
*Zintar* is standing here.
*Zintar* slashes your body.
You wish that your wounds would stop BLEEDING so much!

*Reck* stabs your body.
You wish that your wounds would stop BLEEDING so much!


2
* HP:Critical MV:Tiring - Zintar: Battered >
[hide ]
No way! You're fighting for your life!

* HP:Critical MV:Tiring - Zintar: Battered >
f
You panic and attempt to flee!


You flee head over heels.
Large Bedroom in Old Farmhouse
This appears to have been the master bedroom. The cobwebs that enshroud this
room are particularly large and thick, giving a ghostly appearance to the
torn and broken bed in one corner and nightstand beside it. A large wardrobe
lines the opposite walls, its doors missing. The exit back into the hall lies
north, while a small window, its panes cracked, looks out over the farmyard.
[ obvious exits: N ]
Zone: Tarendrelle at the Eldar
You notice a dark, hooded cloak is hidden here.
A damane is here, eyes downcast.
The sul'dam leads her damane, tugging the silvery leash with contempt.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A member of the Imperial Deathwatch Guard glares at you with hatred.
A Deathwatch Ogier curls his lip in contempt.
A Deathwatch Ogier curls his lip in contempt.
Lunal Galgan, Captain-General of the Corenne stands here.

* HP:Critical MV:Tiring >
c
k dark
They aren't here.

* HP:Critical MV:Tiring >
sc
You have 43(411) hit and 102(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Critical MV:Tiring >
pkmode
Set at pk method: Backstabbing
scan n
*Zintar* is standing here.

* HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.

* HP:Critical MV:Tiring >

*Zintar* has arrived from the north.

* HP:Critical MV:Tiring >
scan n

*Zintar* slashes your left arm.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Zintar: Battered >
c
k dark

* HP:Critical MV:Tiring - Zintar: Battered >
You do the best you can!

* HP:Critical MV:Tiring - Zintar: Battered >

*Zintar* panics, and attempts to flee!

* HP:Critical MV:Tiring - Zintar: Battered >

You try to pierce *Zintar*, but he deflects the blow.
A damane joins your fight!
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
*Zintar* slashes your left hand.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Zintar: Battered >

*Zintar* panics, and attempts to flee!

remove javelin
get binnol pack
wield binnol
put javelin pack
* HP:Critical MV:Tiring - Zintar: Battered >
You stop using a long pine javelin.

* HP:Critical MV:Tiring - Zintar: Battered >
b
bash
You get a two-handed binnol from a belt pack.

* HP:Critical MV:Tiring - Zintar: Battered >
You wield a two-handed binnol with both hands.

* HP:Critical MV:Tiring - Zintar: Battered >
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
You put a long pine javelin in a belt pack.

* HP:Critical MV:Tiring - Zintar: Battered >
*Zintar* panics, and attempts to flee!
-=
A Seanchan Imperial guard slashes Zintar's body.
A Seanchan Imperial guard slashes Zintar's right arm hard.
A Seanchan Imperial guard slashes Zintar's body.
The sul'dam barely lances Zintar's right leg.
A damane barely hits Zintar's body.
*Zintar* slashes your left leg hard.
You wish that your wounds would stop BLEEDING so much!

+*
*Zintar* panics, and attempts to flee!
*+=-
*Zintar* leaves north. ^^
-=
They're not here anymore!

* HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.
*Reck* is standing here.

sc
* HP:Critical MV:Tiring >
You have 13(411) hit and 102(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Critical MV:Tiring >
sc
You have 13(411) hit and 102(150) movement points.
You have scored 108500001 experience points and 290 quest points.
You need 1727319362 exp to level and 110 qp to rank.
You have amassed 21 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Terminus the Lieutenant [Ever Victorious Army 5] (Level 51).
You are standing.

* HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.
*Reck* is standing here.

* HP:Critical MV:Tiring >
scan n
*Zintar* is standing here.
*Reck* is standing here.

* HP:Critical MV:Tiring >
cw
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 31.688 seconds.
You are hungry. Starting tic timer.
[change mood wimpy]
Mood changed to: Wimpy

* HP:Critical MV:Strong >

*Zintar* has arrived from the north.

* HP:Critical MV:Strong >

*Zintar* barely slashes your left leg.
You wish that your wounds would stop BLEEDING so much!


i
* HP:Critical MV:Strong - Zintar: Battered >
You are carrying:
[2] an emerald ring
a ridged steel bracer
a thin vial of yellow fluid
a skin of human flesh
an opal choker of fiery blue and pink beauty
a flask stained with human blood
ten copper pennys
a large number of gold crowns (22)
the war scalp of Gorgo the Trolloc slain in Andor

* HP:Critical MV:Strong - Zintar: Battered >
f
d
s
PANIC! You couldn't escape!
*Zintar* panics, and attempts to flee!

* HP:Critical MV:Strong - Zintar: Battered >
No way! You're fighting for your life!

* HP:Critical MV:Strong - Zintar: Battered >
You try to crush *Zintar*, but he deflects the blow.
A damane joins your fight!
The sul'dam joins a damane's fight!
A damane doubles over in pain as the sul'dam sends her will through the silver leash.
A damane releases streaks of Fire at Zintar, who screams in pain.
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
A Seanchan Imperial guard joins the sul'dam's fight!
*Zintar* slashes your body.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

* HP:Critical MV:Strong - Zintar: Beaten >
f
d
PANIC! You couldn't escape!
*Reck* stabs your head.
You wish that your wounds would stop BLEEDING so much!


s
* HP:Critical MV:Strong - Zintar: Beaten >
No way! You're fighting for your life!

* HP:Critical MV:Strong - Zintar: Beaten >
No way! You're fighting for your life!
*Zintar* panics, and attempts to flee!

* HP:Critical MV:Strong - Zintar: Beaten >
f
d
s
*someone* stabs your body.
You're stunned, but will probably regain consciousness...
All you can do right now is think about the stars!

HP:Critical MV:Strong >
All you can do right now is think about the stars!

HP:Critical MV:Strong >
All you can do right now is think about the stars!

* HP:Critical MV:Strong - Reck: Beaten >

You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Ouch! You lose a level.
Circle of Ravens
Somewhere in the heavens, the Circle of Ravens is the rebirthing point of
the honored dead. From here those points held by the Imperial Armies may be
reached. A fountain remains placid and still allowing for peace and rest.


New characters should LOOK NAMES, TELL GUARDIAN KIT and LOOK NOTICE. To
find exit locations you should LOOK EXITS.

It is strongly recommended that new players look at our website at
wotmud.info, before starting out, for the rules, maps, advice, and more.
[ obvious exits: E W U D ]
Zone: Circles of Light/Darkness/Ravens
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.


-Really fun!

Reck
Posts: 32
Joined: Sat Apr 25, 2015 10:33 am

Re: Welcome to New Tarendrelle, enjoy your stay! (Long)

Post by Reck » Sat Oct 30, 2021 8:57 am

Assumed I was dead at the end there failing those flee's :P

Post Reply