Sometimes its good to be wanted

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
ryver
Posts: 15
Joined: Mon Feb 08, 2021 12:46 pm

Re: Sometimes its good to be wanted

Post by ryver » Thu Aug 04, 2022 1:08 pm

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Battered >

*Kraven* has arrived from the north.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Battered >

*Kraven* tries to blast you, but you dodge the attack. <---Excellent. Begin operation 'incentivize the troll to eat weaves'.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Battered >

*Kraven* tries to blast you, but you deflect the blow.
You strike the blighted tree's trunk.
You swiftly dodge the blighted tree's attempt to hit you.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Battered >

(tic_timer): Tic in 7 seconds!
l kraven

You strike the blighted tree's roots.
The blighted tree tries to hit you, but you dodge the attack.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Battered >
A lupine grin splits the face of this rugged trolloc. He wears the skins
and pelts of many animals, some unrecognizable. The musk of the wild hangs
about him.

Kraven is in excellent condition.
Kraven is healthy.

*Kraven* is using:
<worn on head> a full metal helmet and visor
<worn around neck> a silver medallion
<worn around neck> a polished silver pin
<worn about body> a crimson cloak of fine Two Rivers wool
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a gator skin bracer
<wielded two-handed> a dark, grim axe
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Battered >

You dodge a bash from *Kraven* who loses his balance and falls!

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Battered >

You strike the blighted tree's trunk.
You swiftly dodge the blighted tree's attempt to hit you.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >

*Kraven* clambers to his feet.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >
nod
You nod in agreement.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >
whe
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >
sc
You barely strike the blighted tree's crown.
The blighted tree tries to hit you, but you parry successfully.
You feel parched from the hot weather.
(tic_timer): Tic length updated to: 60.643 seconds.
HP:Healthy SP:Full MP:Fresh
You have scored 95896736 experience points and 0 quest points.
You need 2603264 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are fighting the blighted tree.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >

*Kraven* tries to blast you, but you parry successfully.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >
eq
You are using:
<used as light> a mirrored lantern
<worn on finger> a gold ring
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a luminous pearl choker necklace
<worn around neck> a luminous pearl choker necklace
<worn on body> a bearskin tunic
<worn about body> a bright red robe
<slung on back> an embroidered, cotton shoulder bag
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a yew staff
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >

You strike the blighted tree's roots.
The blighted tree tries to hit you, but you dodge the attack.

* R HP:Healthy SP:Bursting MV:Fresh - the blighted tree: Beaten >

*Kraven* sends you sprawling with a powerful bash!

* R HP:Scratched SP:Bursting MV:Fresh - the blighted tree: Beaten >

*Kraven* tries to blast you, but you deflect the blow.
The blighted tree tries to hit you, but you parry successfully.

* R HP:Scratched SP:Bursting MV:Fresh - the blighted tree: Beaten >

*Kraven* blasts your body into bloody fragments!
The blighted tree barely hits your left foot.

* R HP:Hurt SP:Bursting MV:Fresh - the blighted tree: Beaten >

A shrill piercing scream reverberates through the area.

* R HP:Hurt SP:Bursting MV:Fresh - the blighted tree: Beaten >
whe
f
You strike the blighted tree's roots.
You swiftly dodge the blighted tree's attempt to hit you.
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Hurt SP:Bursting MV:Fresh - the blighted tree: Beaten >
You panic and attempt to flee!


You flee head over heels.
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Hurt SP:Bursting MV:Full >
s
w
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: The Blight
The corpse of the blighted tree is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Kraven* is standing here.
A flock of ravens is circling in the air, searching for prey.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Hurt SP:Bursting MV:Full >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* R HP:Hurt SP:Bursting MV:Full >

The flock of ravens eye you briefly, then flap their wings.

weat
* R HP:Hurt SP:Bursting MV:Full >
The temperature is about 40 degrees.
The sky is cloudy, and a calm wind comes from the north.

* R HP:Hurt SP:Bursting MV:Full >

*Kraven* has arrived from the east.

* R HP:Hurt SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Hurt SP:Bursting MV:Full >
k dark

*Kraven* has arrived from the west.

k dark
* R HP:Hurt SP:Bursting MV:Full >
You barely tickle *Kraven*'s body with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The writhing grass tickles Kraven's body with its hit.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The writhing grass barely tickles Kraven's left leg with its hit.
You tickle *Kraven*'s body with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

*Kraven* sends you sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The writhing grass tickles Kraven's body with its hit.
*Kraven* tries to blast you, but you deflect the blow.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The writhing grass barely tickles Kraven's body with its hit.
*Kraven* tries to blast you, but you parry successfully.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
where
Players in your Zone
--------------------
Ryver - In a Dying Orchard

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The writhing grass tickles Kraven's right arm with its hit.
You barely tickle *Kraven*'s body with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
where
Players in your Zone
--------------------
Ryver - In a Dying Orchard
You dodge a bash from *Kraven* who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The writhing grass barely tickles Kraven's right arm with its hit.
You barely tickle *Kraven*'s body with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
stat
You are a 87 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 3.4 lbs and wearing 16.8 lbs, peanuts. MUD BMI: 0.359.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 119, Dodging bonus: 130, Parrying bonus: 162. Total Defence: 292
Your mood is: Wimpy. You will flee below: 140 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- ARMOR

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
where

*Kraven* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
Players in your Zone
--------------------
Ryver - In a Dying Orchard

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The writhing grass tickles Kraven's body with its hit.
*Kraven* tries to blast you, but you deflect the blow.
You barely tickle *Kraven*'s body with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

*Kraven* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

*Kraven* leaves east.

* R HP:Hurt SP:Bursting MV:Full >

A flock of ravens swarms in from high above to continue its circling and scouting.

e
* R HP:Hurt SP:Bursting MV:Full >
k dark
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: The Blight
The corpse of the blighted tree is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Kraven* is standing here.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Hurt SP:Bursting MV:Full >
You tickle *Kraven*'s body with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

*Kraven* tries to blast you, but you parry successfully.
You swiftly dodge the blighted tree's attempt to hit you.
You barely tickle *Kraven*'s right hand with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
where
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The blighted tree tries to hit you, but you dodge the attack.
You barely tickle *Kraven*'s left arm with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

You dodge a bash from *Kraven* who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

You swiftly dodge the blighted tree's attempt to hit you.
You barely tickle *Kraven*'s head with your strike.

where
* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
stat
You are a 87 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 3.4 lbs and wearing 16.8 lbs, peanuts. MUD BMI: 0.359.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 119, Dodging bonus: 130, Parrying bonus: 162. Total Defence: 292
Your mood is: Wimpy. You will flee below: 140 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- ARMOR

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The blighted tree tries to hit you, but you deflect the blow.
You try to strike *Kraven*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
where
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

You dodge a bash from *Kraven* who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

A shrill piercing scream reverberates through the area.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The blighted tree tries to hit you, but you dodge the attack.
You tickle *Kraven*'s right leg with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
where
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

(tic_timer): Tic in 7 seconds!

The blighted tree tries to hit you, but you dodge the attack.
*Kraven* tries to blast you, but you parry successfully.
You try to strike *Kraven*, but he deflects the blow.

sc
* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
HP:Hurt SP:Full MP:Full
You have scored 95897546 experience points and 0 quest points.
You need 2602454 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are fighting Kraven.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

You swiftly dodge the blighted tree's attempt to hit you.
You tickle *Kraven*'s right arm with your strike.

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

You dodge a bash from *Kraven* who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >
where
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Hurt SP:Bursting MV:Full - Kraven: Scratched >

The blighted tree tries to hit you, but you dodge the attack.
You tickle *Kraven*'s right arm with your strike.
You feel parched from the hot weather.
(tic_timer): Tic length updated to: 60.606 seconds.

* R HP:Scratched SP:Bursting MV:Fresh - Kraven: Scratched >
where
Players in your Zone
--------------------
Ryver - The Blight

* R HP:Scratched SP:Bursting MV:Fresh - Kraven: Scratched >
sc
HP:Scratched SP:Full MP:Fresh
You have scored 95897726 experience points and 0 quest points.
You need 2602274 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are fighting Kraven.

* R HP:Scratched SP:Bursting MV:Fresh - Kraven: Scratched >

The blighted tree tries to hit you, but you dodge the attack.
You tickle *Kraven*'s left arm with your strike.

* R HP:Scratched SP:Bursting MV:Fresh - Kraven: Scratched >

*Kraven* sends you sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Fresh - Kraven: Scratched >

The blighted tree tries to hit you, but you parry successfully.
*Kraven* blasts your left hand into bloody fragments!

* R HP:Wounded SP:Bursting MV:Fresh - Kraven: Scratched >

*Kraven* looks at you.

* R HP:Wounded SP:Bursting MV:Fresh - Kraven: Scratched >

The blighted tree tries to hit you, but you deflect the blow.
*Kraven* blasts your body into bloody fragments!

* R HP:Wounded SP:Bursting MV:Fresh - Kraven: Scratched >

The blighted tree tries to hit you, but you dodge the attack.
You tickle *Kraven*'s left arm with your strike.

* R HP:Wounded SP:Bursting MV:Fresh - Kraven: Scratched >

*Kraven* sends you sprawling with a powerful bash!

* R HP:Wounded SP:Bursting MV:Fresh - Kraven: Scratched >

The blighted tree hits your right arm hard.
*Kraven* blasts your left hand extremely hard.

* R HP:Wounded SP:Bursting MV:Fresh - Kraven: Scratched >


The blighted tree hits your right arm.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
*Kraven* blasts your left arm into bloody fragments!
You flee head over heels.
The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Bursting MV:Full >
w
w
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: The Blight
The corpse of the blighted tree is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Kraven* is standing here.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten SP:Bursting MV:Full >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A flock of ravens is circling in the air, searching for prey.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* R HP:Beaten SP:Bursting MV:Full >
w
w
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
Zone: Decayed Forest
A juicy looking apple has fallen to the ground. [5]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.
A snake is crawling through the water here.

* R HP:Beaten SP:Bursting MV:Full >
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A brazen young hare thumps his powerful hind legs nearby.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* R HP:Beaten SP:Bursting MV:Full >
w
s
The flock of ravens eye you briefly, then flap their wings.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A baby lizard scampers about.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten SP:Bursting MV:Full >
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
Zone: Decayed Forest
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.

* R HP:Beaten SP:Bursting MV:Full >
where
Players in your Zone
--------------------
Ryver - By the Deserted Well

* R HP:Beaten SP:Bursting MV:Full >
k dark
k dark
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
k dark
k dark
They aren't here.

notice
* R HP:Beaten SP:Bursting MV:Full >
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
You start paying increased attention to your surroundings.

* R HP:Beaten SP:Bursting MV:Full >
k dark
l
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
Zone: Decayed Forest
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.

* R HP:Beaten SP:Bursting MV:Full >
where
k dark
Players in your Zone
--------------------
Ryver - By the Deserted Well

k dark
* R HP:Beaten SP:Bursting MV:Full >
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
sc
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
k dark
You have 81(280) hit and 143(146) movement points.
You have scored 95896557 experience points and 0 quest points.
You need 2603443 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

k dark
* R HP:Beaten SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
They aren't here.

* R HP:Beaten SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
emb
You feel the flows of saidar coursing through your body.

* R HP:Battered SP:Bursting MV:Full >
k dark
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
k dark
where
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
Players in your Zone
--------------------
Ryver - By the Deserted Well

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
sc
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
You have 91(280) hit, 156(156) saidar and 143(146) movement points.
You have scored 95896557 experience points and 0 quest points.
You need 2603443 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

k dark
* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

k dark
* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
cw 90
change wimpy 90
You will now flee if you go below 90 hit points.

* R HP:Battered SP:Bursting MV:Full >
k dark
k dark
where
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
Players in your Zone
--------------------
Ryver - By the Deserted Well

k dark
* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

l
* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
Zone: Decayed Forest
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.

k dark
* R HP:Battered SP:Bursting MV:Full >
k dark

A flock of ravens swarms in from high above to continue its circling and scouting.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k dark
They aren't here.

k dark
* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
They aren't here.

* R HP:Battered SP:Bursting MV:Full >
k flock
You strike a flock of ravens's left leg.

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Hurt >
where
Players in your Zone
--------------------
Ryver - By the Deserted Well

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Hurt >
sc
HP:Battered SP:Full MP:Full
You have scored 95896600 experience points and 0 quest points.
You need 2603400 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are fighting a flock of ravens.

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Hurt >

You swiftly dodge a flock of ravens's attempt to hit you.
A sickly, blighted deer leaves south.
You strike a flock of ravens's left leg hard.

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Hurt >

(tic_timer): Tic in 7 seconds!
rel
Ok.

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Hurt >

A flock of ravens tries to hit you, but you dodge the attack.
You strike a flock of ravens's body.

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Wounded >

You swiftly dodge a flock of ravens's attempt to hit you.
You barely strike a flock of ravens's right arm.

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Wounded >

*Kraven* has arrived from the north.

* R HP:Battered SP:Bursting MV:Full - a flock of ravens: Wounded >

The ancient tree barely hits Kraven's left arm.
The ancient tree joins the ancient tree's fight!
The ancient tree tickles Kraven's left arm with its hit.
A spotted horse panics, and attempts to flee!
A spotted horse leaves south.
A spotted horse panics, and attempts to flee!
A spotted horse leaves north.
*Kraven* blasts the ancient tree's roots into bloody fragments!
The ancient tree hits Kraven's left arm.
You swiftly dodge a flock of ravens's attempt to hit you.
You strike a flock of ravens's left leg.

* R HP:Battered SP:Bursting MV:Fresh - a flock of ravens: Wounded >

The ancient tree barely hits Kraven's right arm.
*Kraven* blasts the ancient tree's trunk into bloody fragments!
The ancient tree barely hits Kraven's head.
You swiftly dodge a flock of ravens's attempt to hit you.
You strike a flock of ravens's right arm.

* R HP:Battered SP:Bursting MV:Fresh - a flock of ravens: Wounded >

*Kraven* panics, and attempts to flee!

* R HP:Battered SP:Bursting MV:Fresh - a flock of ravens: Wounded >

*Kraven* panics, and attempts to flee!
*Shzrei* has arrived from the north. <---------Ah bash may make things go sideways now!

* R HP:Battered SP:Bursting MV:Fresh - a flock of ravens: Wounded >

The ancient tree barely tickles Kraven's right leg with its hit.
*Kraven* blasts the ancient tree's trunk into bloody fragments!
The ancient tree tickles Kraven's body with its hit.
A flock of ravens tries to hit you, but you dodge the attack.
You strike a flock of ravens's left foot.

* R HP:Battered SP:Bursting MV:Fresh - a flock of ravens: Battered >
emb
f

*Kraven* panics, and attempts to flee!

e
* R HP:Battered SP:Bursting MV:Fresh - a flock of ravens: Battered >
You feel the flows of saidar coursing through your body.

* R HP:Battered SP:Bursting MV:Fresh - a flock of ravens: Battered >
You panic and attempt to flee!

e
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted horse wanders skittishly around here.
A baby lizard scampers about.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A brazen young hare thumps his powerful hind legs nearby.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* R HP:Battered SP:Bursting MV:Full >
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
Zone: Decayed Forest
A juicy looking apple has fallen to the ground. [5]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.

* R HP:Battered SP:Bursting MV:Full >
s
s
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
Several blackberries grow on a nearby vine. [3]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A lynx creeps low to the ground, hunting for food.

* R HP:Battered SP:Bursting MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A snake is crawling through the water here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Battered SP:Bursting MV:Full >

A rat starts following you.
A watersnake leaves west.

* R HP:Battered SP:Bursting MV:Full >
nar 2 orch <----- Maybe backup will come a runnin
Ok.

* R HP:Battered SP:Bursting MV:Full >
k rat
A rat stops following you.
You barely strike a rat's right foreleg.

* R HP:Battered SP:Bursting MV:Full - a rat: Wounded >

You swiftly dodge a rat's attempt to hit you.
You strike a rat's body.

* R HP:Battered SP:Bursting MV:Full - a rat: Beaten >

You swiftly dodge a rat's attempt to hit you.
You barely strike a rat's right foreleg.
A rat is stunned, but will probably regain consciousness...

* R HP:Battered SP:Bursting MV:Full - a rat: Critical >
sc

You strike a rat's body into bloody fragments!
A rat is dead! R.I.P.
Seen enough of the viscera yet?
Your blood freezes as you hear a rat's death cry.

* R HP:Battered SP:Bursting MV:Full > You have 101(280) hit, 156(156) saidar and 141(146) movement
points.
You have scored 95896937 experience points and 0 quest points.
You need 2603063 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* R HP:Battered SP:Bursting MV:Full >
c
k dark
c
k dark
They aren't here.
*Kraven* has arrived from the west.

* R HP:Battered SP:Bursting MV:Full >
Ragan slices Kraven's right arm hard.
A watersnake has arrived from the west.
You barely tickle *Kraven*'s body with your strike.

* R HP:Battered SP:Bursting MV:Full - Ragan: Healthy - Kraven: Hurt >

You tickle *Kraven*'s left foot with your strike.
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
Ragan slices Kraven's head.

* R HP:Battered SP:Bursting MV:Full - Ragan: Healthy - Kraven: Hurt >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


-
=
*Kraven* sends Ragan sprawling with a powerful bash!

+
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout tickles Kraven's body with his slash.
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout barely slashes Kraven's body.
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout slashes Kraven's right hand.
*Kraven* blasts Ragan's right arm very hard.

*
*
+
=
-

-
*Shzrei* has arrived from the west.

=
Ok.
Spikes of solid ice form in your hands, which you launch at *Kraven*.

* R HP:Battered SP:Full MV:Full - Ragan: Scratched - Kraven: Wounded >
f

A Shienaran forward scout tickles Kraven's body with his slash.
A Shienaran forward scout barely slashes Kraven's body.
A Shienaran forward scout slashes Kraven's left leg.
You tickle *Kraven*'s right leg with your strike.
*Kraven* blasts Ragan's body.

* R HP:Battered SP:Full MV:Full - Ragan: Scratched - Kraven: Wounded >
You panic and attempt to flee!


*Shzrei* tries to crush you, but you parry successfully.


You flee head over heels.
Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Full >
n

*Shzrei* has arrived from the north.

* R HP:Battered SP:Full MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A snake is crawling through the water here.
*Kraven* is here, fighting Ragan.
A Shienaran forward scout is here, fighting Kraven.
A Shienaran forward scout is here, fighting Kraven.
A Shienaran forward scout is here, fighting Kraven.
Ragan is here, fighting Kraven.

* R HP:Battered SP:Full MV:Full >
k dark

*Kraven* leaves north.

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

* R HP:Battered SP:Full MV:Full >

*Shzrei* has arrived from the south.

k dark
* R HP:Battered SP:Full MV:Full >

*Shzrei* tries to crush you, but you deflect the blow.

* R HP:Battered SP:Full MV:Full - Shzrei: Scratched >
You do the best you can!

* R HP:Battered SP:Full MV:Full - Shzrei: Scratched >

*Vannor* has arrived from the north, riding a shadow stallion. <---Eep.

* R HP:Battered SP:Full MV:Full - Shzrei: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Full >
n
w

*Vannor* has arrived from the north, riding a shadow stallion.

w
* R HP:Battered SP:Full MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Shzrei* is standing here.
A snake is crawling through the water here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Battered SP:Full MV:Full >
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
Zone: Decayed Forest
Door east: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* R HP:Battered SP:Full MV:Full >
w
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.

* R HP:Battered SP:Full MV:Full >
w
Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.



###############Off to dusty!


* R HP:Wounded SP:Bursting MV:Full >
notice
You start paying increased attention to your surroundings.

* R HP:Wounded SP:Bursting MV:Full >
where
Players in your Zone
--------------------
Ryver - Campsite

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

Lord Kajin stops using a lantern.

* R HP:Wounded SP:Bursting MV:Full >
sc
You have 142(280) hit and 136(146) movement points.
You have scored 95894540 experience points and 0 quest points.
You need 2605460 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

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

*Shzrei* has arrived from the south.

* R HP:Wounded SP:Bursting MV:Full >
k dark
You strike *Shzrei*'s left foot.

* R HP:Wounded SP:Bursting MV:Full - Shzrei: Scratched >

A sergeant bellows 'Argh! The foul beast Shzrei has been spotted!'
You barely strike *Shzrei*'s body.
A sergeant joins your fight!
A member of the Lancer cavalry joins a sergeant's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin joins a member of the Lancer cavalry's fight!
A soldier joins a sergeant's fight!

emb
* R HP:Wounded SP:Bursting MV:Full - Shzrei: Scratched >
f
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Bursting MV:Full - Shzrei: Scratched >
You panic and attempt to flee!


You flee head over heels.
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.

* R HP:Wounded SP:Bursting MV:Full >
w
channel 'ice spikes' h.dark
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
*Shzrei* is here, fighting a sergeant.
A warhorse is here, stamping his feet impatiently.
A sergeant is here, fighting Shzrei.
A member of the Lancer cavalry is here, fighting Shzrei.
A member of the Lancer cavalry is here, fighting Shzrei.
A member of the Lancer cavalry is here, fighting Shzrei.
A member of the Lancer cavalry is here, fighting Shzrei.
Lord Kajin is here, fighting Shzrei.
A soldier is here, fighting Shzrei.

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


*Shzrei* crushes a sergeant's body extremely hard.
*Shzrei* crushes a member of the Lancer cavalry's right leg into bloody fragments!
*Shzrei* tries to crush a member of the Lancer cavalry, but he deflects the blow.
*Shzrei* crushes a member of the Lancer cavalry's head into bloody fragments!
*Shzrei* tries to crush a member of the Lancer cavalry, but he deflects the blow.
*Shzrei* tries to crush Lord Kajin, but he deflects the blow.
*Shzrei* crushes a soldier's body into bloody fragments!
A soldier scythes Shzrei's body very hard.
Lord Kajin blasts Shzrei's body into bloody fragments!
A member of the Lancer cavalry slashes Shzrei's body very hard.
A member of the Lancer cavalry slashes Shzrei's left arm very hard.
A member of the Lancer cavalry slashes Shzrei's body extremely hard.
A member of the Lancer cavalry slashes Shzrei's right leg very hard.
A sergeant pounds Shzrei's body into bloody fragments!
*Shzrei* panics, and attempts to flee!

-
=
*Shzrei* leaves north.

+
*
*
A sergeant leaves north.
A soldier leaves north.

+
=
-

-
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Shzrei*.

* R HP:Wounded SP:Full MV:Full - Shzrei: Battered >
channel 'ice spikes' h.dark

*Shzrei* panics, and attempts to flee!

* R HP:Wounded SP:Full MV:Full - Shzrei: Battered >
You begin to weave the appropriate flows...


-
*Shzrei* leaves north.

=
+
*
*
+
=
Someone bellows 'Argh! The foul beast Kraven has been spotted!'

-

A sergeant has arrived from the north.
A soldier has arrived from the north.

-
=

Ok.
Spikes of solid ice form in your hands, which you launch at *Shzrei*. <----LOL
*Shzrei* panics, and attempts to flee!

* R HP:Wounded SP:Strong MV:Full - Shzrei: Beaten >
channel 'ice spikes' h.dark

You tickle *Shzrei*'s left leg with your strike.
A member of the Lancer cavalry joins a soldier's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin joins a member of the Lancer cavalry's fight!
*Shzrei* tries to crush you, but you parry successfully.
*Shzrei* crushes a soldier's left leg into bloody fragments!
*Shzrei* crushes a sergeant's head very hard.
*Shzrei* crushes a member of the Lancer cavalry's left arm extremely hard.
*Shzrei* crushes a member of the Lancer cavalry's body extremely hard.
*Shzrei* crushes a member of the Lancer cavalry's body into bloody fragments!
*Shzrei* tries to crush a member of the Lancer cavalry, but he parries successfully.
*Shzrei* crushes Lord Kajin's body very hard.
A soldier scythes Shzrei's head extremely hard.
A sergeant pounds Shzrei's right hand very hard.
*Shzrei* leaves north.

* R HP:Wounded SP:Strong MV:Full >
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Full >
n
k dark
A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A mushroom grows here. [2]
A mushroom grows here.
A gray palfrey prances skittishly nearby, being ridden by you.

w
* R HP:Wounded SP:Strong MV:Full >
k dark
A sergeant has arrived from the south.
A soldier has arrived from the south.
They aren't here.

* R HP:Wounded SP:Strong MV:Full >
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
Door down: pittrap
A gray palfrey prances skittishly nearby, being ridden by you.

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

* R HP:Wounded SP:Strong MV:Full >
s
s
A Path
The dark, twisted path is surrounded by a wall of gnarled, evil-looking trees
to both sides. As you cautiously walk down the path, your boots stick slightly
to the damp ground, prompting you to look down. Here, the path continues north
and south.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
Branch in Dark Path
Here, the dark path branches. To the south, it joins with another path, and to
the north and west, the path continues. The looming, gnarled trees block out
all light. For some reason, little clumps of dirt stick to your boots with
each step you take.
[ obvious exits: N S W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

* R HP:Wounded SP:Strong MV:Strong >
s
Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A Shienaran scout blends into the surroundings here.

* R HP:Wounded SP:Strong MV:Strong >
w
k dark
Bend in the Path
The path bends back to the west here. You can't see the tower anymore, with
the ancient trees around you looming way overhead, but the sky is still barely
visible through the trees. As you walk on, you get a bad feeling, as you can
see many, recent, tracks on this path, proving that this area is far from
deserted.
[ obvious exits: E S ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.

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

* R HP:Wounded SP:Strong MV:Strong >
where
k dark
Players in your Zone
--------------------
Ryver - Bend in the Path

k dark
* R HP:Wounded SP:Strong MV:Strong >
They aren't here.

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

* R HP:Wounded SP:Strong MV:Strong >
nar shzrei beat
e
Ok.

e
* R HP:Wounded SP:Strong MV:Strong > Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A Shienaran scout blends into the surroundings here.

* R HP:Wounded SP:Strong MV:Strong >
e
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran sergeant watches for the enemy here.

* R HP:Wounded SP:Strong MV:Strong >
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
n
k dark
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

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

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

Lord Kajin stops using a lantern.

* R HP:Wounded SP:Strong MV:Strong >
rel
Ok.

n
* R HP:Wounded SP:Strong MV:Strong >
k dark
A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A mushroom grows here. [2]
A mushroom grows here.
A gray palfrey prances skittishly nearby, being ridden by you.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

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

* R HP:Wounded SP:Strong MV:Strong >
w
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
Door down: pittrap
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
n
A Cleared Campsite
The campsite shows the signs of newly growing plants surrounding the edge
of an area that has recently been given a facelift. It is a good spot to
set camp, with all sides protected. The only way to enter or leave is to
head out down the path to the south.
[ obvious exits: S ]
Zone: Borderlands North of Fal Dara
A campfire burns slowly, sending smoke into the sky.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
s
e
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
Door down: pittrap
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
s
A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A mushroom grows here. [2]
A mushroom grows here.
A gray palfrey prances skittishly nearby, being ridden by you.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

* R HP:Wounded SP:Strong MV:Strong >
e
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R HP:Wounded SP:Strong MV:Strong >
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.

* R HP:Wounded SP:Strong MV:Strong >
s
Campsite
Here in the southwest corner of the clearing, you can only see more signs
of habitation. Lots of tracks and discarded trash litter the ground here,
signs of a hasty evacuation. Looking around, you can see two paths out of
the clearing to the west.
[ obvious exits: N W ]
Zone: Borderlands North of Fal Dara
A weapon rack stands on the ground here, ready to store weapons.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

* R HP:Wounded SP:Strong MV:Strong >
w
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
e
dismount
Campsite
Here in the southwest corner of the clearing, you can only see more signs
of habitation. Lots of tracks and discarded trash litter the ground here,
signs of a hasty evacuation. Looking around, you can see two paths out of
the clearing to the west.
[ obvious exits: N W ]
Zone: Borderlands North of Fal Dara
A weapon rack stands on the ground here, ready to store weapons.
A gray palfrey prances skittishly nearby, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

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

* HP:Wounded SP:Strong MV:Strong >
r
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.

* HP:Wounded SP:Strong MV:Strong >
s
w
[ride horse]
You start riding him.

* R HP:Wounded SP:Strong MV:Strong >
Campsite
Here in the southwest corner of the clearing, you can only see more signs
of habitation. Lots of tracks and discarded trash litter the ground here,
signs of a hasty evacuation. Looking around, you can see two paths out of
the clearing to the west.
[ obvious exits: N W ]
Zone: Borderlands North of Fal Dara
A weapon rack stands on the ground here, ready to store weapons.
A chestnut stallion trots about, being ridden by you.
A gray palfrey prances skittishly nearby.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

* R HP:Wounded SP:Strong MV:Strong >
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
*Vannor* is standing here, riding a shadow stallion.

notice
* R HP:Wounded SP:Strong MV:Tiring >
You stop paying increased attention to your surroundings.

* R HP:Wounded SP:Strong MV:Tiring >
n

(tic_timer): Tic in 7 seconds!
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R HP:Wounded SP:Strong MV:Tiring >
k dark
k dark
They aren't here.

* R HP:Wounded SP:Strong MV:Tiring >
Someone bellows 'Rally the forces, the dreadlords approach!'
Someone bellows 'Rally the forces, the dreadlords approach!'
They aren't here.

* R HP:Wounded SP:Strong MV:Tiring >
k dark
k dark
They aren't here.

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

* R HP:Wounded SP:Strong MV:Tiring >
notice

*Vannor* has arrived from the east.

* R HP:Wounded SP:Strong MV:Tiring >
You start paying increased attention to your surroundings.

* R HP:Wounded SP:Strong MV:Tiring >
k dark
k dark
You try to strike *Vannor*, but he dodges the attack.

* R HP:Wounded SP:Strong MV:Tiring - Vannor: Healthy >
You do the best you can!

* R HP:Wounded SP:Strong MV:Tiring - Vannor: Healthy >
k dark

You gasp in pain as streaks of fire from *Vannor* burn your body! <--- hmm nothing in my arsenal I can use at mobs to compete w/ this one

k dark
* R HP:Battered SP:Strong MV:Tiring - Vannor: Healthy >
You do the best you can!

* R HP:Battered SP:Strong MV:Tiring - Vannor: Healthy >
A member of the Lancer cavalry joins your fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin stops using a lantern.
Vannor swiftly dodges a member of the Lancer cavalry's attempt to slash him.
A member of the Lancer cavalry tries to slash Vannor, but he deflects the blow.
A member of the Lancer cavalry slashes Vannor's body very hard.
A member of the Lancer cavalry tries to slash Vannor, but he deflects the blow.
*Vannor* tries to strike you, but you parry successfully.
*Vannor* swiftly dodges your attempt to strike him.
You do the best you can!
*Vannor* panics, and attempts to flee!

* R HP:Battered SP:Full MV:Strong - Vannor: Scratched >
channel 'ice spikes' h.dark

*Vannor* leaves north.

* R HP:Battered SP:Full MV:Strong >
You aren't in touch with saidar to channel it. <------:(

* R HP:Battered SP:Full MV:Strong >

Someone bellows 'Rally the forces, the dreadlords approach!'

* R HP:Battered SP:Full MV:Strong >
emb

*Vannor* has arrived from the north.

* R HP:Battered SP:Full MV:Strong >
You feel the flows of saidar coursing through your body.

* R HP:Battered SP:Full MV:Strong >
e
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.

* R HP:Battered SP:Full MV:Strong >
s
Campsite
Here in the southwest corner of the clearing, you can only see more signs
of habitation. Lots of tracks and discarded trash litter the ground here,
signs of a hasty evacuation. Looking around, you can see two paths out of
the clearing to the west.
[ obvious exits: N W ]
Zone: Borderlands North of Fal Dara
A weapon rack stands on the ground here, ready to store weapons.
A chestnut stallion trots about, being ridden by you.
A gray palfrey prances skittishly nearby.
A Shienaran sergeant watches for the enemy here.

* R HP:Battered SP:Full MV:Strong >
n
w
channel 'ice spikes' h.dark
Someone bellows 'Rally the forces, the dreadlords approach!'
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
*Vannor* is standing here.
A Shienaran sergeant watches for the enemy here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.

* R HP:Battered SP:Full MV:Strong >
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R HP:Battered SP:Full MV:Strong >
Nobody here by that name.

* R HP:Battered SP:Full MV:Strong >
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Battered SP:Full MV:Strong >
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Battered SP:Full MV:Strong >
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Battered SP:Full MV:Strong >

*Vannor* has arrived from the south.

* R HP:Battered SP:Full MV:Strong >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


-
=
+
*
*
+
=
-

Ouch! That Really did HURT!

You are interrupted and stop what you are doing.
You panic and attempt to flee!
Your body is pierced by razor sharp ice spikes sent by *Vannor*! <--- Ok you've convinced me to get some hps


You flee head over heels.
A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A mushroom grows here. [2]
A mushroom grows here.
A chestnut stallion trots about, being ridden by you.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

* R HP:Beaten SP:Full MV:Strong >
s
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
*Vannor* is standing here.
A warhorse is here, stamping his feet impatiently.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

w
* R HP:Beaten SP:Full MV:Strong >
w
Alas, you cannot go that way...
*Vannor* leaves north.

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

* R HP:Beaten SP:Full MV:Strong >

*Vannor* has arrived from the north.

* R HP:Beaten SP:Full MV:Strong >

Lord Kajin tries to blast Vannor, but he parries successfully.

n
* R HP:Beaten SP:Full MV:Strong >
A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A mushroom grows here. [2]
A mushroom grows here.
A chestnut stallion trots about, being ridden by you.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

* R HP:Beaten SP:Full MV:Strong >
notice
You stop paying increased attention to your surroundings.

* R HP:Beaten SP:Full MV:Strong >
w
s
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
Door down: pittrap
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
A Path
The dark, twisted path is surrounded by a wall of gnarled, evil-looking trees
to both sides. As you cautiously walk down the path, your boots stick slightly
to the damp ground, prompting you to look down. Here, the path continues north
and south.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
s
Branch in Dark Path
Here, the dark path branches. To the south, it joins with another path, and to
the north and west, the path continues. The looming, gnarled trees block out
all light. For some reason, little clumps of dirt stick to your boots with
each step you take.
[ obvious exits: N S W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

* R HP:Beaten SP:Full MV:Strong >
w
w
Entrance to Dark Path
What little light there is casts dark and twisted shadows against the dark
and twisted trees, which make the shadows appear even more dark and twisted.
The path looks much newer than the clearing you see to the west, and it
isn't even really a path, more like a trail. To the east, the path leads
deeper into the gloomy woods.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
s
Before the Tower
You are standing in front of an old, apparently abandoned watchtower, the one
that you have been seeing glimpses of from the road. You get a chill feeling
as you look up at the big gray mass that looms up above you. Bits and pieces
of gray masonry have fallen away from the tower, and you see an especially big
piece half embedded in the ground. The entrance to the tower looks like a
black mouth, and the door has long rotted away. A dark path leads east from
here, heavily shadowed by the trees that loom over it. Another path leads
south from here.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
Door west: fence
A chestnut stallion trots about, being ridden by you.
A Shienaran scout watches the horizon.

* R HP:Beaten SP:Full MV:Strong >
s
s
Entrance to Clearing
A canopy of trees covers you, ending at a clearing. An old, gray tower looms
over the trees right before you. The hidden path comes to an end here, along
with the clearing. There is an ominous feel to the air here, with the lack
of any sounds of wildlife permeating the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

s
* R HP:Beaten SP:Full MV:Strong >
s
Hidden Path
You are almost at the tower now, which fills the opening in the trees that you
can see farther up the path. Very faint scuff marks and faint footprints lead
up to the tower. The trees looming up beside and over the path block out all
light here, and you can't see the sky. The path continues to the south, and
you can't see the end because of the enveloping shadows.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
Hidden Path
The trees to either side loom up beside and over this path, concealing the
break among the trees that would have given this path away. A gate, totally
covered with shrubs, and cleverly shaped in the form of trees, leads south
to the road. Small tracks lead north, along the path, from the gate.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
s
e
Burnt Wagons
You are standing among the smoldering remains of what was once probably a
merchant caravan. A pair of smashed wagons are here by the side of the road.
Looking around, you see no bodies lying around, but you get the feeling that
they were only recently cleared out - else the wagons would have been removed
also. There is no visible way that the bodies were taken away - you can't see
any tracks along the road, nor any paths among the thickset trees. The road
continues east and west.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

s
* R HP:Beaten SP:Full MV:Strong >
The Dusty Road
The old road here bends west and south here, continuing through the forest.
All around the road, you can see impenetrable forest, but to the west, by
the road, you can see a couple of burnt and smashed wagons by the road. To
the north, the tip of a tower is visible over the trees.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.

* R HP:Beaten SP:Full MV:Strong >
s
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.

e
* R HP:Beaten SP:Full MV:Strong >
e
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
s
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
s
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.
A chestnut stallion trots about, being ridden by you.
*Shzrei* is standing here.
*Kraven* is standing here.
*Kraven* tries to blast you, but you deflect the blow.

* R HP:Beaten SP:Full MV:Strong - Kraven: Wounded >
No way! You're fighting for your life!
*Shzrei* crushes your right arm into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

f <----sigh!
You flee head over heels.
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
A chestnut stallion trots about, being ridden by you.
The Malkiergate seems to be closed.

* R HP:Critical SP:Full MV:Strong >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.
A chestnut stallion trots about, being ridden by you.
*Shzrei* is standing here.
*Kraven* is standing here.
*Kraven* tries to blast you, but you parry successfully.

* R HP:Critical SP:Full MV:Strong - Kraven: Wounded >
e
e
You barely tickle *Kraven*'s left foot with your strike.
*Kraven* tries to blast you, but you parry successfully.
No way! You're fighting for your life!

f
* R HP:Beaten SP:Full MV:Strong - Kraven: Wounded >
No way! You're fighting for your life!

* R HP:Beaten SP:Full MV:Strong - Kraven: Wounded >
You panic and attempt to flee!


*Shzrei* tries to crush you, but you parry successfully.


You flee head over heels.
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
w
n
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
A chestnut stallion trots about, being ridden by you.


################## Off to fd

* R HP:Beaten SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Ryver - Inside the East Gate

* R HP:Beaten SP:Bursting MV:Tiring >

A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'

* R HP:Beaten SP:Bursting MV:Tiring >
diag h.dark;;wher
No-one by that name here.

* R HP:Beaten SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Ryver - Inside the East Gate

* R HP:Beaten SP:Bursting MV:Tiring >
diag h.dark;;wher
No-one by that name here.

* R HP:Beaten SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Ryver - Inside the East Gate

* R HP:Beaten SP:Bursting MV:Tiring >

(tic_timer): Tic in 7 seconds!
sta
You stop resting, and stand up.

* R HP:Beaten SP:Bursting MV:Tiring >
k dark
k dark
They aren't here.

* R HP:Beaten SP:Bursting MV:Tiring >
where
They aren't here.

* R HP:Beaten SP:Bursting MV:Tiring >
notice
Players in your Zone
--------------------
Ryver - Inside the East Gate

* R HP:Beaten SP:Bursting MV:Tiring >
n
You stop paying increased attention to your surroundings.

n
* R HP:Beaten SP:Bursting MV:Tiring >
Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A Shienaran guard patrols here, watching you carefully.

* R HP:Beaten SP:Bursting MV:Tiring >
Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Beaten SP:Bursting MV:Tiring >
w
w
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.

w
* R HP:Beaten SP:Bursting MV:Tiring >
Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Beaten SP:Bursting MV:Tiring >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A dun mare is here, snorting angrily, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A gray palfrey prances skittishly nearby.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Bursting MV:Tiring >
where
Players in your Zone
--------------------
Ryver - Malkier Gate

* R HP:Beaten SP:Bursting MV:Tiring >
k dark
k dark
They aren't here.

* R HP:Beaten SP:Bursting MV:Tiring >
They aren't here.

* R HP:Beaten SP:Bursting MV:Tiring >
scan n
* R HP:Beaten SP:Bursting MV:Tiring >
l n
The Malkiergate is closed.

* R HP:Beaten SP:Bursting MV:Tiring >

A sergeant bellows 'Argh! The foul beast Kraven has been spotted!'

* R HP:Beaten SP:Bursting MV:Tiring >
w
w
w
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Beaten SP:Bursting MV:Tiring >
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A gleeman is here, wearing a cloak of different colored patches.

* R HP:Beaten SP:Bursting MV:Tiring >
s
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.

s
* R HP:Beaten SP:Bursting MV:Tiring >
s
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A grizzled Shienaran veteran looks on.
A hunter from Illian searches for the fabled Horn of Valere.

* R HP:Beaten SP:Bursting MV:Tiring >
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
An elite Shienaran guard attends his duties.

* R HP:Beaten SP:Bursting MV:Tiring >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A tough Shienaran soldier waits here.
A Shienaran guard patrols here, watching you carefully.
A Shienaran gatekeeper stands here, watching over the gate.
A man is here.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Beaten SP:Bursting MV:Tiring >
s
s
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran gatekeeper stands here, watching over the gate.

* R HP:Beaten SP:Bursting MV:Tiring >
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Beaten SP:Bursting MV:Tiring >

A Shienaran gate guard bellows 'Argh! The foul beast Shzrei has been spotted!'

e
* R HP:Beaten SP:Bursting MV:Tiring >
e
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A man is here.

* R HP:Beaten SP:Bursting MV:Tiring >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A man is here.
A grizzled Shienaran veteran looks on.

* R HP:Beaten SP:Bursting MV:Tiring >
k dark
They aren't here.

k dark
* R HP:Beaten SP:Bursting MV:Tiring >
e
They aren't here.

k dark
* R HP:Beaten SP:Bursting MV:Tiring >
k dark
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A dun mare is here, snorting angrily, being ridden by you.
The Fal Dara town crier stands here, spreading the news.

* R HP:Beaten SP:Bursting MV:Tiring >
A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'
They aren't here.

* R HP:Beaten SP:Bursting MV:Tiring >
They aren't here.

* R HP:Beaten SP:Bursting MV:Tiring >
emb
You feel the flows of saidar coursing through your body.

scan n
* R HP:Beaten SP:Bursting MV:Tiring >
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Beaten SP:Bursting MV:Tiring >
n
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
Zone: Fal Dara
A hanging lantern lights the path.
A dun mare is here, snorting angrily, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

* R HP:Beaten SP:Bursting MV:Tiring >
scan n

* R HP:Beaten SP:Bursting MV:Tiring >
s
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A dun mare is here, snorting angrily, being ridden by you.
*Shzrei* is standing here.
The Fal Dara town crier stands here, spreading the news.

whe
* R HP:Beaten SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Ryver - The Crossing

* R HP:Beaten SP:Bursting MV:Tiring >
e
Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A grizzled Shienaran veteran looks on.

* R HP:Beaten SP:Bursting MV:Tiring >
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Beaten SP:Bursting MV:Tiring >
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Beaten SP:Bursting MV:Tiring >
w
channel 'ice spikes' h.dark
A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A dun mare is here, snorting angrily, being ridden by you.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* R HP:Beaten SP:Bursting MV:Tiring >
Nobody here by that name.

* R HP:Beaten SP:Bursting MV:Tiring >
k dark
You strike *Shzrei*'s right leg hard.
*Kraven* has arrived from the west.

* R HP:Beaten SP:Bursting MV:Tiring - Shzrei: Battered >

*Kraven* tries to blast you, but you parry successfully.

* R HP:Beaten SP:Bursting MV:Tiring - Shzrei: Battered >
f
You panic and attempt to flee!


You flee head over heels.
Main Road
The hard stone road leads only south, toward the city gate, and north to the
towering walls of Fal Dara Keep. The streets are lined with farmers who have
come to seek shelter inside the city walls, and their belongings lie stacked
against the walls of the buildings to the east and west. This truly is rough
times for the folk of the borderlands.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A Shienaran guard patrols here, watching you carefully.

* R HP:Beaten SP:Bursting MV:Tiring >
s
s
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
Main Road
The main road continues north and south. People crowd out of the way to make
way for passing soldiers on their way to the Keep or out of town. Directly
west of here is a bakery, mouth-watering smells drifting into the street. The
towers of the Keep get larger as you travel further north.
[ obvious exits: N S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Beaten SP:Bursting MV:Tiring >
Main Road
The main road leads north further into town, and south toward the outer gates.
Everything around you is built extremely simple, solely for the purpose of
survival, with little or no creature comforts. The towers and walls of the
Keep can be seen on a hill north of here, and a small lane leads off to the
east.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A black cat meanders to an unknown destination.
A Shienaran guard patrols here, watching you carefully.
An elite Shienaran guard attends his duties.

* R HP:Beaten SP:Bursting MV:Tiring >
dismount
You stop riding her. <---- This here loyal steed is likely to get me bushwacked. We will meet again soon no doubt!

* HP:Beaten SP:Bursting MV:Tiring >
n
channel 'ice spikes' h.dark
Main Road
The main road continues north and south. People crowd out of the way to make
way for passing soldiers on their way to the Keep or out of town. Directly
west of here is a bakery, mouth-watering smells drifting into the street. The
towers of the Keep get larger as you travel further north.
[ obvious exits: N S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Kraven* is standing here.
*Kraven* tries to blast you, but you deflect the blow.

* HP:Battered SP:Bursting MV:Tiring - Kraven: Hurt >
You begin to weave the appropriate flows...


f
-
=
Cancelled.
You panic and attempt to flee!


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

* HP:Battered SP:Bursting MV:Tiring >
n
e
e
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Shzrei* is standing here.
A grizzled Shienaran veteran looks on.
The Fal Dara town crier stands here, spreading the news.

* HP:Battered SP:Bursting MV:Tiring >
Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A figure stands here, ready to collect unwanted things.
A run-down looking man wanders aimlessly, collecting lost belongings.
A grizzled Shienaran veteran looks on.

* HP:Battered SP:Bursting MV:Tiring >
End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A figure stands here, ready to collect unwanted things.
A grizzled Shienaran veteran looks on.

* HP:Battered SP:Bursting MV:Tiring >
e
n
Side Road
As the commercial district is left behind, small houses spring up along this
stretch of road. It appears that the road turns along behind the castle off
to the east.
[ obvious exits: N W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.
A gleeman is here, wearing a cloak of different colored patches.
A mangy cat scurries around trying not to get stepped on.
An artifact collector stands here, searching specific items.

n
* HP:Battered SP:Bursting MV:Tiring >
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A man is here.
A hunter from Illian searches for the fabled Horn of Valere.

* HP:Battered SP:Bursting MV:Tiring >
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.

* HP:Battered SP:Bursting MV:Tiring >
where
Players in your Zone
--------------------
Ryver - Road Inside the City Walls

* HP:Battered SP:Bursting MV:Tiring >
n
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
Zone: Fal Dara
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

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

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

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

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

* HP:Battered SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Ryver - Inside the East Gate

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

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

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

* HP:Battered SP:Bursting MV:Tiring >
nar they in fd <----- Guaranteed to bring support :P
Ok.

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

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

* HP:Battered SP:Bursting MV:Tiring >
where
k dark
Players in your Zone
--------------------
Ryver - Inside the East Gate

k dark
* HP:Battered SP:Bursting MV:Tiring >

*Kraven* has arrived from the south.

* HP:Battered SP:Bursting MV:Tiring >
You tickle *Kraven*'s right arm with your strike.

* HP:Battered SP:Bursting MV:Tiring - Kraven: Hurt >
You do the best you can!

* HP:Battered SP:Bursting MV:Tiring - Kraven: Hurt >
channel 'ice spikes' h.dark
*Kraven* tries to blast you, but you deflect the blow.
A Shienaran gate guard joins your fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
The Shienaran gatekeeper joins a Shienaran gate guard's fight!
You barely tickle *Kraven*'s right arm with your strike.
You begin to weave the appropriate flows...


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

*
*
*Kraven* leaves north.

+
=
-

Isela narrates 'coming'

-
=
Your target is no longer here!

* HP:Battered SP:Bursting MV:Tiring >

*Kraven* has arrived from the north.

* HP:Battered SP:Bursting MV:Tiring >

*Kraven* tries to blast you, but you deflect the blow.

* HP:Battered SP:Bursting MV:Tiring - Kraven: Hurt >

A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'
A Shienaran gate guard joins your fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
The Shienaran gatekeeper joins a Shienaran gate guard's fight!

f
* HP:Battered SP:Bursting MV:Tiring - Kraven: Hurt >
You panic and attempt to flee!


The Shienaran gatekeeper slashes Kraven's body.
A Shienaran gate guard slashes Kraven's head.
A Shienaran gate guard slashes Kraven's right arm.
A Shienaran gate guard tickles Kraven's body with his slash.
A Shienaran gate guard slashes Kraven's left arm.


You flee head over heels.
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An artifact collector stands here, searching specific items.
*Shzrei* is standing here.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.

* HP:Battered SP:Bursting MV:Tiring >
n

Geom narrates 'me too'

* HP:Battered SP:Bursting MV:Tiring >
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
Zone: Fal Dara
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Kraven* is here, fighting a Shienaran gate guard.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran gate guard is here, fighting Kraven.
A Shienaran gate guard is here, fighting Kraven.
A Shienaran gate guard is here, fighting Kraven.
A Shienaran gate guard is here, fighting Kraven.
The Shienaran gatekeeper is here, fighting Kraven.
*Shzrei* has arrived from the south.

* HP:Battered SP:Bursting MV:Tiring >
f

*Shzrei* tries to crush you, but you deflect the blow.

* HP:Battered SP:Bursting MV:Tiring - Shzrei: Beaten >
channel 'ice spikes' h.dark
You panic and attempt to flee!


You dodge a bash from *Kraven* who loses his balance and falls!


(tic_timer): Tic in 7 seconds!
You flee head over heels.
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An artifact collector stands here, searching specific items.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.
Nobody here by that name.

* HP:Battered SP:Bursting MV:Tiring >
n
channel 'ice spikes' h.dark

*Shzrei* tries to crush you, but you deflect the blow.

* HP:Battered SP:Bursting MV:Tiring - Shzrei: Beaten >
No way! You're fighting for your life!

* HP:Battered SP:Bursting MV:Tiring - Shzrei: Beaten >
You begin to weave the appropriate flows...


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

+
=
-

*Kraven* tries to blast you, but you parry successfully.

-
You dodge a bash from *Shzrei* who loses his balance and falls!

=
Ok.
Spikes of solid ice form in your hands, which you launch at *Shzrei*.

* HP:Battered SP:Full MV:Tiring - Shzrei: Critical >

You strike *Shzrei*'s body hard.
The sun rises in the east breathing life into a new day.
(tic_timer): Tic length updated to: 60.776 seconds.
Your heartbeat calms down more as you feel less panicked.

* HP:Battered SP:Strong MV:Tiring - Shzrei: Critical >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


-
=
+
*

You dodge a bash from *Kraven* who loses his balance and falls!

*
+
=
-

-
=
The grizzled veteran has arrived from the south.
Ok.
Spikes of solid ice form in your hands, which you launch at *Kraven*. <--------- NOOOOO

* HP:Battered SP:Strong MV:Tiring - Shzrei: Critical >

You dodge a bash from *Shzrei* who loses his balance and falls!

* HP:Battered SP:Strong MV:Tiring - Shzrei: Critical >

*Kraven* tries to blast you, but you deflect the blow.
The grizzled veteran scythes Shzrei's left arm hard.
You strike *Shzrei*'s left arm.

* HP:Battered SP:Strong MV:Tiring - Shzrei: Critical >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


*Vannor* has arrived from the south, riding a shadow stallion.

-
*Vannor* tries to strike you, but you parry successfully.

=
+
*
*
+
The grizzled veteran scythes Shzrei's body.
*Shzrei* is dead! R.I.P. <-------------- I'll take it
Your blood freezes as you hear *Shzrei*'s death cry.
The grizzled veteran tries to scythe Vannor, but he deflects the blow.

=
-

You dodge a bash from *Kraven* who loses his balance and falls!

-
An artifact collector leaves south.
You panic and attempt to flee!
You gasp in pain as streaks of fire from *Vannor* burn your body!

nar shzr rip

You flee head over heels.
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
Zone: Fal Dara
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

* HP:Beaten SP:Strong MV:Tiring > Ok.

* HP:Beaten SP:Strong MV:Tiring >
c
k dark
c
k dark
They aren't here.

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

* HP:Beaten SP:Strong MV:Tiring >
c
k dark
c
k dark
They aren't here.

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

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

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

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

* HP:Beaten SP:Strong MV:Tiring >

Isela narrates 'nice'

* HP:Beaten SP:Strong MV:Tiring >

Geom narrates 'heh'

nar still 2
* HP:Beaten SP:Strong MV:Tiring >
Ok.

* HP:Beaten SP:Strong MV:Tiring >
sc
You have 70(280) hit, 125(156) saidar and 99(146) movement points.
You have scored 95892719 experience points and 0 quest points.
You need 2607281 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Tiring >

*Vannor* has arrived from the south, riding a shadow stallion.
*Vannor* leaves north riding a shadow stallion.

* HP:Beaten SP:Strong MV:Tiring >
nar i beat
Ok.

* HP:Beaten SP:Strong MV:Tiring >
s
4
k h.dark
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
Zone: Fal Dara
The corpse of Shzrei is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A grizzled Shienaran veteran looks on.
*Kraven* is standing here.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.
*Kraven* tries to blast you, but you parry successfully.

* HP:Beaten SP:Strong MV:Tiring - Kraven: Battered >
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Kraven: Battered >

The grizzled veteran joins your fight!

* HP:Beaten SP:Strong MV:Tiring - Kraven: Battered >
channel 'earthquake'
The grizzled veteran barely scythes Kraven's left hand.
You barely tickle *Kraven*'s body with your strike.
You begin to weave the appropriate flows...


-
channel 'ice spikes' h.dark <---- close one !
=
*Vannor* has arrived from the north, riding a shadow stallion.

+
*Vannor* leaves south riding a shadow stallion.

Cancelled.
You begin to weave the appropriate flows...

f

A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'

-
Cancelled.
You panic and attempt to flee!


You dodge a bash from *Kraven* who loses his balance and falls!


You flee head over heels.
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Vannor* is standing here, riding a shadow stallion.
A cooper rolls a barrel before him.
A man is here.

* HP:Beaten SP:Strong MV:Tiring >

*Vannor* leaves north riding a shadow stallion.

* HP:Beaten SP:Strong MV:Tiring >
n
n
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
Zone: Fal Dara
The corpse of Shzrei is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Vannor* is standing here, riding a shadow stallion.
The grizzled veteran is here, fighting Kraven.
*Kraven* is here, fighting the grizzled veteran.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.

* HP:Beaten SP:Strong MV:Tiring >
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
Zone: Fal Dara
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

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

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

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

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

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

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

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

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

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

notice
* HP:Beaten SP:Strong MV:Tiring >
k dark
They aren't here.

* HP:Beaten SP:Strong MV:Tiring >
k dark
You start paying increased attention to your surroundings.

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

* HP:Beaten SP:Strong MV:Tiring >
k dark
They aren't here.
*Kraven* has arrived from the south.

k dark
* HP:Beaten SP:Strong MV:Tiring >
You try to strike *Kraven*, but he parries successfully.

* HP:Beaten SP:Strong MV:Tiring - Kraven: Beaten >
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Kraven: Beaten >
scan s

A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'
A Shienaran gate guard joins your fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
The Shienaran gatekeeper joins a Shienaran gate guard's fight!
The Shienaran gatekeeper slashes Kraven's body.
A Shienaran gate guard slashes Kraven's left arm.
A Shienaran gate guard barely slashes Kraven's body.
A Shienaran gate guard barely slashes Kraven's body.
A Shienaran gate guard barely slashes Kraven's body.
*Kraven* tries to blast you, but you deflect the blow.
You tickle *Kraven*'s body with your strike.

* HP:Beaten SP:Strong MV:Tiring - Kraven: Beaten >
A grizzled Shienaran veteran looks on.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.

* HP:Beaten SP:Strong MV:Tiring - Kraven: Beaten >

*Kraven* panics, and attempts to flee!

* HP:Beaten SP:Strong MV:Tiring - Kraven: Beaten >
k dark
k dark
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Kraven: Beaten >
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Kraven: Beaten >
k dark

*Kraven* leaves north.

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

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

n
* HP:Beaten SP:Strong MV:Tiring >
k dark
They aren't here.

* HP:Beaten SP:Strong MV:Tiring >
Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Beaten SP:Strong MV:Tiring >
channel 'ice spikes' h.dark
They aren't here.

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

* HP:Beaten SP:Strong MV:Tiring >
k dark
Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.

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

* HP:Beaten SP:Strong MV:Tiring >
w
k dark
w
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

k dark
w
* HP:Beaten SP:Strong MV:Tiring >
They aren't here.

* HP:Beaten SP:Strong MV:Tiring >
k dark
Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.

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

* HP:Beaten SP:Strong MV:Tiring >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A Shienaran guard patrols here, watching you carefully.
A gray palfrey prances skittishly nearby.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

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

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

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

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

* HP:Beaten SP:Strong MV:Tiring >
k dark
Players in your Zone
--------------------
Ryver - Malkier Gate

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

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

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

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

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

* HP:Beaten SP:Strong MV:Tiring >
where
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
They aren't here.

* HP:Beaten SP:Strong MV:Tiring >
k dark
Players in your Zone
--------------------
Ryver - Malkier Gate

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

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

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

where
* HP:Beaten SP:Strong MV:Tiring >
k dark
They aren't here.

* HP:Beaten SP:Strong MV:Tiring >
Players in your Zone
--------------------
Ryver - Malkier Gate

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

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

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

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

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

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

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

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

* HP:Beaten SP:Strong MV:Tiring >
k dark
where
They aren't here.

* HP:Beaten SP:Strong MV:Tiring >
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
They aren't here.

* HP:Beaten SP:Strong MV:Tiring >
Players in your Zone
--------------------
Ryver - Malkier Gate

sc
* HP:Beaten SP:Strong MV:Tiring >
You have 80(280) hit, 122(156) saidar and 76(146) movement points.
You have scored 95891490 experience points and 0 quest points.
You need 2608510 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

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

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

* HP:Beaten SP:Strong MV:Tiring >
w
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Beaten SP:Strong MV:Tiring >
w
w
s
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A gleeman is here, wearing a cloak of different colored patches.

* HP:Beaten SP:Strong MV:Winded >
s
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Kraven* is standing here.

* HP:Beaten SP:Strong MV:Winded >
s
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A hunter from Illian searches for the fabled Horn of Valere.

* HP:Beaten SP:Strong MV:Winded >
k dark
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A grizzled Shienaran veteran looks on.

* HP:Beaten SP:Strong MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
An elite Shienaran guard attends his duties.
A tough Shienaran soldier waits here.
A Shienaran gatekeeper stands here, watching over the gate.
A man is here.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

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

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

* HP:Beaten SP:Strong MV:Winded >
k dark

(tic_timer): Tic in 7 seconds!
k dark
They aren't here.

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

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

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

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

* HP:Beaten SP:Strong MV:Winded >
scan n
A grizzled Shienaran veteran looks on.

* HP:Beaten SP:Strong MV:Winded >
notice
You stop paying increased attention to your surroundings.

* HP:Beaten SP:Strong MV:Winded >
s
s
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran gatekeeper stands here, watching over the gate.

* HP:Beaten SP:Strong MV:Winded >
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

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

A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Kraven has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'

* HP:Beaten SP:Strong MV:Winded >
e
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.

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

* HP:Beaten SP:Strong MV:Winded >
e
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A city lamplighter stands nearby, attending his duties.
A run-down looking man wanders aimlessly, collecting lost belongings.
A figure stands here, ready to collect unwanted things.
The Fal Dara town crier stands here, spreading the news.

* HP:Beaten SP:Strong MV:Winded >
s
s
s
e
s
A city lamplighter extinguishes a streetlamp.
(tic_timer): (error): Tic length of 62.406 during this interval is more than 3 standard deviations
from average.
(tic_timer): (error): Ignoring this tic interval.
(tic_timer): Tic length updated to: 60.776 seconds.
A city lamplighter leaves west.
The day has begun.
Your heartbeat calms down more as you feel less panicked.
Main Road
The hard stone road leads only south, toward the city gate, and north to the
towering walls of Fal Dara Keep. The streets are lined with farmers who have
come to seek shelter inside the city walls, and their belongings lie stacked
against the walls of the buildings to the east and west. This truly is rough
times for the folk of the borderlands.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

r
* HP:Battered SP:Strong MV:Winded >
Main Road
The main road continues north and south. People crowd out of the way to make
way for passing soldiers on their way to the Keep or out of town. Directly
west of here is a bakery, mouth-watering smells drifting into the street. The
towers of the Keep get larger as you travel further north.
[ obvious exits: N S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Battered SP:Strong MV:Winded >
Main Road
The main road leads north further into town, and south toward the outer gates.
Everything around you is built extremely simple, solely for the purpose of
survival, with little or no creature comforts. The towers and walls of the
Keep can be seen on a hill north of here, and a small lane leads off to the
east.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily.

* HP:Battered SP:Strong MV:Winded >
The Lane
This dirt path that leads off the main road is hard-packed by the passage of many
feet. To the south you see a rough structure, and the sound and smell of horses
makes its purpose clear. To the east is a small building with the sign of a
courier pigeon painted above the door. The bank is just to the north.
[ obvious exits: N E S W ]
Zone: Fal Dara
A hanging lantern lights the path.
A small chimney puffs smoke from the roof of a brush wagon.
A young blacksmith is here, looking for work.

* HP:Battered SP:Strong MV:Winded >
Town Stables
These stables are extremely crowded, certainly due to the flood of farmers
and peasants seeking shelter inside the town walls. Horses seem to be
everywhere but the stableboys could probably find some more room, for the
right price.
[ obvious exits: N ]
Zone: Fal Dara
A hanging lantern lights the path.
A young man grooms a fine horse here.
A draft horse is here.
A draft horse is here.

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

* R HP:Battered SP:Strong MV:Winded >
n
w
The Lane
This dirt path that leads off the main road is hard-packed by the passage of many
feet. To the south you see a rough structure, and the sound and smell of horses
makes its purpose clear. To the east is a small building with the sign of a
courier pigeon painted above the door. The bank is just to the north.
[ obvious exits: N E S W ]
Zone: Fal Dara
A hanging lantern lights the path.
A small chimney puffs smoke from the roof of a brush wagon.
A draft horse is here, being ridden by you.
A young blacksmith is here, looking for work.

n
* R HP:Battered SP:Strong MV:Winded >
n
Main Road
The main road leads north further into town, and south toward the outer gates.
Everything around you is built extremely simple, solely for the purpose of
survival, with little or no creature comforts. The towers and walls of the
Keep can be seen on a hill north of here, and a small lane leads off to the
east.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A dun mare is here, snorting angrily.

* R HP:Battered SP:Strong MV:Winded >
The ratter bellows 'Paying out for scalps of the shadow at The Peaceful Knight's Rest.'
Main Road
The main road continues north and south. People crowd out of the way to make
way for passing soldiers on their way to the Keep or out of town. Directly
west of here is a bakery, mouth-watering smells drifting into the street. The
towers of the Keep get larger as you travel further north.
[ obvious exits: N S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

n
* R HP:Battered SP:Strong MV:Winded >
Main Road
The hard stone road leads only south, toward the city gate, and north to the
towering walls of Fal Dara Keep. The streets are lined with farmers who have
come to seek shelter inside the city walls, and their belongings lie stacked
against the walls of the buildings to the east and west. This truly is rough
times for the folk of the borderlands.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.

* R HP:Battered SP:Strong MV:Winded >
w
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A draft horse is here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A figure stands here, ready to collect unwanted things.
The Fal Dara town crier stands here, spreading the news.

w
* R HP:Battered SP:Strong MV:Winded >
w
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A city lamplighter stands nearby, attending his duties.
A man is here.

* R HP:Battered SP:Strong MV:Winded >
w
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A well-dressed man peals his bell, alerting people to the latest news.

* R HP:Battered SP:Strong MV:Winded >
where
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
*Kraven* is standing here.
*Kraven* tries to blast you, but you parry successfully.

* R HP:Battered SP:Strong MV:Winded - Kraven: Beaten >
No way! You're fighting for your life!

* R HP:Battered SP:Strong MV:Winded - Kraven: Beaten >
Players in your Zone
--------------------
Ryver - Bend in the Road

* R HP:Battered SP:Strong MV:Winded - Kraven: Beaten >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


-
=
+
*

*Kraven* panics, and attempts to flee!

*
+
=
*Kraven* leaves north.

-

n
-
=
Your target is no longer here!

* R HP:Battered SP:Strong MV:Winded >
k dark
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
*Kraven* is standing here.
A Shienaran guard patrols here, watching you carefully.
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran gatekeeper stands here, watching over the gate.

* R HP:Battered SP:Strong MV:Winded >
You barely tickle *Kraven*'s body with your strike.

* R HP:Battered SP:Strong MV:Winded - Kraven: Beaten >
channel 'ice spikes' h.dark
The grizzled veteran joins your fight!
A Shienaran guard joins the grizzled veteran's fight!
An elite Shienaran guard joins a Shienaran guard's fight!
The Shienaran gatekeeper joins a Shienaran guard's fight!
You begin to weave the appropriate flows...


*Kraven* panics, and attempts to flee!

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

+
The Shienaran gatekeeper slashes Kraven's body.
An elite Shienaran guard slashes Kraven's right arm.
A Shienaran guard slashes Kraven's left arm.
The grizzled veteran scythes Kraven's left hand.

=
-

-
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Kraven*.
*Kraven* is incapacitated and will slowly die, if not aided.

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

The Shienaran gatekeeper slashes Kraven's head hard. <----------------- :/ Rude
*Kraven* is dead! R.I.P.
Your blood freezes as you hear *Kraven*'s death cry.

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

*Vannor* has arrived from the north, riding a shadow stallion.

* R HP:Battered SP:Strong MV:Winded >
nar rip kraven
g
get all corpse
Ok.

n
* R HP:Battered SP:Strong MV:Winded >
n
You get a pair of thick metal boots from the corpse of Kraven.
You get a pair of ebony-steel plate greaves from the corpse of Kraven.
You get a skin of human flesh from the corpse of Kraven.
You get a bronze belt of odd design from the corpse of Kraven.
You get a dark, grim axe from the corpse of Kraven.
You get a gator skin bracer from the corpse of Kraven.
You get a sungwood bracelet from the corpse of Kraven.
You get a pair of heavy metal gauntlets from the corpse of Kraven.
You get a pair of ebony-steel plate vambraces from the corpse of Kraven.
a backpack: You can't carry that much weight.
You get a crimson cloak of fine Two Rivers wool from the corpse of Kraven.
a shining steel breastplate: You can't carry that much weight.
You get a polished silver pin from the corpse of Kraven.
You get a silver medallion from the corpse of Kraven.
You get a full metal helmet and visor from the corpse of Kraven.
You get a gold ring delicately carved with ivy from the corpse of Kraven.
You get a gold ring delicately carved with ivy from the corpse of Kraven.

* R HP:Battered SP:Strong MV:Winded > Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran gatekeeper stands here, watching over the gate.
A man is here.
A mangy cat scurries around trying not to get stepped on.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

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

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

A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'

* R HP:Battered SP:Strong MV:Winded >
n
n
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
A hunter from Illian searches for the fabled Horn of Valere.

* R HP:Battered SP:Strong MV:Winded >
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Battered SP:Strong MV:Winded >
e
e
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A run-down looking man wanders aimlessly, collecting lost belongings.
A gleeman is here, wearing a cloak of different colored patches.

* R HP:Battered SP:Strong MV:Winded >
e
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Battered SP:Strong MV:Winded >
i
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A draft horse is here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A gray palfrey prances skittishly nearby.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Battered SP:Strong MV:Winded >
You are carrying:
[2] a gold ring delicately carved with ivy
a full metal helmet and visor
a silver medallion
a polished silver pin
a crimson cloak of fine Two Rivers wool
a pair of ebony-steel plate vambraces
a pair of heavy metal gauntlets
a sungwood bracelet
a gator skin bracer
a dark, grim axe
a bronze belt of odd design
a skin of human flesh
a pair of ebony-steel plate greaves
a pair of thick metal boots
five copper pennys
a wealth of gold crowns (73)
a leather water flask

* R HP:Battered SP:Strong MV:Winded >
sc
You have 90(280) hit, 106(156) saidar and 56(146) movement points.
You have scored 95893830 experience points and 0 quest points.
You need 2606170 exp to reach the next level.
You have amassed 180 Turn points to date.
You have played 3 days and 23 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* R HP:Battered SP:Strong MV:Winded >
put all.abseq rack
You put a full metal helmet and visor in a weapon rack.
You put a pair of ebony-steel plate vambraces in a weapon rack.
You put a pair of heavy metal gauntlets in a weapon rack.
You put a pair of ebony-steel plate greaves in a weapon rack.
You put a pair of thick metal boots in a weapon rack.

* R HP:Battered SP:Strong MV:Winded >
put axe rack
You put a dark, grim axe in a weapon rack.

* R HP:Battered SP:Strong MV:Winded >
Isela has arrived from the west, riding a warhorse.

* R HP:Battered SP:Strong MV:Winded >
w
w
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Battered SP:Strong MV:Winded >
w
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
*Vannor* is standing here, riding a shadow stallion.
A Shienaran guard patrols here, watching you carefully.
A run-down looking man wanders aimlessly, collecting lost belongings.
A gleeman is here, wearing a cloak of different colored patches.

* R HP:Battered SP:Strong MV:Winded >
s
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
An elite Shienaran guard attends his duties.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.

* R HP:Battered SP:Strong MV:Winded >
s
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
A hunter from Illian searches for the fabled Horn of Valere.

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

* R HP:Battered SP:Strong MV:Winded >
n
k dark
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
A hunter from Illian searches for the fabled Horn of Valere.

* R HP:Battered SP:Strong MV:Winded >
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
An elite Shienaran guard attends his duties.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.

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

* R HP:Battered SP:Strong MV:Winded >
e
k dark
The Fal Dara alarm horn sounds loudly.
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
Isela the Tower Accepted is here, fighting Vannor, riding a warhorse.
*Vannor* is here, fighting Isela, riding a shadow stallion.
A Shienaran guard is here, fighting Vannor.
A run-down looking man wanders aimlessly, collecting lost belongings.
The gleeman is here, fighting Vannor.
You sense Isela is channeling saidar.

* R HP:Battered SP:Strong MV:Winded >
e
k dark
You strike *Vannor*'s left leg.

* R HP:Battered SP:Strong MV:Winded - Isela: Healthy - Vannor: Wounded >
No way! You're fighting for your life!
*Vannor* panics, and attempts to flee!

* R HP:Battered SP:Strong MV:Winded - Isela: Healthy - Vannor: Wounded >
The gleeman tries to pierce Vannor, but he deflects the blow.
You do the best you can!

* R HP:Battered SP:Strong MV:Winded - Isela: Healthy - Vannor: Wounded >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


Vannor swiftly dodges the gleeman's attempt to pierce him.
A Shienaran guard slashes Vannor's left arm extremely hard.

-
=
+
*
*Vannor* leaves west riding a shadow stallion.

w
*
+
k dark
Cancelled.
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
*Vannor* is standing here, riding a shadow stallion.
An elite Shienaran guard attends his duties.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
Isela has arrived from the east, riding a warhorse.

* R HP:Battered SP:Strong MV:Winded >
You try to strike *Vannor*, but he dodges the attack.
Isela tries to strike *Vannor*, but he parries successfully.

* R HP:Battered SP:Strong MV:Winded - Vannor: Wounded >
s
channel 'ice spikes' h.dark
*Vannor* swiftly dodges Isela's attempt to strike him.
An elite Shienaran guard joins Isela's fight!
The grizzled veteran says 'You Vannor!!! You will die before your time!! '
*Vannor* tries to strike you, but you deflect the blow.
You try to strike *Vannor*, but he parries successfully.
No way! You're fighting for your life!
You sense Isela is channeling saidar.

* R HP:Battered SP:Strong MV:Winded - Vannor: Wounded >
You begin to weave the appropriate flows...
*Vannor* panics, and attempts to flee!


-
=
+
*
*
+
=
-
*Vannor* leaves south riding a shadow stallion.


Isela leaves south riding a warhorse.

-
s
k dark
=
Your target is no longer here!

* R HP:Battered SP:Strong MV:Winded >
channel 'ice spikes' h.dark
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
A hunter from Illian searches for the fabled Horn of Valere.

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

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

* R HP:Battered SP:Strong MV:Winded >
k dark
s
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A city lamplighter stands nearby, attending his duties.

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

* R HP:Battered SP:Strong MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
Isela the Tower Accepted is here, fighting Vannor, riding a warhorse.
*Vannor* is here, fighting Isela, riding a shadow stallion.
A Shienaran gatekeeper stands here, watching over the gate.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran gate guard is here, fighting Vannor.
A Shienaran gate guard is here, fighting Vannor.
A Shienaran gate guard is here, fighting Vannor.
A Shienaran gate guard is here, fighting Vannor.

* R HP:Battered SP:Strong MV:Winded >
The fighting is too thick and heavy for you to enter the fray!
*Vannor* panics, and attempts to flee!

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

A Shienaran gate guard slashes Vannor's right leg into bloody fragments!
A Shienaran gate guard slashes Vannor's body very hard.
A Shienaran gate guard slashes Vannor's body very hard.
A Shienaran gate guard tries to slash Vannor, but he deflects the blow.
Isela tries to strike *Vannor*, but he parries successfully.

channel 'ice spikes' h.dark
* R HP:Battered SP:Strong MV:Winded >
You begin to weave the appropriate flows...


-
You sense Isela is channeling saidar.

=
+
*

(tic_timer): Tic in 7 seconds!
*
+
*Vannor* leaves north riding a shadow stallion.

=
-
n

-
k dark
n
Cancelled.
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
*Vannor* is standing here, riding a shadow stallion.
A city lamplighter stands nearby, attending his duties.
*Vannor* tries to strike you, but you deflect the blow.

* R HP:Battered SP:Strong MV:Winded - Vannor: Battered >
k dark
You do the best you can!

* R HP:Battered SP:Strong MV:Winded - Vannor: Battered >
n
No way! You're fighting for your life!

k dark
* R HP:Battered SP:Strong MV:Winded - Vannor: Battered >
You do the best you can!

* R HP:Battered SP:Strong MV:Winded - Vannor: Battered >
channel 'ice spikes' h.dark
No way! You're fighting for your life!

* R HP:Battered SP:Strong MV:Winded - Vannor: Battered >
You do the best you can!
Isela has arrived from the south, riding a warhorse.

* R HP:Battered SP:Strong MV:Winded - Vannor: Battered >
You begin to weave the appropriate flows...
*Vannor* panics, and attempts to flee!
Isela leaves north riding a warhorse.


-
=
*Vannor* tries to strike you, but you deflect the blow.
A city lamplighter joins your fight!

+
*
Isela has arrived from the north, riding a warhorse.


*Vannor* panics, and attempts to flee!
Isela leaves south riding a warhorse.

*
+
=
-

-
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Vannor*.

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

A city lamplighter tries to hit Vannor, but he parries successfully.
You try to strike *Vannor*, but he deflects the blow.

* R HP:Battered SP:Strong MV:Tiring - Vannor: Beaten >
k dark
k dark
k dark
You do the best you can!

k dark
* R HP:Battered SP:Strong MV:Tiring - Vannor: Beaten >
k dark
You do the best you can!
*Vannor* leaves south riding a shadow stallion.
*Vannor* has arrived from the south, riding a shadow stallion.

* R HP:Battered SP:Strong MV:Tiring >
You try to strike *Vannor*, but he parries successfully.

k dark
* R HP:Battered SP:Strong MV:Tiring - Vannor: Beaten >
k dark
You do the best you can!

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

* R HP:Battered SP:Strong MV:Tiring - Vannor: Beaten >
You do the best you can!
Isela has arrived from the south, riding a warhorse.

* R HP:Battered SP:Strong MV:Tiring - Vannor: Beaten >
You do the best you can!
Isela tries to strike *Vannor*, but he parries successfully.

channel 'ice spikes' h.dark
* R HP:Battered SP:Strong MV:Tiring - Vannor: Beaten >
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
You begin to weave the appropriate flows...
*Vannor* panics, and attempts to flee!


You sense Isela is channeling saidar. <--- too late!

-
=
+
*
*Vannor* leaves north riding a shadow stallion.

*
n
+
k dark
n
k dark
=
n
Cancelled.
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
A hunter from Illian searches for the fabled Horn of Valere.

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

k dark
* R HP:Battered SP:Strong MV:Tiring >
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
An elite Shienaran guard attends his duties.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.

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

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

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

* R HP:Battered SP:Strong MV:Tiring >
k dark
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A gleeman is here, wearing a cloak of different colored patches.

* R HP:Battered SP:Strong MV:Tiring >
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

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

k dark
* R HP:Battered SP:Strong MV:Tiring >
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A draft horse is here, being ridden by you.
A Shienaran guard patrols here, watching you carefully.
A gray palfrey prances skittishly nearby.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

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

* R HP:Battered SP:Strong MV:Tiring >

Isela has arrived from the west, riding a warhorse.

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

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

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

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

* R HP:Battered SP:Strong MV:Tiring >
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
Players in your Zone
--------------------
Isela - Malkier Gate
Ryver - Malkier Gate

n
* R HP:Battered SP:Strong MV:Tiring >

Isela leaves east riding a warhorse.

* R HP:Battered SP:Strong MV:Tiring >
The Malkiergate seems to be closed.

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

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

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

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

* R HP:Battered SP:Strong MV:Tiring >
Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Battered SP:Strong MV:Tiring >
notice
You start paying increased attention to your surroundings.

* R HP:Battered SP:Strong MV:Tiring >
s
s
s
Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A man is here.
A grizzled Shienaran veteran looks on.

s
* R HP:Battered SP:Strong MV:Tiring >
s
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
Zone: Fal Dara
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A grizzled Shienaran veteran looks on.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

* R HP:Battered SP:Strong MV:Winded >
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
Zone: Fal Dara
The corpse of Shzrei is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A black cat meanders to an unknown destination.

* R HP:Battered SP:Strong MV:Winded >
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A black cat meanders to an unknown destination.
A cooper rolls a barrel before him.

* R HP:Battered SP:Strong MV:Winded >
Side Road
As the commercial district is left behind, small houses spring up along this
stretch of road. It appears that the road turns along behind the castle off
to the east.
[ obvious exits: N W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A man meanders here, quietly speaking to himself.
A mangy cat scurries around trying not to get stepped on.

* R HP:Battered SP:Strong MV:Winded >
w
w
End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A grizzled Shienaran veteran looks on.
A gleeman is here, wearing a cloak of different colored patches.
A figure stands here, ready to collect unwanted things.

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

The grizzled veteran leaves west.

* R HP:Battered SP:Strong MV:Winded >
Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A grizzled Shienaran veteran looks on.

n
* R HP:Battered SP:Strong MV:Winded >
n
You can't ride in there.

n
* R HP:Battered SP:Strong MV:Winded >
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!'
You can't ride in there.

* R HP:Battered SP:Strong MV:Winded >
n
You can't ride in there.

* R HP:Battered SP:Strong MV:Winded >
You can't ride in there.

* R HP:Battered SP:Strong MV:Winded >
w
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A draft horse is here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
A figure stands here, ready to collect unwanted things.
The Fal Dara town crier stands here, spreading the news.

w
* R HP:Battered SP:Strong MV:Winded >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A man is here.

w
* R HP:Battered SP:Strong MV:Winded >
w
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A tough Shienaran soldier waits here.
A well-dressed man peals his bell, alerting people to the latest news.

* R HP:Battered SP:Strong MV:Winded >
w
n
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

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

* R HP:Battered SP:Strong MV:Winded >
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
Zone: Fal Dara
The corpse of Kraven is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A grizzled Shienaran veteran looks on.
A mangy cat scurries around trying not to get stepped on.
A man is here.
A Shienaran gatekeeper stands here, watching over the gate.

* R HP:Battered SP:Strong MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
Geom the Under-Lieutenant is standing here.
A Shienaran gatekeeper stands here, watching over the gate.
Isela the Tower Accepted is standing here, riding a warhorse.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
Isela leaves north riding a warhorse.

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

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

n
* R HP:Battered SP:Strong MV:Winded >
n
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
*Vannor* is standing here, riding a shadow stallion.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
A hunter from Illian searches for the fabled Horn of Valere.

e
* R HP:Battered SP:Strong MV:Winded >
e
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
Isela the Tower Accepted is standing here, riding a warhorse.
A city lamplighter stands nearby, attending his duties.
An elite Shienaran guard attends his duties.
A Shienaran guard patrols here, watching you carefully.

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

* R HP:Battered SP:Strong MV:Winded >
k dark
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A gleeman is here, wearing a cloak of different colored patches.

* R HP:Battered SP:Strong MV:Winded >
k dark
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.

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

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

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

* R HP:Battered SP:Strong MV:Winded >
k dark
A Shienaran gate guard bellows 'Argh! The foul beast Vannor has been spotted!' <---- gate guard yelling is really what did him in.
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A gleeman is here, wearing a cloak of different colored patches.

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

* R HP:Battered SP:Strong MV:Winded >
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A city lamplighter stands nearby, attending his duties.
An elite Shienaran guard attends his duties.
A Shienaran guard patrols here, watching you carefully.

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

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

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

* R HP:Battered SP:Strong MV:Winded >
s
k dark
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A tough Shienaran soldier waits here.
An elite Shienaran guard attends his duties.
A hunter from Illian searches for the fabled Horn of Valere.

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

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

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

* R HP:Battered SP:Strong MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
Isela the Tower Accepted is here, fighting Vannor, riding a warhorse.
*Vannor* is here, fighting Isela, riding a shadow stallion.
Geom the Under-Lieutenant is standing here.
The Shienaran gatekeeper is here, fighting Vannor.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran gate guard is here, fighting Vannor.
A Shienaran gate guard is here, fighting Vannor.
A Shienaran gate guard is here, fighting Vannor.
A Shienaran guard keeps watch at the gate.
*Vannor* panics, and attempts to flee!

* R HP:Battered SP:Strong MV:Winded >
The fighting is too thick and heavy for you to enter the fray!
Geom narrates 'all dead?'

* R HP:Battered SP:Strong MV:Winded >
k dark
k dark
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Battered SP:Strong MV:Winded >
k dark
The fighting is too thick and heavy for you to enter the fray!

* R HP:Battered SP:Strong MV:Winded >
channel 'ice spikes' h.dark
The fighting is too thick and heavy for you to enter the fray!
Isela throws streaks of Fire at *Vannor*, whose freshly charred corpse crumples to the ground.
*Vannor* is dead! R.I.P.
Your blood freezes as you hear *Vannor*'s death cry.

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

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

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

The Fal Dara alarm horn sounds loudly.
Strange rustling noises are evident nearby. This can't be good...

g
get all corpse
* R HP:Battered SP:Strong MV:Winded >
You get a large slab of meat from the corpse of Vannor.
You get nine copper pennys from the corpse of Vannor.
You get a black pair of silver-tooled boots from the corpse of Vannor.
You get a pair of earthen colored breeches from the corpse of Vannor.
You get a belt with a buckle of cuendillar from the corpse of Vannor.
You get an obsidian encrusted sungwood staff from the corpse of Vannor.
You get a silver Kandori wristcuff from the corpse of Vannor.
You get a jeweled wristcuff from the corpse of Vannor.
You get a pair of dark gloves from the corpse of Vannor.
You get a set of cloth sleeves from the corpse of Vannor.
You get a coat bearing the ancient symbol of the Aes Sedai from the corpse of Vannor.
You get a dark suede shirt rich with lace at the neck and cuffs from the corpse of Vannor.
You get a shimmering pendant of obsidian from the corpse of Vannor.
You get a shimmering pendant of obsidian from the corpse of Vannor.
You get a camouflaged hood from the corpse of Vannor.
You get a gold ring from the corpse of Vannor.
You get a gold ring from the corpse of Vannor.

nar yay
* R HP:Battered SP:Strong MV:Winded >
Ok.

###It is too bad tps aren't magically dispersed to the enemies in the room, but i'll carry on :)

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