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

Sometimes its good to be wanted

Post by ryver » Tue Mar 15, 2022 10:14 am

###ss had been running around andor earlier, showed up again west of caemlyn

The Westgate seems to be closed.

* R HP:Healthy SP:Strong MV:Strong >
cal
w
You call for the Westgate to be opened.
The Caemlyn gatekeeper unlocks the Westgate.
The Caemlyn gatekeeper opens the Westgate.

* R HP:Healthy SP:Strong MV:Strong >
Outside the Western Gate of Caemlyn
The massive gates of Caemlyn, capital of Andor, rise before you to the
east. The bustle and noise of the city can be heard at all hours, and
during the day long lines of people form to enter the realm of Queen
Morgase, ruler of one of the greatest cities of the known world. Drifting
off towards Whitebridge to the west, the Caemlyn Road leaves its namesake
behind, amongst the colors of the Queen's Guard.
[ obvious exits: N E W ]
Zone: Four Kings
Door east: Westgate
An iron lantern hangs from the wall above the gate.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
w
The Caemlyn Road
The Caemlyn Road overlooks the city here, though still far off to the
east. From this vantage the palace of Queen Morgase can be seen upon the
hills at the center of the city, demanding a clear view of the lands for
miles around the walls.
[ obvious exits: N E W ]
Zone: Four Kings
Door down: caemlyn
A warhorse is here, stamping his feet impatiently, being ridden by you.
A man of the woods strides by quietly.

* R HP:Healthy SP:Strong MV:Strong >
w
w
The Caemlyn Road
Small hills rise around the road, obscuring view of the surrounding land as
the road meanders through the low valleys on its way towards the capital of
Andor. Deep wagon ruts and packed dirt proclaim the volume of traffic this
highway sees every day. A simple dirt lane leads off to the south.
[ obvious exits: N E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A badger is rummaging about, looking for stuff to eat.

* R HP:Healthy SP:Strong MV:Strong >
w
The Caemlyn Road
Grassy fields cover the hills about the road, offering a wide view of
the surrounding lands until the nearby hills obscure the view of the
countryside and the farms which lie scattered along the road. Far off to
the west the hills appear to become more dense, closing in on the road
as it runs toward Caemlyn.
[ obvious exits: N E W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A badger is rummaging about, looking for stuff to eat.

* R HP:Healthy SP:Strong MV:Strong >
The Caemlyn Road
The road turns here, snaking around the few hills which dot the plains and
farms which sporadically line the road. The land dips towards the
southeast, slowly heading towards the Sea of Storms far beyond Lugard to
the south, as well as towards the capital city of Andor somewhere to the
east. A freshly-erected SIGN stands here.
[ obvious exits: N E S ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
dh
diagnose horse
A warhorse is in excellent condition.
A warhorse is healthy.
A warhorse is weary.

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

*Espen* has arrived from the south, riding a gray palfrey.
*Shinji* has arrived from the south, riding a sleek well-trained torm.

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

*Shinji* tries to scythe you, but you parry successfully.

* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >

*Espen* leaves east riding a gray palfrey.

* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >

You barely strike *Shinji*'s right arm.
*Shinji* tries to scythe you, but you deflect the blow.

* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >

*Espen* has arrived from the east, riding a gray palfrey.

* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
nar all w caem
f
Ok.

* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
You panic and attempt to flee!


You try to strike *Shinji*, but he parries successfully.
You flee head over heels.
Base of the Hill
The ground here is moderately flat, sloping up slowly to the east. Just to the
south runs the road to Caemlyn, marked by the deep wagon ruts that show its
heavy use. The soil here is a bit stony, making it hard for vegetation to grow;
instead, small grasses constitute most of the plant life.
[ obvious exits: E S ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
e
e
The Small Hilltop
A bit north of the road to Caemlyn, this low hilltop is lightly covered by
short grasses and offers a decent view of the surrounding area. Somewhere off
to the east, over the crests of various hills, the city of Caemlyn stands; a
fortress in this otherwise rural area. To the west the ground descends a bit,
tapering off into plains.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
Amongst the Rolling Hills
Lightly covered with sparse grasses, these low hills border and guide the road
to Caemlyn, which lies to the south. The hills extend to the east, beyond which
the walls of Caemlyn stand, and seem to become more dense towards the west.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
dh
diagnose horse
where
A warhorse is in excellent condition.
A warhorse is healthy.
A warhorse is weary.

* R HP:Healthy SP:Strong MV:Strong >
Players in your Zone
--------------------
Ryver - Amongst the Rolling Hills

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

k seanchan
* R HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

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

k seanchan
* R HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
They aren't here.
*Espen* has arrived from the west, riding a gray palfrey.
*Shinji* has arrived from the west, riding a sleek well-trained torm.

k seanchan
* R HP:Healthy SP:Strong MV:Strong >

*Shinji* tries to scythe you, but you deflect the blow.
*Espen* leaves east riding a gray palfrey.

k seanchan
* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
You try to strike *Shinji*, but he deflects the blow.
*Shinji* tries to scythe you, but you parry successfully.
You do the best you can!

* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
You do the best you can!

* R HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
f
You panic and attempt to flee!
*Espen* has arrived from the east, riding a gray palfrey.

w
w
You flee head over heels.
On Top of a Hill Overlooking the Caemlyn Road
This grassy hilltop offers a view of the majesty of Caemlyn to the east, in
addition to a clear view of the road to the south. The hills extend to the
east and west, bordering the road, and a large grove of trees blocks any
passage to the north.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
Amongst the Rolling Hills
Lightly covered with sparse grasses, these low hills border and guide the road
to Caemlyn, which lies to the south. The hills extend to the east, beyond which
the walls of Caemlyn stand, and seem to become more dense towards the west.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Espen* is standing here, riding a gray palfrey.
*Shinji* is standing here, riding a sleek well-trained torm.

* R HP:Healthy SP:Strong MV:Tiring >
The Small Hilltop
A bit north of the road to Caemlyn, this low hilltop is lightly covered by
short grasses and offers a decent view of the surrounding area. Somewhere off
to the east, over the crests of various hills, the city of Caemlyn stands; a
fortress in this otherwise rural area. To the west the ground descends a bit,
tapering off into plains.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
s
The Caemlyn Road
Grassy fields cover the hills about the road, offering a wide view of
the surrounding lands until the nearby hills obscure the view of the
countryside and the farms which lie scattered along the road. Far off to
the west the hills appear to become more dense, closing in on the road
as it runs toward Caemlyn.
[ obvious exits: N E W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A badger is rummaging about, looking for stuff to eat.

* R HP:Healthy SP:Strong MV:Tiring >
w
w
The Caemlyn Road
The road turns here, snaking around the few hills which dot the plains and
farms which sporadically line the road. The land dips towards the
southeast, slowly heading towards the Sea of Storms far beyond Lugard to
the south, as well as towards the capital city of Andor somewhere to the
east. A freshly-erected SIGN stands here.
[ obvious exits: N E S ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.

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

w
* R HP:Healthy SP:Strong MV:Tiring >
w
The Caemlyn Road
A sudden narrowing in the highway weaves in and out between the brown
hills. Weary travelers are often seen plodding here along on their journeys
to Caemlyn, or part of the wagon groups commuting between Lugard, Caemlyn
and Whitebridge. A few rotten trees stand huddled in a copse, with a sign
nailed on one showing how it can be used to "block" or "clear" "the road".
[ obvious exits: N W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat has arrived from the north.

* R HP:Healthy SP:Strong MV:Tiring >
The Caemlyn Road
Working its way easily between the hills, the road to Caemlyn is fairly
broad and well travelled. Caemlyn, its namesake, lies somewhere to the
east, at the end of this road; various towns have formed along the rest of
its length. A small farm, like many others on this route, stands off to the
south, while the road continues on to the east and west. A freshly-erected
SIGN stands here.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A rat has arrived from the east.

* R HP:Healthy SP:Strong MV:Tiring >
The Caemlyn Road
One of the most travelled roads in this region, the Caemlyn Road provides a
convenient highway between the many farms along its path and the cities that
lie to the east and west. A small path leads off to the south towards one such
farm, while the road continues between Whitebridge and Caemlyn.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.

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

* R HP:Healthy SP:Strong MV:Tiring >
The Caemlyn Road
The Caemlyn Road bends here to the north and east, as it gently weaves its way
through the hills of this area. As one of the only major roads in this area,
this particular route is very well travelled, by farmers buying supplies or
selling crops and by merchants as they conduct their trade in the major cities.
[ obvious exits: N E ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Healthy SP:Strong MV:Tiring >
n
The Caemlyn Road
Here the road makes a gentle bend to the west and south, moving smoothly
between the various natural obstacles in the region. The amount of traffic on
this road is somewhat obvious, either by the occasional passing cart or the
deep wagon ruts that they leave behind. Low bushes border the road on each
side, blocking the view of the farms and landscape beyond.
[ obvious exits: S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
n
The Caemlyn Road
The grassy hills that lie around this road cause it to bend here, as they guide
it to the east and north. This road is typically busy, carrying merchants'
carts between their trading points, and providing a path for farmers to drive
their harvests and livestock to market.
[ obvious exits: N E ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
The Caemlyn Road
Making a fairly straight path to the north and south, this wide road is
bordered by rising and rolling hills that define its direction. The dusty
ground beneath you shows the damage done by heavy merchants' carriages when the
soil is wet and muddy; this road is used too often to remain in good repair.
[ obvious exits: N S ]
Zone: Four Kings
A fallen tree lies upon the ground, seemingly chopped down in haste.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
The Caemlyn Road
Moving alongside the slowly flowing River Cary, the Caemlyn Road curves
casually to the south and west where it encounters a bridge across the river.
To the southwest, the river departs from the road as hills emerge between them.
Off to the east, some miles distant, Caemlyn may be found; and to the west,
Four Kings is the closest major town.
[ obvious exits: S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Healthy SP:Strong MV:Tiring >
w
Bridge on the River Cary at Carysford
Perhaps only thirty paces wide, the dark water of the River Cary below moves by
slowly. The stone abutments of the bridge have been so worn by the elements
that they look almost like natural formations and years of heavy use by
merchant wagons have loosened the thick wooden planks. The Caemlyn road extends
off to the east and west.
[ obvious exits: E W D ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
Loose boards squeak and rattle underfoot.
Loose boards squeak and rattle underfoot.
Your mount is too exhausted.

* R HP:Healthy SP:Strong MV:Tiring >
Loose boards squeak and rattle underfoot.
Loose boards squeak and rattle underfoot.
Your mount is too exhausted.

* R HP:Healthy SP:Strong MV:Tiring >
Tic in 7 seconds!
dismount
You stop riding him.

* HP:Healthy SP:Strong MV:Tiring >
lh
lead horse
w
You start leading him.
A warhorse starts following you.

* HP:Healthy SP:Strong MV:Tiring >
Loose boards squeak and rattle underfoot.
Loose boards squeak and rattle underfoot.
The Caemlyn Road
Continuing on along miles of landscape, the Caemlyn Road provides a link
between Four Kings to the west and Caemlyn which lies far to the east. The
River Cary breaks the tedium, as it hugs the road to the east. A sturdy yet
ancient bridge crosses it. To the south is a flat shore along the river.
[ obvious exits: E S W ]
Zone: Four Kings
Loose boards rattle in the bridge to the east.
A warhorse has arrived from the east.
Loose boards rattle in the bridge to the east.

* HP:Healthy SP:Strong MV:Tiring >
emb
fresh
channel 'refresh'
You feel the flows of saidar coursing through your body.

* HP:Healthy SP:Full MV:Strong >
You begin to weave the appropriate flows...
-=+**+=- -=+**+=-
You lost control of Saidar!

* HP:Healthy SP:Strong MV:Strong >
w
w
The Caemlyn Road
The scenery here is very distinct, as the road continues along its slow course
through the area. The southern border of the road is grown over by thick hedges
and bushes, and off to the north, the Braem Wood begins to be visible. The road
runs far off to the east where it crosses the River Cary. Miles away to the
west lies the town of Four Kings.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse has arrived from the east.

* HP:Healthy SP:Strong MV:Strong >
The Caemlyn Road
Traveling to the east and west, this wide road is scarred by the ruts from
the wheels of freight carts and wagon trains. Somewhere off to the east, the
towering city of Caemlyn stands, as it has for many years; less distant, to the
west, Four Kings marks one of the few centers of population in this area.
[ obvious exits: E W ]
Zone: Four Kings
The corpse of a crow is lying here.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.
A warhorse has arrived from the east.

* HP:Healthy SP:Strong MV:Strong >
where
notice
Players in your Zone
--------------------
Ryver - The Caemlyn Road

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

* HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

k seanchan
* HP:Healthy SP:Strong MV:Strong >
where
They aren't here.

* HP:Healthy SP:Strong MV:Strong >
Players in your Zone
--------------------
Ryver - The Caemlyn Road

k seanchan
* HP:Healthy SP:Strong MV:Strong >
k seanchan
k seanchan
They aren't here.

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

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

* HP:Healthy SP:Strong MV:Strong >
stat
k seanchan
You are a 73 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 0.8 lbs and wearing 19.2 lbs, peanuts. MUD BMI: 0.364.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 111, Dodging bonus: 145, Parrying bonus: 162. Total Defence: 307
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your armor absorbs about 9% on average.

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

k seanchan
* HP:Healthy SP:Strong MV:Strong >
They aren't here.

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

* HP:Healthy SP:Strong MV:Strong >
k seanchan
k seanchan
They aren't here.

* HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

* HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

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

* HP:Healthy SP:Strong MV:Strong >
Players in your Zone
--------------------
Geom - The Caemlyn Road
Ryver - The Caemlyn Road

k seanchan
* HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

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

k seanchan
* HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

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

where
* HP:Healthy SP:Strong MV:Strong >
Players in your Zone
--------------------
Geom - The Caemlyn Road
Ryver - The Caemlyn Road

* HP:Healthy SP:Strong MV:Strong >
k seanchan
k seanchan
They aren't here.

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

* HP:Healthy SP:Strong MV:Strong >
r
[ride horse]
A warhorse stops following you.
You start riding him.

* R HP:Healthy SP:Strong MV:Strong >
e
The Caemlyn Road
The scenery here is very distinct, as the road continues along its slow course
through the area. The southern border of the road is grown over by thick hedges
and bushes, and off to the north, the Braem Wood begins to be visible. The road
runs far off to the east where it crosses the River Cary. Miles away to the
west lies the town of Four Kings.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat has arrived from the west.

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

* R HP:Healthy SP:Strong MV:Strong >
e

*Espen* has arrived from the east, riding a gray palfrey.
*Shinji* has arrived from the east, riding a sleek well-trained torm.

e
* R HP:Healthy SP:Strong MV:Strong >
The Caemlyn Road
Continuing on along miles of landscape, the Caemlyn Road provides a link
between Four Kings to the west and Caemlyn which lies far to the east. The
River Cary breaks the tedium, as it hugs the road to the east. A sturdy yet
ancient bridge crosses it. To the south is a flat shore along the river.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
Bridge on the River Cary at Carysford
Perhaps only thirty paces wide, the dark water of the River Cary below moves by
slowly. The stone abutments of the bridge have been so worn by the elements
that they look almost like natural formations and years of heavy use by
merchant wagons have loosened the thick wooden planks. The Caemlyn road extends
off to the east and west.
[ obvious exits: E W D ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
dh
diagnose horse
w
A warhorse is in excellent condition.
A warhorse is healthy.
A warhorse is winded.

w
* R HP:Healthy SP:Strong MV:Strong >
Loose boards squeak and rattle underfoot.
Loose boards squeak and rattle underfoot.
The Caemlyn Road
Continuing on along miles of landscape, the Caemlyn Road provides a link
between Four Kings to the west and Caemlyn which lies far to the east. The
River Cary breaks the tedium, as it hugs the road to the east. A sturdy yet
ancient bridge crosses it. To the south is a flat shore along the river.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
Loose boards rattle in the bridge to the east.

w
* R HP:Healthy SP:Strong MV:Strong >
The Caemlyn Road
The scenery here is very distinct, as the road continues along its slow course
through the area. The southern border of the road is grown over by thick hedges
and bushes, and off to the north, the Braem Wood begins to be visible. The road
runs far off to the east where it crosses the River Cary. Miles away to the
west lies the town of Four Kings.
[ obvious exits: E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Shinji* is standing here, riding a sleek well-trained torm.
*Espen* is standing here, riding a gray palfrey.

* R HP:Healthy SP:Strong MV:Strong >
The Caemlyn Road
Traveling to the east and west, this wide road is scarred by the ruts from
the wheels of freight carts and wagon trains. Somewhere off to the east, the
towering city of Caemlyn stands, as it has for many years; less distant, to the
west, Four Kings marks one of the few centers of population in this area.
[ obvious exits: E W ]
Zone: Four Kings
The corpse of a crow is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
k seanchan
k seanchan
They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
k seanchan
They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
k seanchan
k seanchan
They aren't here.

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

k seanchan
* R HP:Healthy SP:Strong MV:Strong >
They aren't here.

k seanchan
* R HP:Healthy SP:Strong MV:Strong >
They aren't here.

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

* R HP:Healthy SP:Strong MV:Strong >
t geom 1e pat
Ok.

* R HP:Healthy SP:Strong MV:Strong >
dism
You stop riding him.

* HP:Healthy SP:Strong MV:Strong >

*Shinji* has arrived from the east, riding a sleek well-trained torm.

* HP:Healthy SP:Strong MV:Strong >
emb
You are already in touch with saidar, can't you feel it?

* HP:Healthy SP:Strong MV:Strong >
c
k seanchan
c
k seanchan
You try to strike *Shinji*, but he deflects the blow.

* HP:Healthy SP:Strong MV:Strong - Shinji: Scratched >
You do the best you can!

* HP:Healthy SP:Strong MV:Strong - Shinji: Scratched >

You barely strike *Shinji*'s body.
A cavalry soldier joins your fight!
A cavalry soldier joins a cavalry soldier's fight!
A cavalry soldier joins a cavalry soldier's fight!
A cavalry soldier joins a cavalry soldier's fight!
A cavalry officer joins a cavalry soldier's fight!

* HP:Healthy SP:Strong MV:Strong - Shinji: Scratched >

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

* HP:Healthy SP:Strong MV:Strong - Shinji: Scratched >

A cavalry officer barely lances Shinji's head.
A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier slashes Shinji's body.
A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier barely slashes Shinji's body.
A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier slashes Shinji's right leg hard.
A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier slashes Shinji's left leg.
You strike *Shinji*'s right arm.

* HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
st
channel 'ice spike' h.seanchan
You begin to weave the appropriate flows...
-=+
*Shinji* panics, and attempts to flee!
*
*Shinji* leaves east riding a sleek well-trained torm.


*Espen* has arrived from the east, riding a gray palfrey.
*Espen* tries to slash you, but you deflect the blow.
*+
*Espen* tries to slash you, but you parry successfully.
A cavalry soldier joins your fight!
A cavalry soldier joins a cavalry soldier's fight!
A cavalry soldier joins a cavalry soldier's fight!
A cavalry soldier joins a cavalry soldier's fight!
A cavalry officer joins a cavalry soldier's fight!
=- -
A cavalry officer bellows 'The Seanchan Espen has been spotted!'
*Espen* panics, and attempts to flee!
=
Your target is no longer here!

* HP:Healthy SP:Strong MV:Strong - Espen: Wounded >

*Espen* leaves east riding a gray palfrey.

* HP:Healthy SP:Strong MV:Strong >

Geom tells you 'on'

* HP:Healthy SP:Strong MV:Strong >
e
q
bash seanchan
The Caemlyn Road
The scenery here is very distinct, as the road continues along its slow course
through the area. The southern border of the road is grown over by thick hedges
and bushes, and off to the north, the Braem Wood begins to be visible. The road
runs far off to the east where it crosses the River Cary. Miles away to the
west lies the town of Four Kings.
[ obvious exits: E S W ]
Zone: Four Kings
*Shinji* is here, fighting Geom, riding a sleek well-trained torm.
Geom the Sergeant is here, fighting Shinji, riding a warhorse.

* HP:Healthy SP:Strong MV:Strong >

k seanchan-
Cancelled.
You barely strike *Shinji*'s body.
*Espen* has arrived from the south, riding a gray palfrey.

* HP:Healthy SP:Strong MV:Strong - Geom: Scratched - Shinji: Wounded >
st
channel 'ice spike' h.seanchan

*Espen* tries to slash you, but you deflect the blow.

* HP:Healthy SP:Strong MV:Strong - Geom: Scratched - Shinji: Wounded >
You begin to weave the appropriate flows...
*Shinji* panics, and attempts to flee!
-
*Shinji* leaves east riding a sleek well-trained torm.
=+**
*Shinji* has arrived from the east, riding a sleek well-trained torm.
+
*Shinji* tries to scythe you, but you parry successfully.
=-
Geom tries to pierce *Shinji*, but he deflects the blow.

-
*Espen* sends you sprawling with a powerful bash!
Ok.
Spikes of solid ice form in your hands, which you launch at *Espen*.

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >

A sleek well-trained torm is overcome with lust for battle, and slashes Geom with sharp claws!

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >
st
channel 'ice spike' h.seanchan

Geom tries to pierce *Shinji*, but he deflects the blow.
*Espen* tries to slash you, but you deflect the blow.

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >

A sleek well-trained torm is overcome with lust for battle, and slashes Geom with sharp claws!

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >

Shinji assumes an offensive striking posture.

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >

Geom pierces *Shinji*'s head.
*Shinji* tries to scythe you, but you parry successfully.
*Espen* tries to slash you, but you deflect the blow.

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >
channel 'ice spikes' h.seanchan

Geom tries to pierce *Shinji*, but he parries successfully.

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >
You begin to weave the appropriate flows...

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

Shinji assumes an offensive striking posture.
-
Geom tries to pierce *Shinji*, but he deflects the blow.
*Shinji* tries to scythe you, but you parry successfully.
=+**+
Geom pierces *Shinji*'s right arm.
=- -
You dodge a bash from *Espen* who loses his balance and falls!
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Shinji*.

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >

Geom tries to pierce *Shinji*, but he parries successfully.
You try to strike *Espen*, but he parries successfully.

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >

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

* HP:Scratched SP:Strong MV:Strong - Espen: Battered >
channel 'ice spikes' h.seanchan
You begin to weave the appropriate flows...
-=+**
*Espen* panics, and attempts to flee!

Tic in 7 seconds!+
Geom tries to pierce *Shinji*, but he deflects the blow.
You are thirsty.
=
*Shinji* looks at you.
-
*Espen* leaves west riding a gray palfrey.
-
*Shinji* panics, and attempts to flee!
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Shinji*.
*Shinji* leaves west riding a sleek well-trained torm.

* HP:Scratched SP:Strong MV:Strong >
channel 'ice spikes' h.seanchan
Nobody here by that name.

* HP:Scratched SP:Strong MV:Strong >

A cavalry officer bellows 'The Seanchan Shinji has been spotted!'

* HP:Scratched SP:Strong MV:Strong >
w
k seanchan
The Caemlyn Road
Traveling to the east and west, this wide road is scarred by the ruts from
the wheels of freight carts and wagon trains. Somewhere off to the east, the
towering city of Caemlyn stands, as it has for many years; less distant, to the
west, Four Kings marks one of the few centers of population in this area.
[ obvious exits: E W ]
Zone: Four Kings
*Shinji* is here, fighting a cavalry officer, riding a sleek well-trained torm.
A warhorse is here, stamping his feet impatiently.
A cavalry soldier is here, fighting Shinji, riding a roan charger.
A cavalry soldier is here, fighting Shinji, riding a roan charger.
A cavalry soldier is here, fighting Shinji, riding a roan charger.
A cavalry soldier is here, fighting Shinji, riding a roan charger.
A cavalry officer is here, fighting Shinji, riding a warhorse.

* HP:Scratched SP:Strong MV:Strong >
You tickle *Shinji*'s body with your strike.
*Shinji* panics, and attempts to flee!
Geom has arrived from the east, riding a warhorse.

* HP:Scratched SP:Strong MV:Strong - a cavalry officer: Scratched - Shinji: Battered >

Geom pierces *Shinji*'s right leg.

k seanchan
* HP:Scratched SP:Strong MV:Strong - a cavalry officer: Scratched - Shinji: Battered >
k seanchan
You do the best you can!

k seanchan
* HP:Scratched SP:Strong MV:Strong - a cavalry officer: Scratched - Shinji: Battered >
You do the best you can!

channel 'ice spikes' h.seanchan
* HP:Scratched SP:Strong MV:Strong - a cavalry officer: Scratched - Shinji: Battered >
You do the best you can!

* HP:Scratched SP:Strong MV:Strong - a cavalry officer: Scratched - Shinji: Battered >
You begin to weave the appropriate flows...
*Shinji* panics, and attempts to flee!
-=
Geom barely pierces *Shinji*'s body.
A cavalry soldier slashes Shinji's left leg.
A cavalry soldier slashes Shinji's right foot.
A cavalry soldier slashes Shinji's left leg.
A cavalry soldier slashes Shinji's body.
*Shinji* scythes a cavalry officer's body hard.
A cavalry officer barely lances Shinji's body.
Geom pierces *Shinji*'s head.
*Shinji* panics, and attempts to flee!
*Shinji* leaves east riding a sleek well-trained torm.
*Shinji* has arrived from the east, riding a sleek well-trained torm.
Geom tries to pierce *Shinji*, but he parries successfully.
+**+
*Shinji* panics, and attempts to flee!
=
A sleek well-trained torm is overcome with lust for battle, and slashes Geom with sharp claws!
A cavalry officer stops using a jousting lance.
A cavalry officer wraps his fingers around a long-handled war axe and hefts it from an axe harness.
A cavalry officer sheathes a long-handled war axe into an axe harness.
A cavalry officer wields a jousting lance.
A cavalry officer lances Shinji's right leg.
*Shinji* panics, and attempts to flee!
A cavalry officer bellows 'The Seanchan Shinji has been spotted!'
- -=
Ok.
Spikes of solid ice form in your hands, which you launch at *Shinji*.

* HP:Scratched SP:Good MV:Strong - Geom: Scratched - Shinji: Critical >

You tickle *Shinji*'s right leg with your strike.
*Shinji* panics, and attempts to flee!
*Shinji* leaves west riding a sleek well-trained torm.

* HP:Scratched SP:Good MV:Strong >
g
get all corpse
You don't have a corpse.

w
* HP:Scratched SP:Good MV:Strong >
k seanchan
w
k seanchan
The Caemlyn Road
The road continues on a fairly straight path to the east and west in this area,
offering little in the way of shelter or scenery. The only really distinct view
from the road is Braem Wood, which stands as a dark mass of trees to the north.
[ obvious exits: E W ]
Zone: Four Kings
*Shinji* is standing here, riding a sleek well-trained torm.

* HP:Scratched SP:Good MV:Strong >
w
You try to strike *Shinji*, but he parries successfully.

k seanchan
w
* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
No way! You're fighting for your life!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
You do the best you can!
Geom has arrived from the east, riding a warhorse.

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
No way! You're fighting for your life!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
You do the best you can!
Geom leaves west riding a warhorse.

cb
change mood brave
* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
*Shinji* tries to scythe you, but you deflect the blow.
You try to strike *Shinji*, but he parries successfully.
No way! You're fighting for your life!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
Mood changed to: Brave
Wimpy reset to: 84 hit points.
*Shinji* panics, and attempts to flee!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
You do the best you can!

k seanchan
* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
You do the best you can!

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
k seanchan

*Shinji* leaves east riding a sleek well-trained torm.
*Shinji* has arrived from the east, riding a sleek well-trained torm.

* HP:Scratched SP:Good MV:Strong >
k seanchan
You try to strike *Shinji*, but he parries successfully.

* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
You do the best you can!

k seanchan
* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
You do the best you can!

q
bash seanchan
* HP:Scratched SP:Good MV:Strong - Shinji: Critical >
-
*Shinji* panics, and attempts to flee!
=
channel 'earthquake'+
Cancelled.
You begin to weave the appropriate flows...
-=+**+

Ok.
The earth trembles and shivers beneath your feet..!
A sleek well-trained torm vibrates and is knocked about.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
The vibrations are so incredible, *Shinji* is shaken into little pieces.
*Shinji* is dead! R.I.P.
Your blood freezes as you hear *Shinji*'s death cry.
Sigh... nothing better to do, eh?
The vibrations are so incredible, someone is shaken into little pieces.
Your blood freezes as you hear someone's death cry.

* HP:Scratched SP:Good MV:Strong >
g
get all corpse

Geom has arrived from the west, riding a warhorse.

* HP:Scratched SP:Good MV:Strong >
The corpse of a rat seems to be empty.

* HP:Scratched SP:Good MV:Strong >
nar rip

Geom leaves east riding a warhorse.

* HP:Scratched SP:Good MV:Strong >
Ok.

* HP:Scratched SP:Good MV:Strong >
get all all.corpse
The corpse of a rat seems to be empty.
You get a pair of animal-fur boots from the corpse of Shinji.
You get a pair of thick, gold-plated greaves from the corpse of Shinji.
You get a belt pack from the corpse of Shinji.
You get a bronze belt of odd design from the corpse of Shinji.
You get a wicked knife bladed axe from the corpse of Shinji.
You get a silver etched shield from the corpse of Shinji.
You get a sungwood bracelet from the corpse of Shinji.
You get a sungwood bracelet from the corpse of Shinji.
You get a sturdy pair of full leather gauntlets from the corpse of Shinji.
You get a pair of polished, gold-plated vambraces from the corpse of Shinji.
You get a dark riding cape of mottled brown from the corpse of Shinji.
a shining steel breastplate: You can't carry that much weight.
You get a clasp of blackened bronze from the corpse of Shinji.
You get a clasp of blackened bronze from the corpse of Shinji.
You get a full metal helmet and visor from the corpse of Shinji.
You get a gold ring delicately carved with ivy from the corpse of Shinji.
You get a gold ring delicately carved with ivy from the corpse of Shinji.
You get a lantern from the corpse of Shinji.
Geom has arrived from the east, riding a warhorse.

ryver
Posts: 15
Joined: Mon Feb 08, 2021 12:46 pm

Re: Sometimes its good to be wanted

Post by ryver » Tue Mar 15, 2022 11:28 am

#### working out the kinks of being a channeler :P
* R HP:Healthy SP:Bursting MV:Winded >
Tanchico Road
A small clearing lies to the east with a thick hedge of thorny bushes in
front. The road ambles nearer to Tanchico in the south, and continues north
in the direction of Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
Door east: hedge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.
An elk cow nibbles on some greenery.

w
* R HP:Healthy SP:Bursting MV:Winded >
Twist in the Road
A surprisingly rough and large hill to the south forces the road to make a
twist here. The road turns to the west before veering south toward the city
of Tanchico.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fyl narrates '3 of them'

s
* R HP:Healthy SP:Bursting MV:Winded >
s
Road through Trees
There are some blades of grass growing out of the road here giving it a
careless impression. The oak forest grows more thickly in the west. The
road continues to the east and south.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
An elk cow nibbles on some greenery.

* R HP:Healthy SP:Bursting MV:Winded >
s
Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.

* R HP:Healthy SP:Bursting MV:Winded >
Tanchico Road
The badly paved road branches off to east, south and north. Eastwards a
tiny forest path starts to take shape, meandering into the thick forest
nearby. Tanchico Road continues south, ending before the gates of Tanchico,
and steadily north towards Almoth Plain.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
Rounding the Bend
The road bends to the north and west here. To the east the beginning of a forest
is visible. The further one goes to the east the thicker the forest becomes. If
one stands still a while he or she could catch a glimpse of a forest animal
such as a boar or an elk. In the west the trees thin, clearing the view.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.

* R HP:Healthy SP:Bursting MV:Winded >
where
Players in your Zone
--------------------
Ryver - Rounding the Bend

* R HP:Healthy SP:Bursting MV:Winded >
t fyl where
Ok.

* R HP:Healthy SP:Bursting MV:Winded >
n

Fyl narrates 'maybe pull back a bit'

n
* R HP:Healthy SP:Bursting MV:Winded >
Tanchico Road
The badly paved road branches off to east, south and north. Eastwards a
tiny forest path starts to take shape, meandering into the thick forest
nearby. Tanchico Road continues south, ending before the gates of Tanchico,
and steadily north towards Almoth Plain.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.

* R HP:Healthy SP:Bursting MV:Winded >
e
Alas, you cannot go that way...

* R HP:Healthy SP:Bursting MV:Winded >
n
e
n
Road through Trees
There are some blades of grass growing out of the road here giving it a
careless impression. The oak forest grows more thickly in the west. The
road continues to the east and south.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
An elk cow nibbles on some greenery.

* R HP:Healthy SP:Bursting MV:Winded >
n
Twist in the Road
A surprisingly rough and large hill to the south forces the road to make a
twist here. The road turns to the west before veering south toward the city
of Tanchico.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
Tanchico Road
A small clearing lies to the east with a thick hedge of thorny bushes in
front. The road ambles nearer to Tanchico in the south, and continues north
in the direction of Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
Door east: hedge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.
An elk cow nibbles on some greenery.

* R HP:Healthy SP:Bursting MV:Winded >
n
Tanchico Road
The Tanchico Road is, like many other long roads, about five spans wide.
There are some trees and bushes bordering the road which runs directly
north and south from here.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A bee busily flies from plant to plant.

* R HP:Healthy SP:Bursting MV:Winded >
n
Bend in the Road
The road twists to the east and south here. The road winds around gentle
hills and tall oak trees. Loose stones and gravel lie on the hard-packed
dirt of the road.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.
A cute brown deer eyes you nervously.
A traveler trudges by.

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

* R HP:Healthy SP:Bursting MV:Winded >

Fyl tells you 'just a few n of 4x'

* R HP:Healthy SP:Bursting MV:Winded >
t fyl try touchan?
Ok.

* R HP:Healthy SP:Bursting MV:Winded >
Tic in 7 seconds!
e
n
Tanchico Road
The road is making another slight turn to the southwest. It had probably
been paved a long time ago, in the Age of Legends when everything was
different from now. Yet now it is just another normal road.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.

n
* R HP:Healthy SP:Bursting MV:Winded >
n
Tanchico Road
The Tanchico road continues south toward the city of Tanchico and north
toward the Almoth Plain. The road is mostly unpaved. It is quite long,
though, and the destination of Tanchico remains past the point of the horizon.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
n
Tanchico Road
A rocky cliff descends to the west, and from here one can see the waters of
the vast Aryth Ocean beyond. The road runs straight north and south
alongside the rocky cliff.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.

* R HP:Healthy SP:Bursting MV:Winded >
Tanchico Road through Hills
One can feel the soft and cool breeze blowing from the west from the coast of
Tarabon. Here, on a hill, a tad higher than usual it is tangible. The road
continues to the north and south.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
Road Near a Rocky Cliff
The sand and gravel road extends north and south from here, running
alongside a rocky cliff. The Aryth Ocean breeze blows freely from the west,
and from the top of this outlook a view of the sprawling ocean is visible.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
n
n
Road Near a Cliff
Little by little the landscape starts to become more hilly and treeless.
The road now runs over flat and sometimes rocky hills. In the distance to
the north smoke billows out of structures and a flicker of light glows.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild dog with matted fur snarls at you.

* R HP:Healthy SP:Bursting MV:Winded >
e
Turn in the Road
The road makes another twist here turning to the south and east. There are
still some bushes and moss on the road, but as one heads further south he or
she can notice how the road takes a more hilly form.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
e
Road through the Wilderness
The surrounding trees have almost taken over this place. There are small trees
and bushes growing all over the road. In the north and south the trees block
the way, the Tanchico Road runs forward to the east and west.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Winded >
Your mount is too exhausted.

* R HP:Healthy SP:Bursting MV:Winded >
where
Players in your Zone
--------------------
Ryver - Road through the Wilderness
Dathe - Road through Plains

* R HP:Healthy SP:Bursting MV:Winded >
dism
You stop riding him.

* HP:Healthy SP:Bursting MV:Winded >
lh
lead horse
You start leading him.
A warhorse starts following you.

* HP:Healthy SP:Bursting MV:Winded >
emb
You feel the flows of saidar coursing through your body.

fresh
channel 'refresh'
* HP:Healthy SP:Bursting MV:Winded >
You begin to weave the appropriate flows...
-=+**+=- -=+**+=-
Ok.
You channel flows of Spirit, and refresh those around you.
rel

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

* HP:Healthy SP:Strong MV:Tiring >
r
[ride horse]
A warhorse stops following you.
You start riding him.

* R HP:Healthy SP:Strong MV:Tiring >
e
n
n
n
n
Twist in the Road
The road makes a twist here turning to the west and north. The surrounding view
is starting to become fairly well populated. There are bushes and trees around
the road. The road runs to the west and north.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
Tanchico Road
The Tanchico Road meanders its way further south eventually finding the
capital city of Tarabon, Tanchico. As the road continues its way toward the
north one arrives to the Almoth Plains.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
Tanchico Road
This part of the road is definitely a center of population of a kind. There
are a lot of small and cozy houses in the west. The more one heads towards
northwest the more houses become visible.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black stallion prances about.

* R HP:Healthy SP:Strong MV:Tiring >
Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild stallion bucks madly.

* R HP:Healthy SP:Strong MV:Tiring >
Tanchico Road
It looks like one is starting to arrive at a little community of settlers.
There are some houses and huts in the west side of this road. The Tanchico
Road itself continues to the south and north.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fyl a'Lyl, guest of Emond's Field |HUNTED| is standing here, riding a warhorse.
*Ahri* is standing here leashed to a sul'dam.
A sul'dam stands here, holding Ahri's leash.
Prancing about on dainty feet, a palomino mare stands here.

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

A sul'dam leads *Ahri* east.
*Ahri* leaves east.

where
* R HP:Healthy SP:Strong MV:Tiring >
k seanchan
Players in your Zone
--------------------
Ryver - Tanchico Road
Fyl - Tanchico Road
Dathe - Bend in the Road
A sul'dam has arrived from the east, leading *Ahri*.
*Ahri* has arrived from the east.

* R HP:Healthy SP:Strong MV:Tiring >
You try to strike *Ahri*, but she deflects the blow.

* R HP:Healthy SP:Strong MV:Tiring - Ahri: Healthy >

Fyl leaves south riding a warhorse.

* R HP:Healthy SP:Strong MV:Tiring - Ahri: Healthy >
k seanchan
You do the best you can!

* R HP:Healthy SP:Strong MV:Tiring - Ahri: Healthy >

*Ahri* tries to strike you, but you deflect the blow.
You try to strike *Ahri*, but she deflects the blow.

* R HP:Healthy SP:Strong MV:Tiring - Ahri: Healthy >

*Ahri* panics, and attempts to flee!

emb
* R HP:Healthy SP:Strong MV:Tiring - Ahri: Healthy >

A sul'dam leads *Ahri* south.
*Ahri* leaves south.

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

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

Dathe has arrived from the north, riding a bloodstock stallion.

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

Fyl has arrived from the south, riding a warhorse.

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

Ahri's sul'dam narrates '3'

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

*Shinji* has arrived from the north, riding a sleek well-trained torm.
A morat'torm recruit has arrived from the north.

s
* R HP:Healthy SP:Strong MV:Tiring >
k seanchan

*Shinji* leaves south riding a sleek well-trained torm.
A morat'torm recruit leaves south.
Dathe narrates 'some s'

* R HP:Healthy SP:Strong MV:Tiring >
Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A new recruit of the morat'torm stands here.
*Shinji* is standing here, riding a sleek well-trained torm.
*Ahri* is standing here leashed to a sul'dam.
A sul'dam stands here, holding Ahri's leash.
A wild stallion bucks madly.
*Shinji* gives a morat'torm recruit an order.
A morat'torm recruit tries to pierce you, but you dodge the attack.

* R HP:Healthy SP:Strong MV:Tiring - a morat'torm recruit: Scratched >
You do the best you can!
Fyl has arrived from the north, riding a warhorse.
*Shinji* tries to scythe Fyl, but she deflects the blow.

* R HP:Healthy SP:Strong MV:Tiring - a morat'torm recruit: Scratched >

You sense Fyl is channeling saidar.

* R HP:Healthy SP:Strong MV:Tiring - a morat'torm recruit: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
Tanchico Road
This part of the road is definitely a center of population of a kind. There
are a lot of small and cozy houses in the west. The more one heads towards
northwest the more houses become visible.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black stallion prances about.

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

A sul'dam has arrived from the north, leading *Ahri*.
*Ahri* has arrived from the north.

* R HP:Healthy SP:Strong MV:Tiring >
n
st
channel 'ice spike' h.seanchan
Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fyl a'Lyl, guest of Emond's Field |HUNTED| is here, fighting Shinji, riding a warhorse.
*Shinji* is here, fighting Fyl, riding a sleek well-trained torm.
A wild stallion bucks madly.
Fyl leaves west riding a warhorse.

* R HP:Healthy SP:Strong MV:Tiring >
You begin to weave the appropriate flows...
*Shinji* panics, and attempts to flee!
*Shinji* leaves east riding a sleek well-trained torm.
-=+*

*Shinji* has arrived from the east, riding a sleek well-trained torm.
*+
A sul'dam has arrived from the south, leading *Ahri*.
*Ahri* has arrived from the south.
*Shinji* leaves south riding a sleek well-trained torm.
=
You sense *Ahri* is channeling saidar.
- -=
Your target is no longer here!

* R HP:Healthy SP:Strong MV:Tiring >
st
channel 'ice spike' h.seanchan
You begin to weave the appropriate flows...

You stumble beneath the crushing force of the air around you!
-
Ouch! You couldn't maintain the flows.

* R HP:Scratched SP:Strong MV:Tiring - Ahri: Healthy >

*Ahri* tries to strike you, but you deflect the blow.
You try to strike *Ahri*, but she dodges the attack.
*Shinji* has arrived from the south, riding a sleek well-trained torm.

* R HP:Scratched SP:Strong MV:Tiring - Ahri: Healthy >

*Shinji* leaves east riding a sleek well-trained torm.

* R HP:Scratched SP:Strong MV:Tiring - Ahri: Healthy >

*Ahri* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Tiring - Ahri: Healthy >

A sul'dam leads *Ahri* north.
*Ahri* leaves north.

* R HP:Scratched SP:Strong MV:Tiring >
st
channel 'ice spike' h.seanchan
Nobody here by that name.

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

*Grabel* has arrived from the north, riding an armored black stallion.
A tall Deathwatch Ogier has arrived from the north.

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

*Grabel* leaves south riding an armored black stallion.
A tall Deathwatch Ogier leaves south.

* R HP:Scratched SP:Strong MV:Tiring >
st
channel 'ice spike' h.seanchan
Nobody here by that name.
A sul'dam has arrived from the north, leading *Ahri*.
*Ahri* has arrived from the north, riding a prancing palomino mare.

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

*Shinji* has arrived from the north, riding a sleek well-trained torm.

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

*Grabel* has arrived from the south, riding an armored black stallion.
A tall Deathwatch Ogier has arrived from the south.

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

*Ahri* tries to strike you, but you dodge the attack.
*Shinji* scythes your body into bloody fragments!

* R HP:Hurt SP:Strong MV:Tiring - Ahri: Healthy >
f
You panic and attempt to flee!

notice

You flee head over heels.
Lightly Forested Hills
The tops of the oak trees gently sway in the breeze, and the sound of their
rustling leaves echoes softly. The hills grow steeper to the east ad the
road that runs between Tanchico and Almoth Plain passes to the west.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.

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

n
* R HP:Hurt SP:Strong MV:Tiring >
Wooded Hills off the Road
The Tanchico Road runs west of this wooded hillside. Tall oak trees stand a
good distance from each other throughout the hills, making these slopes easily
traversed. In the far distance to the east the hills give way to the Mountains
of Mist.
[ obvious exits: S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
Dathe has arrived from the west, riding a bloodstock stallion.

w
* R HP:Hurt SP:Strong MV:Tiring >
n
n
Tanchico Road
It looks like one is starting to arrive at a little community of settlers.
There are some houses and huts in the west side of this road. The Tanchico
Road itself continues to the south and north.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring >
Tanchico Road
The road starts to become battered and even more rocky as one heads towards
north. A forest blocks both east and west directions leaving north and
south as the only optional paths for travelers to take.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring >
Bend in the Road
The road twists to the south and east here. One can see a stand of trees
and a rare house dotting here and there as he or she follows the road to
the south. To the north the homes are more sparse and the trees disappear,
the coziness of town replaced by the plains of Almoth.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A sad refugee makes a trek for safety.
A young and strong buck is here, munching some grass.

* R HP:Hurt SP:Strong MV:Tiring >
e
n
Bend in the Road
Slowly the surrounding plains view converts into a sparsely populated
forest-like view. Also the road makes a bend to west and north to avoid the
hill that lies in the south. The road runs to then north and west.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild stallion bucks madly.

* R HP:Hurt SP:Strong MV:Tiring >
n
n
Tanchico Road through Plains
There is a broken wagon visible to one side of this road. It has probably
been attacked by a raging group of bandits. The conclusion is drawn because
nothing else would break the whole wagon so totally. The road continues to the
north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring >
Road through Plains
The road runs through the Almoth Plains to the north. The road has been
trampled by many carts and wagons during the hundreds of years this road has
been here. The road continues to the south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large plains bear smells the air for prey.

* R HP:Hurt SP:Strong MV:Winded >
Lush Grasslands
The tall grass scratches at your arms as you walk through it. Several large
boulders are scattered out across the plain. Each one of them looks to have
not moved in many years, as they are weather-beaten smooth. Far to the
west, the Aryth Ocean is visible. To the east, the Mountains of Mist are
visible on the horizon.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
A bundle of chainmail lies on the ground.
A densely woven shirt of thick mail is here.
A set of chainmail sleeves lie upon the ground.
A set of chainmail leggings lay upon the ground.
Some thick-soled, heavy leather boots stand stiffly together.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large plains bear smells the air for prey.

* R HP:Hurt SP:Strong MV:Winded >
e
e
You swiftly dodge a large plains bear's attempt to hit you.
You strike a large plains bear's right foreleg very hard.
You swiftly dodge a large plains bear's attempt to hit you.
No way! You're fighting for your life!

* R HP:Hurt SP:Strong MV:Winded - a large plains bear: Scratched >
No way! You're fighting for your life!

* R HP:Hurt SP:Strong MV:Winded - a large plains bear: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
Lush Grasslands
The grass is very tall here, in many places it reaches up to your shoulder.
To the north and east a large is visible. Going west, more grass grows
taller and taller. To the east, there is an end to all the grass. The grass
scratches at your arms and rocks come out of nowhere.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

It starts to snow.

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

A large plains bear has arrived from the west.

e
* R HP:Hurt SP:Strong MV:Winded >
Edge of the Grass
The area is split into two parts, the grass, and the dirt. The grass stands
as high as most people's waists and stretches on for several miles. The
grass just ends and cuts around a hill just to the north of here. The wind
picks the dirt up into whirlwinds and sends them swirling around the
ground. The same winds sway the grasses.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large plains bear smells the air for prey.
A large plains bear smells the air for prey.
A rust-colored bobcat crouches low, ready to pounce.
A rat scurries around trying to get out of sight.

* R HP:Hurt SP:Strong MV:Winded >
whe
A large plains bear has arrived from the west.
Players in your Zone
--------------------
Ryver - Edge of the Grass

* R HP:Hurt SP:Strong MV:Winded >
not
You stop paying increased attention to your surroundings.

* R HP:Hurt SP:Strong MV:Winded >
e
e
A large plains bear tries to hit you, but you parry successfully.
A large plains bear tries to hit you, but you dodge the attack.
A large plains bear tries to hit you, but you deflect the blow.
No way! You're fighting for your life!

* R HP:Hurt SP:Strong MV:Winded - a large plains bear: Scratched >
n
No way! You're fighting for your life!

* R HP:Hurt SP:Strong MV:Winded - a large plains bear: Scratched >
e
No way! You're fighting for your life!

* R HP:Hurt SP:Strong MV:Winded - a large plains bear: Scratched >
f
No way! You're fighting for your life!

* R HP:Hurt SP:Strong MV:Winded - a large plains bear: Scratched >
e
You panic and attempt to flee!

n
You flee head over heels.
Bend in the Path
The path out of the valley slowly turns to the right around a small hill and
heads west and north. The tall grasses of the Almoth Plain are visible to the
west. To the north is a small valley that leads east. The buzz of small insects
and birds is audible during the day and night as they sing their songs.
[ obvious exits: N W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Winded >
Bottom of the Valley
This is the deepest point in a valley that leads to the east from here. The
ground is quite rocky with not much grass to be seen. Nothing can be seen
to the north or west but cliff wall. There is a small rocky path out the
south wall, it looks to lead up and out of the valley.
[ obvious exits: E S ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A gray palfrey prances skittishly nearby.

* R HP:Hurt SP:Strong MV:Winded >
nar i suggest the hunting party organize!
Tic in 7 seconds!
Ok.

* R HP:Hurt SP:Strong MV:Winded >
e
e
In a Valley
The valley slowly slopes in an east-west fashion, the deepest point being
to the west. A small trail covered in grass leads up and out of the valley
to the north. To the east, the valley ends in its shallowest point. Farther
on, the Mountains of Mist can be seen on the horizon.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A juvenile trolloc waits hungrily to be fed.

e
* R HP:Hurt SP:Strong MV:Winded >
In a Shallow Valley
This is the shallowest spot in a valley running east-west across the Almoth
Plains. The valley ends just the east, and runs along a cliff of the
Mountains of Mist. Looking west, the valley gets gradually deeper. Nothing
else is visible over the rolling hills.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A juvenile trolloc waits hungrily to be fed.

* R HP:Hurt SP:Strong MV:Winded >
Top of the Valley
This is the top of a large valley that stretches out to the west. A
towering cliff that seems to reach the sky marks the edge of the Mountains
of Mist. A small animal trail runs along the base of the cliff to the
north. A huge boulder lays to the east.
[ obvious exits: N W ]
Zone: Southern Almoth Plain
Door east: boulder
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
n
n
Trail Through the Grass
This is an end of a small trail, beaten down with many tracks of several
types of small wildlife. Tall grass on either side of the trail allows for
lots of game to hide. To the east is a towering cliff that is the Mountains
of Mist. The trail continues north into deeper grass, and south to a larger
road.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
n
In the High Grass
The grass here is extremely tall, a trail is just barely visible leading
south and north. To the north, the grass gets a little shorter, and to the
south it shortens to where deer might have chewed it down. A steep hill
lays to the east, while the Mountains of Mist stand directly to the east.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
e
Some Short Grass
The grass here appears to be cut down like a yard of a nobleman. A small
trickling stream lies to the west, making the area look more like yard. The
small path to the east leads off north. If someone is trying to hide their
presence, they are not being too adept at it.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cackling hyena circles its prey.

* R HP:Hurt SP:Strong MV:Winded >
e
e
A Rocky Path at the Foot of a Bridge
This is an end of a rocky path leading north from here. Each rock in the
path looks hand picked. The path gives a little in each direction, making
the path man made. To each side small carefully placed shrubs grow
alongside flowers not seen anywhere else in the world. To the east, a
wooden bridge crosses the rushing waters of the Andahar River.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
e
Crossing the Andahar
A wooden bridge crosses rushing waters below. A tall forest wanders, from
the east, down to the rivers banks where colored flowers sparkle in
reflection to the shimmering water. Westward, gentle hills dressed in blue
green grass waves in the passing wind.
[ obvious exits: E W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
Gates of Darkwood
A swollen river rushes west, under the banks of the gentle forest. A rising
hill topped with giant redwoods and maples climbs to the north. A sturdy
wooden bridge crosses the river and into the open Almoth Plains.
[ obvious exits: E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A pretty bird is here flying around.
A burly lumberjack swings his axe here.
A young and strong buck is here, munching some grass.

* R HP:Hurt SP:Strong MV:Winded >
Forested Glen
A pleasant forest, littered with a rainbow of flowers, spreads under the
base of rising hill. The hill, strewn with loose rock and flowered bushes,
rises to the north where tall redwoods reach to the sky.
[ obvious exits: E S W U ]
Zone: Darkwood
Door up: greenpath
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
e
s
Forested Glen
Sunlight shines off of dozens of flower varieties that crest gentle
forested hills, which spread to the south and west. A rising hill crowned
with tall oaks blocks further passage to the north.
[ obvious exits: S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Hurt SP:Strong MV:Winded >
u
Forested Glen
A low-lying hill, densely crowded with tall timber, rises to the east.
Sunlit forest glades, sprinkled with small flower topped knolls, spread
around the base of the hill and to the north. The forest reaches down to
riverbanks in the south.
[ obvious exits: N S W U ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.

* R HP:Hurt SP:Strong MV:Winded >
where
Black Heart
A black forest rises upon a wide, low-lying hill that spreads to the north,
south and east. To the west, the forest gently descends the hill and
opens into a sunlit glade that beams with healthy flowers and shrubbery.
[ obvious exits: N E S D ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
Players in your Zone
--------------------
Ryver - Black Heart

* R HP:Hurt SP:Strong MV:Winded >
n
e
e
Black Heart
A rocky cliff overlooks an empty blackness to the north. Tall trees rise to
enormous heights blocking out all sunlight to the ground below. Snorting
and grunting sounds echo around the forest to the east and south. An
amazing amount of wildlife can be observed by watching carefully from this
spot.
[ obvious exits: E S ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.

* R HP:Hurt SP:Strong MV:Winded >
d
Black Heart
The dark forest spreads along the edge of a sheer rocky plateau that drops
to unknown depths below. A black void fills the land to the north that
seems to echo with silence. Animal trails wander through the foreboding
trees to the east, west and south.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: darkpath
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.

* R HP:Hurt SP:Strong MV:Winded >
Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.

* R HP:Hurt SP:Strong MV:Winded >
n
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
n
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: path
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Hurt SP:Strong MV:Winded >
e
e
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
e
Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A burly lumberjack swings his axe here.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.

e
* R HP:Hurt SP:Strong MV:Winded >
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A green woodpecker is visible flying high in the sky.
A burly lumberjack swings his axe here.
A squirrel is here, chittering.
A panther stalks through the wilderness.
A panther stalks through the wilderness.
A panther stalks through the wilderness.

* R HP:Hurt SP:Strong MV:Winded >
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
e
e
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A burly lumberjack swings his axe here.

* R HP:Hurt SP:Strong MV:Winded >
where
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded >
Players in your Zone
--------------------
Ryver - Touchan

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

Valkyri tells you 'where are they at?'

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

Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.772 seconds.

* R HP:Scratched SP:Strong MV:Tiring >
rep almoth
Ok.

whe
* R HP:Scratched SP:Strong MV:Tiring >
Players in your Zone
--------------------
Ryver - Touchan

* R HP:Scratched SP:Strong MV:Tiring >
sc
You have 253(280) hit, 138(156) saidar and 73(146) movement points.
You have scored 104398219 experience points and 0 quest points.
You need 4101781 exp to reach the next level.
You have amassed 4 Turn points to date.
You have played 3 days and 2 hours (real time).
This ranks you as Ryver |Hunted| (Level 50).
You are standing.

* R HP:Scratched SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Ryver - Touchan

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

Valkyri tells you 'ok got it'

* R HP:Scratched SP:Strong MV:Tiring >
w
w
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A burly lumberjack swings his axe here.

* R HP:Scratched SP:Strong MV:Tiring >
w
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
where
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A green woodpecker is visible flying high in the sky.
A burly lumberjack swings his axe here.
A squirrel is here, chittering.
A panther stalks through the wilderness.
A panther stalks through the wilderness.

* R HP:Scratched SP:Strong MV:Winded >
Players in your Zone
--------------------
Ryver - Dark Trails

* R HP:Scratched SP:Strong MV:Winded >
w
w
Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A burly lumberjack swings his axe here.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.

* R HP:Scratched SP:Strong MV:Winded >
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded >
rep fyl and vathe also fighting them
Ok.

* R HP:Scratched SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - Dark Trails

* R HP:Scratched SP:Strong MV:Winded >
w
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: path
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded >
t vathe you ok?
No-one by that name here...

* R HP:Scratched SP:Strong MV:Winded >
t fyl you ok?
Ok.

* R HP:Scratched SP:Strong MV:Winded >
who
Players
There is/are: 22 player(s) on LS and 7 player(s) on DS as of the last site update.
-------
Starden of the Malkieri Diaspora
Valkyri the Tipsy |Hunted|
Master Nylen the Magnificent! [Gleeman Council]
Stanley of Tarabon
Jacques le Vert
Ryver |Hunted|
Ethos of Two Rivers (Linkless) (Idle)
Neiren of Tear
Joaquim the Honored Morat'raken [Morat'raken]
Fyl a'Lyl, guest of Emond's Field |HUNTED|
Iyanbito of Seandar
Christophe of Kandor
6 Ahri the Damane, leashed to Beharra [Damane to a Der'sul'dam]
Larnus the Bannerman [Saldaean Cavalry]
David Cauldar, Ancient of Manetheren [Red Eagle]
Chessa of Illian
Taylin of Arad Doman
Davaynes of Murandy
Minch of Shienar
Dathe |Hunted|

* Press <Return> to continue, q to quit *>

Fyl narrates 'I made a tactical retreat'

* Press <Return> to continue, q to quit *>

2 Lord Shinji Moraed, Captain of the Lance, Banner-General [Morat'torm Council]
General Grabel the Banner-General [Deathwatch Guard Blademaster Council]
Moash of Two Rivers
Geom the Guardsman [Queen's Guard]
Ailean of Illian

25 players displayed.

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

Joaquim narrates 'words!'

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

Fyl narrates 'A Tanchico gateguard bellows 'Welcome! Light bless you Fyl!''

* R HP:Scratched SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - Darkwood

* R HP:Scratched SP:Strong MV:Winded >
s
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

u
* R HP:Scratched SP:Strong MV:Winded >
Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.

* R HP:Scratched SP:Strong MV:Winded >
w
w
Black Heart
The dark forest spreads along the edge of a sheer rocky plateau that drops
to unknown depths below. A black void fills the land to the north that
seems to echo with silence. Animal trails wander through the foreboding
trees to the east, west and south.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: darkpath
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.

* R HP:Scratched SP:Strong MV:Winded >
s
Black Heart
A rocky cliff overlooks an empty blackness to the north. Tall trees rise to
enormous heights blocking out all sunlight to the ground below. Snorting
and grunting sounds echo around the forest to the east and south. An
amazing amount of wildlife can be observed by watching carefully from this
spot.
[ obvious exits: E S ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.

* R HP:Scratched SP:Strong MV:Winded >
Black Heart
A black forest rises upon a wide, low-lying hill that spreads to the north,
south and east. To the west, the forest gently descends the hill and
opens into a sunlit glade that beams with healthy flowers and shrubbery.
[ obvious exits: N E S D ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

Fyl narrates 'Why thank you, gateguard.'

* R HP:Scratched SP:Strong MV:Winded >
Forested Glen
A low-lying hill, densely crowded with tall timber, rises to the east.
Sunlit forest glades, sprinkled with small flower topped knolls, spread
around the base of the hill and to the north. The forest reaches down to
riverbanks in the south.
[ obvious exits: N S W U ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.

* R HP:Scratched SP:Strong MV:Winded >
w
Bank of the Andahar
Tiny flowers reach down from a warm forest and carpet the banks of a rushing
river to the south and west. The gentle forest spreads under clear skies and
reaches to the north and east.
[ obvious exits: N E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded >
n
w
Forested Glen
A pleasant forest, littered with a rainbow of flowers, spreads under the
base of rising hill. The hill, strewn with loose rock and flowered bushes,
rises to the north where tall redwoods reach to the sky.
[ obvious exits: E S W U ]
Zone: Darkwood
Door up: greenpath
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Scratched SP:Strong MV:Winded >
Gates of Darkwood
A swollen river rushes west, under the banks of the gentle forest. A rising
hill topped with giant redwoods and maples climbs to the north. A sturdy
wooden bridge crosses the river and into the open Almoth Plains.
[ obvious exits: E S W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A pretty bird is here flying around.
A burly lumberjack swings his axe here.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Strong MV:Winded >
where
Crossing the Andahar
A wooden bridge crosses rushing waters below. A tall forest wanders, from
the east, down to the rivers banks where colored flowers sparkle in
reflection to the shimmering water. Westward, gentle hills dressed in blue
green grass waves in the passing wind.
[ obvious exits: E W ]
Zone: Darkwood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded >
Players in your Zone
--------------------
Ryver - Crossing the Andahar

* R HP:Scratched SP:Strong MV:Winded >
who
Players
There is/are: 23 player(s) on LS and 7 player(s) on DS as of the last site update.
-------
Degras the Tactician
Starden of the Malkieri Diaspora
Valkyri the Tipsy |Hunted|
Master Nylen the Magnificent! [Gleeman Council]
Stanley of Tarabon
Jacques le Vert
Ryver |Hunted|
Ethos of Two Rivers (Linkless) (Idle)
Neiren of Tear
Joaquim the Honored Morat'raken [Morat'raken]
Fyl a'Lyl, guest of Emond's Field |HUNTED|
Iyanbito of Seandar
Christophe of Kandor
6 Ahri the Damane, leashed to Beharra [Damane to a Der'sul'dam]
Larnus the Bannerman [Saldaean Cavalry]
David Cauldar, Ancient of Manetheren [Red Eagle]
Chessa of Illian
Taylin of Arad Doman
Davaynes of Murandy
Minch of Shienar

* Press <Return> to continue, q to quit *>

Dathe |Hunted|
2 Lord Shinji Moraed, Captain of the Lance, Banner-General [Morat'torm Council]
General Grabel the Banner-General [Deathwatch Guard Blademaster Council]
Moash of Two Rivers
Geom the Guardsman [Queen's Guard]
Ailean of Illian

26 players displayed.

* R HP:Scratched SP:Strong MV:Winded >
w
A Rocky Path at the Foot of a Bridge
This is an end of a rocky path leading north from here. Each rock in the
path looks hand picked. The path gives a little in each direction, making
the path man made. To each side small carefully placed shrubs grow
alongside flowers not seen anywhere else in the world. To the east, a
wooden bridge crosses the rushing waters of the Andahar River.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded >
Tic in 7 seconds!
w
Some Short Grass
The grass here appears to be cut down like a yard of a nobleman. A small
trickling stream lies to the west, making the area look more like yard. The
small path to the east leads off north. If someone is trying to hide their
presence, they are not being too adept at it.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cackling hyena circles its prey.

s
* R HP:Scratched SP:Strong MV:Tiring >
s
In the High Grass
The grass here is extremely tall, a trail is just barely visible leading
south and north. To the north, the grass gets a little shorter, and to the
south it shortens to where deer might have chewed it down. A steep hill
lays to the east, while the Mountains of Mist stand directly to the east.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Strong MV:Tiring >
Trail Through the Grass
This is an end of a small trail, beaten down with many tracks of several
types of small wildlife. Tall grass on either side of the trail allows for
lots of game to hide. To the east is a towering cliff that is the Mountains
of Mist. The trail continues north into deeper grass, and south to a larger
road.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
where
Top of the Valley
This is the top of a large valley that stretches out to the west. A
towering cliff that seems to reach the sky marks the edge of the Mountains
of Mist. A small animal trail runs along the base of the cliff to the
north. A huge boulder lays to the east.
[ obvious exits: N W ]
Zone: Southern Almoth Plain
Door east: boulder
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
Players in your Zone
--------------------
Ryver - Top of the Valley

* R HP:Scratched SP:Strong MV:Tiring >
w
w
In a Shallow Valley
This is the shallowest spot in a valley running east-west across the Almoth
Plains. The valley ends just the east, and runs along a cliff of the
Mountains of Mist. Looking west, the valley gets gradually deeper. Nothing
else is visible over the rolling hills.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A juvenile trolloc waits hungrily to be fed.

* R HP:Scratched SP:Strong MV:Tiring >
w
In a Valley
The valley slowly slopes in an east-west fashion, the deepest point being
to the west. A small trail covered in grass leads up and out of the valley
to the north. To the east, the valley ends in its shallowest point. Farther
on, the Mountains of Mist can be seen on the horizon.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A juvenile trolloc waits hungrily to be fed.

* R HP:Scratched SP:Strong MV:Tiring >
w
Bottom of the Valley
This is the deepest point in a valley that leads to the east from here. The
ground is quite rocky with not much grass to be seen. Nothing can be seen
to the north or west but cliff wall. There is a small rocky path out the
south wall, it looks to lead up and out of the valley.
[ obvious exits: E S ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A gray palfrey prances skittishly nearby.

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

* R HP:Scratched SP:Strong MV:Tiring >
Players in your Zone
--------------------
Ryver - Bottom of the Valley

* R HP:Scratched SP:Strong MV:Tiring >
s
w
Bend in the Path
The path out of the valley slowly turns to the right around a small hill and
heads west and north. The tall grasses of the Almoth Plain are visible to the
west. To the north is a small valley that leads east. The buzz of small insects
and birds is audible during the day and night as they sing their songs.
[ obvious exits: N W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large plains bear smells the air for prey.

w
* R HP:Scratched SP:Strong MV:Tiring >
Edge of the Grass
The area is split into two parts, the grass, and the dirt. The grass stands
as high as most people's waists and stretches on for several miles. The
grass just ends and cuts around a hill just to the north of here. The wind
picks the dirt up into whirlwinds and sends them swirling around the
ground. The same winds sway the grasses.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large plains bear smells the air for prey.
A large plains bear smells the air for prey.
A rust-colored bobcat crouches low, ready to pounce.

* R HP:Scratched SP:Strong MV:Tiring >
Lush Grasslands
The grass is very tall here, in many places it reaches up to your shoulder.
To the north and east a large is visible. Going west, more grass grows
taller and taller. To the east, there is an end to all the grass. The grass
scratches at your arms and rocks come out of nowhere.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
dh
diagnose horse
A warhorse is in excellent condition.
A warhorse is healthy.
A warhorse is strong.

* R HP:Scratched SP:Strong MV:Tiring >
w
s
Lush Grasslands
The tall grass scratches at your arms as you walk through it. Several large
boulders are scattered out across the plain. Each one of them looks to have
not moved in many years, as they are weather-beaten smooth. Far to the
west, the Aryth Ocean is visible. To the east, the Mountains of Mist are
visible on the horizon.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
A bundle of chainmail lies on the ground.
A densely woven shirt of thick mail is here.
A set of chainmail sleeves lie upon the ground.
A set of chainmail leggings lay upon the ground.
Some thick-soled, heavy leather boots stand stiffly together.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
s
Road through Plains
The road runs through the Almoth Plains to the north. The road has been
trampled by many carts and wagons during the hundreds of years this road has
been here. The road continues to the south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Shinji* is standing here, riding a sleek well-trained torm.
A large plains bear smells the air for prey.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road through Plains
There is a broken wagon visible to one side of this road. It has probably
been attacked by a raging group of bandits. The conclusion is drawn because
nothing else would break the whole wagon so totally. The road continues to the
north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

A sul'dam has arrived from the south, leading *Ahri*.
*Ahri* has arrived from the south, riding a wild stallion.

* R HP:Scratched SP:Strong MV:Tiring >
Bend in the Road
Slowly the surrounding plains view converts into a sparsely populated
forest-like view. Also the road makes a bend to west and north to avoid the
hill that lies in the south. The road runs to then north and west.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is here, fighting Grabel, riding a bloodstock stallion.
*Grabel* is here, fighting Dathe, riding an armored black stallion.
Prancing about on dainty feet, a palomino mare stands here.

* R HP:Scratched SP:Strong MV:Tiring >
w
s
Bend in the Road
The road twists to the south and east here. One can see a stand of trees
and a rare house dotting here and there as he or she follows the road to
the south. To the north the homes are more sparse and the trees disappear,
the coziness of town replaced by the plains of Almoth.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sad refugee makes a trek for safety.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Strong MV:Tiring >
s
Tanchico Road
The road starts to become battered and even more rocky as one heads towards
north. A forest blocks both east and west directions leaving north and
south as the only optional paths for travelers to take.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
It looks like one is starting to arrive at a little community of settlers.
There are some houses and huts in the west side of this road. The Tanchico
Road itself continues to the south and north.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Strong MV:Tiring >
n
n
n
Tanchico Road
The road starts to become battered and even more rocky as one heads towards
north. A forest blocks both east and west directions leaving north and
south as the only optional paths for travelers to take.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Strong MV:Tiring >
Bend in the Road
The road twists to the south and east here. One can see a stand of trees
and a rare house dotting here and there as he or she follows the road to
the south. To the north the homes are more sparse and the trees disappear,
the coziness of town replaced by the plains of Almoth.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ahri* is standing here leashed to a sul'dam, riding a wild stallion.
A sul'dam stands here, holding Ahri's leash.
A sad refugee makes a trek for safety.
A young and strong buck is here, munching some grass.
Dathe has arrived from the east, riding a bloodstock stallion.

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

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

A sul'dam leads *Ahri* east.
*Ahri* leaves east riding a wild stallion.

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

Dathe leaves south riding a bloodstock stallion.

* R HP:Scratched SP:Strong MV:Tiring >
e
Bend in the Road
Slowly the surrounding plains view converts into a sparsely populated
forest-like view. Also the road makes a bend to west and north to avoid the
hill that lies in the south. The road runs to then north and west.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ahri* is standing here leashed to a sul'dam, riding a wild stallion.
A sul'dam stands here, holding Ahri's leash.
*Shinji* is standing here, riding a sleek well-trained torm.
*Grabel* is standing here, riding an armored black stallion.
Prancing about on dainty feet, a palomino mare stands here.
You sense *Ahri* is channeling saidar.

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

*Shinji* leaves north riding a sleek well-trained torm.

* R HP:Scratched SP:Strong MV:Tiring >
w
s

*Grabel* tries to scythe you, but you deflect the blow.

* R HP:Scratched SP:Strong MV:Tiring - Grabel: Scratched >
s
No way! You're fighting for your life!
*Shinji* has arrived from the north, riding a sleek well-trained torm.

* R HP:Scratched SP:Strong MV:Tiring - Grabel: Scratched >
s
No way! You're fighting for your life!
*Shinji* tries to scythe you, but you parry successfully.

* R HP:Scratched SP:Strong MV:Tiring - Grabel: Scratched >
f
*Shinji* tries to scythe you, but you parry successfully.
You barely strike *Grabel*'s right leg.
*Grabel* tries to scythe you, but you parry successfully.
No way! You're fighting for your life!

* R HP:Scratched SP:Strong MV:Tiring - Grabel: Scratched >
No way! You're fighting for your life!

* R HP:Scratched SP:Strong MV:Tiring - Grabel: Scratched >
You panic and attempt to flee!
A sul'dam leads *Ahri* west.
*Ahri* leaves west riding a wild stallion.


You flee head over heels.
Bend in the Road
The road twists to the south and east here. One can see a stand of trees
and a rare house dotting here and there as he or she follows the road to
the south. To the north the homes are more sparse and the trees disappear,
the coziness of town replaced by the plains of Almoth.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ahri* is standing here leashed to a sul'dam, riding a wild stallion.
A sul'dam stands here, holding Ahri's leash.
A sad refugee makes a trek for safety.
A young and strong buck is here, munching some grass.

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

A sul'dam leads *Ahri* east.
*Ahri* leaves east riding a wild stallion.

s
* R HP:Scratched SP:Strong MV:Tiring >
s
s
Tanchico Road
The road starts to become battered and even more rocky as one heads towards
north. A forest blocks both east and west directions leaving north and
south as the only optional paths for travelers to take.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Strong MV:Tiring >
s
Tanchico Road
It looks like one is starting to arrive at a little community of settlers.
There are some houses and huts in the west side of this road. The Tanchico
Road itself continues to the south and north.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Strong MV:Tiring >
s
Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild stallion bucks madly.

* R HP:Scratched SP:Strong MV:Tiring >
s
Tanchico Road
This part of the road is definitely a center of population of a kind. There
are a lot of small and cozy houses in the west. The more one heads towards
northwest the more houses become visible.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black stallion prances about.

* R HP:Scratched SP:Strong MV:Tiring >
s
Tanchico Road
The Tanchico Road meanders its way further south eventually finding the
capital city of Tarabon, Tanchico. As the road continues its way toward the
north one arrives to the Almoth Plains.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Strong MV:Tiring >
Twist in the Road
The road makes a twist here turning to the west and north. The surrounding view
is starting to become fairly well populated. There are bushes and trees around
the road. The road runs to the west and north.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Scratched SP:Strong MV:Tiring >
w
s
Road through the Wilderness
The surrounding trees have almost taken over this place. There are small trees
and bushes growing all over the road. In the north and south the trees block
the way, the Tanchico Road runs forward to the east and west.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
s
Turn in the Road
The road makes another twist here turning to the south and east. There are
still some bushes and moss on the road, but as one heads further south he or
she can notice how the road takes a more hilly form.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
s
Road Near a Cliff
Little by little the landscape starts to become more hilly and treeless.
The road now runs over flat and sometimes rocky hills. In the distance to
the north smoke billows out of structures and a flicker of light glows.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild dog with matted fur snarls at you.

s
* R HP:Scratched SP:Strong MV:Tiring >
Road Near a Rocky Cliff
The sand and gravel road extends north and south from here, running
alongside a rocky cliff. The Aryth Ocean breeze blows freely from the west,
and from the top of this outlook a view of the sprawling ocean is visible.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road through Hills
One can feel the soft and cool breeze blowing from the west from the coast of
Tarabon. Here, on a hill, a tad higher than usual it is tangible. The road
continues to the north and south.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
A rocky cliff descends to the west, and from here one can see the waters of
the vast Aryth Ocean beyond. The road runs straight north and south
alongside the rocky cliff.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
The Tanchico road continues south toward the city of Tanchico and north
toward the Almoth Plain. The road is mostly unpaved. It is quite long,
though, and the destination of Tanchico remains past the point of the horizon.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
The road is making another slight turn to the southwest. It had probably
been paved a long time ago, in the Age of Legends when everything was
different from now. Yet now it is just another normal road.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.
A wild boar runs through the forest.

* R HP:Scratched SP:Strong MV:Tiring >
Bend in the Road
The road twists to the east and south here. The road winds around gentle
hills and tall oak trees. Loose stones and gravel lie on the hard-packed
dirt of the road.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A cute brown deer eyes you nervously.
A traveler trudges by.

s
* R HP:Scratched SP:Strong MV:Tiring >
s
s
Tanchico Road
The Tanchico Road is, like many other long roads, about five spans wide.
There are some trees and bushes bordering the road which runs directly
north and south from here.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A bee busily flies from plant to plant.

* R HP:Scratched SP:Strong MV:Tiring >
w
Tanchico Road
A small clearing lies to the east with a thick hedge of thorny bushes in
front. The road ambles nearer to Tanchico in the south, and continues north
in the direction of Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
Door east: hedge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.
An elk cow nibbles on some greenery.

* R HP:Scratched SP:Strong MV:Tiring >
s
Twist in the Road
A surprisingly rough and large hill to the south forces the road to make a
twist here. The road turns to the west before veering south toward the city
of Tanchico.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
s
Road through Trees
There are some blades of grass growing out of the road here giving it a
careless impression. The oak forest grows more thickly in the west. The
road continues to the east and south.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.

* R HP:Scratched SP:Strong MV:Tiring >
s
Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
A wild boar runs through the forest.

w
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
The badly paved road branches off to east, south and north. Eastwards a
tiny forest path starts to take shape, meandering into the thick forest
nearby. Tanchico Road continues south, ending before the gates of Tanchico,
and steadily north towards Almoth Plain.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black wolf growls loudly, poised to leap.
An elk cow nibbles on some greenery.
A burly man covered in sweat stumbles your way.
An elk cow nibbles on some greenery.

s
* R HP:Scratched SP:Strong MV:Tiring >
Rounding the Bend
The road bends to the north and west here. To the east the beginning of a forest
is visible. The further one goes to the east the thicker the forest becomes. If
one stands still a while he or she could catch a glimpse of a forest animal
such as a boar or an elk. In the west the trees thin, clearing the view.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild dog with matted fur snarls at you.

s
* R HP:Scratched SP:Strong MV:Tiring >
s
Rounding the Bend
The road bends to the east and south. The vast hills in the far west seem
endless, but so does this road. There is a cabin or two in the south-east. The
cozy homes bring a sense of comfort to a stranger passing by.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
s
Tanchico Road
There are some sparse bushes winding the road, having been trampled by
horses and wagons now and always. The road continues to the south and
north.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Strong MV:Tiring >
w
Tanchico Road
Forest is visible on either side of the road. The great trees are casting a
shadow over the road at a certain time of the day giving some relief from the
heat in summer. The road continues to the south and north.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.
An elk with massive antlers eyes you with curiosity.
A bee busily flies from plant to plant.
Dathe narrates 'come some n, 3 of them'

* R HP:Scratched SP:Strong MV:Tiring >
s
Tanchico Road
Ancient ogiers would roll over in their graves if they saw the road in this
state. It is not properly paved, and there are tufts of grass growing in
it. Fallen trees here and there also make traveling by wagon along the road
fairly difficult. Heading south one eventually arrives at the city of
Tanchico. The road opens toward the north into the Almoth Plains.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Strong MV:Tiring >
Bend in the Road
Once again, the road bends to the north and west to avoid cutting through the
copse located in the south. The Tanchico Road is visible in the north and west.
[ obvious exits: N E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A mole is here, looking sickly.
A squirrel is here, chittering.
A cute brown deer eyes you nervously.
An elk with massive antlers eyes you with curiosity.

s
* R HP:Scratched SP:Strong MV:Tiring >
Bend in the Road
The road runs to the south towards the capital city of Tarabon, Tanchico.
Somewhere to the north the Almoth Plains await visitors to come and leave.
The road bends to the east and south.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
There are some flat hills visible in the east on this part of the road. To
the west the coast of the Aryth Ocean is visible. The Tanchico road itself
meanders its way to the north and the south.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ears twitching, a beaked scavenger smells food in the distance.
Ears twitching, a beaked scavenger smells food in the distance.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
The smell of the Aryth Ocean floats in from the west. The saline mixture in
the air is clean and pure. The coast is visible in the distance to the
west. Flat hills block travel to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A giant emperor crab clicks its claws at you ominously.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
This road is not paved, but it has been tramped down by heavy wagon traffic and
travelers. The road continues to the north as far as an eye can see and
somewhere in the south lies the city of Tanchico.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Strong MV:Tiring >
s
s
Tanchico Road
The Tanchico Road is mostly gravel. Some parts of the road are paved
though. When it rains, the road becomes all muddy and dirty. The long
Tanchico Road continues to the south and north.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
s
Your mount is too exhausted.

* R HP:Scratched SP:Strong MV:Tiring >
Your mount is too exhausted.

* R HP:Scratched SP:Strong MV:Tiring >
Your mount is too exhausted.

* R HP:Scratched SP:Strong MV:Tiring >
dismount
You stop riding him.

* HP:Scratched SP:Strong MV:Tiring >
lh
lead horse
You start leading him.
A warhorse starts following you.

* HP:Scratched SP:Strong MV:Tiring >
w
Beside the Tanchico Road
The ground is laden with large rocks, between which grow sparse shoots of
grass. To the north, the rocks become larger, but more weathered and smooth.
The road between Almoth Plain and Tanchico lies to the east.
[ obvious exits: N E ]
Zone: Tanchico Road
Ears twitching, a beaked scavenger smells food in the distance.
A warhorse has arrived from the east.

* HP:Scratched SP:Strong MV:Tiring >
emb
You are already in touch with saidar, can't you feel it?

fresh
channel 'refresh'
* HP:Scratched SP:Strong MV:Tiring >
You begin to weave the appropriate flows...
-=+**+=- -=+**+=-
Ok.
You channel flows of Spirit, and refresh those around you.
rel

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

* HP:Scratched SP:Strong MV:Tiring >
rel
You aren't in touch with saidar to release anything.

* HP:Scratched SP:Strong MV:Tiring >
sta
r
You are already standing.

* HP:Scratched SP:Strong MV:Tiring >
[ride horse]
A warhorse stops following you.
You start riding him.

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

The Amador alarm horn sounds loudly in the distance.

* R HP:Scratched SP:Strong MV:Tiring >
Players in your Zone
--------------------
Fyl - Tanchico Road
Dathe - Wooded Hills off the Road
Ryver - Beside the Tanchico Road

* R HP:Scratched SP:Strong MV:Tiring >
dh
diagnose horse
A warhorse is in excellent condition.
A warhorse is healthy.
A warhorse is strong.

* R HP:Scratched SP:Strong MV:Tiring >
n
n
Field of Stone
The sound of waves crashing on the rocky shore far below is carried on the
wet, salty breeze. The Aryth Ocean spreads out to the west, disappearing in
the distant horizon. The cliff face here is too steep to climb down, and
the rocky ground has been smoothed by ages of wind.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A gull is visible flying high in the sky.

* R HP:Scratched SP:Strong MV:Tiring >
An Open Field
A dangerous cliff of jagged rock to the west overlooks the shore of the
Aryth Ocean, providing a magnificent view. This field of weathered slabs of
white stone continues to the north and south with occasional patches of
yellow grass growing up from between the slabs. The Tanchico Road travels
north and south just east of here.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A lantern has been left here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
n
e
An Open Field
Large, flat slabs of rock lie unevenly on the ground. Tall yellow grass grows
in between the slabs, blowing in the ocean breeze. The sea air smells salty and
fresh as it is carried from the west from the Aryth Ocean.
[ obvious exits: E S ]
Zone: Tanchico Road
A scarecrow stands here, made of old clothes and a burlap sack on a stick.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A giant emperor crab clicks its claws at you ominously.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
There are some flat hills visible in the east on this part of the road. To
the west the coast of the Aryth Ocean is visible. The Tanchico road itself
meanders its way to the north and the south.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ears twitching, a beaked scavenger smells food in the distance.
Ears twitching, a beaked scavenger smells food in the distance.

* R HP:Scratched SP:Strong MV:Tiring >
n
e
Bend in the Road
The road runs to the south towards the capital city of Tarabon, Tanchico.
Somewhere to the north the Almoth Plains await visitors to come and leave.
The road bends to the east and south.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
n
Bend in the Road
Once again, the road bends to the north and west to avoid cutting through the
copse located in the south. The Tanchico Road is visible in the north and west.
[ obvious exits: N E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A mole is here, looking sickly.
A squirrel is here, chittering.
A cute brown deer eyes you nervously.
An elk with massive antlers eyes you with curiosity.

n
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
Ancient ogiers would roll over in their graves if they saw the road in this
state. It is not properly paved, and there are tufts of grass growing in
it. Fallen trees here and there also make traveling by wagon along the road
fairly difficult. Heading south one eventually arrives at the city of
Tanchico. The road opens toward the north into the Almoth Plains.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
Forest is visible on either side of the road. The great trees are casting a
shadow over the road at a certain time of the day giving some relief from the
heat in summer. The road continues to the south and north.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.
An elk with massive antlers eyes you with curiosity.
A bee busily flies from plant to plant.

n
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
There are some sparse bushes winding the road, having been trampled by
horses and wagons now and always. The road continues to the south and
north.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Strong MV:Tiring >
Rounding the Bend
The road bends to the east and south. The vast hills in the far west seem
endless, but so does this road. There is a cabin or two in the south-east. The
cozy homes bring a sense of comfort to a stranger passing by.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild dog with matted fur snarls at you.

e
* R HP:Scratched SP:Strong MV:Tiring >
n
Rounding the Bend
The road bends to the north and west here. To the east the beginning of a forest
is visible. The further one goes to the east the thicker the forest becomes. If
one stands still a while he or she could catch a glimpse of a forest animal
such as a boar or an elk. In the west the trees thin, clearing the view.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
n
Tanchico Road
The badly paved road branches off to east, south and north. Eastwards a
tiny forest path starts to take shape, meandering into the thick forest
nearby. Tanchico Road continues south, ending before the gates of Tanchico,
and steadily north towards Almoth Plain.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black wolf growls loudly, poised to leap.
A burly man covered in sweat stumbles your way.
An elk cow nibbles on some greenery.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
A wild boar runs through the forest.

* R HP:Scratched SP:Strong MV:Tiring >
n
e
Road through Trees
There are some blades of grass growing out of the road here giving it a
careless impression. The oak forest grows more thickly in the west. The
road continues to the east and south.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.

* R HP:Scratched SP:Strong MV:Tiring >
n
Twist in the Road
A surprisingly rough and large hill to the south forces the road to make a
twist here. The road turns to the west before veering south toward the city
of Tanchico.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Shinji* is standing here, riding a sleek well-trained torm.
*Grabel* is standing here, riding an armored black stallion.
*Ahri* is standing here leashed to a sul'dam, riding a wild stallion.
A sul'dam stands here, holding Ahri's leash.
*Ahri*'s sul'dam drawls 'we can drop zing right before we hit'

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

*Shinji* tries to scythe you, but you deflect the blow.
*Grabel* tries to scythe you, but you parry successfully.

* R HP:Scratched SP:Strong MV:Tiring - Shinji: Scratched >
No way! You're fighting for your life!

* R HP:Scratched SP:Strong MV:Tiring - Shinji: Scratched >
No way! You're fighting for your life!

* R HP:Scratched SP:Strong MV:Tiring - Shinji: Scratched >
f
*Grabel* tries to scythe you, but you deflect the blow.
You tickle *Shinji*'s body with your strike.
*Shinji* scythes your left foot into bloody fragments!
You panic and attempt to flee!


You flee head over heels.
Road through Trees
There are some blades of grass growing out of the road here giving it a
careless impression. The oak forest grows more thickly in the west. The
road continues to the east and south.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.

* R HP:Hurt SP:Strong MV:Tiring >
s
w
Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
A wild boar runs through the forest.

* R HP:Hurt SP:Strong MV:Tiring >
Tic in 7 seconds!
Among Oaks
The oak forest starts to thin out the further one heads east towards the road.
In the north the forest starts to grow thicker. One can hear clearly the sounds
of the forest; birds singing, frogs croaking and leaves rustling.
[ obvious exits: N E ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A traveler trudges by.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Hurt SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Fyl - Beginning of a Forest Path off the Road
Dathe - Tanchico Road
Ryver - Among Oaks

* R HP:Hurt SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Dathe - Tanchico Road
Fyl - Beginning of a Forest Path off the Road
Ryver - Among Oaks

* R HP:Scratched SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Dathe - Wooded Hills off the Road
Fyl - Beginning of a Forest Path off the Road
Ryver - Among Oaks

* R HP:Scratched SP:Strong MV:Tiring >
t dathe im s w s w of hedge
Ok.

* R HP:Scratched SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Valkyri - Road through Plains
Fyl - Wooded Hills off the Road
Dathe - Wooded Hills off the Road
Ryver - Among Oaks

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

Dathe tells you 'they sitting in a corner trying to spam'

* R HP:Scratched SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Valkyri - Bend in the Road
Fyl - Wooded Hills off the Road
Dathe - Wooded Hills off the Road
Ryver - Among Oaks

* R HP:Scratched SP:Strong MV:Tiring >
rep nod
Ok.

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

The Amador alarm horn sounds loudly in the distance.
Dathe tells you 'come to me'

* R HP:Scratched SP:Strong MV:Tiring >
rep where
Ok.

whe
* R HP:Scratched SP:Strong MV:Tiring >
Players in your Zone
--------------------
Valkyri - Tanchico Road
Fyl - Wooded Hills off the Road
Dathe - Wooded Hills off the Road
Ryver - Among Oaks

* R HP:Scratched SP:Strong MV:Tiring >
n
Within Oak Forest
The forest is full of gnarled, old oaks. Their huge roots stick out of the soil
meandering here and there. There is an enormous oak tree visible in the west
and in the east one can make out a road running south through the forest.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
where
Players in your Zone
--------------------
Valkyri - Rounding the Bend
Ryver - Within Oak Forest
Fyl - Wooded Hills off the Road
Dathe - Wooded Hills off the Road

* R HP:Scratched SP:Strong MV:Tiring >
s
e
s
Among Oaks
The oak forest starts to thin out the further one heads east towards the road.
In the north the forest starts to grow thicker. One can hear clearly the sounds
of the forest; birds singing, frogs croaking and leaves rustling.
[ obvious exits: N E ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A traveler trudges by.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.
A burly man covered in sweat stumbles your way.
A mole is here, looking sickly.
A wild boar runs through the forest.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
The badly paved road branches off to east, south and north. Eastwards a
tiny forest path starts to take shape, meandering into the thick forest
nearby. Tanchico Road continues south, ending before the gates of Tanchico,
and steadily north towards Almoth Plain.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A black wolf growls loudly, poised to leap.

* R HP:Scratched SP:Strong MV:Tiring >
e
On the Forest Path
There are some heavy roots meandering here and there in the soil. As one
walks east it is no wonder if she or he stumbles some. The silent path
continues in among the trees to the east, and joins with the heavier
traveled Tanchico Road to the west.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Strong MV:Tiring >
e
Twist in the Path
The path makes a twist here bending to the south and west. This place is
completely in the woods, totally surrounded by trees of different kinds. The
path continues to the south and west.
[ obvious exits: S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Scratched SP:Strong MV:Tiring >
where
Players in your Zone
--------------------
Ryver - Twist in the Path
Valkyri - Tanchico Road
Fyl - Wooded Hills off the Road
Dathe - Wooded Hills off the Road

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

Dathe tells you 'e of that village'

* R HP:Scratched SP:Strong MV:Tiring >
w
n
On the Forest Path
There are some heavy roots meandering here and there in the soil. As one
walks east it is no wonder if she or he stumbles some. The silent path
continues in among the trees to the east, and joins with the heavier
traveled Tanchico Road to the west.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.
A cute brown deer eyes you nervously.

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

* R HP:Scratched SP:Strong MV:Tiring >
rep nod brt
Ok.

* R HP:Scratched SP:Strong MV:Tiring >
w
n
n
Tanchico Road
The badly paved road branches off to east, south and north. Eastwards a
tiny forest path starts to take shape, meandering into the thick forest
nearby. Tanchico Road continues south, ending before the gates of Tanchico,
and steadily north towards Almoth Plain.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A black wolf growls loudly, poised to leap.

* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.
A burly man covered in sweat stumbles your way.
A mole is here, looking sickly.
A wild boar runs through the forest.

* R HP:Scratched SP:Strong MV:Tiring >
Road through Trees
There are some blades of grass growing out of the road here giving it a
careless impression. The oak forest grows more thickly in the west. The
road continues to the east and south.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.

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

Someone bellows 'Raise the bloody alarm! Shinji is at Tanchico Road!!'

e
* R HP:Scratched SP:Strong MV:Tiring >
Twist in the Road
A surprisingly rough and large hill to the south forces the road to make a
twist here. The road turns to the west before veering south toward the city
of Tanchico.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.

* R HP:Scratched SP:Strong MV:Tiring >
Tic in 7 seconds!
n
n
Tanchico Road
A small clearing lies to the east with a thick hedge of thorny bushes in
front. The road ambles nearer to Tanchico in the south, and continues north
in the direction of Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
Door east: hedge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.

n
* R HP:Scratched SP:Strong MV:Tiring >
Tanchico Road
The Tanchico Road is, like many other long roads, about five spans wide.
There are some trees and bushes bordering the road which runs directly
north and south from here.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A bee busily flies from plant to plant.

* R HP:Scratched SP:Strong MV:Tiring >
Bend in the Road
The road twists to the east and south here. The road winds around gentle
hills and tall oak trees. Loose stones and gravel lie on the hard-packed
dirt of the road.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A cute brown deer eyes you nervously.
A traveler trudges by.

* R HP:Scratched SP:Strong MV:Tiring >
e
n
n
n
The lightning stops.
Tanchico Road
The road is making another slight turn to the southwest. It had probably
been paved a long time ago, in the Age of Legends when everything was
different from now. Yet now it is just another normal road.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.
A wild boar runs through the forest.

* R HP:Scratched SP:Full MV:Strong >
Tanchico Road
The Tanchico road continues south toward the city of Tanchico and north
toward the Almoth Plain. The road is mostly unpaved. It is quite long,
though, and the destination of Tanchico remains past the point of the horizon.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Full MV:Strong >
Tanchico Road
A rocky cliff descends to the west, and from here one can see the waters of
the vast Aryth Ocean beyond. The road runs straight north and south
alongside the rocky cliff.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A traveler trudges by.
A cute brown deer eyes you nervously.
A wild boar runs through the forest.

n
* R HP:Scratched SP:Full MV:Strong >
Tanchico Road through Hills
One can feel the soft and cool breeze blowing from the west from the coast of
Tarabon. Here, on a hill, a tad higher than usual it is tangible. The road
continues to the north and south.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Full MV:Strong >
Road Near a Rocky Cliff
The sand and gravel road extends north and south from here, running
alongside a rocky cliff. The Aryth Ocean breeze blows freely from the west,
and from the top of this outlook a view of the sprawling ocean is visible.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Full MV:Strong >
Road Near a Cliff
Little by little the landscape starts to become more hilly and treeless.
The road now runs over flat and sometimes rocky hills. In the distance to
the north smoke billows out of structures and a flicker of light glows.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild dog with matted fur snarls at you.

* R HP:Scratched SP:Full MV:Strong >
e
Turn in the Road
The road makes another twist here turning to the south and east. There are
still some bushes and moss on the road, but as one heads further south he or
she can notice how the road takes a more hilly form.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Scratched SP:Full MV:Strong >
e
Road through the Wilderness
The surrounding trees have almost taken over this place. There are small trees
and bushes growing all over the road. In the north and south the trees block
the way, the Tanchico Road runs forward to the east and west.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Full MV:Strong >
e
Twist in the Road
The road makes a twist here turning to the west and north. The surrounding view
is starting to become fairly well populated. There are bushes and trees around
the road. The road runs to the west and north.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

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

* R HP:Scratched SP:Full MV:Strong >
n
n
Tanchico Road
The Tanchico Road meanders its way further south eventually finding the
capital city of Tarabon, Tanchico. As the road continues its way toward the
north one arrives to the Almoth Plains.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Full MV:Strong >
e
Tanchico Road
This part of the road is definitely a center of population of a kind. There
are a lot of small and cozy houses in the west. The more one heads towards
northwest the more houses become visible.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black stallion prances about.

* R HP:Scratched SP:Full MV:Strong >
n
Wandering the Forested Hills
Gently sloping hills become steep to the east. Tall oak trees stand generously
spaced making the hike an easy one. The oak forest opens to the west on to the
Tanchico Road which runs north to Almoth Plain and south to Tanchico.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A sad refugee makes a trek for safety.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Full MV:Strong >
n
Lightly Forested Hills
The tops of the oak trees gently sway in the breeze, and the sound of their
rustling leaves echoes softly. The hills grow steeper to the east ad the
road that runs between Tanchico and Almoth Plain passes to the west.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Full MV:Tiring >
Wooded Hills off the Road
The Tanchico Road runs west of this wooded hillside. Tall oak trees stand a
good distance from each other throughout the hills, making these slopes easily
traversed. In the far distance to the east the hills give way to the Mountains
of Mist.
[ obvious exits: S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fyl a'Lyl, guest of Emond's Field |HUNTED| is standing here, riding a warhorse.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Scratched SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Valkyri - Tanchico Road
Ryver - Wooded Hills off the Road
Fyl - Wooded Hills off the Road
Dathe - Wooded Hills off the Road

* R HP:Scratched SP:Full MV:Tiring >

You sense Fyl is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >

The Panarch's legionnaire bellows 'Raise the bloody alarm! Ahri is at Tanchico Road!!'
The Panarch's legionnaire bellows 'Raise the bloody alarm! Shinji is at Tanchico Road!!'
Dathe beckons everyone to follow her.

* R HP:Scratched SP:Full MV:Tiring >

You sense Dathe connecting to the True Source.

* R HP:Scratched SP:Full MV:Tiring >

The young buck has arrived from the west.
You sense Dathe is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >

Lightning starts to show in the sky.

t valkyri we near village
* R HP:Scratched SP:Full MV:Tiring >

You sense Fyl is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >
Ok.

* R HP:Scratched SP:Full MV:Tiring >

Fyl nods in agreement.

* R HP:Scratched SP:Full MV:Tiring >

Fyl leaves west riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >
'zing time
Ok.

* R HP:Scratched SP:Full MV:Tiring >

The Amador alarm horn sounds loudly in the distance.

* R HP:Scratched SP:Full MV:Tiring >

Dathe beckons you to follow her.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >
w
fol dathe
Tanchico Road
It looks like one is starting to arrive at a little community of settlers.
There are some houses and huts in the west side of this road. The Tanchico
Road itself continues to the south and north.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Full MV:Tiring >
I see no person by that name here!

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan
You aren't in touch with saidar to channel it.

* R HP:Scratched SP:Full MV:Tiring >

Dathe has arrived from the north, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >
tgts ahri
Second target is set as: ahri.

Dathe leaves south riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >
fol dathe
I see no person by that name here!

* R HP:Scratched SP:Full MV:Tiring >
s
fol dathe
Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

* R HP:Scratched SP:Full MV:Tiring >
You now follow Dathe.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves north riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
It looks like one is starting to arrive at a little community of settlers.
There are some houses and huts in the west side of this road. The Tanchico
Road itself continues to the south and north.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
*Joaquim* is standing here.
A young and strong buck is here, munching some grass.

* R HP:Scratched SP:Full MV:Tiring >

You sense Dathe is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >
whe
4
k h.seanchan
Players in your Zone
--------------------
Fyl - Twist in the Tanchico Road
Ryver - Tanchico Road
Dathe - Tanchico Road

* R HP:Scratched SP:Full MV:Tiring >
You try to strike *Joaquim*, but he parries successfully.

* R HP:Scratched SP:Full MV:Tiring - Joaquim: Scratched >

You swiftly dodge *Joaquim*'s attempt to stab you.
You try to strike *Joaquim*, but he parries successfully.
*Joaquim* panics, and attempts to flee!

* R HP:Scratched SP:Full MV:Tiring - Joaquim: Scratched >

*Joaquim* leaves south.

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

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan
What is it you want to channel again!?

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

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
This part of the road is definitely a center of population of a kind. There
are a lot of small and cozy houses in the west. The more one heads towards
northwest the more houses become visible.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A cute brown deer eyes you nervously.
A black stallion prances about.

zt
channel 'lightning' h.seanchan
* R HP:Scratched SP:Full MV:Tiring >
What is it you want to channel again!?
Dathe leaves north riding a bloodstock stallion.
You follow Dathe.

Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Along the Village Road
This little village road runs ahead towards the heart of the tiny village
that lies in the west. There are signs of a budding community in every
direction. Snug and comfortable houses with fireplaces give a homely
atmosphere to the road.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A sturdy roan colored horse stands alert.
A wild stallion bucks madly.
A member of the Civil Watch stands guard warily.
An Elite Civil Watch guard eyes the crowd warily, riding a roan charger.
An Elite Civil Watch guard eyes the crowd warily, riding a roan charger.

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan
What is it you want to channel again!?

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

End of the Village Road
This is where the village road ends. To the west of this spot some streets
are visible leading to the town square. To the north and south small houses
line the village road, chimneys to the sky where pillars of smoke rise.
[ obvious exits: N E W ]
Zone: Tanchico Road
Door north: door
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Town Square
The center of this town is the town square. It is probably the only place
in the whole town which is paved. A stony well stands in the center of this
square. As people come get water from here, they spread rumors and news at
the same time. There are some houses around the square. In the south the
only inn of the town can be seen. To the west is the local village grocer.
[ obvious exits: E S W ]
Zone: Tanchico Road
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A chicken wanders around here, pecking at the ground.
A poor, solemn villager walks by.
A black dog is here, wagging its tail.
A draft horse is here.
A little girl plays here.
A chicken wanders around here, pecking at the ground.

* R HP:Scratched SP:Full MV:Tiring >
'he stabs
Ok.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves east riding a bloodstock stallion.
You follow Dathe.

End of the Village Road
This is where the village road ends. To the west of this spot some streets
are visible leading to the town square. To the north and south small houses
line the village road, chimneys to the sky where pillars of smoke rise.
[ obvious exits: N E W ]
Zone: Tanchico Road
Door north: door
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves east riding a bloodstock stallion.
You follow Dathe.

Along the Village Road
This little village road runs ahead towards the heart of the tiny village
that lies in the west. There are signs of a budding community in every
direction. Snug and comfortable houses with fireplaces give a homely
atmosphere to the road.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A sturdy roan colored horse stands alert.
A wild stallion bucks madly.
A member of the Civil Watch stands guard warily.
An Elite Civil Watch guard eyes the crowd warily, riding a roan charger.
An Elite Civil Watch guard eyes the crowd warily, riding a roan charger.

* R HP:Scratched SP:Full MV:Tiring >
where
Players in your Zone
--------------------
Valkyri - Curve in the Tanchico Road
Fyl - Tanchico Road
Ryver - Along the Village Road
Dathe - Along the Village Road

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves east riding a bloodstock stallion.
You follow Dathe.

Junction of the Tanchico and a Village Road
The Tanchico Road runs south toward Tanchico and north towards the Almoth
Plain. A small village road branches off to the west dotted with small homes.
Tall oak trees stand on the hills that rise to the east.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

k seanchan
* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
This part of the road is definitely a center of population of a kind. There
are a lot of small and cozy houses in the west. The more one heads towards
northwest the more houses become visible.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A cute brown deer eyes you nervously.
A black stallion prances about.

k seanchan
* R HP:Scratched SP:Full MV:Tiring >
They aren't here.

* R HP:Scratched SP:Full MV:Tiring >
They aren't here.
Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico Road meanders its way further south eventually finding the
capital city of Tarabon, Tanchico. As the road continues its way toward the
north one arrives to the Almoth Plains.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe narrates 'where?'

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Twist in the Road
The road makes a twist here turning to the west and north. The surrounding view
is starting to become fairly well populated. There are bushes and trees around
the road. The road runs to the west and north.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Road through the Wilderness
The surrounding trees have almost taken over this place. There are small trees
and bushes growing all over the road. In the north and south the trees block
the way, the Tanchico Road runs forward to the east and west.
[ obvious exits: E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Turn in the Road
The road makes another twist here turning to the south and east. There are
still some bushes and moss on the road, but as one heads further south he or
she can notice how the road takes a more hilly form.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Road Near a Cliff
Little by little the landscape starts to become more hilly and treeless.
The road now runs over flat and sometimes rocky hills. In the distance to
the north smoke billows out of structures and a flicker of light glows.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A wild dog with matted fur snarls at you.

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

* R HP:Scratched SP:Full MV:Tiring >
where
Players in your Zone
--------------------
Ryver - Road Near a Cliff
Dathe - Road Near a Cliff
Fyl - Coach Stop Alongside the Road
Valkyri - Curve in the Tanchico Road

* R HP:Scratched SP:Full MV:Tiring >

Fyl narrates 'they 2e Tanchico'

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

* R HP:Scratched SP:Full MV:Tiring >
where

Dathe narrates 'north or south? New name btw '

* R HP:Scratched SP:Full MV:Tiring >
Tic in 7 seconds!
Players in your Zone
--------------------
Fyl - Tanchico Road
Valkyri - A Small Cemetery
Ryver - Road Near a Cliff
Dathe - Road Near a Cliff
Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Road Near a Rocky Cliff
The sand and gravel road extends north and south from here, running
alongside a rocky cliff. The Aryth Ocean breeze blows freely from the west,
and from the top of this outlook a view of the sprawling ocean is visible.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

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

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road through Hills
One can feel the soft and cool breeze blowing from the west from the coast of
Tarabon. Here, on a hill, a tad higher than usual it is tangible. The road
continues to the north and south.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

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

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
A rocky cliff descends to the west, and from here one can see the waters of
the vast Aryth Ocean beyond. The road runs straight north and south
alongside the rocky cliff.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A traveler trudges by.
A wild boar runs through the forest.

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

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico road continues south toward the city of Tanchico and north
toward the Almoth Plain. The road is mostly unpaved. It is quite long,
though, and the destination of Tanchico remains past the point of the horizon.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The road is making another slight turn to the southwest. It had probably
been paved a long time ago, in the Age of Legends when everything was
different from now. Yet now it is just another normal road.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A wild boar runs through the forest.

* R HP:Scratched SP:Full MV:Tiring >
Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Bend in the Road
The road twists to the east and south here. The road winds around gentle
hills and tall oak trees. Loose stones and gravel lie on the hard-packed
dirt of the road.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A wild boar runs through the forest.
An elk cow nibbles on some greenery.
A cute brown deer eyes you nervously.
A traveler trudges by.

* R HP:Scratched SP:Full MV:Tiring >
nar joa stabs
Ok.
Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico Road is, like many other long roads, about five spans wide.
There are some trees and bushes bordering the road which runs directly
north and south from here.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A bee busily flies from plant to plant.

* R HP:Scratched SP:Full MV:Tiring >
notice

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
A small clearing lies to the east with a thick hedge of thorny bushes in
front. The road ambles nearer to Tanchico in the south, and continues north
in the direction of Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
Door east: hedge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.

* R HP:Scratched SP:Full MV:Tiring >
You stop paying increased attention to your surroundings.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Twist in the Road
A surprisingly rough and large hill to the south forces the road to make a
twist here. The road turns to the west before veering south toward the city
of Tanchico.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Road through Trees
There are some blades of grass growing out of the road here giving it a
careless impression. The oak forest grows more thickly in the west. The
road continues to the east and south.
[ obvious exits: E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A burly man covered in sweat stumbles your way.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.

* R HP:Scratched SP:Full MV:Tiring >

A drunken man grins broadly at you, weaving a little in the road.
Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road through Woods
The trees bordering the road to the west are all oaks. The road isn't too well
upkept here. There are fists of grass growing on the road. In the east some
rare trees are visible preventing one from seeing too far to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.

* R HP:Scratched SP:Full MV:Tiring >
where

Valkyri has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >
Valkyri leaves north riding a warhorse.
Players in your Zone
--------------------
Valkyri - Road through Trees
Ryver - Tanchico Road through Woods
Dathe - Tanchico Road through Woods
Fyl - Tanchico Road

* R HP:Scratched SP:Full MV:Tiring >

Ahri's sul'dam narrates 'jpoachim is here?'

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The badly paved road branches off to east, south and north. Eastwards a
tiny forest path starts to take shape, meandering into the thick forest
nearby. Tanchico Road continues south, ending before the gates of Tanchico,
and steadily north towards Almoth Plain.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
An elk cow nibbles on some greenery.
An elk cow nibbles on some greenery.
A black wolf growls loudly, poised to leap.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Rounding the Bend
The road bends to the north and west here. To the east the beginning of a forest
is visible. The further one goes to the east the thicker the forest becomes. If
one stands still a while he or she could catch a glimpse of a forest animal
such as a boar or an elk. In the west the trees thin, clearing the view.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Rounding the Bend
The road bends to the east and south. The vast hills in the far west seem
endless, but so does this road. There is a cabin or two in the south-east. The
cozy homes bring a sense of comfort to a stranger passing by.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A wild dog with matted fur snarls at you.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
There are some sparse bushes winding the road, having been trampled by
horses and wagons now and always. The road continues to the south and
north.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A mole is here, looking sickly.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
Forest is visible on either side of the road. The great trees are casting a
shadow over the road at a certain time of the day giving some relief from the
heat in summer. The road continues to the south and north.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.
A squirrel is here, chittering.
An elk with massive antlers eyes you with curiosity.
A bee busily flies from plant to plant.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
Ancient ogiers would roll over in their graves if they saw the road in this
state. It is not properly paved, and there are tufts of grass growing in
it. Fallen trees here and there also make traveling by wagon along the road
fairly difficult. Heading south one eventually arrives at the city of
Tanchico. The road opens toward the north into the Almoth Plains.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Bend in the Road
Once again, the road bends to the north and west to avoid cutting through the
copse located in the south. The Tanchico Road is visible in the north and west.
[ obvious exits: N E W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
An elk with massive antlers eyes you with curiosity.
A mole is here, looking sickly.
A squirrel is here, chittering.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Valkyri - Twist in the Road
Ryver - Bend in the Road
Dathe - Bend in the Road
Fyl - Tanchico Road
Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Bend in the Road
The road runs to the south towards the capital city of Tarabon, Tanchico.
Somewhere to the north the Almoth Plains await visitors to come and leave.
The road bends to the east and south.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
There are some flat hills visible in the east on this part of the road. To
the west the coast of the Aryth Ocean is visible. The Tanchico road itself
meanders its way to the north and the south.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Ears twitching, a beaked scavenger smells food in the distance.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The smell of the Aryth Ocean floats in from the west. The saline mixture in
the air is clean and pure. The coast is visible in the distance to the
west. Flat hills block travel to the east.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
This road is not paved, but it has been tramped down by heavy wagon traffic and
travelers. The road continues to the north as far as an eye can see and
somewhere in the south lies the city of Tanchico.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Ears twitching, a beaked scavenger smells food in the distance.
A gull is here flying around.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico Road is mostly gravel. Some parts of the road are paved
though. When it rains, the road becomes all muddy and dirty. The long
Tanchico Road continues to the south and north.
[ obvious exits: N E S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Ears twitching, a beaked scavenger smells food in the distance.
A gull is here flying around.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The narrow road continues north and south in a straight line, widening
slightly up ahead. Giant rocks border the road to the east, seemingly
misplaced. In this part of the world, remains from the Breaking are still
visible, but the stones do not tell their history. Still, they are a change
in the landscape. The rocks stand noticeable against the pacific horizon.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Ears twitching, a beaked scavenger smells food in the distance.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Mountains of Mist are visible in the distance in the east. One can
understand why they are named the Mountains of Mist: there is a thick fog
that blankets their peaks all year round. The Tanchico Road continues to
the north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The stones that once paved the road are cracked and missing in some places,
making the road uneven and difficult to travel on. The road runs further
toward south and north. To the east lies an ancient cemetery.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Twist in the Tanchico Road
The Tanchico Road curves slightly to the east and north here. The fresh ocean
breeze wafts in from the west, where the Aryth Ocean is barely visible. The
rutted road has seen many travelers and their passing has worn its surface
smooth after many generations.
[ obvious exits: N E ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A sad refugee makes a trek for safety.
A sad refugee makes a trek for safety.
A sad refugee makes a trek for safety.
A sad refugee makes a trek for safety.
A sad refugee makes a trek for safety.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves east riding a bloodstock stallion.
You follow Dathe.

Bend in the Tanchico Road
The road twists again here, and continues on its journey to Tanchico to the
south. To the west is another twist in the road before it turns north toward the
Almoth Plains. The air smells fresh and clean, with a tinge of salty ocean
water. Far off to the west, the coastline of the Aryth Ocean is visible.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico Road runs past a small tavern here, which lies directly to the
east. It is just a small building accompanied by a barn, but it still looks
like a wonderful place to rest one's weary feet after hours of travel along
the road. The road itself continues to the north and south from here.
[ obvious exits: N E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A traveler trudges by.
A traveler trudges by.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
Small rocks and other debris litter this section of the road. The rocks are
covered in moss and lichens and have probably been decorating the side of this
road for many years. The rutted road itself continues to the north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A traveler trudges by.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The road bends again here, traveling to the north and west. Its rocky, rutted
surface makes traveling slightly difficult at times. There is a fresh ocean
breeze blowing in from the west, tangy with salt from the Aryth Ocean.
[ obvious exits: N W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Fyl a'Lyl, guest of Emond's Field |HUNTED| is standing here, riding a warhorse.
A member of the Panarch's Legion stands at attention here.
A member of the Panarch's Legion stands at attention here.

* R HP:Scratched SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Valkyri - Tanchico Road
Ryver - Tanchico Road
Dathe - Tanchico Road
Fyl - Tanchico Road

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves west riding a bloodstock stallion.
You follow Dathe.

Bend in the Road
The Tanchico Road has seen many passing travelers in all its years. This is
shown by the wagon ruts and hard-packed surface of the road, worn down by all
of the travelers heading to and from Tanchico throughout the years. The road
heads to the east and south.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A tall dust-colored gelding prances in a circle here.
Fyl has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >

Fyl nods in agreement.

* R HP:Scratched SP:Full MV:Tiring >
group
You are currently working solo.

* R HP:Scratched SP:Full MV:Tiring >

Dathe says 'ready?'

group
* R HP:Scratched SP:Full MV:Tiring >
You are currently working solo.

* R HP:Scratched SP:Full MV:Tiring >
nod
You nod in agreement.

* R HP:Scratched SP:Full MV:Tiring >

Fyl says 'ready!'

* R HP:Scratched SP:Full MV:Tiring >
d2
[diag 2.horse]
A warhorse is in excellent condition.
A warhorse is healthy.
A warhorse is winded.

* R HP:Scratched SP:Full MV:Tiring >

A sul'dam has arrived from the south, leading *Ahri*.
*Ahri* has arrived from the south, riding a gray palfrey.
*Grabel* has arrived from the south, riding an armored black stallion.
*Shinji* has arrived from the south, riding a sleek well-trained torm.
Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The cool breeze coming from the Aryth Ocean eases the burden of traveling,
especially in the summer. In the winter it gives the journeyman quivers of
cold. The Tanchico road meanders its way further south towards the capital of
Tarabon and north towards the Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Fyl has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Fyl - Tanchico Road
Ryver - Tanchico Road
Dathe - Tanchico Road

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico Road runs toward north as far as the eye can see. In the south
one can make out the high guard towers of Tanchico. The long Tanchico Road
continues to the north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Fyl has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >

Fyl says 'group Ryver'

* R HP:Scratched SP:Full MV:Tiring >

You sense Fyl connecting to the True Source.
Dathe leaves north riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The cool breeze coming from the Aryth Ocean eases the burden of traveling,
especially in the summer. In the winter it gives the journeyman quivers of
cold. The Tanchico road meanders its way further south towards the capital of
Tarabon and north towards the Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Fyl has arrived from the south, riding a warhorse.

emb
* R HP:Scratched SP:Full MV:Tiring >
You are already in touch with saidar, can't you feel it?

* R HP:Scratched SP:Full MV:Tiring >

The Panarch's legionnaire bellows 'Raise the bloody alarm! Ahri is at Tanchico Road!!'
The Panarch's legionnaire bellows 'Raise the bloody alarm! Shinji is at Tanchico Road!!'
Dathe leaves north riding a bloodstock stallion.
You follow Dathe.

Bend in the Road
The Tanchico Road has seen many passing travelers in all its years. This is
shown by the wagon ruts and hard-packed surface of the road, worn down by all
of the travelers heading to and from Tanchico throughout the years. The road
heads to the east and south.
[ obvious exits: E S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
A tall dust-colored gelding prances in a circle here.
Fyl has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan
What is it you want to channel again!?

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan

A sul'dam has arrived from the east, leading *Ahri*.
*Ahri* has arrived from the east, riding a gray palfrey.

* R HP:Scratched SP:Full MV:Tiring >
What is it you want to channel again!?

* R HP:Scratched SP:Full MV:Tiring >

You sense Fyl is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan

A sul'dam leads *Ahri* south.
*Ahri* leaves south riding a gray palfrey.

* R HP:Scratched SP:Full MV:Tiring >
What is it you want to channel again!?

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan
What is it you want to channel again!?

* R HP:Scratched SP:Full MV:Tiring >

*Grabel* has arrived from the east, riding an armored black stallion.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The cool breeze coming from the Aryth Ocean eases the burden of traveling,
especially in the summer. In the winter it gives the journeyman quivers of
cold. The Tanchico road meanders its way further south towards the capital of
Tarabon and north towards the Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
*Ahri* is standing here leashed to a sul'dam, riding a gray palfrey.
A sul'dam stands here, holding Ahri's leash.
Fyl has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan

You sense Fyl is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >
What is it you want to channel again!?
You sense *Ahri* is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >
zt
channel 'lightning' h.seanchan

*Ahri* panics, and attempts to flee!
A sul'dam leads *Ahri* south.
*Ahri* leaves south riding a gray palfrey.

* R HP:Scratched SP:Full MV:Tiring >
What is it you want to channel again!?

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico Road runs toward north as far as the eye can see. In the south
one can make out the high guard towers of Tanchico. The long Tanchico Road
continues to the north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
*Ahri* is standing here leashed to a sul'dam, riding a gray palfrey.
A sul'dam stands here, holding Ahri's leash.
Fyl has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >

*Ahri* panics, and attempts to flee!
A sul'dam leads *Ahri* south.
*Ahri* leaves south riding a gray palfrey.
Dathe leaves north riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The cool breeze coming from the Aryth Ocean eases the burden of traveling,
especially in the summer. In the winter it gives the journeyman quivers of
cold. The Tanchico road meanders its way further south towards the capital of
Tarabon and north towards the Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Fyl has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >

Someone bellows 'Raise the bloody alarm! Grabel is at Tanchico Road!!'

* R HP:Scratched SP:Full MV:Tiring >
weath
The temperature is about 85 degrees.
The sky is lit by flashes of lightning, and a calm wind comes from the south.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Tanchico Road
The Tanchico Road runs toward north as far as the eye can see. In the south
one can make out the high guard towers of Tanchico. The long Tanchico Road
continues to the north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
Fyl has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >

Dathe leaves south riding a bloodstock stallion.
You follow Dathe.

Curve in the Road
The Tanchico road makes a slight curve here bending to the north and west.
There is a very tall tree standing alone in the side of the road in the east
casting a shadow on the road. The road is visible in the north and west.
[ obvious exits: N S W ]
Zone: Tanchico Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dathe |Hunted| is standing here, riding a bloodstock stallion.
*Ahri* is standing here leashed to a sul'dam, riding a gray palfrey.
A sul'dam stands here, holding Ahri's leash.
Fyl has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Full MV:Tiring >

You sense *Ahri* is channeling saidar.
*Ahri* swiftly dodges Fyl's attempt to strike her.

* R HP:Scratched SP:Full MV:Tiring >

You sense Dathe is channeling saidar.

* R HP:Scratched SP:Full MV:Tiring >

Fyl tries to strike *Ahri*, but she deflects the blow.

* R HP:Scratched SP:Full MV:Tiring >

Someone bellows 'Raise the bloody alarm! Shinji is at Tanchico Road!!'

* R HP:Scratched SP:Full MV:Tiring >

*Ahri* panics, and attempts to flee!

* R HP:Scratched SP:Full MV:Tiring >

You sense Fyl connecting to the True Source.

* R HP:Scratched SP:Full MV:Tiring >

A sul'dam leads *Ahri* west.
*Ahri* leaves west riding a gray palfrey.

* R HP:Scratched SP:Full MV:Tiring >

*Shinji* has arrived from the north, riding a sleek well-trained torm.

* R HP:Scratched SP:Full MV:Tiring >

*Shinji* leaves south riding a sleek well-trained torm.

* R HP:Scratched SP:Full MV:Tiring >

The first rays of dawn appear in the east.
Tic length updated to: 62.262 seconds.
You are hungry.

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

Fyl gets a leather water flask from a backpack.

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

Fyl drinks water from a leather water flask.

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

Fyl puts a leather water flask in a backpack.

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

A sul'dam has arrived from the west, leading *Ahri*.
*Ahri* has arrived from the west, riding a gray palfrey.
*Shinji* has arrived from the west, riding a sleek well-trained torm.
Dathe narrates 'more s now'

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

You sense *Ahri* is channeling saidar.

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

Fyl tries to strike *Shinji*, but he deflects the blow.

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

*Shinji* scythes Fyl's body very hard.
Fyl tries to strike *Shinji*, but he parries successfully.

alias 22 channel 'call lightning' h.seanchan
* R HP:Healthy SP:Full MV:Strong >

You sense Dathe is channeling saidar.

* R HP:Healthy SP:Full MV:Strong >
Ok.

* R HP:Healthy SP:Full MV:Strong >
22
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...
*Shinji* panics, and attempts to flee!

You sense Fyl is channeling saidar.
*Shinji* leaves west riding a sleek well-trained torm.
-=+*

A violent storm erupts and fierce winds blow through the area.
A hurricane force wind lifts you off the ground!
A gray palfrey is lifted off the ground and blown away.
A warhorse is lifted off the ground and blown away.
A hurricane force wind swirls Fyl around in the air, then puts her down.
A warhorse is lifted off the ground and blown away.
The wind loses its power, and drops you back on the ground.
A bloodstock stallion is lifted off the ground and blown away.
Dathe is lifted off the ground and blown away.
*+=-
Your target is no longer here!

* HP:Healthy SP:Full MV:Strong >

Fyl calls lightning from the sky, striking *Ahri* dead on.

* HP:Healthy SP:Full MV:Strong >
22
[channel 'call lightning' h.seanchan]
You can't do this sitting down!

* HP:Healthy SP:Full MV:Strong >

You sense Fyl is channeling saidar.

* HP:Healthy SP:Full MV:Strong >

Ahri's sul'dam narrates 'caned'

* HP:Healthy SP:Full MV:Strong >

*Ahri* panics, and attempts to flee!

* HP:Healthy SP:Full MV:Strong >

*Ahri* tries to strike Fyl, but she deflects the blow.
A sul'dam leads *Ahri* north.
*Ahri* leaves north.

* HP:Healthy SP:Full MV:Strong >

*Grabel* has arrived from the north, riding an armored black stallion.

* HP:Healthy SP:Full MV:Strong >
sta

*Shinji* has arrived from the west, riding a sleek well-trained torm.

* HP:Healthy SP:Full MV:Strong >
You stand up.
*Shinji* tries to scythe Fyl, but she deflects the blow.

* HP:Healthy SP:Full MV:Strong >
22

*Grabel* leaves south riding an armored black stallion.

* HP:Healthy SP:Full MV:Strong >
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...
-=+
Fyl panics, and attempts to flee!
*
Fyl tries to strike *Shinji*, but he parries successfully.
Fyl leaves south.
*
A sul'dam has arrived from the north, leading *Ahri*.
*Ahri* has arrived from the north.
+=-
Ok.
You call lightning from the sky which strikes *Shinji* dead on.

* HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
22
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...
A sul'dam leads *Ahri* west.
*Ahri* leaves west.
-=+**+=-
Your target is no longer here!

* HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >

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

22
* HP:Healthy SP:Strong MV:Strong - Shinji: Hurt >
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...
-=+**+=-
Ok.
You call lightning from the sky which strikes *Shinji* dead on.
Shinji assumes an offensive striking posture.

* HP:Healthy SP:Strong MV:Strong - Shinji: Wounded >

*Shinji* panics, and attempts to flee!

22
* HP:Healthy SP:Strong MV:Strong - Shinji: Wounded >

You try to strike *Shinji*, but he deflects the blow.
A sul'dam has arrived from the west, leading *Ahri*.
*Ahri* has arrived from the west, riding a wild stallion.

* HP:Healthy SP:Strong MV:Strong - Shinji: Wounded >
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...
You sense *Ahri* is channeling saidar.
*Shinji* leaves north riding a sleek well-trained torm.
-=+*
22*+
Cancelled.
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...

Ouch! That Really did HURT!

*Ahri* calls lightning from the sky to strike you, sizzling your insides!
-
You swiftly dodge *Ahri*'s attempt to strike you.
Ouch! You couldn't maintain the flows.
*Shinji* has arrived from the north, riding a sleek well-trained torm.

* HP:Wounded SP:Strong MV:Strong - Ahri: Hurt >

*Shinji* tries to scythe you, but you deflect the blow.

* HP:Wounded SP:Strong MV:Strong - Ahri: Hurt >
22

You sense *Ahri* is channeling saidar.

* HP:Wounded SP:Strong MV:Strong - Ahri: Hurt >
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...
-=+**+=
*Ahri* calls lightning from the sky to strike you, sizzling your insides!

-
Ok.
You call lightning from the sky which strikes *Shinji* dead on.
*Shinji* sends you sprawling with a powerful bash!

* HP:Wounded SP:Strong MV:Strong - Ahri: Hurt >
22

You sense *Ahri* is channeling saidar.

* HP:Wounded SP:Strong MV:Strong - Ahri: Hurt >

Shinji assumes an offensive striking posture.

* HP:Wounded SP:Strong MV:Strong - Ahri: Hurt >

*Shinji* scythes your left foot into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You try to strike *Ahri*, but she dodges the attack.
You flee head over heels.
Alongside the Road
The road winds around this small stand of stunted trees to the north and the
west. The ground is dotted with tufts of grass here and there, but for the most
part the ground is bare.
[ obvious exits: N S W ]
Zone: Tanchico Road
A small chimney puffs smoke from the roof of a brush wagon.
Fyl a'Lyl, guest of Emond's Field |HUNTED| is here, fighting Grabel.
*Grabel* is here, fighting Fyl, riding an armored black stallion.
A young blacksmith is here, looking for work.
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...
-=+**
*Shinji* has arrived from the north, riding a sleek well-trained torm.
+
*Shinji* tries to scythe you, but you parry successfully.
=
A sul'dam has arrived from the north, leading *Ahri*.
*Ahri* has arrived from the north, riding a wild stallion.
Fyl calls lightning from the sky, striking *Grabel* dead on.
-
Ok.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your lightning from the sky strikes *Grabel*, dropping his sizzling corpse to the ground.
*Grabel* is dead! R.I.P.
Your blood freezes as you hear *Grabel*'s death cry.
You sense *Ahri* is channeling saidar.

* HP:Battered SP:Strong MV:Strong - Shinji: Battered >

You try to strike *Shinji*, but he deflects the blow.

f
* HP:Battered SP:Strong MV:Strong - Shinji: Battered >
You panic and attempt to flee!


A sleek well-trained torm is overcome with lust for battle, and slashes you with sharp claws!
Ouch!
You flee head over heels.
Curve in the Road
The Tanchico road makes a slight curve here bending to the north and west.
There is a very tall tree standing alone in the side of the road in the east
casting a shadow on the road. The road is visible in the north and west.
[ obvious exits: N S W ]
Zone: Tanchico Road

* HP:Battered SP:Strong MV:Strong >
s
Alongside the Road
The road winds around this small stand of stunted trees to the north and the
west. The ground is dotted with tufts of grass here and there, but for the most
part the ground is bare.
[ obvious exits: N S W ]
Zone: Tanchico Road
The corpse of Grabel is lying here.
A small chimney puffs smoke from the roof of a brush wagon.
*Ahri* is here, fighting Fyl leashed to a sul'dam, riding a wild stallion.
A sul'dam stands here, holding Ahri's leash.
*Shinji* is standing here, riding a sleek well-trained torm.
Fyl a'Lyl, guest of Emond's Field |HUNTED| is here, fighting Ahri.
An armored black stallion paws the ground.
A young blacksmith is here, looking for work.
You sense *Ahri* is channeling saidar.

* HP:Battered SP:Strong MV:Strong >

*Ahri* panics, and attempts to flee!

* HP:Battered SP:Strong MV:Strong >

*Shinji* tries to scythe you, but you parry successfully.

* HP:Battered SP:Strong MV:Strong - Shinji: Battered >

Fyl calls lightning from the sky, striking *Ahri* dead on.

* HP:Battered SP:Strong MV:Strong - Shinji: Battered >
f
w

A sul'dam leads *Ahri* south.
*Ahri* leaves south riding a wild stallion.

* HP:Battered SP:Strong MV:Strong - Shinji: Battered >

*Shinji* gets a large slab of meat from the corpse of Grabel.
*Shinji* gets a large slab of meat from the corpse of Grabel.
*Shinji* gets a large slab of meat from the corpse of Grabel.
*Shinji* gets a pair of thick metal boots from the corpse of Grabel.
*Shinji* gets a pair of ebony-steel plate greaves from the corpse of Grabel.
*Shinji* gets a studded leather belt with a crossed swords buckle from the corpse of Grabel.
*Shinji* gets a bronze chain scourge from the corpse of Grabel.
*Shinji* gets a pair of heavy metal gauntlets from the corpse of Grabel.
*Shinji* gets a pair of ebony-steel plate vambraces from the corpse of Grabel.
*Shinji* gets a shining steel breastplate from the corpse of Grabel.
*Shinji* gets a full metal helmet and visor from the corpse of Grabel.
*Shinji* gets a torch from the corpse of Grabel.

* HP:Battered SP:Strong MV:Strong - Shinji: Battered > You panic and attempt to
flee!
You sense Fyl is channeling saidar.
*Shinji* panics, and attempts to flee!


Fyl tickles *Shinji*'s right leg with her strike.


Fyl barely tickles *Shinji*'s body with her strike.
*Shinji* tries to scythe you, but you deflect the blow.
You sense Fyl is channeling saidar.
*Shinji* leaves south riding a sleek well-trained torm.
*Shinji* has arrived from the south, riding a sleek well-trained torm.

You flee head over heels.
Tanchico Road
There is a thick wall of bushes bordering the road in the west. It would make a
good hideout for raging bandits behind these bushes. The road continues to head
towards south and north.
[ obvious exits: N E S W ]
Zone: Tanchico Road
Door west: bushes
An embossed leather water flask lies forgotten here.
A Hideout Behind Bushes
If one walks through the bushes bordering the road he or she arrives in
here. A small building stands to the west. In fact in the west behind the
creepers a house is visible. If one walks to the east he or she finds
himself or herself at the Tanchico Road. This is an excellent place to
watch out for intruders.
[ obvious exits: E W ]
Zone: Tanchico Road
Door east: bushes
Door west: hideout
A twitching vine of creepers dangles from above.
A twitching vine of creepers dangles from above.

* HP:Battered SP:Strong MV:Strong >
e
Tanchico Road
There is a thick wall of bushes bordering the road in the west. It would make a
good hideout for raging bandits behind these bushes. The road continues to head
towards south and north.
[ obvious exits: N E S W ]
Zone: Tanchico Road
Door west: bushes
An embossed leather water flask lies forgotten here.

* HP:Battered SP:Strong MV:Strong >
k seanchan
k seanchan
s
They aren't here.

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

* HP:Battered SP:Strong MV:Strong >
Tanchico Road
As the Tanchico Road keeps on heading south and north one could think that
the road was built here long ago. The truth is that this road was never
built - it just developed with the traffic over the years. It has been
taken care of ever since this became a route from Tanchico to the north.
[ obvious exits: N E S ]
Zone: Tanchico Road

* HP:Battered SP:Strong MV:Strong >
s
k seanchan
k seanchan
Following the Tanchico Road
This well-traveled road stretches to the north and to the south. The heavy use
of this road has taken its toll. Pits might cause a horse to break his leg
stones and boulders on the road might cause a cart to lose a wheel. Caution is
advised when using the road.
[ obvious exits: N S ]
Zone: Tanchico Road

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

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

* HP:Battered SP:Strong MV:Tiring >
n
22
Tanchico Road
As the Tanchico Road keeps on heading south and north one could think that
the road was built here long ago. The truth is that this road was never
built - it just developed with the traffic over the years. It has been
taken care of ever since this became a route from Tanchico to the north.
[ obvious exits: N E S ]
Zone: Tanchico Road

* HP:Battered SP:Strong MV:Tiring >
[channel 'call lightning' h.seanchan]
Nobody here by that name.

* HP:Battered SP:Strong MV:Tiring >
k seanchan
They aren't here.
A sul'dam has arrived from the east, leading *Ahri*.
*Ahri* has arrived from the east, riding a wild stallion.

* HP:Battered SP:Strong MV:Tiring >
n
Tanchico Road
There is a thick wall of bushes bordering the road in the west. It would make a
good hideout for raging bandits behind these bushes. The road continues to head
towards south and north.
[ obvious exits: N E S W ]
Zone: Tanchico Road
Door west: bushes
An embossed leather water flask lies forgotten here.
A sul'dam has arrived from the south, leading *Ahri*.
*Ahri* has arrived from the south, riding a wild stallion.

* HP:Battered SP:Strong MV:Tiring >
Tic in 7 seconds!

A sul'dam leads *Ahri* north.
*Ahri* leaves north riding a wild stallion.

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

* HP:Battered SP:Strong MV:Tiring >
n
e
Curve in the Tanchico Road
The Tanchico road curves to the east and south here to avoid the copse which
can be seen in the north. The Tanchico road itself meanders its way towards
east and south.
[ obvious exits: E S ]
Zone: Tanchico Road
*Ahri* is standing here leashed to a sul'dam, riding a wild stallion.
A sul'dam stands here, holding Ahri's leash.

* HP:Battered SP:Strong MV:Tiring >
n
n
Curve in the Road
The Tanchico road makes a slight curve here bending to the north and west.
There is a very tall tree standing alone in the side of the road in the east
casting a shadow on the road. The road is visible in the north and west.
[ obvious exits: N S W ]
Zone: Tanchico Road
A sul'dam has arrived from the west, leading *Ahri*.
*Ahri* has arrived from the west, riding a wild stallion.

* HP:Battered SP:Strong MV:Tiring >
n
Tanchico Road
The Tanchico Road runs toward north as far as the eye can see. In the south
one can make out the high guard towers of Tanchico. The long Tanchico Road
continues to the north and south.
[ obvious exits: N S ]
Zone: Tanchico Road
A sul'dam has arrived from the south, leading *Ahri*.
*Ahri* has arrived from the south, riding a wild stallion.

* HP:Battered SP:Strong MV:Tiring >
Tanchico Road
The cool breeze coming from the Aryth Ocean eases the burden of traveling,
especially in the summer. In the winter it gives the journeyman quivers of
cold. The Tanchico road meanders its way further south towards the capital of
Tarabon and north towards the Almoth Plain.
[ obvious exits: N S ]
Zone: Tanchico Road
A sul'dam has arrived from the south, leading *Ahri*.
*Ahri* has arrived from the south, riding a wild stallion.

k seanchan
* HP:Battered SP:Strong MV:Tiring >
k seanchan
Bend in the Road
The Tanchico Road has seen many passing travelers in all its years. This is
shown by the wagon ruts and hard-packed surface of the road, worn down by all
of the travelers heading to and from Tanchico throughout the years. The road
heads to the east and south.
[ obvious exits: E S ]
Zone: Tanchico Road
A tall dust-colored gelding prances in a circle here.
A sul'dam has arrived from the south, leading *Ahri*.
*Ahri* has arrived from the south, riding a wild stallion.

* HP:Battered SP:Strong MV:Tiring >
You try to strike *Ahri*, but she dodges the attack.

2
* HP:Battered SP:Strong MV:Tiring - Ahri: Beaten >
You do the best you can!

* HP:Battered SP:Strong MV:Tiring - Ahri: Beaten >
*Ahri* tries to strike you, but you deflect the blow.
You try to strike *Ahri*, but she parries successfully.
Arglebargle, glop-glyf!?!

* HP:Battered SP:Strong MV:Tiring - Ahri: Beaten >
22
[channel 'call lightning' h.seanchan]
You begin to weave the appropriate flows...

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

*Ahri* panics, and attempts to flee!
*+=
The day has begun.
Tic length updated to: 62.38 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
You are hungry.
You feel parched from the hot weather. Starting tic timer.
-

Ok.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your lightning from the sky strikes *Ahri*, dropping her sizzling corpse to the ground.
*Ahri* is dead! R.I.P.
Your blood freezes as you hear *Ahri*'s death cry.
As *Ahri* perishes, her sul'dam panics and flees.
A sul'dam leaves east.

* HP:Battered SP:Strong MV:Tiring >
g
get all corpse
nar rip ahri
You get an oilstone from the corpse of Ahri.
You get a brass storm lantern from the corpse of Ahri.
You get the severed head of Dathe the Human slain in Andor from the corpse of Ahri.
You get an ivy bracelet from the corpse of Ahri.
You get an ivy bracelet from the corpse of Ahri.
You get a leather water flask from the corpse of Ahri.
You get a greenish, translucent sphere from the corpse of Ahri.
You get a package of dried rations from the corpse of Ahri.
You get a black pair of silver-tooled boots from the corpse of Ahri.
You get a divided riding skirt from the corpse of Ahri.
You get a small purse from the corpse of Ahri.
You get a belt with a buckle of cuendillar from the corpse of Ahri.
You get a yew staff from the corpse of Ahri.
You get a polished onyx-inlaid shield from the corpse of Ahri.
You get a silver Kandori wristcuff from the corpse of Ahri.
You get a jeweled wristcuff from the corpse of Ahri.
You get a pair of dark gloves from the corpse of Ahri.
You get a set of cloth sleeves from the corpse of Ahri.
You get a bright red robe from the corpse of Ahri.
You get a bearskin tunic from the corpse of Ahri.
You get a Kandori snowflake necklace from the corpse of Ahri.
You get a shimmering pendant of obsidian from the corpse of Ahri.
You get a camouflaged hood from the corpse of Ahri.
You get a gold ring from the corpse of Ahri.
You get a gold ring from the corpse of Ahri.
You get a lantern from the corpse of Ahri.
You get a lantern from the corpse of Ahri.

* HP:Battered SP:Strong MV:Tiring >
Ok.
Dathe narrates 'so that's what a canning is'

ryver
Posts: 15
Joined: Mon Feb 08, 2021 12:46 pm

Re: Sometimes its good to be wanted

Post by ryver » Fri Mar 25, 2022 11:06 am

WARNING: Character has no registered email address!
Those entered in forums don't show up here/aren't linked here yet.
If you forget your passphrase you will be out of luck! See 'help passphrase'!

__ __ _______
\ \ / /_|__ __| __ _ _ ____
\ \ / / __ \| | \ / | | | | _ \
\ \ /\ / / / \ \ | \/ | | | | | \ \
\ \/ \/ /\ \__/ / | |\ /| | |_| | |_/ /
\ /\ / \____/| |_| \/ |_|\___/|____/
\/ \/ |_|

--------:- telnet://game.wotmud.org 2224 -:---------

------:- http://www.wotmud.org -:--------


Welcome to the Wheel of Time! Type 'help' for information.
Don't forget to read the forums at http://forums.wotmud.info !


A Run-Down Lodge
Situated just off the busy Andahar boulevard, this inn is surprisingly
squalid, considering Tanchico was a great port and trade city once. The
windows of the structure are covered in grime, resulting in a dark
atmosphere even during the brightest day. The furniture is rickety and
bears marks of having suffered from being thrown around. At the back, a
narrow stairs leads up to the lodge's rooms.
[ obvious exits: S ]
Zone: Tanchico
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily,
intent on keeping order.
The innkeeper bustles about, helping guests into rooms.

You were rented for 0.97 days.
You were charged 172 gold crowns and 1 copper per day over and above your last allowance of 15 gold <---- ACK!
crowns and 12 coppers per day.
Your total rent charges add up to 166 gold crowns and 9 coppers.
Your rent credit of 888 gold crowns and 2 coppers covers it all.

* HP:Healthy SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Ryver - A Run-Down Lodge

* HP:Healthy SP:Bursting MV:Strong >
i
You are carrying:
the death scalp of a Seanchan recruiter slain in Toman Head <--- Cost of RP
a stable ticket
a wealth of gold crowns (79)
eighteen copper pennys

* HP:Healthy SP:Bursting MV:Strong >

A member of the Civil Watch yells 'Raise the bloody alarm! Ahri is at Inside the East Gate!!' <--- hooo hooo

A member of the Civil Watch yells 'Raise the bloody alarm! Ahri is at Inside the East Gate!!'

A member of the Civil Watch yells 'Raise the bloody alarm! Ahri is at Inside the East Gate!!'

A member of the Civil Watch yells 'Raise the bloody alarm! Vicherd is at Inside the East Gate!!'

A member of the Civil Watch yells 'Raise the bloody alarm! Vicherd is at Inside the East Gate!!'

A member of the Civil Watch yells 'Raise the bloody alarm! Vicherd is at Inside the East Gate!!'


* HP:Healthy SP:Bursting MV:Strong >
tgt seanchan
First target is set as: seanchan.
whe
Players in your Zone
--------------------
Ryver - A Run-Down Lodge

* HP:Healthy SP:Bursting MV:Strong >
eq
You are using:
<used as light> a lantern
<held> a greenish, translucent sphere
<worn on finger> a gold ring
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a bearskin tunic
<worn about body> a bright red robe
<slung on back> a backpack
<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 (scratched)
<worn about waist> a belt with a buckle of cuendillar
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

who
* HP:Healthy SP:Bursting MV:Strong >
Players
There is/are: 11 player(s) on LS and 6 player(s) on DS as of the last site update.
-------
Ryver |Hunted|
Toshiro Umezawa [Morat'torm]
Nia the Wall Guard [Wall Guard]
Cordelia Naismith
Lord Corath the Baron [Saldaean Cavalry Council]
Vicherd of Rampore
Jiran of Two Rivers
1 Ahri Uiwa'damane to Beshara [Damane to a Der'sul'dam]
Dragk of Seandar
Sakuro of Seandar
Lord Shinji Moraed, Captain of the Lance, Banner-General [Morat'torm Council]
Chessa of Illian
Kristal of Illian
Lorrah of the Malkieri Diaspora
Teft the Sergeant [Ever Victorious Army]

15 players displayed.

* HP:Healthy SP:Bursting MV:Strong >
rem staff
You stop using a yew staff.

* HP:Healthy SP:Bursting MV:Strong >
mend staff
You must have something to mend it with...

* HP:Healthy SP:Bursting MV:Strong >
eq
You are using:
<used as light> a lantern
<held> a greenish, translucent sphere
<worn on finger> a gold ring
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a bearskin tunic
<worn about body> a bright red robe
<slung on back> a backpack
<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
<worn about waist> a belt with a buckle of cuendillar
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* HP:Healthy SP:Bursting MV:Strong >
get stone pack
You get a piece of sandstone from a backpack.

* HP:Healthy SP:Bursting MV:Strong >
hold stone
You're already holding something.

* HP:Healthy SP:Bursting MV:Strong >
rem sphere
You stop using a greenish, translucent sphere.

* HP:Healthy SP:Bursting MV:Full >
hold stone
You grab a piece of sandstone.

* HP:Healthy SP:Bursting MV:Full >
mend staff
You sit down.
You begin mending a yew staff.
-=+**+=- -=+
pkmode
Set at pk method: Weaving**+=- -=+
*
A member of the Civil Watch yells 'Raise the bloody alarm! Vicherd is at Inside the East Gate!!'

A member of the Civil Watch yells 'Raise the bloody alarm! Vicherd is at Inside the East Gate!!'

You see the deep gouges of a yew staff continue to smooth...
-=+**+=- -=+**+=- -=+
*
You begin finishing off the edges of a yew staff...
-=+**
A member of the Civil Watch yells 'Raise the bloody alarm! Vicherd is at Intersection on Andahar
Boulevard!!'

+
tgts vicherd
Second target is set as: vicherd.=- -=+**
A member of the Civil Watch yells 'Raise the bloody alarm! Vicherd is at Andahar Boulevard Meets
Maseta Road!!'

+=- -=+*
You finish mending a yew staff...


* HP:Healthy SP:Bursting MV:Full >
setweapon staff
Weapon is set as: staff.
ws
wield staff
s
You wield a yew staff.

* HP:Healthy SP:Bursting MV:Full >
Maybe you should get on your feet first?

* HP:Healthy SP:Bursting MV:Full >
sta
You stand up.

s
* HP:Healthy SP:Bursting MV:Full >
Andahar Boulevard Meets Maseta Road
On this bustling crossroads the Andahar Boulevard and the road running
along the Maseta peninsula meet. Southwards, the road runs towards the
King's Palace and further down to the Maseta docks. To the east and west
the boulevard intersects the city. A statue stands on a pedestal nearby.
[ obvious exits: N E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A member of the Civil Watch stands guard warily.
A member of the Civil Watch stands guard warily.
A rich-looking merchant counts his earnings.

whe
* HP:Healthy SP:Bursting MV:Full >
Players in your Zone
--------------------
Ryver - Andahar Boulevard Meets Maseta Road
Cordelia - Along Andahar Boulevard

* HP:Healthy SP:Bursting MV:Full >
emb
arm
A merchant stops using a lantern.
You feel the flows of saidar coursing through your body.

* HP:Healthy SP:Bursting MV:Full >
[channel 'armor' ryver]
You begin to weave the appropriate flows...
-=+*
You lost control of Saidar!

* HP:Healthy SP:Full MV:Full >
t cordelia oh hi
Ok.

* HP:Healthy SP:Full MV:Full >

Cordelia tells you 'hellooo'

* HP:Healthy SP:Full MV:Full >
emb
You are already in touch with saidar, can't you feel it?

* HP:Healthy SP:Full MV:Full >
arm
[channel 'armor' ryver]
You begin to weave the appropriate flows...
-=+*
Ok.
You weave flows of Spirit around yourself, and you feel protected.

* HP:Healthy SP:Full MV:Full >

Cordelia tells you 'vicherd still in'

* HP:Healthy SP:Full MV:Full >
e
Andahar Boulevard Near the Maseta
Just to the southwest the Maseta peninsula extends soutwards from the ridge
on which the Andahar Boulevard has been built. Shimmering domes topped by
weathervanes point to the King's Palace which sits on top of the Maseta.
The road continues east and west. To the west the crowds thicken as the
boulevard meets another road.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black dog is here, wagging its tail.
A robin is visible flying high in the sky.
A robin is here flying around.

* HP:Healthy SP:Full MV:Full >
e
e
Following Andahar Boulevard
The trees standing in the middle of the street sway gently in the breeze
that comes in from the Aryth Ocean that lies to the west beyond the Maseta
and Calpene peninsulas. A small gutter that runs along the side of the road
has been choked by dust. Tall houses rise on either side of the street with
small shops and alleyways crowded in. Just to the south of the street lies
an almost empty armor shop.
[ obvious exits: E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A boy stands here, grinning mischievously.

* HP:Healthy SP:Full MV:Full >
Junction on Andahar Boulevard
Great slabs of white paving stones cover the surface of the street that
runs east and west through the city. Shops line the street, their colorful
awnings protecting the pedestrians from the rays of the sun on hot days.
The sound of hooves clopping along on the street is everywhere. Some tents
and makeshift shelters sit on the dirt between the boulevards showing that
at least some of the rufugees crowding the city, reside on the streets.
[ obvious exits: E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A fountain is here, offering clear blue water to all.
A small bird with a red breast is singing here.
An Elite Civil Watch guard eyes the crowd warily.

* HP:Healthy SP:Full MV:Full >
e
On Andahar Boulevard
Two strips of paved road enclose a ribbon of green grass and flowers that
runs past the Verana towards the city's eastern gates. To the north, above
the houses the bastions of the city wall are visible, with waving banners
of the King, Panarch and Tarabon flying in the wind.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ratter is here, hunting shadoweyes.

* HP:Healthy SP:Full MV:Full >
e
The Broad Boulevard Through Tanchico
A green ribbon of oak trees forms the center of this broad road that picks
its way through the northern part of the city of Tanchico. Two wide paved
roads enclose the grassy stretch, guiding traffic through. Throngs of
people moved on either side of the street, close to the houses. To the
south it seems more quiet and the buildings grow more elaborate.
[ obvious exits: E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.

* HP:Healthy SP:Full MV:Full >
e
e
Along the Tree-lined Boulevard
Elegant green oak trees, with broad boles and gently swaying branches cast
a breath of shadow on the street below. Carts and wagons strive to find
their way through the ever present masses of people that walk this main
artery of the city. Shops with colorful awnings line the streets and
hawkers cry their wares. The boulevard continues east and west.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.

e
* HP:Healthy SP:Full MV:Full >
Intersection on Andahar Boulevard
The buildings on the southern side of the road give way to another broad
boulevard that comes in from the Verana peninsula. Coming in from the road
that lies to the south is a multitude of heavy laden carts, wagons and
carriages. The distinctive Taraboner veils are apparent everywhere. The
road continues east and west.
[ obvious exits: N E S W ]
Zone: Tanchico
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A member of the Civil Watch stands guard warily.
A member of the Civil Watch stands guard warily.

* HP:Healthy SP:Full MV:Strong >
Under Trees on Andahar Boulevard
Tall green oak trees stand at regular intervals in the grassy lane that
runs through the middle of this broad street. During the warmer seasons
flowers can be seen blossoming between the blades of grass. Beside this
breath of green, the usual bustle of the city passes by throughout the day
and night: carts, wagons and masses of people.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.

* HP:Healthy SP:Full MV:Strong >
e
On the Broad Andahar Boulevard
Running the width of the city this road is the main artery of the bustling
city. Shops, inns and taverns line both sides of the street that has been
cut in two by a green ribbon of grass and trees. The traditional Taraboner
veils can be spotted in the crowds, as well as dark Tairens, bearded
Illianers and Altarans with elaborate sheathed daggers.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Full MV:Strong >
e
Road Before the Watchtower
The road passes one of Tanchico's great watchtowers. With thick rounded
brick walls they dot the city wall in regular intervals. Banners of the
King, Panarch and the nation of Tarabon fly on top, moved by the breezes
that are always present this close to the shores of the Aryth. The
boulevard continues east and west, but a smaller road cuts away from the
bustling crowds to the south.
[ obvious exits: N E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.

* HP:Healthy SP:Full MV:Strong >
where
Players in your Zone
--------------------
Ryver - Road Before the Watchtower
Cordelia - Inside the East Gate

* HP:Healthy SP:Full MV:Strong >
e
Along Andahar Boulevard
This broad, paved boulevard runs across the city and is the main artery for
all traffic. Reaching a good ten spans in width it is wide enough to have
two lanes separated by a ribbon of grass. The grassy lane is interspersed
by great oak trees. Two sections of road enclose the breath of green, each
road wide enough to allow for carts to pass eachother.
[ obvious exits: E W ]
Zone: Tanchico
A faded tapestry of vines and leaves entwine around a slab of pale stone.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old woman smiles kindly.
A small bird with a red breast is singing here.

* HP:Healthy SP:Full MV:Strong >
w

Cordelia tells you 'i don't zing btw'

* HP:Healthy SP:Full MV:Strong >
s
Road Before the Watchtower
The road passes one of Tanchico's great watchtowers. With thick rounded
brick walls they dot the city wall in regular intervals. Banners of the
King, Panarch and the nation of Tarabon fly on top, moved by the breezes
that are always present this close to the shores of the Aryth. The
boulevard continues east and west, but a smaller road cuts away from the
bustling crowds to the south.
[ obvious exits: N E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.

* HP:Healthy SP:Full MV:Strong >
Dock Street
This somewhat narrow street leads from the docks to the center of Tanchico.
Carts and wagons rumble by while their drivers crack their whips and shout
for people to make way. Some warehouses line the road that has been paved
with coarse gray stone. People hurry by, their business taking them
elsewhere in this sprawling city.
[ obvious exits: N S W ]
Zone: Tanchico
Door west: warehousedoor
A dirty bandit looks for his next victim.

* HP:Healthy SP:Full MV:Strong >
s
On the Docks
Carts laden with goods rumble by to drop their wares off at ships or
warehouses. Some merchant's wagons line the docks, the horses stamping
their feet impatiently, while vats of dye are being loaded onto the sturdy
wooden cart. A ship being worked with sweeps edges closer to the docks,
while just to the south, beyond the docks a ship's sails are being hoisted
as it moves further onto the waters of the bay.
[ obvious exits: N W ]
Zone: Tanchico
A lady stares arrogantly past you.
A young woman walks by.
A boy stands here, grinning mischievously.

* HP:Healthy SP:Full MV:Strong >
w
At the Dockside
Crates and barrels are being unloaded from an Atha'an Miere ship while
customs officers take notes of what is being brought ashore. The docks run
east and west, paved with gray cobblestones. Coils of rope lie along the
edge of the docks, waiting to be used to secure ships to the shore.
[ obvious exits: N E W ]
Zone: Tanchico
A black cat meanders to an unknown destination.
A worker busily earns a day's pay.

* HP:Healthy SP:Full MV:Strong >
weat
The temperature is about 55 degrees.
The sky is cloudy, and a mild wind comes from the north.

* HP:Healthy SP:Full MV:Strong >
w
By the Waterside
The waters of Tanchico bay lie just to the south, sparkling and reflecting
the light. The bulk of a ship's hull moves gently up and down on the waves.
Booms extend from the masts, lifting crates and barrels onto the paved
stone docks. A wobbly gangplank runs to the wooden railing of the ship.
[ obvious exits: E W ]
Zone: Tanchico
A stout wooden barrel stands nearby.

* HP:Healthy SP:Full MV:Strong >
w
s
Road Around the Panarch's Palace
This broad boulevard runs around the outside of the thick, one-hundred-span
walls of the palace. Watchtowers dot the edge of the walls all around. On
the opposite side of the boulevard, large mansions and small palaces stand
silently with guards outside each stout gate. Only people with business
within the palaces or at the docks far to the south move along this route.
The boulevard runs south and west.
[ obvious exits: N E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A scoundrel is here, demanding your purse.

* HP:Healthy SP:Full MV:Strong >
s
Passing the Palace
This close to the Panarch's Palace the area is dotted with mansions of
Taraboner lords and ladies. This location close to the tallest hill on the
peninsula is highly prized due to the breezes that can provide a welcome
breath of coolness during hot Tanchico summers. The street runs north and
south past the palace walls and onwards down the peninsula
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Full MV:Tiring >
s
Road Along the Verana
The eastern side of the rocky ridge that forms the Verana peninsula
drops sharply for a few spans. Far below, the roofs of houses and gilded
domes of palaces are visible. The stone paved street runs north and south
past the palace, which lies to the west. Carved into the palace wall is a
niche containing a statue of a former Panarch.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An Elite Civil Watch guard eyes the crowd warily.

* HP:Healthy SP:Full MV:Tiring >
s
Overlooking the City
The road narrows in this area, as it borders close on the cliff that lies
to the east. A chest-high stone wall protects humans and animals alike from
falling off. In the distance, sitting on the tallest hill in the area is the
Panarch's Palace. Its walls are shiny white and depending on the time of
day reflect the light or cast a deep shadow across the city.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A scoundrel is here, demanding your purse.

* HP:Healthy SP:Full MV:Tiring >
Overlooking the Andahar
To the east, just beyond the edge of the road, the hillside gives way
steeply revealing a view of the Andahar River that stretches far east into
the nation of Tarabon. A sturdy stone wall adorned with elaborate lanterns
keeps people from falling off and down onto the roofs below. Above, one of
the palace's spires is visible, its bronze weathervane pointing out the
direction of the wind.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.
An Elite Civil Watch guard eyes the crowd warily.
An Elite Civil Watch guard eyes the crowd warily.
Karysa the Trader wanders here, fine clothes covered with road dust.
An Elite Civil Watch guard eyes the crowd warily.

* HP:Healthy SP:Full MV:Tiring >
s
s
Passing the Palace
Standing on top of the tallest hill the palace dominates the area. Its
white plastered walls loom over the white paved street. Crowds of veiled
Taraboners rub shoulders with scandalously clad Domani, Altarans wearing
marriage knives, bearded Illianers and dark skinned Tairens. Tanchico is a
center of trade even during times of trouble and the people on the streets
reflect the city's importance.
[ obvious exits: N E S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
An Elite Civil Watch guard eyes the crowd warily.

* HP:Healthy SP:Full MV:Tiring >
s
Cutting Across the Slope
The main road that runs the length of the Verana hugs the rock wall to the
west, having been cut from the very stone of the ridge that forms the
headland. On the eastern side of the road there are some small palaces and
mansions. Peeking between them the terraces that line the slopes of the
Verana are clearly visible.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Full MV:Tiring >
w
Bend in the Verana Road
The road turns west, climbing the slope of the Verana hills so it can run
across the top of the ridge. Grand houses dot the area, obviously inhabited
by wealthy merchants or nobles. Further to the north the buildings to the
east give way, and there likely are grand views across the city and the
bays that flank the Verana peninsula on the east and west.
[ obvious exits: N W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A little girl plays here.
A sailor is here.
A black dog is here, wagging its tail.

* HP:Healthy SP:Full MV:Strong >
Square Behind the Palace
This square behind the Panarch's Palace is on the main route across the
Verana peninsula. A gate to a courtyard of the palace is the main way
supplies are taken in. To the south the ridge slopes down towards where the
waters of the Andahar River meet the Aryth Ocean. Some distance to the
south, down the street, the Panarch's Circle opens up.
[ obvious exits: E S W ]
Zone: Tanchico
Door west: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.

* HP:Healthy SP:Full MV:Strong >
s
s
Street Down the Verana
Covered by pale white cobblestones the street runs north and south across
the top of the ridge that forms the Verana peninsula. All around there are
palaces and mansions with golden domes topped by gilded spires. Some of the
spires have bronze weathervanes pointing out the current direction of the
ever-present wind. Clearly outlined against the sky are towers ringed with
lacy stone balconies.
[ obvious exits: N E S ]
Zone: Tanchico
Door east: brokengate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gull is here flying around.

* HP:Healthy SP:Full MV:Strong >
In Sight of the Panarch's Circle
Air and light come flooding in from the south, where the buildings give way
and open up onto the Panarch's Circle. Throngs of people wearing veils move
up and down the street past the white plastered buildings no matter the
hour. Carriages and carts try to pick their way through the crowds, slowly
edging towards their destination.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gull soars overhead, fish hanging out of its beak.
A ragged looking man asks for spare coins.

* HP:Healthy SP:Full MV:Strong >
s
w
The Panarch's Circle
Stone benches march up in rows to the top of the communal building that
forms the Panarch's Circle where some people wearing the traditional
Taraboner veil sit on them. This meeting place is always busy and the
sound of chattering hangs loud in the air. A fountain sparkles nearby, its
trickling sound mingling with the cries of seagulls.
[ obvious exits: N S W ]
Zone: Tanchico
An elaborately sculpted marble fountain splashes merrily.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A marble bench, flecked with gold and bronze, adorns the floor.
A man gambles away his purse.
Cordelia tells you 'i'm getting sps/mvs'

* HP:Healthy SP:Full MV:Tiring >
s
w
The Panarch's Circle
A great wall formed of a great many arches forms the skeleton of the
Panarch's Circle. Passing through one of the tunnelled entrances the Circle
proper opens up, its dirt floor packed solid by the trampling of thousands
of feet. Surrounding the dirt covered circular field are a great many stone
benches that are all occupied during festivals and Illuminators' displays.
[ obvious exits: E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A local lord is here.

* HP:Healthy SP:Full MV:Tiring >
The Panarch's Circle
This is the southwestern part of the arena that forms the Panarch's Circle.
The great stone building consists of a great many arches holding up the
stone seats and a packed dirt floor in the middle. To the south a street
runs down towards where the rocky ridge meets the waters of the Aryth
Ocean. To the west the sound of animals comes from broad double doors.
[ obvious exits: N E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Full MV:Tiring >
Verana Stables
This shop is paved with smooth gray paving stones and divided into two
halves. On the right hand side there are a great many cages that are home
to puppies, cats, birds and other small animals. On the left side the wall
is lined by stables which are occupied by a variety of horses.
[ obvious exits: E ]
Zone: Tanchico
An iron lantern hangs from the wall above the gate.
A man walks among the horses here feeding them and rubbing them down.
A tall dust-colored gelding prances in a circle here.
A smooth-talking horsetrader stands here, appraising a mount.
A young man grooms a fine horse here.
Surrounded by leather and metal, a saddler works here.
A woman dressed in hunting clothes stands by, watching.
A tall dust-colored gelding prances in a circle here.

* HP:Healthy SP:Full MV:Tiring >
r
e
[ride horse]
You start riding him.

* R HP:Healthy SP:Full MV:Tiring >
n
The Panarch's Circle
This is the southwestern part of the arena that forms the Panarch's Circle.
The great stone building consists of a great many arches holding up the
stone seats and a packed dirt floor in the middle. To the south a street
runs down towards where the rocky ridge meets the waters of the Aryth
Ocean. To the west the sound of animals comes from broad double doors.
[ obvious exits: N E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

e
* R HP:Healthy SP:Full MV:Tiring >
The Panarch's Circle
A great wall formed of a great many arches forms the skeleton of the
Panarch's Circle. Passing through one of the tunnelled entrances the Circle
proper opens up, its dirt floor packed solid by the trampling of thousands
of feet. Surrounding the dirt covered circular field are a great many stone
benches that are all occupied during festivals and Illuminators' displays.
[ obvious exits: E S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A local lord is here.

n
* R HP:Healthy SP:Full MV:Tiring >
n
The Panarch's Circle
Stone benches march up in rows to the top of the communal building that
forms the Panarch's Circle where some people wearing the traditional
Taraboner veil sit on them. This meeting place is always busy and the
sound of chattering hangs loud in the air. A fountain sparkles nearby, its
trickling sound mingling with the cries of seagulls.
[ obvious exits: N S W ]
Zone: Tanchico
An elaborately sculpted marble fountain splashes merrily.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A marble bench, flecked with gold and bronze, adorns the floor.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A man gambles away his purse.

* R HP:Healthy SP:Full MV:Tiring >
n
In Sight of the Panarch's Circle
Air and light come flooding in from the south, where the buildings give way
and open up onto the Panarch's Circle. Throngs of people wearing veils move
up and down the street past the white plastered buildings no matter the
hour. Carriages and carts try to pick their way through the crowds, slowly
edging towards their destination.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A gull soars overhead, fish hanging out of its beak.
A ragged looking man asks for spare coins.

* R HP:Healthy SP:Full MV:Tiring >
n
Street Down the Verana
Covered by pale white cobblestones the street runs north and south across
the top of the ridge that forms the Verana peninsula. All around there are
palaces and mansions with golden domes topped by gilded spires. Some of the
spires have bronze weathervanes pointing out the current direction of the
ever-present wind. Clearly outlined against the sky are towers ringed with
lacy stone balconies.
[ obvious exits: N E S ]
Zone: Tanchico
Door east: brokengate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A gull is here flying around.

* R HP:Healthy SP:Full MV:Tiring >
Square Behind the Palace
This square behind the Panarch's Palace is on the main route across the
Verana peninsula. A gate to a courtyard of the palace is the main way
supplies are taken in. To the south the ridge slopes down towards where the
waters of the Andahar River meet the Aryth Ocean. Some distance to the
south, down the street, the Panarch's Circle opens up.
[ obvious exits: E S W ]
Zone: Tanchico
Door west: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A sailor is here.

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

* R HP:Healthy SP:Full MV:Tiring >
rep him and ahri?

A sailor stops using a torch.

* R HP:Healthy SP:Full MV:Tiring >
Ok.

* R HP:Healthy SP:Full MV:Tiring >
w
w
w
The gate seems to be closed.

* R HP:Healthy SP:Full MV:Tiring >
The gate seems to be closed.

where
* R HP:Healthy SP:Full MV:Tiring >
The gate seems to be closed.

* R HP:Healthy SP:Full MV:Tiring >
Players in your Zone
--------------------
Ryver - Square Behind the Palace
Cordelia - Inside the East Gate

* R HP:Healthy SP:Full MV:Tiring >
odw
open gate w
Ok.

* R HP:Healthy SP:Full MV:Tiring >
w
w
Courtyard Behind the Palace
This small square behind the Panarch's Palace is paved by neat gray
cobblestones. A simple door to the kitchens of the palace leads away to the
north. To the west the entrance to a guardhouse is visible, the residence
guarding the gate to the east that leads to the city proper.
[ obvious exits: N E W ]
Zone: Tanchico
Door north: kitchendoor
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A gray haired weaponsmaster stands nearby.
A battle scarred warrior stands nearby.

w
* R HP:Healthy SP:Full MV:Tiring >
Guardhouse
This simple room, hung with banners of Tarabon and the Panarch, is bare
save for some sturdy wooden benches and racks for weapons. This room is
used by the watchmen of the Panarch's Legion that are currently on duty to
take a sip of drink before heading back out to stand guard in the stone
paved courtyard that lies to the east. The room has been opened and
expanded to have a road that passes through toward the west where a bridge
sits in the distance.
[ obvious exits: E W ]
Zone: Tanchico
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 tall dust-colored gelding prances in a circle here, being ridden by you.
A sad refugee makes a trek for safety.

* R HP:Healthy SP:Full MV:Tiring >
w
Eastern Section of the Maseta Bridge
This elegant bridge climbs to a height that looks out over the Tanchico
bay. It is adorned with the spaced statues and emblems of the King and the
Panarch, a bridge between two powers. Below are the water is a deep blue
and the sounds of the harbor echo against the chatter of traffic.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
w
w
Dathe narrates 'hello all'
Central Section of the Verana-Maseta Bridge
The bridge peaks at its apex and starts to descend toward the outer pier.
The cobblestones are spaced in a way to make travel easy from foot to mount
and there are clear signs that a route has been chosen, at least by
traveling caravans, as the the straightened edges of the stone have begun
to round.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A gull is here flying around.

* R HP:Healthy SP:Full MV:Tiring >
Central Section of the Maseta-Verana Bridge
The bridge peaks at its apex and starts to descend toward the outer pier.
The cobblestones are spaced in a way to make travel easy from foot to mount
and there are clear signs that a route has been chosen, at least by
traveling caravans, as the the straightened edges of the stone have begun
to round.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
Western Section of the Maseta Bridge
The cobblestone work of the bridge merges seamlessly with the stone slabs
that make out the road on the Maseta. A sign indicates that the bridge
continues east toward the Verana, but it is hard to tell how long the
journey from one side to the other is or how far the distnace. The lamps
across the bridge are ornate and spaced between statues and emblems that
praise or reference either the Panarch or the King.
[ obvious exits: E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A beautiful but distant lady stands here plotting.

* R HP:Healthy SP:Full MV:Tiring >

Cordelia tells you 'there are 8 on'

* R HP:Healthy SP:Full MV:Tiring >

Cordelia tells you 'so'

* R HP:Healthy SP:Full MV:Tiring >
where
Players in your Zone
--------------------
Ryver - Western Section of the Maseta Bridge
Cordelia - Inside the East Gate

* R HP:Healthy SP:Full MV:Tiring >
rep nod
Ok.

* R HP:Healthy SP:Full MV:Tiring >
w
n
Road on the Maseta
Large stone slabs have been laid almost seamlessly onto the ground. In
areas where not so many feet thread some tufts of grass have managed to
spring up in cracks and seams despite the stone masons' efforts. To the
north the road continues along the Maseta. The road bends west and
continues onwards along the Maseta peninsula and the King's Palace.
[ obvious exits: N E W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
n
Road Along the Maseta
Visible above the roofs of the buildings lining the street are the gilded
domes of the King's Palace. Lacy stonework encircles narrow spires and
bronze weather vanes twist and turn in the wind. The area is reasonably
quiet and seeing little traffic compared to the docks and the road far to
the north. Some elaborate friezes are visible on a building to the east.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
n
n
On the Paved Maseta Road
The shops that were first lining the street have now been replaced by
residential buildings. Elaborate homes of the rich stand shoulder to
shoulder. Iron gates decorated with metal flowers and vines lead to small
courtyards beyond. The road continues on north and southwards.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
An Elite Civil Watch guard eyes the crowd warily.

* R HP:Healthy SP:Full MV:Tiring >
Maseta Road Overlooking Tanchico Bay
The buildings give way briefly to reveal the blue shimmering waters of the
Tanchico Bay far below. Ships bob up and down on the gentle waves in the
sheltered cove, their masts forming a floating forest. Also visible is the
maze of streets below, on the lower slopes of the peninsula.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A tough-looking man stands here, brandishing a weapon.
A local lord is here.

* R HP:Healthy SP:Full MV:Tiring >
Along Maseta Road
Wheels rattle by on the stone surface as carts and carriages pass by, their
horses pulling them at a leisurely pace. Staying close to the edges of the
buildings, people are walking by. Some browse shops, others go about their
business and move through the area quickly.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A member of the Civil Watch stands guard warily.
A member of the Civil Watch stands guard warily.
An Elite Civil Watch guard eyes the crowd warily.

* R HP:Healthy SP:Full MV:Tiring >
rep i heard guards yell those 2
Ok.

* R HP:Healthy SP:Full MV:Tiring >
n
n
Road on the Maseta
Throngs of people shuffle along this stone paved street at virtually all
hours. Iron and wooden signs hanging outside various buildings announce the
presence of taverns, inns and a multitude of shops. White walls continue to
line the street both north and south. Gilded domes shimmer in the sunlight.
[ obvious exits: N S ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
On the Paved Road
White plastered buildings line the road, the wealthier ones capped by
gilded domes. Bronze weathervanes twist and turn in the shifting winds.
Brightly colored shutters covered in fading paint shield the windows from
the worst of the sun's heat. The road continues north and south.
[ obvious exits: N S W ]
Zone: Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A small chimney puffs smoke from the roof of a brush wagon.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A man is here.
A young blacksmith is here, looking for work.

* R HP:Healthy SP:Full MV:Tiring >
where
Players in your Zone
--------------------
Ryver - On the Paved Road
Cordelia - Inside the East Gate

* R HP:Healthy SP:Full MV:Tiring >
w
w
By the Maseta Road
Running east to west across the Maseta peninsula this road meets Maseta
Road to the east. Just to the south are the walls surrounding the King's
Palace, the white plaster reflecting the light on sunny days. Sedan chairs
occupied by veiled ladies are carried past this area regularly.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A sad refugee makes a trek for safety.
A little girl plays here.
A rich-looking merchant counts his earnings.

* R HP:Healthy SP:Full MV:Tiring >
w
A merchant stops using a lantern.
Road Underneath the Palace Walls
Looming over everyone, the white plastered palace walls dominate the area.
Neat red roof tiles line the top of the wall, to keep the stone from
getting too wet. Black lacquered coaches pulled by teams of fine matched
horses can often be seen heading west towards the entrance of the palace.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
n
Before the King's Palace
An enormous gate dominates the small square before the King's Palace.
Visible beyond the gate is a courtyard with a fountain. A road runs north
towards the main boulevard that intersects the city. Another road runs east
and west, passing the walls of the palace.
[ obvious exits: N E S W ]
Zone: West City of Tanchico
Door south: gate
An iron lantern hangs from the wall above the gate.
A fountain is here, offering clear blue water to all.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.

* R HP:Healthy SP:Full MV:Tiring >
n
In Sight of the King's Palace
This broad street runs north and south across the Maseta peninsula. Some
distance to the north the great boulevard that intersects Tanchico is
visible, while to the south is a small square with the gate of the
King's palace beyond. The houses in this area seem to belong to fairly
wealthy people and are in a decent condition.
[ obvious exits: N S ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
Road to the King's Palace
This relatively quiet road runs south from the Andahar Boulevard and
towards the King's palace. On either side of the street there are houses
with carved friezes, indicating the wealth of their occupants. To the north
a fringe of green is visible in the middle of a bustling boulevard.
[ obvious exits: N S ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
n
Andahar Boulevard Meets King's Road
This is the junction of the great Andahar Boulevard that runs the length of
Tanchico, and the King's Road that leads southwards to the King's Palace.
Elaborate houses of wealthy merchants and nobles can be seen towards the
south, on the Maseta peninsula that protrudes deeply into the Tanchico Bay.
[ obvious exits: E S W ]
Zone: West City of Tanchico
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A young woman walks by.
An old man hobbles slowly on his way.

* R HP:Healthy SP:Full MV:Tiring >

Cordelia tells you 'one mobbed i think'

* R HP:Healthy SP:Full MV:Tiring >
w
Along Andahar Boulevard
Two ribbons of paved stone slabs enclose a string of grass that runs in the
middle of this great boulevard. The stones are marred and pitted from all
the feet and wheels that have tread upon them. White plastered walls are
dirty and damaged. In some places the plaster has fallen to the ground and
the stone underneath can be seen clearly.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A little girl plays here.

* R HP:Healthy SP:Full MV:Tiring >
w
w
w
The Tree Lined Boulevard
Tall oak trees spread their branches over the broad boulevard that
intersects the city of Tanchico. A tall stone tower is visible above the
buildings to the north. Above the crenellated city walls fly colorful
banners of different noble houses, both rich and poor.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
Intersection on Andahar Boulevard
In this rather dingy part of the city dwellings in a poor condition line
the street. Faded awnings hang over the stone paved street where waste
piles up in the gutter. To the south is a narrow street even more
disgusting than this part of the boulevard. A black lacquered coach bearing
a colorful sigil hurries by this filthy stretch of road.
[ obvious exits: E S W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A weary, dark-eyed man tends the city lamps.
A Seanchan fighter glares from behind dark eyes.
A black cat meanders to an unknown destination.

* R HP:Healthy SP:Full MV:Tiring >
Near the Maseta Peninsula
Some flowers have sprung up in the green thread of grass that separates the
two paved roads of this broad boulevard. The edges of the grass are torn
and in a generally bad condition, where horses tend to nip at the greenery
as they pass by. Throngs of people are visible down the street.
[ obvious exits: E S W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
w
Boulevard Overlooking Tanchico Bay
Masses of people pass through this busy part of the city. Linking the
Calpene and the Maseta peninsulas, this road is never deserted. To the
south the Tanchico Bay can be seen sprawling southwards as it has been
crammed between the rocky peninsulas. A forest of ship masts bobs up and
down on the waves, smaller vessels crisscrossing between the larger ones.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A fountain is here, offering clear blue water to all.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
w
A Bustling Andahar Boulevard
Carts and wagons fill the street, slowly making their way through the city.
Sedan chairs hoisted by broad shouldered men wriggle their way between the
throngs of people at a trot. The boulevard continues through the city to
the east and west.
[ obvious exits: E W ]
Zone: West City of Tanchico
A mirrored lantern has been left here.
The corpse of a greedy thug is lying here. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
*Vicherd* is standing here, riding a gray palfrey.
A black cat meanders to an unknown destination.

* R HP:Healthy SP:Full MV:Tiring >
e
e
Boulevard Overlooking Tanchico Bay
Masses of people pass through this busy part of the city. Linking the
Calpene and the Maseta peninsulas, this road is never deserted. To the
south the Tanchico Bay can be seen sprawling southwards as it has been
crammed between the rocky peninsulas. A forest of ship masts bobs up and
down on the waves, smaller vessels crisscrossing between the larger ones.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A fountain is here, offering clear blue water to all.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
Near the Maseta Peninsula
Some flowers have sprung up in the green thread of grass that separates the
two paved roads of this broad boulevard. The edges of the grass are torn
and in a generally bad condition, where horses tend to nip at the greenery
as they pass by. Throngs of people are visible down the street.
[ obvious exits: E S W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

* R HP:Healthy SP:Full MV:Tiring >
k seanchan
k seanchan
They aren't here.

* R HP:Healthy SP:Full MV:Tiring >
w
They aren't here.

* R HP:Healthy SP:Full MV:Tiring >
k seanchan
k seanchan
Boulevard Overlooking Tanchico Bay
Masses of people pass through this busy part of the city. Linking the
Calpene and the Maseta peninsulas, this road is never deserted. To the
south the Tanchico Bay can be seen sprawling southwards as it has been
crammed between the rocky peninsulas. A forest of ship masts bobs up and
down on the waves, smaller vessels crisscrossing between the larger ones.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A fountain is here, offering clear blue water to all.
A tall dust-colored gelding prances in a circle here, being ridden by you.

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

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

* R HP:Healthy SP:Full MV:Tiring >
w
k seanchan
k seanchan
A Bustling Andahar Boulevard
Carts and wagons fill the street, slowly making their way through the city.
Sedan chairs hoisted by broad shouldered men wriggle their way between the
throngs of people at a trot. The boulevard continues through the city to
the east and west.
[ obvious exits: E W ]
Zone: West City of Tanchico
A mirrored lantern has been left here.
The corpse of a greedy thug is lying here. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black cat meanders to an unknown destination.

* R HP:Healthy SP:Full MV:Tiring >
A black cat leaves east.
They aren't here.

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

* R HP:Healthy SP:Full MV:Tiring >
k seanchan
w
They aren't here.

* R HP:Healthy SP:Full MV:Tiring >
Sparse Trees on Andahar Boulevard
This stretch of the Andahar Boulevard has some sparse trees standing in the
center strip of grass. Only a handful of refugees have settled in this area
of the city. To the west the boulevard is bare of trees and it is very
crowded. To the east the boulevard stretches onward past the peninsulas
that form Tanchico. To the south the clanging of metal upon metal can be
heard as a skilled blacksmith is at work.
[ obvious exits: E S W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
*Vicherd* is standing here, riding a gray palfrey.

* R HP:Healthy SP:Full MV:Tiring >
k seanchan
k seanchan
Wimpy reset to: 140 hit points.
You strike *Vicherd*'s left arm.

* R HP:Healthy SP:Full MV:Tiring - Vicherd: Hurt >
*Vicherd* tries to crush you, but you parry successfully.
You strike *Vicherd*'s right hand.
You do the best you can!

* R HP:Healthy SP:Full MV:Tiring - Vicherd: Hurt >
emb
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Full MV:Tiring - Vicherd: Hurt >

You barely strike *Vicherd*'s body.

* R HP:Healthy SP:Full MV:Tiring - Vicherd: Hurt >

*Vicherd* sends you sprawling with a powerful bash!

* R HP:Scratched SP:Full MV:Tiring - Vicherd: Hurt >

*Vicherd* crushes your body extremely hard.

* R HP:Scratched SP:Full MV:Tiring - Vicherd: Hurt >
channel 'earthquake'

*Vicherd* looks at you.

* R HP:Scratched SP:Full MV:Tiring - Vicherd: Hurt >

*Vicherd* crushes your body into bloody fragments!

* R HP:Hurt SP:Full MV:Tiring - Vicherd: Hurt >

Cordelia tells you 'panarch's dead'

* R HP:Hurt SP:Full MV:Tiring - Vicherd: Hurt >
You begin to weave the appropriate flows...
-=+
*Vicherd* tries to crush you, but you deflect the blow.
**+
Ok.
The earth trembles and shivers beneath your feet..!
A gray palfrey vibrates and is knocked about.
*Vicherd* vibrates and is knocked about.

* R HP:Hurt SP:Strong MV:Tiring - Vicherd: Wounded >

You swiftly dodge a gray palfrey's attempt to hit you.
You barely strike *Vicherd*'s head.

* R HP:Hurt SP:Strong MV:Tiring - Vicherd: Wounded >

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

* R HP:Hurt SP:Strong MV:Tiring - Vicherd: Wounded >
rep on vick we side
Ok.

channel 'earthquake'
* R HP:Hurt SP:Strong MV:Tiring - Vicherd: Wounded >
You begin to weave the appropriate flows...
-=
You swiftly dodge a gray palfrey's attempt to hit you.
+**+
Ok.
The earth trembles and shivers beneath your feet..!
A gray palfrey vibrates and is knocked about.
*Vicherd* vibrates and is knocked about.

* R HP:Hurt SP:Strong MV:Strong - Vicherd: Wounded >
channel 'earthquake'
You begin to weave the appropriate flows...
-
*Vicherd* tries to crush you, but you parry successfully.
A gray palfrey tries to hit you, but you dodge the attack.
=+**+
Ok.
The earth trembles and shivers beneath your feet..!
A gray palfrey vibrates and is knocked about.
*Vicherd* vibrates and is knocked about.

* R HP:Hurt SP:Strong MV:Strong - Vicherd: Wounded >
channel 'earthquake'
You begin to weave the appropriate flows...
-
*Vicherd* tries to crush you, but you parry successfully.
A gray palfrey tries to hit you, but you dodge the attack.
=+**+
Ok.
The earth trembles and shivers beneath your feet..!
A gray palfrey vibrates and is knocked about.
*Vicherd* vibrates and is knocked about.

* R HP:Hurt SP:Strong MV:Strong - Vicherd: Wounded >
channel 'earthquake'
You begin to weave the appropriate flows...

*Vicherd* tries to crush you, but you deflect the blow.
A gray palfrey tries to hit you, but you deflect the blow.
-=+**+
Ok.
The earth trembles and shivers beneath your feet..!
A gray palfrey vibrates and is knocked about.
*Vicherd* vibrates and is knocked about.

* R HP:Hurt SP:Good MV:Strong - Vicherd: Battered >

*Vicherd* panics, and attempts to flee!

* R HP:Hurt SP:Good MV:Strong - Vicherd: Battered >
channel 'earthquake'
You begin to weave the appropriate flows...

*Vicherd* tries to crush you, but you parry successfully.
You swiftly dodge a gray palfrey's attempt to hit you.
*Vicherd* panics, and attempts to flee!
-=+**+
Ok.
The earth trembles and shivers beneath your feet..!
A gray palfrey vibrates and is knocked about.
*Vicherd* vibrates and is knocked about.
*Vicherd* panics, and attempts to flee!

* R HP:Hurt SP:Good MV:Strong - Vicherd: Battered >

*Vicherd* intercepts your attack on his mount.
*Vicherd* leaves west riding a gray palfrey.

k seanchan
* R HP:Hurt SP:Good MV:Strong >
k seanchan
They aren't here.
*Vicherd* has arrived from the west, riding a gray palfrey.

* R HP:Hurt SP:Good MV:Strong >
k seanchan
You tickle *Vicherd*'s left leg with your strike.

* R HP:Hurt SP:Good MV:Strong - Vicherd: Battered >
You do the best you can!

k seanchan
* R HP:Hurt SP:Good MV:Strong - Vicherd: Battered >
You do the best you can!

channel 'earthquake'
* R HP:Hurt SP:Good MV:Strong - Vicherd: Battered >
You begin to weave the appropriate flows...
-
*Vicherd* panics, and attempts to flee!
=+**
*Vicherd* leaves west riding a gray palfrey.
+
Ok.
The earth trembles and shivers beneath your feet..!
*Vicherd* has arrived from the west, riding a gray palfrey.

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

*Vicherd* leaves east riding a gray palfrey.

* R HP:Hurt SP:Fading MV:Strong >
k seanchan
They aren't here.

e
* R HP:Hurt SP:Fading MV:Strong >
k seanchan
e
A Bustling Andahar Boulevard
Carts and wagons fill the street, slowly making their way through the city.
Sedan chairs hoisted by broad shouldered men wriggle their way between the
throngs of people at a trot. The boulevard continues through the city to
the east and west.
[ obvious exits: E W ]
Zone: West City of Tanchico
A mirrored lantern has been left here.
The corpse of a greedy thug is lying here. [2]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

k seanchan
* R HP:Hurt SP:Fading MV:Strong >
They aren't here.

* R HP:Hurt SP:Fading MV:Strong >
e
Boulevard Overlooking Tanchico Bay
Masses of people pass through this busy part of the city. Linking the
Calpene and the Maseta peninsulas, this road is never deserted. To the
south the Tanchico Bay can be seen sprawling southwards as it has been
crammed between the rocky peninsulas. A forest of ship masts bobs up and
down on the waves, smaller vessels crisscrossing between the larger ones.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A fountain is here, offering clear blue water to all.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black cat meanders to an unknown destination.

* R HP:Hurt SP:Fading MV:Strong >
k seanchan
They aren't here.

e
k seanchan
* R HP:Hurt SP:Fading MV:Strong >
Near the Maseta Peninsula
Some flowers have sprung up in the green thread of grass that separates the
two paved roads of this broad boulevard. The edges of the grass are torn
and in a generally bad condition, where horses tend to nip at the greenery
as they pass by. Throngs of people are visible down the street.
[ obvious exits: E S W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

e
* R HP:Hurt SP:Fading MV:Strong >
k seanchan
They aren't here.

* R HP:Hurt SP:Fading MV:Strong >
e
k seanchan
Intersection on Andahar Boulevard
In this rather dingy part of the city dwellings in a poor condition line
the street. Faded awnings hang over the stone paved street where waste
piles up in the gutter. To the south is a narrow street even more
disgusting than this part of the boulevard. A black lacquered coach bearing
a colorful sigil hurries by this filthy stretch of road.
[ obvious exits: E S W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A black cat meanders to an unknown destination.

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

* R HP:Hurt SP:Fading MV:Strong >
k seanchan
The Tree Lined Boulevard
Tall oak trees spread their branches over the broad boulevard that
intersects the city of Tanchico. A tall stone tower is visible above the
buildings to the north. Above the crenellated city walls fly colorful
banners of different noble houses, both rich and poor.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

e
* R HP:Hurt SP:Fading MV:Strong >
k seanchan
They aren't here.

* R HP:Hurt SP:Fading MV:Strong >
e
k seanchan
Along Andahar Boulevard
Two ribbons of paved stone slabs enclose a string of grass that runs in the
middle of this great boulevard. The stones are marred and pitted from all
the feet and wheels that have tread upon them. White plastered walls are
dirty and damaged. In some places the plaster has fallen to the ground and
the stone underneath can be seen clearly.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A young woman walks by.
A little girl plays here.

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

k seanchan
* R HP:Hurt SP:Fading MV:Strong >
Andahar Boulevard Meets King's Road
This is the junction of the great Andahar Boulevard that runs the length of
Tanchico, and the King's Road that leads southwards to the King's Palace.
Elaborate houses of wealthy merchants and nobles can be seen towards the
south, on the Maseta peninsula that protrudes deeply into the Tanchico Bay.
[ obvious exits: E S W ]
Zone: West City of Tanchico
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.

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

* R HP:Hurt SP:Fading MV:Strong >
Boulevard Near King's Road
Black lacquered coaches with house sigils painted on the sides move
slowly through the throngs of people and the great amount of other traffic
on this main road through Tanchico. Among the people there are a great many
wearing the distinctive Taraboner veils, but also large numbers of people
from foreign lands. The road continues east and west.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A young woman walks by.

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

* R HP:Hurt SP:Fading MV:Strong >
rel
Andahar Boulevard Near Maseta Road
Great boles of tall oak trees cast a pleasant shade on the paved stretches
of road on hot sunny days. Added to that, colorful awnings of shops and
taverns provide cover and shade for pedestrians that walk closer to the
buildings. On the street carts mingle with coaches and sedan chairs.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A weary, dark-eyed man tends the city lamps.
Cordelia Naismith is standing here, riding a gray palfrey.

* R HP:Hurt SP:Fading MV:Strong >
You try to strike a dark-eyed lamplighter, but he parries successfully.

* R HP:Hurt SP:Fading MV:Strong - a dark-eyed lamplighter: Scratched >
No way! You're fighting for your life!
Cordelia leaves east riding a gray palfrey.

* R HP:Hurt SP:Fading MV:Strong - a dark-eyed lamplighter: Scratched >
You do the best you can!

* R HP:Hurt SP:Fading MV:Strong - a dark-eyed lamplighter: Scratched >
Ok.
*Vicherd* has arrived from the east, riding a gray palfrey.

* R HP:Hurt SP:Fading MV:Strong - a dark-eyed lamplighter: Scratched >

*Vicherd* leaves west riding a gray palfrey.

* R HP:Hurt SP:Fading MV:Strong - a dark-eyed lamplighter: Scratched >
rep he batt
Ok.

* R HP:Hurt SP:Fading MV:Strong - a dark-eyed lamplighter: Scratched >
cw
change mood wimpy
f
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.

* R HP:Hurt SP:Fading MV:Strong - a dark-eyed lamplighter: Scratched >
w
You panic and attempt to flee!


A dark-eyed lamplighter tries to hit you, but you parry successfully.
You try to strike a dark-eyed lamplighter, but he parries successfully.
You flee head over heels.
Boulevard Near King's Road
Black lacquered coaches with house sigils painted on the sides move
slowly through the throngs of people and the great amount of other traffic
on this main road through Tanchico. Among the people there are a great many
wearing the distinctive Taraboner veils, but also large numbers of people
from foreign lands. The road continues east and west.
[ obvious exits: E W ]
Zone: West City of Tanchico
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall dust-colored gelding prances in a circle here, being ridden by you.
A young woman walks by.

####Then he ran out of chico up the road. Shinji briefly tried to block but got into it with cordelia while I chased.

* HP:Scratched SP:Good MV:Weary >
A Trail in the Grass
The grass from all directions suddenly ends here. Defunct of all grass, this
one spot is one big rock. The grass is to the north, east, and south, but
there is not any here. The rock delves into the ground to the west.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain

tr
* HP:Scratched SP:Good MV:Weary >
-=+**+=-
Some obvious fresh bloody traces of a Seanchan leaving north. ^^

* HP:Scratched SP:Good MV:Haggard >
n
n
n
A Winding Trail
The trail here is extremely straight, no turns and bends mar the thinly
visible trail. To the north, the trail continues perfectly. Visible to the
south is an end to all the grass, but farther on, the grass can be seen to
jump up again. Tall amber grass towers on either side of the trail.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
A squat border stone juts from the soil.
A raven is here flying around.

* HP:Scratched SP:Good MV:Weary >
Straightening in the Trail
The trail is perfectly straight here, devoid of bends, or turns, it leads
perfectly north and south. A bend in the trail is visible to the north,
along with grass on either side of the trail. The trail continues its
perfectness to the immediate south. Farther south, plains of grass are all
thats visible, waving in the wind.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
A hungry looking lioness is here, eyes gleaming with a blood lust.
A stealthy cougar gracefully makes its way through the terrain.
An elk with massive antlers eyes you with curiosity.

* HP:Scratched SP:Good MV:Weary >
n
Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
A large plains bear smells the air for prey.
A large plains bear smells the air for prey.

* HP:Scratched SP:Good MV:Haggard >
Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain

n
* HP:Scratched SP:Good MV:Haggard >
Rolling Plains
Low-hilled grasslands with occasional thickets rolls by, the grass
sere and thin, shivering in the soft breeze. The ground becomes soggy
in a ravine to the south. Dust churns up as you pass these fields,
somewhat obscuring your vision.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
A zebra stands here nibbling on grass.
A large zebra stands here, watching for danger.
A spotted jaguar opens its eyes lazily.

* HP:Scratched SP:Good MV:Haggard >
n
w
Dense Grasslands
The whole plain is covered by tall and dry grass with a few plateaus rising
from otherwise flat landscape. The grass is mostly yellowish, but dots of
green catch the eye popping out from the sea of dry grass. A recently
erected fence lies to the west.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
Door west: fence
A spotted jaguar opens its eyes lazily.
A spotted jaguar opens its eyes lazily.

* HP:Scratched SP:Good MV:Haggard >
Outside Hermit's Cottage
Part of this field has been pioneered and someone is trying to grow corn
here along with some flowers. The field has been fenced off, in what looks
like quite a recent job. A small cottage lies in the north in the middle of
plains far away from society.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
Door north: door
Door east: fence

* HP:Scratched SP:Good MV:Haggard >
s
w
Before a Broken Fence
This field has very few startling features, only a rock here and
there popping out from the grass. But in the north lies something
interesting, remains of a wooden fence. It has rotten long time ago
and is not much more than a pile of rotten wood now.
[ obvious exits: N W ]
Zone: Northern Almoth Plain
A large plains bear smells the air for prey.
Shinji narrates 'chico road'

w
* HP:Scratched SP:Good MV:Haggard >
Grassy Fields
A waist high blanket of grass covers this field and all fields around
it too. The blanket is broken by a huge rock in the field west from
here, but remains unbroken in the north.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
A large plains bear smells the air for prey.

w
* HP:Scratched SP:Good MV:Haggard >
You swiftly dodge a large plains bear's attempt to hit you.
No way! You're fighting for your life!

w
* HP:Scratched SP:Good MV:Haggard - a large plains bear: Scratched >
No way! You're fighting for your life!

* HP:Scratched SP:Good MV:Haggard - a large plains bear: Scratched >
No way! You're fighting for your life!

* HP:Scratched SP:Good MV:Haggard - a large plains bear: Scratched >

You strike a large plains bear's body.
You swiftly dodge a large plains bear's attempt to hit you.

f
* HP:Scratched SP:Good MV:Haggard - a large plains bear: Scratched >
You panic and attempt to flee!


You flee head over heels.
Before a Broken Fence
This field has very few startling features, only a rock here and
there popping out from the grass. But in the north lies something
interesting, remains of a wooden fence. It has rotten long time ago
and is not much more than a pile of rotten wood now.
[ obvious exits: N W ]
Zone: Northern Almoth Plain
A large plains bear smells the air for prey.

* HP:Scratched SP:Good MV:Haggard >

A large plains bear has arrived from the west.

* HP:Scratched SP:Good MV:Haggard >
w
w
Grassy Fields
A waist high blanket of grass covers this field and all fields around
it too. The blanket is broken by a huge rock in the field west from
here, but remains unbroken in the north.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain

w
* HP:Scratched SP:Good MV:Haggard >
By a Large Rock
A large rock rises up from the huge carpet of grass, which covers
the whole Almoth Plain. The waist high grass slaps against the
enormous rock in the wind that blows through the plains.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain

w
* HP:Scratched SP:Good MV:Haggard >
Beside the Briars
The dry golden grass blanketing these plains shivers slowly in the soft
breeze. A few seeds have been ripped off and they fly with the wind. In the
east sparse briars grow up out of patches of bare earth.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain

* HP:Scratched SP:Good MV:Haggard >
Sparse Grass Slope
Sparse, sere grass covers the low slope here in the middle of
rolling plains, which opens in all directions. A few rocks can be
seen rising from the grass here and there on the nearby fields.
[ obvious exits: N E ]
Zone: Northern Almoth Plain
*Vicherd* is standing here.

* HP:Scratched SP:Good MV:Haggard >
k seanchan
You strike *Vicherd*'s right leg.
*Vicherd* panics, and attempts to flee!

* HP:Scratched SP:Good MV:Haggard - Vicherd: Beaten >

*Vicherd* leaves north.

* HP:Scratched SP:Good MV:Haggard >
emb
You feel the flows of saidar coursing through your body.

* HP:Scratched SP:Good MV:Haggard >
n
w
w
Dry Grasslands
The grass carpet, which covers this region, is almost waist high
here. The tops of the grass is turning to yellow due the lack of
water source, except the rare rains.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
A large plains bear smells the air for prey.

* HP:Scratched SP:Good MV:Haggard >
Atop the Grassy Mound
The grass carpet atop this mound is only ankle high. The tops of the grass
are turning to yellow due the lack of water source, except the occasional
rains. The flat plain spreads out below, the road through it weaving amidst
the grassland of disputed Almoth.
[ obvious exits: E W ]
Zone: Northern Almoth Plain

* HP:Scratched SP:Good MV:Haggard >
Narrow Road Through Toman Head
The road bends slightly and avoids a small mound in the east and
then bends rougher to the west, approaching Toman Head.
The road seems to be bending also in the north.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain

w
* HP:Scratched SP:Good MV:Haggard >
You are too exhausted.

* HP:Scratched SP:Good MV:Haggard >
tr
-=+**+=-
Some obvious fresh bloody traces of a Seanchan leaving west. <<

* HP:Scratched SP:Good MV:Haggard >
stat
You are a 74 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 2.0 lbs and wearing 17.7 lbs, peanuts. MUD BMI: 0.361.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 111, Dodging bonus: 146, Parrying bonus: 159. Total Defence: 305
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:
- SOURCE
- REFRESH
- ARMOR
- NO QUIT

* HP:Scratched SP:Good MV:Haggard >
rep he thr
Ok.

* HP:Scratched SP:Good MV:Haggard >
rep beat
Ok.

* HP:Scratched SP:Good MV:Haggard >
rel
Ok.

* HP:Scratched SP:Good MV:Haggard >
w
Larnus chats 'Hello'
Road Through Toman Head
Here this road enters the area of Toman Head, a cape which holds
the city of Falme. You can almost sense the smell of the ocean in
the air. The road continues to the west towards Falme and to the
east into the Almoth plains.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain

* HP:Scratched SP:Good MV:Haggard >
w
Road Through Toman Head
The road keeps running to the west through Toman Head, and
further into the city of Falme. It also continues to the east toward
Almoth plains. The road is bordered by short-grassed plains which
spread in all directions.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
A thin man with cunning eyes scouts the horizon.

* HP:Scratched SP:Good MV:Haggard >
s
w
s
Toman Head Plains
Someone or something has gathered and placed several almost perfectly round
rocks into a small triangular pile here. The grass grows tall around it and
stretches across the plains. Directly to the west, the Toman Head Road is
visible with the Almoth Plains beyond.
[ obvious exits: N E W ]
Zone: Toman Head
An elk with massive antlers eyes you with curiosity.

* HP:Scratched SP:Good MV:Haggard >
s
Toman Head Road
A road passing through the Almoth plains meets up with the Toman Head Road,
their intersection marked with a road sign. The Almoth plains are visible
in every easterly direction. To the west, short green grasses and small
brush make up most of your view and obscure the sight of the Aryth Ocean.
[ obvious exits: N E S ]
Zone: Toman Head

* HP:Scratched SP:Good MV:Haggard >
s
Toman Head Road
The road continues here to the north and south. Hard packed earth from
years of wagon traffic is bordered by weeds and small grasses. A salty
smell comes from the east, hinting at a nearby ocean. Through the tall
grasses to the west, a thatched roof indicates a small dwelling within the
plains.
[ obvious exits: N S ]
Zone: Toman Head

s
* HP:Scratched SP:Good MV:Haggard >
Toman Head Road
Two small paths lead off the road here, one to the north and the other to
the south. The road continues west towards Falme and east towards the
mainland. The path to the south leads into a thicket of trees and brush.
[ obvious exits: N E S W ]
Zone: Toman Head
A cute brown deer eyes you nervously.
An elk with massive antlers eyes you with curiosity.
A cute brown deer eyes you nervously.

s
* HP:Scratched SP:Good MV:Haggard >
Among the Trees
Shaded by the leaf canopy high overhead, it feels cooler and somehow a
little more relaxed just by being here. Underfoot a small, clear pond has
formed and its waters lie undisturbed.
[ obvious exits: N W ]
Zone: Toman Head
A clear pond lies undisturbed here, unmarred waters offering a clean reflection.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* HP:Scratched SP:Good MV:Haggard >
Alas, you cannot go that way...

* HP:Scratched SP:Good MV:Haggard >
Alas, you cannot go that way...

* HP:Scratched SP:Good MV:Haggard >
w
s
Toman Head Road
Directly to the east, thick tree trunks block the view beyond their wooden
wall. To the south the road continues between two rises towards the Aryth
Ocean, at the end of Toman Head. Seeming endless, the Almoth Plains fill
the horizon to the north and the northeast.
[ obvious exits: N E S ]
Zone: Toman Head
An elk with massive antlers eyes you with curiosity.

s
* HP:Scratched SP:Good MV:Haggard >
Toman Head Road
Small clumps of half dead grass and even smaller broadleaf plants have to
attempted to make a home on the Toman Head Road and have obviously failed
in almost every regard. A few small bushes dot the plains on the horizon
but otherwise there is little variation in the green wavy grass.
[ obvious exits: N S ]
Zone: Toman Head
A cute brown deer eyes you nervously.
Corath narrates 'Los Caba'drin'

* HP:Scratched SP:Good MV:Haggard >
s
You are too exhausted.

s
* HP:Scratched SP:Good MV:Haggard >
You are too exhausted.

* HP:Scratched SP:Good MV:Haggard >
You are too exhausted.
Shinji narrates 'help vicherd narrow'

* HP:Scratched SP:Good MV:Haggard >
s
s
* HP:Scratched SP:Good MV:Haggard >
You are too exhausted.

* HP:Scratched SP:Good MV:Haggard >
You are too exhausted.

* HP:Scratched SP:Good MV:Haggard >

Toshiro chats 'lo'

* HP:Scratched SP:Good MV:Haggard >
sc

Corath narrates 'hey Larnus'

* HP:Scratched SP:Good MV:Haggard >
You have 277(280) hit and 8(146) movement points.
You have scored 104878312 experience points and 0 quest points.
You need 3621688 exp to reach the next level.
You have amassed 195 Turn points to date.
You have played 3 days and 13 hours (real time).
This ranks you as Ryver |Hunted| (Level 50).
You are standing.

* HP:Scratched SP:Good MV:Haggard >
where
Players in your Zone
--------------------
Ryver - Toman Head Road

* HP:Scratched SP:Good MV:Haggard >
s
s
Toman Head Road
Sparse and ragged vegetation have partially overgrown the road here.
Heading north and south, the road continues as if not even the end of the
world could wipe it from existence. Small insects scurry about as you pass.
[ obvious exits: N S ]
Zone: Toman Head

* HP:Scratched SP:Good MV:Haggard >
Toman Head Road
Directly to the east the road, tall brown and green grasses wave lazily
with the wind. The noises of an ocean can be heard far in the distance to
the south. The Toman Head road continues in a relatively straight path to
the north and south.
[ obvious exits: N E S ]
Zone: Toman Head
A cute brown deer eyes you nervously.

* HP:Scratched SP:Good MV:Haggard >
s
Toman Head Road
The Toman Head Road twists here, curving northeast towards the mainland and
southwest towards falme. Just off the road to the east tall grasses appear
to harbor some kind of wildlife. Off in the distance the crash of waves
brings the fact that that the Aryth Ocean is nearby to mind.
[ obvious exits: N E W ]
Zone: Toman Head

* HP:Scratched SP:Good MV:Haggard >
stat
You are a 74 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 2.0 lbs and wearing 17.7 lbs, peanuts. MUD BMI: 0.361.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 111, Dodging bonus: 146, Parrying bonus: 159. Total Defence: 305
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:
- REFRESH
- ARMOR
- NO QUIT

* HP:Scratched SP:Good MV:Haggard >

Cordelia tells you 'hmm am beaten'

* HP:Scratched SP:Good MV:Haggard >
where
Your extra burst of stamina fades. Starting tic timer.
Players in your Zone
--------------------
Ryver - Toman Head Road

* HP:Scratched SP:Strong MV:Weary >
gv
[get fluid pack]
You get a thin vial of yellow fluid from a backpack.

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

* HP:Scratched SP:Strong MV:Winded >
l in pack
backpack (used) :
five copper pennys
a mirrored lantern
a brass storm lantern
a vial filled with a dark red liquid
[2] a bubbling draught
a cup of thick syrup
[3] a thin vial of yellow fluid
a cup of thready brown tea

* HP:Scratched SP:Strong MV:Winded >
sc
You have 278(280) hit and 57(146) movement points.
You have scored 104878312 experience points and 0 quest points.
You need 3621688 exp to reach the next level.
You have amassed 195 Turn points to date.
You have played 3 days and 13 hours (real time).
This ranks you as Ryver |Hunted| (Level 50).
You are standing.

* HP:Scratched SP:Strong MV:Winded >
w
Toman Head Road
Directly to the south you can see a small copse of trees that is mostly
surrounded by a large rock wall. The trees seem take comfort from the
barrier yet yearn to reach the sunlight. The Toman head Road continues east
and west here.
[ obvious exits: E S W ]
Zone: Toman Head

* HP:Scratched SP:Strong MV:Winded >
w
s
Toman Head Road
Oddly shaped rocks line the edge of the road. To the west there is an
angled rock barrier that blocks sunlight from striking the moss and fungus
that have found a home beneath its cover. A few tall trees can be seen to
the southeast and the Toman Head Road continues northeast and southwest.
[ obvious exits: N E S ]
Zone: Toman Head

s
* HP:Scratched SP:Strong MV:Winded >
Toman Head Road
The road is covered with a layer of soft sand and dirt. The topsoil has
signs of carts and horses that have travelled the road recently. To the
east and west the ground level rises in a southerly direction.
[ obvious exits: N E S ]
Zone: Toman Head
An elk with massive antlers eyes you with curiosity.
A conscripted soldier now fights for the Seanchan.

s
* HP:Scratched SP:Strong MV:Winded >
Crumbling Walls
As if the earth surrounding you was a sentinel, the rock walls prevent any
travel in any direction except north and south. Small rocks occasionally
tumble down the side of the the cliff as if it were crying over a lost
loved one. The Toman Head Road continues north and south.
[ obvious exits: N S ]
Zone: Toman Head
An elk with massive antlers eyes you with curiosity.
A cute brown deer eyes you nervously.

s
* HP:Scratched SP:Strong MV:Winded >
Toman Head Road
The road narrows significantly, allowing only two people on horse back to
ride next to each other. The rock walls blocking passage east and west
almost seem as if they are guiding travellers in a direction without
danger. The cliff face is covered with a red dusty rock that occasionally
crumbles and falls down to the road.
[ obvious exits: N S ]
Zone: Toman Head
An elk with massive antlers eyes you with curiosity.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.

* HP:Scratched SP:Strong MV:Winded >
Toman Head Road
Rocky, brown, yet still easy to navigate, the Toman Head Road curves from
the west to the north here. The road north leads between two cliff faces,
like a river running through a narrow canyon. Looking elsewhere, the Toman
Head plains span from the road to the horizon.
[ obvious exits: N W ]
Zone: Toman Head

* HP:Scratched SP:Strong MV:Winded >
w
w
Toman Head Road
The road becomes unusually rocky here. Littered with oddly shaped stones
and minerals, the ground seems to crumble as you pass. To the north a
large, shallow cave can be seen, carved into the wall of a cliff.
[ obvious exits: N E W ]
Zone: Toman Head

* HP:Scratched SP:Strong MV:Winded >
Toman Head Road
Winding around large rocks, hills, and other obstacles, the Toman Head Road
allows for easy travel along these plains. Tall, brown hills can be seen in
the north and plains, full of life, can be seen in every other direction.
[ obvious exits: E S W ]
Zone: Toman Head

* HP:Scratched SP:Strong MV:Winded >
w
s
Toman Head Road
The road passes under a ledge and curves at a sharp angle here. The ledge
seems to have been formed from the wind blowing along the edge of the rock
wall and sliding down. There is almost a handmade characteristic to it.
[ obvious exits: E S ]
Zone: Toman Head

s
* HP:Scratched SP:Strong MV:Winded >
Toman Head Road
The road here continues on its north to south course and pays little heed
to the world around it. The surface of the road has been marred with
several scratches like slices in a piece of leather armor. The damage in
the road makes no difference in the ability to navigate it.
[ obvious exits: N E S ]
Zone: Toman Head

* HP:Scratched SP:Strong MV:Winded >
s
Toman Head Road Intersection
As if it were a tributary of a large river, the grassy road merges with the
Toman Head Road here. The green fades off into the brown of the well
travelled road. A few dried clumps of grass attempt to make a home in the
middle of the traffic. They are unsuccessful, at best.
[ obvious exits: N S W ]
Zone: Toman Head
*Vicherd* is resting here.
A cute brown deer eyes you nervously.

* HP:Scratched SP:Strong MV:Weary >
s
Grassy Road
Just like the rest of the Toman Head terrain, this area is a cross between
rocky hills and green plains. The road itself is made up of soft green
grass but the surrounding land is mixed with sand, rocks, brush, and trees.
[ obvious exits: N S ]
Zone: Toman Head
A conscripted soldier now fights for the Seanchan.
An antelope blends into the scenery.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* HP:Scratched SP:Strong MV:Weary >
Grassy Road
Almost completely blending in with the surrounding vegetation, the grassy
road would not be visible if it were not for the obvious signs of travel.
Off in the distance to the north the Toman Head Road is visible and green
plains line the horizon in every other direction.
[ obvious exits: N S ]
Zone: Toman Head
A crow is visible flying high in the sky.
An antelope blends into the scenery.

* HP:Scratched SP:Strong MV:Weary >
s
s
Grassy Road
A dirt path meets up with the grassy road here, offering an alternative to
the green route underfoot. The plains are really the only interesting thing
in any direction. Like trash lying around a city a few trees and tall rocks
litter the horizon.
[ obvious exits: N S W ]
Zone: Toman Head
An antelope blends into the scenery.
A cute brown deer eyes you nervously.
An antelope blends into the scenery.

s
* HP:Scratched SP:Strong MV:Weary >
Grassy Road
The grassy road leads north and south from here. The terrain is intermixed
between hard rocks, sand, and grass. The ground glimmers with reflective
minerals. A few scattered trees line the horizon in the east and rocky
terrain dots the plains everywhere else.
[ obvious exits: N E S ]
Zone: Toman Head
A cute brown deer eyes you nervously.

* HP:Scratched SP:Strong MV:Weary >
Grassy Road
The grass has been stamped down and now lays on its side, distinguishing
this road from the rest of the plains. Leading northeast through the plains
it seems that this road meets up with the Toman Head Road off in the
distance. Small trees and brush litter the plains in the east.
[ obvious exits: N E W ]
Zone: Toman Head

w
* HP:Scratched SP:Strong MV:Weary >
w
Grassy Road
Flattened green grass make up this obviously slightly used road passing
through the plains. The grass moves with the breeze and the smell of
sea water rides on the back of the wind like stink follows a rat. To the
plains stretch in almost every direction. The Toman Head Road cuts through
them to the west.
[ obvious exits: E W ]
Zone: Toman Head

w
* HP:Scratched SP:Strong MV:Weary >
Toman Head Road Intersection
A grassy road intersects with the Toman Head Road here. From the north to
the west the Toman Head Road weaves past this intersection. Directly to the
east the grassy road winds around some odd rock formations in the middle of
the Toman Head plains.
[ obvious exits: N E S W ]
Zone: Toman Head

w
* HP:Scratched SP:Strong MV:Weary >
Sturdy Bridge
Spanning across a deep crevice a sturdy bridge has been constructed here.
The bridge seems to have been carved from a single piece of rock and not a
single sign of wear or damage can be seen. Water can be heard running
throught the crevice below the bridge, most likely towards the Aryth Ocean
to the south.
[ obvious exits: E W ]
Zone: Toman Head

s
* HP:Scratched SP:Strong MV:Weary >
Toman Head Road
The road passes above a campsite to the south, fallen logs and sparse trees
clearly visible. Narrowing as it moves up the hills towards the mainland,
the road matches the color of the scenery almost perfectly. Only tougher
soil distinguishes it from the rest of the dirt.
[ obvious exits: E S W ]
Zone: Toman Head
With lovely brown eyes, a baby s'redit frolics here.
With lovely brown eyes, a baby s'redit frolics here.

* HP:Scratched SP:Strong MV:Weary >
Campsite
Sparse trees surround an obviously frequently used campsite. Fallen logs
form a square around a fire pit. The grass has been trampled flat and
several smaller cut logs lie in random places. A makeshift shelter has been
built out of branches and rope against a few of the trees here.
[ obvious exits: N S W ]
Zone: Toman Head
A wild goat clambers over the rocks glaring at everything.
A wild stallion bucks madly.
A wild stallion bucks madly.

* HP:Scratched SP:Strong MV:Weary >
r
n
[ride horse]
You start riding him.

e
* R HP:Scratched SP:Strong MV:Weary >
Toman Head Road
The road passes above a campsite to the south, fallen logs and sparse trees
clearly visible. Narrowing as it moves up the hills towards the mainland,
the road matches the color of the scenery almost perfectly. Only tougher
soil distinguishes it from the rest of the dirt.
[ obvious exits: E S W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.
With lovely brown eyes, a baby s'redit frolics here.
With lovely brown eyes, a baby s'redit frolics here.

* R HP:Scratched SP:Strong MV:Weary >
Sturdy Bridge
Spanning across a deep crevice a sturdy bridge has been constructed here.
The bridge seems to have been carved from a single piece of rock and not a
single sign of wear or damage can be seen. Water can be heard running
throught the crevice below the bridge, most likely towards the Aryth Ocean
to the south.
[ obvious exits: E W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.

e
* R HP:Scratched SP:Strong MV:Weary >
Toman Head Road Intersection
A grassy road intersects with the Toman Head Road here. From the north to
the west the Toman Head Road weaves past this intersection. Directly to the
east the grassy road winds around some odd rock formations in the middle of
the Toman Head plains.
[ obvious exits: N E S W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.

* R HP:Scratched SP:Strong MV:Weary >
e
e
Grassy Road
Flattened green grass make up this obviously slightly used road passing
through the plains. The grass moves with the breeze and the smell of
sea water rides on the back of the wind like stink follows a rat. To the
plains stretch in almost every direction. The Toman Head Road cuts through
them to the west.
[ obvious exits: E W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.

* R HP:Scratched SP:Strong MV:Weary >
n
Grassy Road
The grass has been stamped down and now lays on its side, distinguishing
this road from the rest of the plains. Leading northeast through the plains
it seems that this road meets up with the Toman Head Road off in the
distance. Small trees and brush litter the plains in the east.
[ obvious exits: N E W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.

n
* R HP:Scratched SP:Strong MV:Weary >
Grassy Road
The grassy road leads north and south from here. The terrain is intermixed
between hard rocks, sand, and grass. The ground glimmers with reflective
minerals. A few scattered trees line the horizon in the east and rocky
terrain dots the plains everywhere else.
[ obvious exits: N E S ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.
A cute brown deer eyes you nervously.

n
* R HP:Scratched SP:Strong MV:Weary >
Grassy Road
A dirt path meets up with the grassy road here, offering an alternative to
the green route underfoot. The plains are really the only interesting thing
in any direction. Like trash lying around a city a few trees and tall rocks
litter the horizon.
[ obvious exits: N S W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.
An antelope blends into the scenery.
A cute brown deer eyes you nervously.
An antelope blends into the scenery.

* R HP:Scratched SP:Strong MV:Weary >
Grassy Road
Almost completely blending in with the surrounding vegetation, the grassy
road would not be visible if it were not for the obvious signs of travel.
Off in the distance to the north the Toman Head Road is visible and green
plains line the horizon in every other direction.
[ obvious exits: N S ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.
A crow is visible flying high in the sky.
An antelope blends into the scenery.

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

A crow starts following you.

* R HP:Scratched SP:Strong MV:Weary >
emb
You feel the flows of saidar coursing through your body.

n
* R HP:Scratched SP:Strong MV:Weary >
k seanchan
n
Grassy Road
Just like the rest of the Toman Head terrain, this area is a cross between
rocky hills and green plains. The road itself is made up of soft green
grass but the surrounding land is mixed with sand, rocks, brush, and trees.
[ obvious exits: N S ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.
A conscripted soldier now fights for the Seanchan.
An antelope blends into the scenery.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A crow has arrived from the south.

* R HP:Scratched SP:Strong MV:Weary >
k seanchan
You strike a conscript's right leg.

* R HP:Scratched SP:Strong MV:Weary - a conscript: Scratched >
No way! You're fighting for your life!

* R HP:Scratched SP:Strong MV:Weary - a conscript: Scratched >
You do the best you can!

* R HP:Scratched SP:Strong MV:Weary - a conscript: Scratched >
f
n
You panic and attempt to flee!

You flee head over heels.
Toman Head Road Intersection
As if it were a tributary of a large river, the grassy road merges with the
Toman Head Road here. The green fades off into the brown of the well
travelled road. A few dried clumps of grass attempt to make a home in the
middle of the traffic. They are unsuccessful, at best.
[ obvious exits: N S W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.
*Vicherd* is standing here.
A cute brown deer eyes you nervously.
Toman Head Road
The road here continues on its north to south course and pays little heed
to the world around it. The surface of the road has been marred with
several scratches like slices in a piece of leather armor. The damage in
the road makes no difference in the ability to navigate it.
[ obvious exits: N E S ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.

* R HP:Scratched SP:Strong MV:Weary >
s
k seanchan
Toman Head Road Intersection
As if it were a tributary of a large river, the grassy road merges with the
Toman Head Road here. The green fades off into the brown of the well
travelled road. A few dried clumps of grass attempt to make a home in the
middle of the traffic. They are unsuccessful, at best.
[ obvious exits: N S W ]
Zone: Toman Head
A wild stallion bucks madly, being ridden by you.
*Vicherd* is standing here.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Strong MV:Weary >
You strike *Vicherd*'s right arm.
*Vicherd* panics, and attempts to flee!
*Vicherd* tries to flee, but is too exhausted!

* R HP:Scratched SP:Strong MV:Weary - Vicherd: Beaten >
channel 'earthquake'
You begin to weave the appropriate flows...
-=+**+
Ok.
The earth trembles and shivers beneath your feet..!
*Vicherd* panics, and attempts to flee!
*Vicherd* vibrates and is knocked about.
A brown deer vibrates and is knocked about.

* R HP:Scratched SP:Good MV:Weary - Vicherd: Beaten >
channel 'earthquake'
You begin to weave the appropriate flows...

-
*Vicherd* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Scratched SP:Good MV:Weary - Vicherd: Beaten >

*Vicherd* tries to crush you, but you deflect the blow.
A brown deer leaves north.

* R HP:Scratched SP:Good MV:Weary - Vicherd: Beaten >
channel 'earthquake'

*Vicherd* crushes your head into bloody fragments!

* R HP:Hurt SP:Good MV:Weary - Vicherd: Beaten >
*Vicherd* tries to crush you, but you parry successfully.
You tickle *Vicherd*'s body with your strike.
You begin to weave the appropriate flows...
-=+**+
Ok.
The earth trembles and shivers beneath your feet..!
*Vicherd* vibrates and is knocked about.

* R HP:Hurt SP:Good MV:Winded - Vicherd: Critical >
channel 'earthquake'

You tickle *Vicherd*'s left leg with your strike.

* R HP:Hurt SP:Good MV:Winded - Vicherd: Critical >
You begin to weave the appropriate flows...
-
You dodge a bash from *Vicherd* who loses his balance and falls!
=+**+
Ok.
The earth trembles and shivers beneath your feet..!
*Vicherd* vibrates and is knocked about.

* R HP:Hurt SP:Fading MV:Winded - Vicherd: Critical >
channel 'earthquake'

You tickle *Vicherd*'s body with your strike.

* R HP:Hurt SP:Fading MV:Winded - Vicherd: Critical >
You begin to weave the appropriate flows...
-
Vicherd narrates 'n int on ryver'
=+**+
Ok.
The earth trembles and shivers beneath your feet..!
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
The vibrations are so incredible, *Vicherd* is shaken into little pieces.
*Vicherd* is dead! R.I.P.
Your blood freezes as you hear *Vicherd*'s death cry.

* R HP:Hurt SP:Fading MV:Winded >
nar rip
Ok.


* R HP:Hurt SP:Fading MV:Winded >
sc1
remove staff
draw dagger
scalp 1.corpse
sheath dagger
wield staff
You stop using a yew staff.

* R HP:Hurt SP:Fading MV:Winded >
You try to quietly draw a dagger of gleaming steel from a camouflaged hood.

* R HP:Hurt SP:Fading MV:Winded >
You lean over and cut the bloody scalp from the corpse of Vicherd.

* R HP:Hurt SP:Fading MV:Winded >
You sheath a dagger of gleaming steel into a camouflaged hood.

* R HP:Hurt SP:Fading MV:Winded >
You wield a yew staff.

* R HP:Hurt SP:Fading MV:Winded >
g
get all corpse
You get a large number of gold crowns from the corpse of Vicherd.
You get a large number of copper pennies from the corpse of Vicherd.
You get a pair of thick metal boots from the corpse of Vicherd.
You get a pair of ebony-steel plate greaves from the corpse of Vicherd.
You get a belt pack from the corpse of Vicherd.
You get a water skin from the corpse of Vicherd.
You get a water skin from the corpse of Vicherd.
You get a belt with a buckle of cuendillar from the corpse of Vicherd.
You get a two-handed binnol from the corpse of Vicherd.
You get a silver Kandori wristcuff from the corpse of Vicherd.
You get a silver Kandori wristcuff from the corpse of Vicherd.
You get a pair of heavy metal gauntlets from the corpse of Vicherd.
You get a pair of ebony-steel plate vambraces from the corpse of Vicherd.
You get an earthen brown mantle from the corpse of Vicherd.
a shining steel breastplate: You can't carry that much weight.
You get a shimmering pendant of obsidian from the corpse of Vicherd.
You get a shimmering pendant of obsidian from the corpse of Vicherd.
a full metal helmet and visor: You can't carry that much weight.
You get an emerald ring from the corpse of Vicherd.
You get a jade signet ring from the corpse of Vicherd.
You get an oilstone from the corpse of Vicherd.
You get a mirrored lantern from the corpse of Vicherd.
You get a mirrored lantern from the corpse of Vicherd.


###easy peasy ryver breezey

Raiste
Posts: 65
Joined: Tue Oct 20, 2020 6:39 pm

Re: Sometimes its good to be wanted

Post by Raiste » Fri Mar 25, 2022 4:18 pm

Might as well post logs of killing mobs at this rate.

Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Sometimes its good to be wanted

Post by Sarinda » Sat Mar 26, 2022 12:37 am

Great kills and a fun read!

Two questions:
(1) Why haven't you switched to prerolled stats? Just ask an admin and you can get bumped up to stats that are strictly better than what you have.

(2) Why were you using Earthquake in that last 1v1 fight versus Vicherd, and not a longer damaging weave? Was it because of the weather or something else?

ryver
Posts: 15
Joined: Mon Feb 08, 2021 12:46 pm

Re: Sometimes its good to be wanted

Post by ryver » Sat Mar 26, 2022 6:20 pm

Yes, it was balmy weather.

ryver
Posts: 15
Joined: Mon Feb 08, 2021 12:46 pm

Re: Sometimes its good to be wanted

Post by ryver » Mon Apr 04, 2022 5:06 pm

--- I am very bad :|


* R HP:Battered SP:Good MV:Tiring >
where
Players in your Zone
--------------------
Dua - In Front Of The Dark Tower
Treo - Thinning Woods
Ryver - Thinning Woods
Patrici - Thinning Woods

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

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

* R HP:Battered SP:Good MV:Tiring >
l
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
Treo of Two Rivers is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
A shaggy brown mare stands here.

k ihqrar
* R HP:Battered SP:Good MV:Tiring >
k ihqrar

Dua has arrived from the south, riding a warhorse.

* R HP:Battered SP:Good MV:Tiring >
Dua leaves east riding a warhorse.
Patrici leaves east riding a warhorse.
You follow Dua.

Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.
A young and strong buck is here, munching some grass.
They aren't here.

* R HP:Battered SP:Good MV:Tiring >
Dua leaves east riding a warhorse.
Patrici leaves east riding a warhorse.
You follow Dua.

Thinning Woods
Tall, green trees grow thinly here, where the forestland begins to expand and
allow more room for growth. The thinning woods extend for miles in every
direction. Short shrubs and bushes grow thickly between the trees, and flowers
add to the green environment with bursts of color in pinks, yellows and reds.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
They aren't here.

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

Dua leaves east riding a warhorse.
Patrici leaves east riding a warhorse.
You follow Dua.

Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.

scan w
* R HP:Battered SP:Good MV:Tiring >
Dua leaves east riding a warhorse.
Patrici leaves east riding a warhorse.
You follow Dua.

Thinning Woods
Massive trees tower over the short bushes and shrubs that line the ground
around their trunks. Green leaves grow thickly on the branches of the trees,
creating a canopy that casts a myriad of shadows upon the ground. To the east,
a dirt path winds its way through the thin woodland. The green forest extends
in every direction, only broken sometimes by a bright patch of wildflowers.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.
Your eyesight is not so keen.

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

Dua leaves east riding a warhorse.
Patrici leaves east riding a warhorse.
You follow Dua.

A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.

* R HP:Battered SP:Good MV:Tiring >
c
k ihqrar

Dua leaves south riding a warhorse.
Patrici leaves south riding a warhorse.
You follow Dua.

A Forested Path Through the Borderlands
The dirt path through the forest takes a bend to the east here, curving its way
around a rather large tree. Shrubs grow thickly in the space left by the giant
trees, and lightly line the path through the forest. Small rocks are littered
about the path, making the ground very uneven.
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.

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

* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark
They aren't here.

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

Dua narrates '10 hps'

* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark
They aren't here.

* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark

Dua narrates 'am all e s'

kd
kill h.dark
* R HP:Battered SP:Good MV:Tiring >
They aren't here.

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

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

Treo narrates 'on ent'

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

Dua leaves north riding a warhorse.
Patrici leaves north riding a warhorse.
You follow Dua.

A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.

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

Dua leaves west riding a warhorse.
Patrici leaves west riding a warhorse.
You follow Dua.

Thinning Woods
Massive trees tower over the short bushes and shrubs that line the ground
around their trunks. Green leaves grow thickly on the branches of the trees,
creating a canopy that casts a myriad of shadows upon the ground. To the east,
a dirt path winds its way through the thin woodland. The green forest extends
in every direction, only broken sometimes by a bright patch of wildflowers.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.
Treo narrates '2'

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

Dua leaves west riding a warhorse.
Patrici leaves west riding a warhorse.
You follow Dua.

Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.

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

Dua leaves west riding a warhorse.
Patrici leaves west riding a warhorse.
You follow Dua.

Thinning Woods
Tall, green trees grow thinly here, where the forestland begins to expand and
allow more room for growth. The thinning woods extend for miles in every
direction. Short shrubs and bushes grow thickly between the trees, and flowers
add to the green environment with bursts of color in pinks, yellows and reds.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.

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

Dua leaves west riding a warhorse.
Patrici leaves west riding a warhorse.
You follow Dua.

Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Patrici |HUNTED| is standing here, riding a warhorse.
Dua Gemarisae Doorn is standing here, riding a warhorse.
A young and strong buck is here, munching some grass.

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

* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark

You sense Patrici connecting to the True Source.

* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark
They aren't here.

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

kd
kill h.dark
* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark
They aren't here.

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

kd
kill h.dark
* R HP:Battered SP:Good MV:Tiring >
Dua narrates 'bash and call'
They aren't here.

kd
kill h.dark
* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark
They aren't here.

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

* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark
They aren't here.

* R HP:Battered SP:Good MV:Tiring >
kd
kill h.dark
They aren't here.

kd
kill h.dark
* R HP:Battered SP:Good MV:Winded >
They aren't here.

* R HP:Battered SP:Good MV:Winded >
kd
kill h.dark
kd
kill h.dark
They aren't here.

* R HP:Battered SP:Good MV:Winded >
Patrici leaves west riding a warhorse.
They aren't here.

kd
kill h.dark
* R HP:Battered SP:Good MV:Winded >

Dua leaves west riding a warhorse.
You follow Dua.

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dua Gemarisae Doorn is standing here, riding a warhorse.
Patrici |HUNTED| is standing here, riding a warhorse.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Equitant* is here, fighting Treo.
*Masaj* is here, fighting Treo.
Treo of Two Rivers is sitting here, riding a warhorse.
A shaggy brown mare stands here.
Patrici tries to strike a shadow stallion, but it parries successfully.

* R HP:Battered SP:Good MV:Winded >
Dua slashes *Equitant*'s left leg.
You sense Patrici is channeling saidar.
You strike a shadow stallion's head extremely hard.

kd
kill h.dark
* R HP:Battered SP:Good MV:Winded - Patrici: Battered - a shadow stallion: Scratched >
You do the best you can!

* R HP:Battered SP:Good MV:Winded - Patrici: Battered - a shadow stallion: Scratched >
channel 'earthquake' <-----not the hotkey you are looking for little witch
You strike a shadow stallion's body very hard.
Dua slashes *Equitant*'s body.
A shadow stallion tries to hit Patrici, but she deflects the blow.
Treo tries to smite *Masaj*, but he parries successfully.
*Masaj* pounds Treo's right leg.
You begin to weave the appropriate flows...
-=+
*Masaj* panics, and attempts to flee!
*

*Masaj* leaves south.
*+
Patrici unleashes a flurry of icy spikes at *Equitant*, who is stabbed repeatedly.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
The vibrations are so incredible, Dua is shaken into little pieces.
Dua is dead! R.I.P.
Your blood freezes as you hear Dua's death cry.
You stop following Dua.
A warhorse vibrates and is knocked about.
Patrici vibrates and is knocked about.
A shadow stallion vibrates and is knocked about.
*Equitant* vibrates and is knocked about.
A warhorse vibrates and is knocked about.
Treo vibrates and is knocked about.
A shaggy brown mare vibrates and is knocked about.

* R HP:Battered SP:Good MV:Winded - Patrici: Beaten - a shadow stallion: Hurt >

*Equitant* panics, and attempts to flee!

* R HP:Battered SP:Good MV:Winded - Patrici: Beaten - a shadow stallion: Hurt >

*Equitant* leaves west.

* R HP:Battered SP:Good MV:Winded - Patrici: Beaten - a shadow stallion: Hurt >

A shaggy brown mare tries to hit you, but you dodge the attack.
You swiftly dodge a warhorse's attempt to hit you.
You swiftly dodge a warhorse's attempt to hit you.
You strike a shadow stallion's body.
A shadow stallion tries to hit Patrici, but she parries successfully.
Patrici strikes a shadow stallion's body very hard.

* R HP:Battered SP:Good MV:Winded - Patrici: Beaten - a shadow stallion: Wounded >
Tic in 7 seconds!

*Equitant* has arrived from the west.
Treo tries to smite *Equitant*, but he deflects the blow.

* R HP:Battered SP:Good MV:Winded - Patrici: Beaten - a shadow stallion: Wounded >
f

*Equitant* gets a pair of animal-fur boots from the corpse of Dua.
*Equitant* gets a pair of thick, gold-plated greaves from the corpse of Dua.
*Equitant* gets a belt with a buckle of cuendillar from the corpse of Dua.
*Equitant* gets a brass hilted general's sword from the corpse of Dua.
*Equitant* gets a silver etched shield from the corpse of Dua.
*Equitant* gets a silver Kandori wristcuff from the corpse of Dua.
*Equitant* gets a silver Kandori wristcuff from the corpse of Dua.
*Equitant* gets a sturdy pair of full leather gauntlets from the corpse of Dua.
*Equitant* gets a pair of riveted chainmail sleeves from the corpse of Dua.
*Equitant* gets a backpack from the corpse of Dua.
*Equitant* gets a crimson cloak of fine Two Rivers wool from the corpse of Dua.
*Equitant* gets a tunic of finely-crafted chain from the corpse of Dua.
*Equitant* gets a torc of gleaming steel from the corpse of Dua.
*Equitant* gets a torc of gleaming steel from the corpse of Dua.
*Equitant* gets a full metal helmet and visor from the corpse of Dua.
*Equitant* gets an emerald ring from the corpse of Dua.
*Equitant* gets an emerald ring from the corpse of Dua.
*Equitant* gets a mirrored lantern from the corpse of Dua.
Patrici panics, and attempts to flee!

* R HP:Battered SP:Good MV:Winded - Patrici: Beaten - a shadow stallion: Wounded >
You panic and attempt to flee!


*Equitant* panics, and attempts to flee!


A shaggy brown mare tries to hit you, but you dodge the attack.
A warhorse tries to hit you, but you deflect the blow.
A warhorse tries to hit you, but you deflect the blow.
A shadow stallion tries to hit Patrici, but she dodges the attack.


*Equitant* leaves south.


Patrici leaves east riding a warhorse.
Patrici has arrived from the east, riding a warhorse.
You flee head over heels.
Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Battered SP:Good MV:Winded >
nar firetruck <----just realized what I did
Ok.

Masaj
Posts: 122
Joined: Fri Apr 15, 2016 8:06 pm

Re: Sometimes its good to be wanted

Post by Masaj » Mon Apr 04, 2022 5:21 pm

Fled, immediately heard death cry, and laughed.

ryver
Posts: 15
Joined: Mon Feb 08, 2021 12:46 pm

Re: Sometimes its good to be wanted

Post by ryver » Fri May 20, 2022 2:24 pm

#not sure how we won this here but this was a ted-led-sted massacre.

Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
They aren't here.

k dark
* R HP:Hurt SP:Bursting MV:Full >
Ted leaves west riding a warhorse.
Khaster leaves west riding a gray palfrey.
Aloisa leaves west riding a warhorse.
You follow Ted.

The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
Zone: Blighted Grove
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
A juvenile trolloc waits hungrily to be fed.
They aren't here.

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

* R HP:Hurt SP:Bursting MV:Full >
k dark
k dark
Ted leaves north riding a warhorse.
Khaster leaves north riding a gray palfrey.
Aloisa leaves north riding a warhorse.
You follow Ted.

The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
A deformed stag stares about wearily.
They aren't here.

k dark
* R HP:Hurt SP:Bursting MV:Full >
Ted leaves north riding a warhorse.
Khaster leaves north riding a gray palfrey.
Aloisa leaves north riding a warhorse.
You follow Ted.

The Blighted Woods
Deep within the woods, the trees give off a foul scent as of an infected
wound in need of treatment. The onslaught of disease not only manifests
itself in the defiled trees, but in the dry gray soil, the wilted flowers,
the parched vines and the blackened moss.
[ obvious exits: N E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
A web-like fungus with a black tubular body covers a nearby rock.
A web-like fungus with a black tubular body covers a nearby rock.
They aren't here.

* R HP:Hurt SP:Bursting MV:Full >
k dark
Ted leaves east riding a warhorse.
Khaster leaves east riding a gray palfrey.
Aloisa leaves east riding a warhorse.
You follow Ted.

Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door south: brokengate
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
They aren't here.

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

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

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

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

Khaster tries to slash *Marg*, but he parries successfully.
Aloisa strikes *Marg*'s body very hard.

* R HP:Hurt SP:Bursting MV:Full >
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
k dark
k dark
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
David has arrived from the west, riding a warhorse.
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
David leaves north riding a warhorse.
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
The fighting is too thick and heavy for you to enter the fray!
*Marg* panics, and attempts to flee!

n
* R HP:Hurt SP:Bursting MV:Full >
n
Aloisa tries to strike *Marg*, but he parries successfully.
*Marg* tickles Khaster's body with his pierce.
Khaster tries to slash *Marg*, but he deflects the blow.
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
e
On the Overgrown Path
Here in the thicket, the low lying shrubs intertwine in a dense tangle
with broken branches from nearby trees. A massive tree has fallen to
the west barring travel in that direction. The brush continues to the
north and south.
[ obvious exits: N S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Bursting MV:Full >
k dark
Twist in the Overgrown Path
Thick brambles and jagged rock hinder swift travel. Burrs and needles
scratch and claw. All plant life that seemed to once thrive here is now
brown and dry. There is a scent of decomposing vegetation carried
on the arid wind.
[ obvious exits: E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Bursting MV:Full >
An Overgrown Path
This appears to be a trail, overgrown from years of disuse. The grass and brush
which had covered the path are now dead and brittle. The brush gets thicker to
the west, and tall, dark trees loom in the distance. The path continues to the
east, amidst a stunted swarm of rotting, oozing vegetation. The air takes on a
definite tinge of decay and death.
[ obvious exits: E W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
David Cauldar is standing here, riding a warhorse.

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

k dark
* R HP:Hurt SP:Bursting MV:Full >
k dark
k dark
David leaves west riding a warhorse.
They aren't here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

k dark
* R HP:Hurt SP:Bursting MV:Full >
Twist in the Overgrown Path
Thick brambles and jagged rock hinder swift travel. Burrs and needles
scratch and claw. All plant life that seemed to once thrive here is now
brown and dry. There is a scent of decomposing vegetation carried
on the arid wind.
[ obvious exits: E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Hurt SP:Bursting MV:Full >
s
k dark
On the Overgrown Path
Here in the thicket, the low lying shrubs intertwine in a dense tangle
with broken branches from nearby trees. A massive tree has fallen to
the west barring travel in that direction. The brush continues to the
north and south.
[ obvious exits: N S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Hurt SP:Bursting MV:Full >
s
k dark
Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door south: brokengate
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full >
Ted leaves west riding a warhorse.
Aloisa leaves west riding a warhorse.
You follow Ted.

The Blighted Woods
Deep within the woods, the trees give off a foul scent as of an infected
wound in need of treatment. The onslaught of disease not only manifests
itself in the defiled trees, but in the dry gray soil, the wilted flowers,
the parched vines and the blackened moss.
[ obvious exits: N E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
David Cauldar is standing here, riding a warhorse.
Khaster the Heart Guard is here, fighting a web-like fungus, riding a gray palfrey.
A web-like fungus with a black tubular body covers a nearby rock.
A web-like fungus is here, fighting Khaster.
They aren't here.

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

David leaves south riding a warhorse.
Ted leaves south riding a warhorse.
Aloisa leaves south riding a warhorse.
You follow Ted.

The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
David Cauldar is standing here, riding a warhorse.
*Marg* is standing here.
An astonishingly tall and broad man stands here, with large tufted ears.
A deformed stag stares about wearily.
Aloisa strikes *Marg*'s body into bloody fragments!

* R HP:Hurt SP:Bursting MV:Full >
k dark
k dark
A shrill piercing scream reverberates through the area.
(tic_timer): Tic length updated to: 61.779 seconds.
An ogier says 'You Marg!!! You will die before your time!! '
An ogier tries to pound Marg, but he parries successfully.
An ogier tries to pound Marg, but he parries successfully.
Aloisa swiftly dodges *Marg*'s attempt to pierce her.
Aloisa tries to strike *Marg*, but he deflects the blow.
David tries to lance *Marg*, but he dodges the attack.
Ted leaves south riding a warhorse.
You follow Ted.

The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
Zone: Blighted Grove
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
They aren't here.

* R HP:Hurt SP:Bursting MV:Full >
Ted leaves south riding a warhorse.
You follow Ted.

Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
They aren't here.

* R HP:Hurt SP:Bursting MV:Full >
Ted leaves north riding a warhorse.
You follow Ted.

The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
Zone: Blighted Grove
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
They aren't here.

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

Ted leaves north riding a warhorse.
You follow Ted.

The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
Aloisa do Feia a'Oghri is here, fighting Marg, riding a warhorse.
David Cauldar is here, fighting Marg, riding a warhorse.
*Marg* is here, fighting Aloisa.
An ogier is here, fighting Marg.
A deformed stag stares about wearily.
*Marg* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full >
k dark
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
k dark
Khaster has arrived from the north, riding a gray palfrey.
The fighting is too thick and heavy for you to enter the fray!

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

*Marg* leaves north.
*Marg* has arrived from the north.

* R HP:Hurt SP:Bursting MV:Full >
k dark
David tries to lance *Marg*, but he deflects the blow.
Ted tries to hack *Marg*, but he parries successfully.
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
k dark
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
Ted tries to hack *Marg*, but he deflects the blow.
An ogier says 'You Marg!!! You will die before your time!! '
*Marg* tries to pierce David, but he parries successfully.
David tries to lance *Marg*, but he deflects the blow.
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
k dark
Khaster leaves north riding a gray palfrey.
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
k dark
The fighting is too thick and heavy for you to enter the fray!
*Marg* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full >
k dark
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
k dark
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
k dark
The fighting is too thick and heavy for you to enter the fray!

* R HP:Hurt SP:Bursting MV:Full >
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
k dark
The fighting is too thick and heavy for you to enter the fray!

k dark
* R HP:Hurt SP:Bursting MV:Full >
Ted hacks *Marg*'s left foot extremely hard.
*Marg* is incapacitated and will slowly die, if not aided.
David lances *Marg*'s left arm into bloody fragments!
*Marg* is dead! R.I.P.
Your blood freezes as you hear *Marg*'s death cry.
They aren't here.

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

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

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

David gets a Kandori snowflake necklace from the corpse of Marg.
David gets a skin of human flesh from the corpse of Marg.
David gets a black pair of silver-tooled boots from the corpse of Marg.
David gets a pair of earthen colored breeches from the corpse of Marg.
David gets a belt pack from the corpse of Marg.
David gets a belt with a buckle of cuendillar from the corpse of Marg.
David gets a dagger of green jade from the corpse of Marg.
David gets a silver etched shield from the corpse of Marg.
David gets a silver Kandori wristcuff from the corpse of Marg.
David gets a silver Kandori wristcuff from the corpse of Marg.
David gets a pair of slim riding gloves from the corpse of Marg.
David gets a set of cloth sleeves from the corpse of Marg.
David gets a red tabard with a vivid red cloak from the corpse of Marg.
David gets a bearskin tunic from the corpse of Marg.
David gets a shimmering pendant of obsidian from the corpse of Marg.
David gets a torc inlaid with silver swords from the corpse of Marg.
David gets a camouflaged hood from the corpse of Marg.
David gets a gold ring from the corpse of Marg.
David gets a gold ring from the corpse of Marg.
David gets an oilstone from the corpse of Marg.

* R HP:Hurt SP:Bursting MV:Full > David narrates 'rip marg'
Ok.

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

Ted stops using a pair of gold-hilted hooked swords.

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

Ted draws a dagger from a black wool cape embroidered with a swooping hawk with a flash of steel.

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

Ted leans over and severs the head from the corpse of Marg.
Aloisa narrates 'snicker'

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

Ted sheathes a dagger into a black wool cape embroidered with a swooping hawk.

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

Ted wields a pair of gold-hilted hooked swords in a two-handed grip.

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

David leaves south riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full >
where
Ted nods in agreement.
Players in your Zone
--------------------
Khaster - Near the Thicket
David - Woods Near the Village
Ryver - The Blighted Woods
Ted - The Blighted Woods
Aloisa - The Blighted Woods

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

Ted leaves north riding a warhorse.
Aloisa leaves north riding a warhorse.
You follow Ted.

The Blighted Woods
Deep within the woods, the trees give off a foul scent as of an infected
wound in need of treatment. The onslaught of disease not only manifests
itself in the defiled trees, but in the dry gray soil, the wilted flowers,
the parched vines and the blackened moss.
[ obvious exits: N E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
A web-like fungus with a black tubular body covers a nearby rock.
A web-like fungus with a black tubular body covers a nearby rock.

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

Khaster has arrived from the east, riding a gray palfrey.
Ted leaves east riding a warhorse.
Khaster leaves east riding a gray palfrey.
Aloisa leaves east riding a warhorse.
You follow Ted.

Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door south: brokengate
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
David Cauldar is standing here, riding a warhorse.

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

Khaster leaves south riding a gray palfrey.
David leaves west riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full >
k dark
k dark
Khaster has arrived from the south, riding a gray palfrey.
They aren't here.

* R HP:Hurt SP:Bursting MV:Full >
Ted leaves south riding a warhorse.
Khaster leaves south riding a gray palfrey.
Aloisa leaves south riding a warhorse.
You follow Ted.

A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
They aren't here.

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

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

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

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

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

David narrates 'rest at patrol'
Ted hacks a hideous trolloc's left foot into bloody fragments!

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

* R HP:Hurt SP:Bursting MV:Full >
A hideous trolloc barely tickles Ted's left foot with its cleave.
A hideous trolloc joins a hideous trolloc's fight!
Ted hacks a hideous trolloc's body hard.
They aren't here.

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

Aloisa strikes a hideous trolloc's body very hard.

* R HP:Hurt SP:Bursting MV:Full >
13
Aloisa strikes a hideous trolloc's body.
A hideous trolloc tries to cleave you, but you deflect the blow.
A hideous trolloc tickles Ted's body with its cleave.
Ted hacks a hideous trolloc's body very hard.
[k h.trolloc]
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - a hideous trolloc: Healthy >

Khaster assumes Lightning of Three Prongs.
Khaster slashes a hideous trolloc's body into bloody fragments!

* R HP:Hurt SP:Bursting MV:Full - a hideous trolloc: Healthy >

Khaster spins on one heel, changing forms to Moon Rises Over the Water.
Khaster slashes a hideous trolloc's right arm into bloody fragments!
You try to strike a hideous trolloc, but it deflects the blow.
Aloisa strikes a hideous trolloc's head very hard.
A hideous trolloc tries to cleave you, but you parry successfully.
A hideous trolloc barely tickles Ted's body with its cleave.
Ted hacks a hideous trolloc's body extremely hard.

* R HP:Hurt SP:Bursting MV:Full - a hideous trolloc: Healthy >
l n
The brokengate is open.

* R HP:Hurt SP:Bursting MV:Full - a hideous trolloc: Healthy >
cdn
close brokengate n
Khaster slashes a hideous trolloc's left leg into bloody fragments!
You try to strike a hideous trolloc, but it parries successfully.
Aloisa strikes a hideous trolloc's body.
A hideous trolloc tries to cleave you, but you deflect the blow.
A hideous trolloc barely tickles Ted's body with its cleave.
Ted hacks a hideous trolloc's body extremely hard.
A hideous trolloc is mortally wounded, and will die soon, if not aided.
Ok.

* R HP:Hurt SP:Bursting MV:Full - a hideous trolloc: Healthy >
l
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
*Ghast* is standing here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is here, fighting a hideous trolloc, riding a warhorse.
Khaster the Heart Guard is here, fighting a hideous trolloc, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is here, fighting a hideous trolloc, riding
a warhorse.
A hideous trolloc is lying here, mortally wounded.
A hideous trolloc is here, fighting YOU!

* R HP:Hurt SP:Bursting MV:Full - a hideous trolloc: Healthy >

Khaster assumes Thistledown Floats on the Wind.
Khaster slashes a hideous trolloc's body into bloody fragments!
A hideous trolloc is dead! R.I.P.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear a hideous trolloc's death cry.
You try to strike a hideous trolloc, but it parries successfully.
A hideous trolloc tries to cleave you, but you parry successfully.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Healthy >

Khaster tries to slash *Ghast*, but he deflects the blow.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Healthy >

Aloisa tries to strike *Ghast*, but he dodges the attack.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Healthy >

*Ghast* panics, and attempts to flee!

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Healthy >
nar ghast room
Ok.
*Ghast* panics, and attempts to flee!

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Healthy >

Aloisa tries to strike *Ghast*, but he parries successfully.
Khaster tries to slash *Ghast*, but he deflects the blow.
You strike a hideous trolloc's right arm extremely hard.
A hideous trolloc tries to cleave you, but you parry successfully.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Scratched >

*Ghast* leaves east.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Scratched >
l
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
The corpse of a hideous trolloc is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is sitting here, riding a warhorse.
A hideous trolloc is here, fighting YOU!

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Scratched >

You strike a hideous trolloc's body.
A hideous trolloc tries to cleave you, but you deflect the blow.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Hurt >
k dark
Ted clambers to his feet.
They aren't here.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Hurt >

Ted hacks a hideous trolloc's body extremely hard.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Hurt >

Aloisa tries to strike a hideous trolloc, but it parries successfully.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Hurt >

Khaster slashes a hideous trolloc's body extremely hard.
Ted narrates 'missed bash'

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Wounded >

Khaster slashes a hideous trolloc's right arm into bloody fragments!
Aloisa strikes a hideous trolloc's right arm very hard.
Ted hacks a hideous trolloc's right leg extremely hard.
You strike a hideous trolloc's body hard.
A hideous trolloc tries to cleave you, but you deflect the blow.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Battered >
where
Players in your Zone
--------------------
Ryver - A Dusty Bedroom
Aloisa - A Dusty Bedroom
Khaster - A Dusty Bedroom
Ted - A Dusty Bedroom
David - The Blighted Woods

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Battered >
l
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
The corpse of a hideous trolloc is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is here, fighting a hideous trolloc, riding a warhorse.
Khaster the Heart Guard is here, fighting a hideous trolloc, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is here, fighting a hideous trolloc, riding
a warhorse.
A hideous trolloc is here, fighting YOU!

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Battered >

Khaster slashes a hideous trolloc's body extremely hard.
Aloisa strikes a hideous trolloc's body very hard.
Ted hacks a hideous trolloc's body extremely hard.
You tickle a hideous trolloc's body with your strike.
A hideous trolloc tries to cleave you, but you dodge the attack.

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Critical >
scan e
* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Critical >

David narrates 'one sec'

* R HP:Scratched SP:Bursting MV:Full - a hideous trolloc: Critical >

Khaster slashes a hideous trolloc's head into bloody fragments!
A hideous trolloc is dead! R.I.P.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear a hideous trolloc's death cry.

* R HP:Scratched SP:Bursting MV:Full >
time
It is 11 o'clock am, on the 15th day of the month of Adar, year 1455.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
Welcome, new players!

(Server: Fri May 20 14:14:09 2022 EST, last rebooted 14 hours, 11 minutes ago)

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

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

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

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

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

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

* R HP:Scratched SP:Bursting MV:Full >
notice
k dark
Ted strokes his chin thoughtfully.
You start paying increased attention to your surroundings.

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

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

* R HP:Scratched SP:Bursting MV:Full >
where
Players in your Zone
--------------------
Ryver - A Dusty Bedroom
Aloisa - A Dusty Bedroom
Khaster - A Dusty Bedroom
Ted - A Dusty Bedroom
David - The Blighted Woods

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

Ted panics, and attempts to flee!
Ted leaves east riding a warhorse.


(tic_timer): Tic in 7 seconds!
* R HP:Scratched SP:Bursting MV:Full >

Ted has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Full >
sc
You have 255(280) hit and 141(146) movement points.
You have scored 101339715 experience points and 0 quest points.
You need 2160285 exp to reach the next level.
You have amassed 203 Turn points to date.
You have played 3 days and 16 hours (real time).
This ranks you as Ryver |Hunted| (Level 49).
You are standing.

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

Ted says '3'

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

Ted narrates '3 there'

* R HP:Scratched SP:Bursting MV:Full >
where
Players in your Zone
--------------------
Ted - A Dusty Bedroom
Ryver - A Dusty Bedroom
Aloisa - A Dusty Bedroom
Khaster - A Dusty Bedroom
David - The Blighted Woods

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

Aloisa says 'hit it'

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

Ted narrates 'we can hit'
Aloisa shrugs helplessly.

* R HP:Scratched SP:Bursting MV:Full >
'im full
Ted leaves east riding a warhorse.
Khaster leaves east riding a gray palfrey.
Aloisa leaves east riding a warhorse.
You follow Ted.

Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
*Ghast* is standing here.
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
*Byrg* is standing here, riding a shadow stallion.
A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
Ok.
Aloisa tries to strike *Ghast*, but he deflects the blow.

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

Khaster slashes *Byrg*'s body.

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

*Skagog* has arrived from the south.

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

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

4
k h.dark
* R HP:Scratched SP:Bursting MV:Full - Skagog: Wounded >
David narrates 'nod one sec'
You do the best you can!

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

David narrates 'rhiding this dung'
Aloisa misses a kick at *Ghast*'s groin, much to *Ghast*'s relief...

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

You barely strike *Skagog*'s right leg.
A hideous trolloc joins Byrg's fight!
A Dha'vol trolloc joins a hideous trolloc's fight!
A wolfish trolloc joins a hideous trolloc's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A boarish trolloc joins a hideous trolloc's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins Byrg's fight!
*Byrg* barely blasts Khaster's left leg.
Aloisa swiftly dodges *Ghast*'s attempt to pierce her.

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

*Byrg* avoids being bashed by Ted who loses his balance and falls!

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

*Byrg* avoids being bashed by Khaster who loses his balance and falls!

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

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

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

A myrddraal tries to slash you, but you deflect the blow.
A boarish trolloc cleaves Ted's left arm.
A boarish trolloc barely cleaves Ted's right leg.
A Dha'vol trolloc barely hits Ted's body.
A wolfish trolloc barely cleaves Ted's body.
A Dha'vol trolloc barely hits Ted's left leg.
A hideous trolloc barely tickles Ted's body with its cleave.
You barely strike *Skagog*'s body.
Aloisa swiftly dodges *Ghast*'s attempt to pierce her.
*Ghast* swiftly dodges Aloisa's attempt to strike him.

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

Ted narrates 'ghast bashed'

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

Ted panics, and attempts to flee!
*Byrg* sends Khaster sprawling with a powerful bash!

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

Ted leaves south riding a warhorse.

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

A hideous trolloc leaves south.
A Dha'vol trolloc leaves south.
A wolfish trolloc leaves south.
A Dha'vol trolloc leaves south.

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

Ted has arrived from the south, riding a warhorse.

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

*Ghast* looks at Ted.

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

*Skagog* panics, and attempts to flee!

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

*Skagog* leaves west.

* R HP:Scratched SP:Bursting MV:Full - a myrddraal: Scratched >

You try to strike a myrddraal, but he parries successfully.
A boarish trolloc joins a myrddraal's fight!
A boarish trolloc joins a myrddraal's fight!
A myrddraal tries to slash you, but you parry successfully.
*Byrg* blasts Khaster's body.
*Ghast* tries to pierce Aloisa, but she parries successfully.
Aloisa tries to strike *Ghast*, but he dodges the attack.
A hideous trolloc has arrived from the south.
A Dha'vol trolloc has arrived from the south.
A wolfish trolloc has arrived from the south.
A Dha'vol trolloc has arrived from the south.

* R HP:Scratched SP:Bursting MV:Full - a myrddraal: Scratched >

*Ghast* looks at Ted.

* R HP:Scratched SP:Bursting MV:Full - a myrddraal: Scratched >

A myrddraal swirls about with a black sword, slicing across your body!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!

* R HP:Scratched SP:Bursting MV:Full - a myrddraal: Scratched >

A Dha'vol trolloc tickles Ted's left arm with his hit.
A myrddraal swirls about with a black sword, slicing across your body!
A wolfish trolloc barely tickles Ted's body with its cleave.
A Dha'vol trolloc tickles Ted's body with his hit.
A hideous trolloc tickles Ted's left leg with its cleave.
A boarish trolloc barely tickles Ted's body with its cleave.
A boarish trolloc barely cleaves Ted's body.
You strike a myrddraal's body hard.
A myrddraal tries to slash you, but you deflect the blow.
*Ghast* tries to pierce Aloisa, but she deflects the blow.
Aloisa tries to strike *Ghast*, but he deflects the blow.
*Skagog* has arrived from the west.
Aloisa looks at *Ghast*.

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

You swiftly dodge *Skagog*'s attempt to blast you.

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

Aloisa looks at *Byrg*.

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

Khaster sends *Byrg* sprawling with a powerful bash!
Ted panics, and attempts to flee!

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

Ted leaves south riding a warhorse.

* R HP:Scratched SP:Bursting MV:Full - a myrddraal: Hurt >
f
You strike a myrddraal's head hard.
A Dha'vol trolloc joins a myrddraal's fight!
A wolfish trolloc joins a Dha'vol trolloc's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A hideous trolloc joins a Dha'vol trolloc's fight!
A boarish trolloc joins a myrddraal's fight!
A boarish trolloc joins a myrddraal's fight!
A myrddraal swirls about with a black sword, slicing across your body!
A myrddraal slashes your right leg very hard.
Khaster slashes *Byrg*'s left arm hard.
*Ghast* tries to pierce Aloisa, but she deflects the blow.
Aloisa tries to strike *Ghast*, but he parries successfully.
David has arrived from the west, riding a warhorse.
You panic and attempt to flee!


You flee head over heels.
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
The dismembered corpse of a hideous trolloc is lying here.
The corpse of a hideous trolloc is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Bursting MV:Full >
e
k dark
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
David Cauldar is standing here, riding a warhorse.
*Skagog* is standing here.
A Dha'vol trolloc is here, fighting Aloisa.
A wolfish trolloc is here, fighting Khaster.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, fighting Khaster.
Aloisa do Feia a'Oghri is here, fighting Ghast, riding a warhorse.
Khaster the Heart Guard is here, fighting Byrg, riding a gray palfrey.
*Ghast* is here, fighting Aloisa.
*Byrg* is sitting here, riding a shadow stallion.
A boarish trolloc is here, fighting Aloisa.
A boarish trolloc is here, fighting Aloisa.
A silent, black-robed figure watches you from afar.

* R HP:Hurt SP:Bursting MV:Full >
You barely strike *Skagog*'s right arm.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

Aloisa looks at *Skagog*.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

You barely strike *Skagog*'s right leg.
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A myrddraal joins a Dha'vol trolloc's fight!
A boarish trolloc cleaves Aloisa's body extremely hard.
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A hideous trolloc tickles Khaster's right arm with its cleave.
A wolfish trolloc tickles Khaster's body with its cleave.
Aloisa swiftly dodges a Dha'vol trolloc's attempt to hit her.
Khaster slashes *Byrg*'s left leg hard.
*Ghast* tries to pierce Aloisa, but she parries successfully.
Aloisa tries to strike *Ghast*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

David barely lances *Byrg*'s body.
*Skagog* avoids being bashed by Ted who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >
tgts skagog
Second target is set as: skagog.

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

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

A myrddraal barely slashes Ted's body.
A Dha'vol trolloc barely hits Ted's body.
You tickle *Skagog*'s left leg with your strike.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A hideous trolloc barely cleaves Khaster's right arm.
A wolfish trolloc barely tickles Khaster's body with its cleave.
Aloisa swiftly dodges a Dha'vol trolloc's attempt to hit her.
*Ghast* tries to pierce Aloisa, but she parries successfully.
Aloisa tries to strike *Ghast*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

Ted panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

*Byrg* sends Khaster sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

Ted leaves west riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

David sends *Byrg* sprawling with a powerful bash!
Ted has arrived from the west, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

*Skagog* tries to blast you, but you deflect the blow.
David lances *Byrg*'s body.
You barely strike *Skagog*'s body.
Aloisa swiftly dodges a boarish trolloc's attempt to cleave her.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
A hideous trolloc barely cleaves Khaster's body.
A wolfish trolloc barely tickles Khaster's body with its cleave.
A Dha'vol trolloc tries to hit Aloisa, but she deflects the blow.
*Ghast* tries to pierce Aloisa, but she deflects the blow.
Aloisa tries to strike *Ghast*, but he deflects the blow.
*Skagog* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Wounded >

*Skagog* leaves south.

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

*Skagog* has arrived from the south.

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

*Skagog* blasts Ted's right leg.

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

David narrates 'byrg bashed'
Aloisa narrates 'ghast batt'

* R HP:Hurt SP:Bursting MV:Full >
David lances *Byrg*'s body.
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A myrddraal joins a Dha'vol trolloc's fight!
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
A hideous trolloc barely tickles Khaster's body with its cleave.
A wolfish trolloc tickles Khaster's left leg with its cleave.
Aloisa swiftly dodges a Dha'vol trolloc's attempt to hit her.
*Ghast* tries to pierce Aloisa, but she deflects the blow.
Aloisa tries to strike *Ghast*, but he parries successfully.
You try to strike *Ghast*, but he parries successfully.

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Scratched - Ghast: Battered >

*Ghast* avoids being bashed by Ted who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Scratched - Ghast: Battered >
cb
change mood brave
Mood changed to: Brave
Wimpy reset to: 84 hit points.

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Scratched - Ghast: Battered >

*Skagog* sends Ted sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Scratched - Ghast: Battered >

You try to strike *Ghast*, but he deflects the blow.
A myrddraal slashes Ted's right leg.
A Dha'vol trolloc tries to hit you, but you parry successfully.
*Skagog* blasts Ted's left foot.
David lances *Byrg*'s body hard.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A hideous trolloc tickles Khaster's left leg with its cleave.
A wolfish trolloc barely tickles Khaster's body with its cleave.
A Dha'vol trolloc tries to hit Aloisa, but she dodges the attack.
*Byrg* blasts Khaster's left foot.
Khaster slashes *Byrg*'s left leg hard.
*Ghast* tries to pierce Aloisa, but she parries successfully.
Aloisa tries to strike *Ghast*, but he parries successfully.
You cough and shiver.
Byrg assumes an offensive striking posture.

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Scratched - Ghast: Battered >

You try to strike *Ghast*, but he deflects the blow.
A myrddraal barely slashes Ted's left hand.
A Dha'vol trolloc tries to hit you, but you parry successfully.
Ted hacks *Skagog*'s left leg hard.
*Skagog* barely blasts Ted's left leg.
A boarish trolloc cleaves Aloisa's body extremely hard.
A boarish trolloc cleaves Aloisa's right arm very hard.
A hideous trolloc barely tickles Khaster's body with its cleave.
A wolfish trolloc tickles Khaster's left arm with its cleave.
A Dha'vol trolloc tries to hit Aloisa, but she dodges the attack.
*Ghast* tries to pierce Aloisa, but she deflects the blow.
Aloisa tries to strike *Ghast*, but he parries successfully.

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

Ted panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

*Byrg* sends Khaster sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

Ted leaves west riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

David sends *Byrg* sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

Ted has arrived from the west, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

You try to strike *Ghast*, but he deflects the blow.
A Dha'vol trolloc tries to hit you, but you parry successfully.
David lances *Byrg*'s body hard.
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A hideous trolloc tickles Khaster's body with its cleave.
A wolfish trolloc barely tickles Khaster's left leg with its cleave.
Aloisa swiftly dodges a Dha'vol trolloc's attempt to hit her.
Aloisa swiftly dodges *Ghast*'s attempt to pierce her.
Aloisa tries to strike *Ghast*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

Ted avoids being bashed by *Skagog* who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

Ted sends *Ghast* sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Hurt - Ghast: Battered >

Ted hacks *Skagog*'s right leg.
A myrddraal joins a Dha'vol trolloc's fight!
You strike *Ghast*'s head very hard.
A Dha'vol trolloc tries to hit you, but you deflect the blow.
David lances *Byrg*'s body.
A boarish trolloc cleaves Aloisa's right arm into bloody fragments!
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A hideous trolloc barely tickles Khaster's body with its cleave.
A wolfish trolloc tickles Khaster's body with its cleave.
A Dha'vol trolloc tries to hit Aloisa, but she deflects the blow.
Aloisa strikes *Ghast*'s right leg into bloody fragments!
*Ghast* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Ghast: Beaten >

*Ghast* leaves south.

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >

Ted narrates 'finally'

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >
cw
change mood wimpy

Ted panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >
f
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >
PANIC! You couldn't escape!

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >

You strike a Dha'vol trolloc's right leg.
Aloisa tries to strike a Dha'vol trolloc, but he parries successfully.
A myrddraal slashes Ted's right leg.
A Dha'vol trolloc tries to hit you, but you deflect the blow.
David lances *Byrg*'s head.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
A hideous trolloc barely tickles Khaster's body with its cleave.
A wolfish trolloc barely cleaves Khaster's left arm.
A Dha'vol trolloc tries to hit Aloisa, but she parries successfully.
Khaster slashes *Byrg*'s body with The Swallow Takes Flight.

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >
cb
change mood brave
Khaster narrates 'am losing with mobs on me'
Ted leaves south riding a warhorse.
Mood changed to: Brave
Wimpy reset to: 84 hit points.

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >

Aloisa panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >
cw
change mood wimpy

Aloisa leaves south riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >
f
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.

* R HP:Hurt SP:Bursting MV:Full - a Dha'vol trolloc: Scratched >
You panic and attempt to flee!


*Byrg* sends Khaster sprawling with a powerful bash!


Ted has arrived from the south, riding a warhorse.
Aloisa has arrived from the south, riding a warhorse.
You flee head over heels.
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hideous trolloc is here, in a world of hurt.

* R HP:Hurt SP:Bursting MV:Full >
cb
change mood brave
Mood changed to: Brave
Wimpy reset to: 84 hit points.

* R HP:Hurt SP:Bursting MV:Full >
n
k skagog
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is here, fighting Skagog, riding a warhorse.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is here, fighting Ghast, riding a warhorse.
*Ghast* is here, fighting Ted.
*Skagog* is here, fighting Aloisa.
David Cauldar is here, fighting Byrg, riding a warhorse.
A Dha'vol trolloc is here, fighting Aloisa.
A wolfish trolloc is here, fighting Khaster.
A Dha'vol trolloc is here, fighting Aloisa.
A hideous trolloc is here, fighting Khaster.
Khaster the Heart Guard is sitting here, riding a gray palfrey.
*Byrg* is here, fighting Khaster, riding a shadow stallion.
A boarish trolloc is here, fighting Aloisa.
A boarish trolloc is here, fighting Aloisa.
A myrddraal is here, fighting Ted.
*Ghast* panics, and attempts to flee!

k skagog
* R HP:Hurt SP:Bursting MV:Full >
You try to strike *Ghast*, but he dodges the attack.

* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Ghast: Beaten >
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Ghast: Beaten >

*Ghast* leaves south.

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

Aloisa strikes *Skagog*'s right leg hard.
A myrddraal tickles Ted's left leg with his slash.
A boarish trolloc tries to cleave Aloisa, but she deflects the blow.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
A Dha'vol trolloc tries to hit Aloisa, but she dodges the attack.
Aloisa swiftly dodges a Dha'vol trolloc's attempt to hit her.
A hideous trolloc barely tickles Khaster's body with its cleave.
A wolfish trolloc tickles Khaster's right arm with its cleave.
*Byrg* barely blasts Khaster's body.

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

Aloisa panics, and attempts to flee!

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

Aloisa avoids being bashed by *Skagog* who loses his balance and falls!

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

Aloisa leaves west riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full >
David sends *Byrg* sprawling with a powerful bash!
You tickle *Skagog*'s body with your strike.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >
Ted sends *Ghast* sprawling with a powerful bash!
*Ghast* panics, and attempts to flee!
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

A boarish trolloc joins a myrddraal's fight!
A boarish trolloc joins a myrddraal's fight!
A Dha'vol trolloc joins a wolfish trolloc's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
Aloisa has arrived from the west, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Aloisa tries to strike *Ghast*, but he parries successfully.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Aloisa strikes *Ghast*'s body into bloody fragments!
*Ghast* panics, and attempts to flee!
A Dha'vol trolloc barely tickles Khaster's body with his hit.
A Dha'vol trolloc tickles Ted's left arm with his hit.
A boarish trolloc cleaves your right hand into bloody fragments!
A boarish trolloc barely tickles Ted's body with its cleave.
You tickle *Skagog*'s head with your strike.
Ted tries to hack a myrddraal, but he parries successfully.
A myrddraal barely slashes Ted's left arm.
David lances *Byrg*'s right leg hard.
A hideous trolloc barely tickles Khaster's head with its cleave.
A wolfish trolloc barely tickles Khaster's body with its cleave.
Khaster assumes The Falling Leaf.
Khaster slashes *Byrg*'s head hard.
Ted panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

*Ghast* leaves west.
*Ghast* has arrived from the west.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Ted leaves south riding a warhorse.
Ted narrates 'ghast bashed'

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Aloisa tries to strike *Ghast*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Ted has arrived from the south, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

*Ghast* tries to pierce Aloisa, but she deflects the blow.
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins a Dha'vol trolloc's fight!
Aloisa tries to strike *Ghast*, but he parries successfully.
A Dha'vol trolloc barely tickles Khaster's right leg with his hit.
A boarish trolloc tries to cleave you, but you deflect the blow.
You barely strike *Skagog*'s head.
David lances *Byrg*'s left leg.
A hideous trolloc barely tickles Khaster's body with its cleave.
A wolfish trolloc tickles Khaster's body with its cleave.
Khaster slashes *Byrg*'s body with The Falcon Swoops.
Ted hacks *Skagog*'s left leg.


(tic_timer): Tic in 7 seconds!
* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >
cw
change mood wimpy
David panics, and attempts to flee!
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.
*Ghast* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

David leaves south riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

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

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Aloisa makes a nice balletstep which plants a foot a mile above *Ghast*'s head.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Ted panics, and attempts to flee!
*Ghast* leaves west.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

A myrddraal tickles Ted's left leg with his slash.
A boarish trolloc barely cleaves Ted's head.
A Dha'vol trolloc barely hits Ted's body.
A Dha'vol trolloc barely tickles Khaster's left leg with his hit.
A boarish trolloc tries to cleave you, but you deflect the blow.
You barely strike *Skagog*'s right hand.
A hideous trolloc barely tickles Khaster's right foot with its cleave.
A wolfish trolloc tickles Khaster's body with its cleave.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

*Skagog* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

*Byrg* avoids being bashed by Khaster who loses his balance and falls!
Aloisa strikes *Byrg*'s head.
*Byrg* sends Khaster sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

Ted leaves west riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >

*Skagog* leaves south.

* R HP:Hurt SP:Bursting MV:Full - a boarish trolloc: Scratched >

A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins Byrg's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
Aloisa swiftly dodges a Dha'vol trolloc's attempt to hit her.
A myrddraal tries to slash you, but you parry successfully.
A boarish trolloc tries to cleave Aloisa, but she parries successfully.
You try to strike a boarish trolloc, but it deflects the blow.
Aloisa strikes *Byrg*'s left arm.
A Dha'vol trolloc hits Khaster's right hand.
A boarish trolloc tries to cleave you, but you parry successfully.
A hideous trolloc cleaves Khaster's left foot.
A wolfish trolloc tickles Khaster's right leg with its cleave.
*Byrg* blasts Khaster's body.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 62.149 seconds.
You cough and shiver.

* R HP:Hurt SP:Bursting MV:Full - a boarish trolloc: Scratched >
f

Ted narrates '1n'

* R HP:Hurt SP:Bursting MV:Full - a boarish trolloc: Scratched >
You panic and attempt to flee!


You flee head over heels.
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
The dismembered corpse of a hideous trolloc is lying here.
The corpse of a hideous trolloc is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

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

Aloisa has arrived from the east, riding a warhorse.

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

* R HP:Hurt SP:Bursting MV:Full >
k dark
The brokengate is opened from the other side.
They aren't here.

* R HP:Hurt SP:Bursting MV:Full >
k dark
*Skagog* has arrived from the north.
You barely strike *Skagog*'s body.
Aloisa strikes *Skagog*'s left leg hard.

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

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

Aloisa barely strikes *Skagog*'s body.
*Skagog* tries to blast you, but you deflect the blow.
You barely strike *Skagog*'s right leg.

k dark
* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >
*Skagog* panics, and attempts to flee!
Ted has arrived from the north, riding a warhorse.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Battered >
cdn
close brokengate n
k dark
k dark
*Skagog* leaves east.
Ted closes the brokengate.
It's already closed!

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

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

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

Aloisa narrates 'skagog'

* R HP:Hurt SP:Bursting MV:Full >
e
k dark
Ted leaves east riding a warhorse.
Aloisa leaves east riding a warhorse.
You follow Ted.

Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
*Skagog* is here, fighting David.
A hideous trolloc is here, in a world of hurt.
David Cauldar is here, fighting Byrg, riding a warhorse.
A trolloc is here commanding a fist of troops.
A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
*Byrg* is here, fighting David, riding a shadow stallion.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
Alas, you cannot go that way...

* R HP:Hurt SP:Bursting MV:Full >
*Skagog* tries to blast David, but he dodges the attack.
A hideous trolloc tries to cleave you, but you dodge the attack.
A Dha'vol trolloc joins a hideous trolloc's fight!
A wolfish trolloc joins a hideous trolloc's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A hideous trolloc joins a hideous trolloc's fight!
A boarish trolloc joins a hideous trolloc's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal slashes Aloisa's right leg very hard.
Khaster has arrived from the south, riding a gray palfrey.
Ted leaves south riding a warhorse.
Khaster leaves south riding a gray palfrey.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - a hideous trolloc: Scratched >
f
A boarish trolloc joins a myrddraal's fight!
A Dha'vol trolloc joins a hideous trolloc's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
You panic and attempt to flee!


Aloisa panics, and attempts to flee!


You flee head over heels.
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.

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

Ted leaves north riding a warhorse.
Khaster leaves north riding a gray palfrey.
You follow Ted.

Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
*Skagog* is here, fighting David.
A hideous trolloc is here, in a world of hurt.
David Cauldar is here, fighting Byrg, riding a warhorse.
A trolloc is here commanding a fist of troops.
A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
*Byrg* is here, fighting David, riding a shadow stallion.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

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

Khaster gracefully changes forms to Ribbon in the Air.
Khaster slashes *Skagog*'s right leg hard.
David sends *Byrg* sprawling with a powerful bash!
Ted barely hacks *Byrg*'s body.

* R HP:Hurt SP:Bursting MV:Full >
k skagog
You barely strike *Skagog*'s left arm.

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
You do the best you can!
Aloisa has arrived from the west, riding a warhorse.

k skagog
* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >

You barely strike *Skagog*'s body.
A hideous trolloc tries to cleave Aloisa, but she parries successfully.
A Dha'vol trolloc joins a hideous trolloc's fight!
A wolfish trolloc joins a hideous trolloc's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A hideous trolloc joins a hideous trolloc's fight!
A boarish trolloc joins a hideous trolloc's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins a hideous trolloc's fight!
Ted hacks *Byrg*'s left arm hard.
Khaster flows effortlessly into Lightning of Three Prongs.
Khaster slashes *Skagog*'s body hard.
David lances *Byrg*'s body.

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
David avoids being bashed by *Skagog* who loses his balance and falls!
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
k skagog

Aloisa panics, and attempts to flee!

k skagog
* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
David narrates 'byrg bashed'
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >

Aloisa leaves south riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
k skagog
A myrddraal barely tickles Khaster's body with his slash.
A boarish trolloc tries to cleave you, but you parry successfully.
A hideous trolloc tickles Ted's head with its cleave.
A Dha'vol trolloc barely hits Khaster's right leg.
A wolfish trolloc tries to cleave you, but you parry successfully.
A Dha'vol trolloc barely tickles Ted's left foot with his hit.
You strike *Skagog*'s body.
Ted hacks *Byrg*'s body.
David lances *Byrg*'s body hard.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >

*Skagog* looks at David.

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >

Khaster sends *Skagog* sprawling with a powerful bash!
Aloisa has arrived from the south, riding a warhorse.

k skagog
* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
k skagog
You do the best you can!
Aloisa strikes *Byrg*'s body.

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >

David panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - David: Healthy - Skagog: Beaten >

David leaves west riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >

Aloisa strikes *Byrg*'s head hard.
A hideous trolloc joins a Dha'vol trolloc's fight!
A boarish trolloc joins a myrddraal's fight!
A myrddraal tickles Khaster's body with his slash.
A boarish trolloc tries to cleave you, but you parry successfully.
A hideous trolloc tickles Ted's body with its cleave.
A Dha'vol trolloc barely hits Khaster's left arm.
A wolfish trolloc tries to cleave you, but you parry successfully.
A Dha'vol trolloc barely tickles Ted's left arm with his hit.
You tickle *Skagog*'s body with your strike.
Ted hacks *Byrg*'s body.
Khaster slashes *Skagog*'s body.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >

*Byrg* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >
k skagog

*Byrg* leaves west riding a shadow stallion.

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >
k skagog
Khaster narrates 'skagog sat beat'
You do the best you can!

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

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >

*Skagog* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >

Ted panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >

Aloisa panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Beaten >
k skagog
*Skagog* leaves south.
Ted leaves west riding a warhorse.
They aren't here.

* R HP:Hurt SP:Bursting MV:Full - a wolfish trolloc: Scratched >

You try to strike a wolfish trolloc, but it parries successfully.
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A hideous trolloc joins a hideous trolloc's fight!
A boarish trolloc joins a myrddraal's fight!
Aloisa tries to strike a hideous trolloc, but it parries successfully.
A hideous trolloc tries to cleave Aloisa, but she parries successfully.
A myrddraal slashes Khaster's left leg.
A boarish trolloc tries to cleave you, but you deflect the blow.
A Dha'vol trolloc tickles Khaster's body with his hit.
A wolfish trolloc tries to cleave you, but you dodge the attack.
Aloisa leaves south riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - a wolfish trolloc: Scratched >
k skagog
f
They aren't here.

* R HP:Hurt SP:Bursting MV:Full - a wolfish trolloc: Scratched >

Khaster panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - a wolfish trolloc: Scratched >
You panic and attempt to flee!


Khaster leaves south riding a gray palfrey.

w
You flee head over heels.
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Aloisa do Feia a'Oghri is here, fighting Skagog, riding a warhorse.
*Skagog* is here, fighting Aloisa.
Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

Aloisa narrates '1s'

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

* R HP:Hurt SP:Bursting MV:Full >
e
k dark
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full >
Khaster leaves north riding a gray palfrey.
They aren't here.

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

Aloisa leaves north riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full >
At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
Zone: Blighted Grove
A revolting well bubbles with the blood of the sacrificed.
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

n
* R HP:Hurt SP:Bursting MV:Full >
k dark
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hideous trolloc is here, in a world of hurt.
*Byrg* is standing here.
A juvenile trolloc waits hungrily to be fed.
*Obtuse* is standing here.

* R HP:Hurt SP:Bursting MV:Full >
You strike *Byrg*'s head.
*Obtuse* leaves west.
An ankle-biter leaves west.

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

Ted has arrived from the north, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Byrg: Critical >
Ted leaves south riding a warhorse.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Byrg: Critical >

Aloisa narrates 'patty'
*Byrg* panics, and attempts to flee!

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

Ted has arrived from the south, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full - Byrg: Critical >
*Skagog* has arrived from the north.
Ted hacks *Skagog*'s body hard.
You do the best you can!

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

A hideous trolloc joins Byrg's fight!
A hideous trolloc barely tickles Ted's left leg with its cleave.
*Skagog* blasts Ted's left foot.
Ted hacks *Skagog*'s head.
You barely strike *Byrg*'s right leg.
You cough and shiver.

* R HP:Hurt SP:Bursting MV:Full - Byrg: Beaten >
k dark
You do the best you can!
*Byrg* leaves south.

* R HP:Hurt SP:Bursting MV:Full >
You strike *Skagog*'s right leg.

* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >

Ted opens a way east.

k dark
* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >
k dark
*Skagog* panics, and attempts to flee!
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >
David has arrived from the north, riding a warhorse.
You do the best you can!

k dark
* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >
k dark
David leaves west riding a warhorse.
Ted panics, and attempts to flee!
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >
You do the best you can!

k dark
* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >
k dark
You tickle *Skagog*'s body with your strike.
A hideous trolloc barely tickles Ted's body with its cleave.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >
k dark
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Ted: Wounded - Skagog: Critical >
Ted leaves east riding a warhorse.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Skagog: Critical >

Aloisa has arrived from the north, riding a warhorse.

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

*Skagog* leaves south.

* R HP:Hurt SP:Bursting MV:Full >
David has arrived from the west, riding a warhorse.
They aren't here.

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

Ted has arrived from the east, riding a warhorse.

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

* R HP:Hurt SP:Bursting MV:Full >
Khaster has arrived from the north, riding a gray palfrey.
They aren't here.

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

*Skagog* has arrived from the south.
Khaster barely slashes *Skagog*'s body.
Ted hacks *Skagog*'s body.
*Skagog* is incapacitated and will slowly die, if not aided.
Aloisa strikes *Skagog*'s body extremely hard.
*Skagog* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Skagog*'s death cry.

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

Ted leaves south riding a warhorse.
Khaster leaves south riding a gray palfrey.
Aloisa leaves south riding a warhorse.
You follow Ted.

At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
Zone: Blighted Grove
A revolting well bubbles with the blood of the sacrificed.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
Aloisa leaves south riding a warhorse.

* R HP:Hurt SP:Bursting MV:Full >
David has arrived from the north, riding a warhorse.
Ogier Apparel
Moths are stirred from their rest and fill the air as you enter. Tattered and
insect ridden clothing of gargantuan proportion hang on dilapidated racks. A
row of broken mirrors line the far wall of this abandoned shop.
[ obvious exits: N ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is here, fighting Byrg, riding a warhorse.
*Byrg* is here, fighting Aloisa.

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

*Byrg* panics, and attempts to flee!

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

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
You do the best you can!

k dark
* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
k dark
You do the best you can!

k dark
* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
You do the best you can!
*Byrg* panics, and attempts to flee!

k dark
* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
David has arrived from the north.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
k dark
David barely lances *Byrg*'s body.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
k dark
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
David barely lances *Byrg*'s body.
You strike *Byrg*'s right leg.
*Byrg* tries to blast Aloisa, but she deflects the blow.
Aloisa strikes *Byrg*'s left leg.
Khaster narrates 'rip'
You do the best you can!
*Byrg* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
k dark

Aloisa narrates 'bryg crit all s'

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
You do the best you can!

k dark
* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
k dark
k dark
David panics, and attempts to flee!
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
k dark
You do the best you can!

k dark
* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
David leaves north.
You do the best you can!

* R HP:Hurt SP:Bursting MV:Full - Aloisa: Wounded - Byrg: Critical >
k dark
You do the best you can!
*Byrg* leaves north.

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

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

k dark
* R HP:Hurt SP:Bursting MV:Full >
At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
Zone: Blighted Grove
A revolting well bubbles with the blood of the sacrificed.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hideous trolloc is here, in a world of hurt.
A warhorse is here, stamping his feet impatiently.

* R HP:Hurt SP:Bursting MV:Strong > They aren't here.
Aloisa has arrived from the south, riding a warhorse.

* R HP:Hurt SP:Bursting MV:Strong >
n
k dark
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
Zone: Blighted Grove
Door east: rottendoor
The corpse of Byrg is lying here.
The corpse of Skagog is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
David Cauldar is standing here.
Khaster the Heart Guard is standing here, riding a gray palfrey.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
A hideous trolloc is here, fighting David.
Aloisa has arrived from the south, riding a warhorse.

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

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

Ted stops using a pair of gold-hilted hooked swords.

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

David narrates 'rrip gbyrg'
Ted draws a dagger from a black wool cape embroidered with a swooping hawk with a flash of steel.

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

A hideous trolloc tries to cleave David, but he deflects the blow.
Ted leans over and severs the head from the corpse of Byrg.

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

*Obtuse* has arrived from the west.

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

Aloisa strikes *Obtuse*'s body.

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

Ted sheathes a dagger into a black wool cape embroidered with a swooping hawk.

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

Khaster narrates 'rip burg'

* R HP:Hurt SP:Bursting MV:Strong >
4
k h.dark

Khaster slashes *Obtuse*'s body hard.
Ted wields a pair of gold-hilted hooked swords in a two-handed grip.

* R HP:Hurt SP:Bursting MV:Strong >
You tickle *Obtuse*'s left arm with your strike.

* R HP:Hurt SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Wounded >

You barely strike *Obtuse*'s left leg.
Khaster slashes *Obtuse*'s body hard.
*Obtuse* tries to blast Aloisa, but she parries successfully.
Aloisa strikes *Obtuse*'s body.
David lances a hideous trolloc's body hard.
David swiftly dodges a hideous trolloc's attempt to cleave him.

* R HP:Hurt SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >
g
get all corpse
You get a ring of braided gold and silver from the corpse of Byrg.
You get a ring of braided gold and silver from the corpse of Byrg.
You get a light brown hood of finely-spun cloth from the corpse of Byrg.
You get a cuendillar dragon pendant on a simple chain from the corpse of Byrg.
You get a bright red robe from the corpse of Byrg.
You get a thin vial of yellow fluid from the corpse of Byrg.
You get a pair of lissome leather boots with metal capped toes from the corpse of Byrg.
You get a set of riveted chainmail leggings from the corpse of Byrg.
You get a supple tunic of finely linked chain from the corpse of Byrg.
You get a shoufa with a gray veil from the corpse of Byrg.
You get a wealth of gold crowns from the corpse of Byrg.
You get an earthen brown mantle from the corpse of Byrg.
You get a pair of thick metal boots from the corpse of Byrg.
You get a pair of ebony-steel plate greaves from the corpse of Byrg.
You get a bronze belt of odd design from the corpse of Byrg.
You get a dark, grim axe from the corpse of Byrg.
a dark, grim axe: You can't carry that much weight.
You get a sungwood bracelet from the corpse of Byrg.
You get a sungwood bracelet from the corpse of Byrg.
You get a pair of heavy metal gauntlets from the corpse of Byrg.
a pair of ebony-steel plate vambraces: You can't carry that much weight.
a backpack: You can't carry that much weight.
You get an inky black cloak from the corpse of Byrg.
drop inky
drop shirt
a shining steel breastplate: You can't carry that much weight.
a torc of gleaming steel: You can't carry that much weight.
a torc of gleaming steel: You can't carry that much weight.
a full metal helmet and visor: You can't carry that much weight.
a gold ring delicately carved with ivy: You can't carry that much weight.
a gold ring delicately carved with ivy: You can't carry that much weight.
an oilstone: You can't carry that much weight.
*Obtuse* panics, and attempts to flee!

* R HP:Hurt SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >

*Obtuse* leaves east.

* R HP:Hurt SP:Bursting MV:Strong >
Beads of cold sweat begin to emerge from your face!
You feel some dark power draining your life force...
You drop an inky black cloak.

* R HP:Wounded SP:Bursting MV:Strong >
You don't seem to have a shirt.
*Obtuse* has arrived from the east.

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

Aloisa strikes *Obtuse*'s right foot hard.

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

Ted hacks *Obtuse*'s body hard.

* R HP:Wounded SP:Bursting MV:Strong >
k dark

Ted hacks *Obtuse*'s body hard.
*Obtuse* tries to blast Aloisa, but she parries successfully.
Aloisa strikes *Obtuse*'s body.
David lances a hideous trolloc's left arm very hard.
A hideous trolloc tries to cleave David, but he parries successfully.

k dark
* R HP:Wounded SP:Bursting MV:Strong >
You barely strike *Obtuse*'s body.


(tic_timer): Tic in 7 seconds!
k dark
* R HP:Wounded SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >
k dark
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >
You do the best you can!
*Obtuse* panics, and attempts to flee!

* R HP:Wounded SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >
k dark
k dark
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >
You do the best you can!

k dark
* R HP:Wounded SP:Bursting MV:Strong - Aloisa: Wounded - Obtuse: Battered >
k dark

*Obtuse* leaves north.

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

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

k dark
* R HP:Wounded SP:Bursting MV:Strong >
k dark

David lances a hideous trolloc's right leg hard.
A hideous trolloc tries to cleave David, but he parries successfully.

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

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

k dark
* R HP:Wounded SP:Bursting MV:Strong >
David panics, and attempts to flee!
Ted gets a dark, grim axe from the corpse of Byrg.
Ted gets a pair of ebony-steel plate vambraces from the corpse of Byrg.
Ted gets a backpack from the corpse of Byrg.
Ted gets a shining steel breastplate from the corpse of Byrg.
Ted gets a torc of gleaming steel from the corpse of Byrg.
Ted gets a torc of gleaming steel from the corpse of Byrg.
Ted gets a full metal helmet and visor from the corpse of Byrg.
Ted gets a gold ring delicately carved with ivy from the corpse of Byrg.
Ted gets a gold ring delicately carved with ivy from the corpse of Byrg.
Ted gets an oilstone from the corpse of Byrg.
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Obtuse* is standing here.
A hideous trolloc is here, in a world of hurt.
A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

* R HP:Wounded SP:Bursting MV:Strong > Ted has arrived from the south, riding a warhorse.
Khaster has arrived from the south, riding a gray palfrey.
Aloisa has arrived from the south, riding a warhorse.
You strike *Obtuse*'s body.
Aloisa strikes *Obtuse*'s right arm.
*Obtuse* panics, and attempts to flee!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >

Khaster spins on one heel, changing forms to Cat on Hot Sand.
Khaster slashes *Obtuse*'s right arm hard.
*Obtuse* panics, and attempts to flee!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >

Ted leaves west riding a warhorse.

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >
k dark
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >
k dark

Ted has arrived from the west, riding a warhorse.

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >
k dark
Khaster slashes *Obtuse*'s head hard.
*Obtuse* panics, and attempts to flee!
A hideous trolloc joins Obtuse's fight!
A wolfish trolloc joins a hideous trolloc's fight!
A Dha'vol trolloc joins a hideous trolloc's fight!
A boarish trolloc joins Obtuse's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins a hideous trolloc's fight!
Aloisa strikes *Obtuse*'s left leg.
You tickle *Obtuse*'s head with your strike.
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >

Ted leaves west riding a warhorse.

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >
k dark

David has arrived from the south, riding a warhorse.

k dark
* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >
Ted has arrived from the west, riding a warhorse.
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >

David leaves west riding a warhorse.

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Beaten >

*Obtuse* leaves south.
*Obtuse* has arrived from the south.

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

Ted leaves west riding a warhorse.
You follow Ted.

A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
The dismembered corpse of a hideous trolloc is lying here.
The corpse of a hideous trolloc is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
David Cauldar is standing here, riding a warhorse.
A trolloc is here commanding a fist of troops.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Obtuse* has arrived from the east.

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

Ted hacks *Obtuse*'s left leg.
*Obtuse* panics, and attempts to flee!

* R HP:Wounded SP:Bursting MV:Strong >
k dark
k dark
k dark
A Dha'vol trolloc joins Obtuse's fight!
A Dha'vol trolloc tries to hit you, but you parry successfully.
Ted hacks *Obtuse*'s right leg hard.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): (error): Tic event seen outside the expected window.
(tic_timer): (error): Tic length of 63.883 during this interval is more than 3 standard deviations
from average.
(tic_timer): (error): Ignoring this tic interval.
(tic_timer): Tic length updated to: 61.519 seconds.
You cough and shiver.
(tic_timer): (error): Tic event seen outside the expected window.
A mirrored lantern begins to dim a little.
(tic_timer): (error): Tic event seen outside the expected window.
You are thirsty.
(tic_timer): (error): Tic event seen outside the expected window.
David leaves east riding a warhorse.
You panic and attempt to flee!

k dark
You flee head over heels.
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
David Cauldar is standing here, riding a warhorse.
Aloisa do Feia a'Oghri is here, fighting a boarish trolloc, riding a warhorse.
Khaster the Heart Guard is here, fighting a boarish trolloc, riding a gray palfrey.
A hideous trolloc is here, fighting Khaster.
A wolfish trolloc is here, fighting Khaster.
A Dha'vol trolloc is here, fighting Aloisa.
A boarish trolloc is here, fighting Aloisa.
A boarish trolloc is here, fighting Khaster.
A myrddraal is here, fighting Aloisa.
They aren't here.
Aloisa panics, and attempts to flee!

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

* R HP:Wounded SP:Bursting MV:Strong >
David leaves west riding a warhorse.
They aren't here.
Aloisa leaves south riding a warhorse.

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

* R HP:Wounded SP:Bursting MV:Strong >
k dark

Khaster panics, and attempts to flee!

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

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

* R HP:Wounded SP:Bursting MV:Strong >
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
The dismembered corpse of a hideous trolloc is lying here.
The corpse of a hideous trolloc is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
David Cauldar is here, fighting Obtuse, riding a warhorse.
*Obtuse* is here, fighting Ted.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is here, fighting Obtuse, riding a
warhorse.
A trolloc is here commanding a fist of troops.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Wounded SP:Bursting MV:Strong >
You strike *Obtuse*'s left arm.
*Obtuse* panics, and attempts to flee!
Aloisa has arrived from the east, riding a warhorse.
*Obtuse* leaves east.

* R HP:Wounded SP:Bursting MV:Strong >
k dark

Ted leaves east riding a warhorse.
Aloisa leaves east riding a warhorse.
You follow Ted.

Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Aloisa do Feia a'Oghri is standing here, riding a warhorse.
Ted Ted the Aspiring Cavalryman of the Shienaran Lancers is standing here, riding a warhorse.
*Obtuse* is standing here.
Khaster the Heart Guard is here, fighting a boarish trolloc, riding a gray palfrey.
A hideous trolloc is here, fighting Khaster.
A wolfish trolloc is here, fighting Khaster.
A trolloc is here commanding a fist of troops.
A beastly, boar-headed trolloc growls maliciously.
A boarish trolloc is here, fighting Khaster.
A silent, black-robed figure watches you from afar.
*Obtuse* leaves west.

* R HP:Wounded SP:Bursting MV:Strong >
k dark
A wolfish trolloc tickles Khaster's left arm with its cleave.
A hideous trolloc barely cleaves Khaster's right leg.
A boarish trolloc cleaves Khaster's left arm.
David has arrived from the west, riding a warhorse.
They aren't here.
*Obtuse* has arrived from the west.

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

David lances *Obtuse*'s body hard.
*Obtuse* panics, and attempts to flee!
Aloisa strikes *Obtuse*'s right leg.
*Obtuse* panics, and attempts to flee!

k dark
* R HP:Wounded SP:Bursting MV:Strong >
You strike *Obtuse*'s right arm.

k dark
* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
Khaster leaves south riding a gray palfrey.
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
k dark

Ted hacks *Obtuse*'s right leg hard.

* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
k dark
You do the best you can!

* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
You do the best you can!

k dark
* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
k dark
You do the best you can!

w
* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
k dark
You do the best you can!

w
* R HP:Wounded SP:Bursting MV:Strong - David: Healthy - Obtuse: Critical >
k dark
No way! You're fighting for your life!
*Obtuse* leaves west.

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

w
* R HP:Wounded SP:Bursting MV:Strong >
k dark
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
The dismembered corpse of a hideous trolloc is lying here.
The corpse of a hideous trolloc is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Obtuse* is standing here.
A trolloc is here commanding a fist of troops.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Wounded SP:Bursting MV:Strong >
You barely strike *Obtuse*'s body.
*Obtuse* panics, and attempts to flee!

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Critical >
David has arrived from the east, riding a warhorse.
Ted has arrived from the east, riding a warhorse.
Aloisa has arrived from the east, riding a warhorse.
No way! You're fighting for your life!
Aloisa strikes *Obtuse*'s left arm.
*Obtuse* is incapacitated and will slowly die, if not aided.

* R HP:Wounded SP:Bursting MV:Strong - Obtuse: Critical >
k dark
David lances *Obtuse*'s head hard.
*Obtuse* is dead! R.I.P.
Your blood freezes as you hear *Obtuse*'s death cry.

ryver
Posts: 15
Joined: Mon Feb 08, 2021 12:46 pm

Re: Sometimes its good to be wanted

Post by ryver » Sun Jun 19, 2022 10:10 am

###### After some wierd pk in wb we had some weird pk in 4k. I'm not sure what Zarth was planning here, maybe going to door me in ornate ?


* R HP:Hurt SP:Good MV:Winded >

Aelarien narrates 'k i need tick for moves then ill come'

e
* R HP:Hurt SP:Good MV:Winded >
e
At the Smiling Gleeman
Choked with wagons and carts, the Caemlyn Road runs through town to the
east and west, but this intersection is dominated by something other
than exhausted horses and dirt. To the south rises a massive swirl of
red, purple and green boards which grab the eye and pull all attention
towards it. A fanciful sign above the door proclaims the establishment
to be the Smiling Gleeman, no doubt one of the fancier taverns in town.
[ obvious exits: N E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ruby has arrived from the west, riding a warhorse.
Raucher has arrived from the west, riding a bloodstock stallion.

* R HP:Hurt SP:Good MV:Winded >
Junction of the Caemlyn and Lugard Roads
Stalled wagons and carts tighten the road here at the heart of Four
Kings. High upon the side of the building on the southeast corner of the
intersection a sign proclaims the road leading off to the south to be
the Lugard Highway, easily as wide as the Caemlyn Road which runs in
between the festive establishments of town, even if not quite so busy.
[ obvious exits: E S W ]
Zone: Four Kings
An embossed leather water flask lies forgotten here.
A juicy looking apple has fallen to the ground.
A black pair of soft, silver-tooled boots lie on the ground.
A skirt forms a pool of fabric here.
A soft leather pouch has been discarded here.
A breathtakingly gorgeous silver belt studded with sapphires lies here.
A simple staff, well made for combat, lies here.
A thin pair of exceptionally dark gloves sit here.
A blue fringed shawl embroidered with vines and a white teardrop lies here.
A bundle of satin lies in a pile.
A small scrap of fine linen was dropped here.
The corpse of an Illianer steed is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ruby has arrived from the west, riding a warhorse.
Raucher has arrived from the west, riding a bloodstock stallion.
Raucher narrates '1e junction is patty'

* R HP:Hurt SP:Good MV:Winded >
e
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
Zone: Four Kings
The corpse of Reyne is lying here.
The corpse of Starden is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.
Ruby has arrived from the west, riding a warhorse.
Raucher has arrived from the west, riding a bloodstock stallion.

* R HP:Hurt SP:Good MV:Winded >
e
The Outskirts of Four Kings
The gaudy buildings of Four Kings quickly surround the Caemlyn Road as
it runs westward towards Whitebridge, resulting in a crowded, noisy, and
incredibly busy town at all hours of the day and night. The street is
crowded with wagons, packed so tightly that there is barely enough room
for a single cart to pass by, let alone allow two way traffic. Even from
here the sounds of staged mirth are audible from the taverns.
[ obvious exits: E W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ruby has arrived from the west, riding a warhorse.
Raucher has arrived from the west, riding a bloodstock stallion.

* R HP:Hurt SP:Good MV:Winded >
w
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
Zone: Four Kings
The corpse of Reyne is lying here.
The corpse of Starden is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.
Ruby has arrived from the east, riding a warhorse.
Raucher has arrived from the east, riding a bloodstock stallion.

* R HP:Hurt SP:Good MV:Winded >
'yikes
Ok.

* R HP:Hurt SP:Good MV:Winded >

Raucher says 'oh dung'

* R HP:Hurt SP:Good MV:Winded >
lc
A warhorse cocks its head up sharply.
[l in corpse]
corpse (here) :
Nothing.

* R HP:Hurt SP:Good MV:Winded >
l in 2.corpse
corpse (here) :
Nothing.

* R HP:Hurt SP:Good MV:Winded >
whe
Players in your Zone
--------------------
Raucher - A Dusty Road Through Four Kings
Ruby - A Dusty Road Through Four Kings
Ryver - A Dusty Road Through Four Kings

* R HP:Hurt SP:Good MV:Winded >
trs
[track shadow]
You can't track indoors or in cities.

* R HP:Hurt SP:Good MV:Winded >
e
The Outskirts of Four Kings
The gaudy buildings of Four Kings quickly surround the Caemlyn Road as
it runs westward towards Whitebridge, resulting in a crowded, noisy, and
incredibly busy town at all hours of the day and night. The street is
crowded with wagons, packed so tightly that there is barely enough room
for a single cart to pass by, let alone allow two way traffic. Even from
here the sounds of staged mirth are audible from the taverns.
[ obvious exits: E W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
Ruby has arrived from the west, riding a warhorse.
Raucher has arrived from the west, riding a bloodstock stallion.

* R HP:Hurt SP:Good MV:Winded >
e
The Caemlyn Road Above Four Kings
Sprawled across the plains to the west lies the village of Four Kings,
a dusty array of wide streets and multi-colored buildings, clogged with
wagons running along the Caemlyn Road. Other than the city, there is
nothing within sight but the hedges around failed farms and the dusty
plains of Andor.
[ obvious exits: N E S W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vittak* is standing here.
*Zarth* is standing here.
*Skarnag* is standing here.
Ruby has arrived from the west, riding a warhorse.
Raucher has arrived from the west, riding a bloodstock stallion.
*Skarnag* tries to crush Raucher, but he deflects the blow.

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


Raucher pierces *Skarnag*'s right leg.
*Skarnag* tries to crush Raucher, but he deflects the blow.
Raucher pierces *Skarnag*'s right arm hard.
It's a little difficult to read old tracks in the snow...

w
-
*Zarth* leaves south.
It's a little difficult to read old tracks in the snow...
*Vittak* tries to slash you, but you deflect the blow.

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

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

Ruby barely strikes *Skarnag*'s body.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >
No way! You're fighting for your life!

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

You sense Ruby connecting to the True Source.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

Ruby barely strikes *Skarnag*'s right leg.
You tickle *Vittak*'s body with your strike.
Raucher pierces *Skarnag*'s body.
*Zarth* has arrived from the south.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

*Zarth* tries to slash Ruby, but she deflects the blow.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

Raucher barely pierces *Skarnag*'s right leg.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

*Vannor* has arrived from the south, riding a shadow stallion.
Raucher avoids being bashed by *Skarnag* who loses his balance and falls!


(tic_timer): Tic in 7 seconds!
* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

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

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

You dodge a bash from *Vittak* who loses his balance and falls!
You sense Ruby is channeling saidar.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >
nar go pat
Ok.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

You barely tickle *Vittak*'s body with your strike.
Raucher pierces *Skarnag*'s body.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >
cw
change mood wimpy

Ruby avoids being bashed by *Zarth* who loses his balance and falls!

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

Raucher panics, and attempts to flee!

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.
Raucher leaves east riding a bloodstock stallion.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

Ruby unleashes a flurry of icy spikes at *Vannor*, who is stabbed repeatedly.
*Vannor* unleashes a flurry of icy spikes at Ruby, who is stabbed repeatedly.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

Raucher has arrived from the east, riding a bloodstock stallion.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

Raucher leaves west riding a bloodstock stallion.

f
* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >

You sense Ruby is channeling saidar.

* R HP:Hurt SP:Good MV:Winded - Vittak: Scratched >
*Vannor* tries to pierce you, but you deflect the blow.
You strike *Vittak*'s right leg.
You panic and attempt to flee!


You flee head over heels.
Path Between the Hedges
Passing alongside the wall of an inn to the west, this path is bordered by
small and somewhat dried and sickly hedges. A wide, dusty road intersects this
path to the north, while a clear field widens to the south.
[ obvious exits: N S ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded >
s
A Dusty Field
The marks in the soil, at least those that remain, give the indication that this
field may have once been used to cultivate crops; the ground is slightly
furrowed in some places, and ditches that have partially filled with dirt still
run along the ground. A path leads to the north, bordered by hedges, and some
rubble lies to the east.
[ obvious exits: N E W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Winded >
dism
lh
lead horse
You stop riding him.

* HP:Scratched SP:Strong MV:Winded >
w
w
A warhorse has an indifferent look.

* HP:Scratched SP:Strong MV:Winded >
At the Well Behind the Inn
The faded weatherworn boards of an inn block off the north and west
sides of this small courtyard, adding a false cheer of hope with their
washed out color from centuries of neglect. Amidst the dried grass and
dusty earth a covered well dives into the ground, supplying the kitchen
to the east with cooking water, and adding to the life of the town.
[ obvious exits: E W ]
Zone: Four Kings
Door west: Door
A large stone well is here.

n
* HP:Scratched SP:Strong MV:Winded >
Kitchen of the Dancing Cartman Inn
Odors waft through the small kitchen from several large pots upon the
large iron stove in the corner of this old kitchen. Amidst the bags of
spices and hanging meat there is the occasional table where the inn's
meals are prepared for the lonely patrons in the common room. There is
little light from a single overhead lantern which mainly lights a wooden
bench where the serving girls and cooks take their meals.
[ obvious exits: N E D ]
Zone: Four Kings
Door east: Door

* HP:Scratched SP:Strong MV:Winded >
Common Room of the Dancing Cartman
In spite of the disarray of tables and chairs which fill the common room
of the Dancing Cartman, the focus of the room is clearly the small stage
against the east wall rather than the bar itself. The festive colors of
the outside walls are lost here, giving way to dim lantern light and
the confused mix of wood and dirt which compose the floor, while serving
girls dash in and out of the kitchen to the south.
[ obvious exits: N E S U ]
Zone: Four Kings
Door east: BoundDoor
A man stands with his back to the wall, gold tooth glinting.
Jak, the innkeeper's guard, is keeping an eye on things here.
Strom, the innkeeper's guard, is watching out for trouble here.
Saml Hake, the innkeeper of the Dancing Cartman, is here.

* HP:Scratched SP:Strong MV:Winded >
s
e
Kitchen of the Dancing Cartman Inn
Odors waft through the small kitchen from several large pots upon the
large iron stove in the corner of this old kitchen. Amidst the bags of
spices and hanging meat there is the occasional table where the inn's
meals are prepared for the lonely patrons in the common room. There is
little light from a single overhead lantern which mainly lights a wooden
bench where the serving girls and cooks take their meals.
[ obvious exits: N E D ]
Zone: Four Kings
Door east: Door

* HP:Scratched SP:Strong MV:Winded >
At the Well Behind the Inn
The faded weatherworn boards of an inn block off the north and west
sides of this small courtyard, adding a false cheer of hope with their
washed out color from centuries of neglect. Amidst the dried grass and
dusty earth a covered well dives into the ground, supplying the kitchen
to the east with cooking water, and adding to the life of the town.
[ obvious exits: E W ]
Zone: Four Kings
Door west: Door
A large stone well is here.

* HP:Scratched SP:Strong MV:Winded >
lh
lead horse
lh
lead horse
They're not here to be led.

* HP:Scratched SP:Strong MV:Winded >
e
They're not here to be led.

* HP:Scratched SP:Strong MV:Winded >
lh
lead horse
A Dusty Field
The marks in the soil, at least those that remain, give the indication that this
field may have once been used to cultivate crops; the ground is slightly
furrowed in some places, and ditches that have partially filled with dirt still
run along the ground. A path leads to the north, bordered by hedges, and some
rubble lies to the east.
[ obvious exits: N E W ]
Zone: Four Kings
A warhorse is here, stamping his feet impatiently.

lh
lead horse
* HP:Scratched SP:Strong MV:Winded >
lh
lead horse
A warhorse has an indifferent look.

* HP:Scratched SP:Strong MV:Winded >
A warhorse has an indifferent look.
##############F'ing Guy.
w
* HP:Scratched SP:Strong MV:Winded >
You start leading him.
A warhorse starts following you.

* HP:Scratched SP:Strong MV:Winded >
At the Well Behind the Inn
The faded weatherworn boards of an inn block off the north and west
sides of this small courtyard, adding a false cheer of hope with their
washed out color from centuries of neglect. Amidst the dried grass and
dusty earth a covered well dives into the ground, supplying the kitchen
to the east with cooking water, and adding to the life of the town.
[ obvious exits: E W ]
Zone: Four Kings
Door west: Door
A large stone well is here.
A warhorse has arrived from the east.

* HP:Scratched SP:Strong MV:Winded >
w
n
Kitchen of the Dancing Cartman Inn
Odors waft through the small kitchen from several large pots upon the
large iron stove in the corner of this old kitchen. Amidst the bags of
spices and hanging meat there is the occasional table where the inn's
meals are prepared for the lonely patrons in the common room. There is
little light from a single overhead lantern which mainly lights a wooden
bench where the serving girls and cooks take their meals.
[ obvious exits: N E D ]
Zone: Four Kings
Door east: Door
A warhorse has arrived from the east.

n
* HP:Scratched SP:Strong MV:Winded >
Common Room of the Dancing Cartman
In spite of the disarray of tables and chairs which fill the common room
of the Dancing Cartman, the focus of the room is clearly the small stage
against the east wall rather than the bar itself. The festive colors of
the outside walls are lost here, giving way to dim lantern light and
the confused mix of wood and dirt which compose the floor, while serving
girls dash in and out of the kitchen to the south.
[ obvious exits: N E S U ]
Zone: Four Kings
Door east: BoundDoor
A man stands with his back to the wall, gold tooth glinting.
Jak, the innkeeper's guard, is keeping an eye on things here.
Strom, the innkeeper's guard, is watching out for trouble here.
Saml Hake, the innkeeper of the Dancing Cartman, is here.
A warhorse has arrived from the south.

* HP:Scratched SP:Strong MV:Winded >
r
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
Zone: Four Kings
The corpse of Reyne is lying here.
The corpse of Starden is lying here.
Raucher Rosen of the Queen's Guard is standing here, riding a bloodstock stallion.
A warhorse is here, stamping his feet impatiently.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.
A warhorse has arrived from the south.

* HP:Scratched SP:Strong MV:Winded >
[ride horse]
A warhorse stops following you.
You start riding him.

* R HP:Scratched SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - A Dusty Road Through Four Kings
Raucher - A Dusty Road Through Four Kings

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

Aelarien narrates 'where is our patty?'

* R HP:Scratched SP:Strong MV:Winded >
Players in your Zone
--------------------
Ryver - A Dusty Road Through Four Kings
Raucher - A Dusty Road Through Four Kings

* R HP:Scratched SP:Strong MV:Winded >
nar 1e junc
Ok.

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

Raucher narrates '1e junction'

* R HP:Scratched SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - A Dusty Road Through Four Kings
Raucher - A Dusty Road Through Four Kings

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

Aelarien narrates 'k'

* R HP:Scratched SP:Strong MV:Winded >
nar ruby wher eyou ?
Ok.

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

*Zarth* has arrived from the east.
Raucher pierces *Zarth*'s body.

* R HP:Scratched SP:Strong MV:Winded >
group
Your group consists of:
Ryver (Head of group)
Ruby
Raucher
a raven

c
k dark
* R HP:Scratched SP:Strong MV:Winded >
c
k dark
*Zarth* panics, and attempts to flee!
You tickle *Zarth*'s body with your strike.

* R HP:Scratched SP:Strong MV:Winded - Raucher: Hurt - Zarth: Battered >
You do the best you can!

* R HP:Scratched SP:Strong MV:Winded - Raucher: Hurt - Zarth: Battered >
emb

*Zarth* leaves north.

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

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

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

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

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

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

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

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

st
channel 'ice spike' h.dark
* HP:Scratched SP:Strong MV:Winded >
The Lord's Companion
The hustle and bustle of the dusty street is broken here, as the dusty
reality of Four Kings is broken by the idealized wonder of the Lord's
Companion. Lounging couches line the room below what appear to be
fancy paintings of women. A plush red carpet covers the floor, and a
narrow staircase climbs the east wall to the second floor, the balcony
of which is lined with doors.
[ obvious exits: S U ]
Zone: Four Kings
A woman is here, looking inviting in her silken dress.
Ack, you lost Raucher!
Ruby narrates 'they're 1w caem w gate'

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

* HP:Scratched SP:Strong MV:Winded >
u
st
channel 'ice spike' h.dark
Balcony Overlooking the Foyer
The ornate, though noticeably worn railing overlooks the foyer of this
old building. A sea of red fills the first floor where the women of the
establishment ply their trade to the tired, lonely merchants. Doors line
the balcony, no doubt leading into the private rooms of the brothel, and
down the staircase lies the foyer.
[ obvious exits: N D ]
Zone: Four Kings
Door north: Ornate
*Zarth* is standing here.

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


-
=
+
*Zarth* tries to slash you, but you deflect the blow.

*
*Zarth* tries to slash you, but you parry successfully.

*
+
=
-

-
*Zarth* panics, and attempts to flee!

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

* HP:Scratched SP:Good MV:Winded - Zarth: Beaten >
st
channel 'ice spike' h.dark

*Zarth* leaves down.

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

* HP:Scratched SP:Good MV:Winded >
d
c
k dark
The Lord's Companion
The hustle and bustle of the dusty street is broken here, as the dusty
reality of Four Kings is broken by the idealized wonder of the Lord's
Companion. Lounging couches line the room below what appear to be
fancy paintings of women. A plush red carpet covers the floor, and a
narrow staircase climbs the east wall to the second floor, the balcony
of which is lined with doors.
[ obvious exits: S U ]
Zone: Four Kings
*Zarth* is standing here.
A woman is here, looking inviting in her silken dress.

* HP:Scratched SP:Good MV:Winded >

*Zarth* tries to slash you, but you parry successfully.

* HP:Scratched SP:Good MV:Winded - Zarth: Beaten >
You do the best you can!

* HP:Scratched SP:Good MV:Winded - Zarth: Beaten >
channel 'earthquake'
You begin to weave the appropriate flows...


-
=
+
*
*
+
Ok.
The earth trembles and shivers beneath your feet..!
*Zarth* vibrates and is knocked about.
The finely dressed madam vibrates and is knocked about.

* HP:Scratched SP:Good MV:Winded - Zarth: Beaten >
channel 'earthquake'

Ruby narrates 'chased me in at beat. that was quick through a wvd'

* HP:Scratched SP:Good MV:Winded - Zarth: Beaten >


*Zarth* sends you sprawling with a powerful bash!

* HP:Scratched SP:Good MV:Winded - Zarth: Beaten >

The finely dressed madam tries to hit you, but you parry successfully.
*Zarth* slashes your right leg into bloody fragments!

* HP:Hurt SP:Good MV:Winded - Zarth: Beaten >

The finely dressed madam tries to hit you, but you parry successfully.
*Zarth* slashes your body into bloody fragments!
###back to spikes I think

* HP:Wounded SP:Good MV:Winded - Zarth: Beaten >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...

Cancelled.
You swiftly dodge the finely dressed madam's attempt to hit you.
*Zarth* tries to slash you, but you deflect the blow.
You begin to weave the appropriate flows...


-
=
+
*
*
+
=
-
A cavalry officer bellows 'Rally the forces, the dreadlords approach!'


-
You swiftly dodge the finely dressed madam's attempt to hit you.

=
You dodge a bash from *Zarth* who loses his balance and falls!
Ok.
Spikes of solid ice form in your hands, which you launch at *Zarth*.

* HP:Wounded SP:Fading MV:Winded - Zarth: Critical >
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


-
=
The finely dressed madam panics, and attempts to flee!

+
*
*
The finely dressed madam tries to hit you, but you dodge the attack.

+
=
*Vittak* has arrived from the south.

-

-
=

Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your icy spikes shred *Zarth*'s guts, causing his insides to flow outside.
*Zarth* is dead! R.I.P.
Your blood freezes as you hear *Zarth*'s death cry.
*Vittak* tries to slash you, but you parry successfully.

* HP:Wounded SP:Fading MV:Winded - Vittak: Hurt >
s

* HP:Wounded SP:Fading MV:Winded - Vittak: Hurt >
You barely strike *Vittak*'s right arm.
*Vittak* tries to slash you, but you deflect the blow.
The finely dressed madam tries to hit you, but you dodge the attack.
No way! You're fighting for your life!

* HP:Wounded SP:Fading MV:Winded - Vittak: Hurt >
g
get all corpse
f

*Vittak* gets a water skin from the corpse of Zarth.
*Vittak* gets the severed head of Starden the Human slain in Andor from the corpse of Zarth.
*Vittak* gets a dark pair of steel boots from the corpse of Zarth.
*Vittak* gets a pair of steel-plated greaves from the corpse of Zarth.
*Vittak* gets a belt hook from the corpse of Zarth.
*Vittak* gets a bronze belt of odd design from the corpse of Zarth.
*Vittak* gets a heron-marked greatsword from the corpse of Zarth.
*Vittak* gets a sungwood bracelet from the corpse of Zarth.
*Vittak* gets a sungwood bracelet from the corpse of Zarth.
*Vittak* gets a pair of steel-plated gauntlets from the corpse of Zarth.
*Vittak* gets a pair of steel-plated vambraces from the corpse of Zarth.
*Vittak* gets a backpack from the corpse of Zarth.
*Vittak* gets an earthen brown mantle from the corpse of Zarth.
*Vittak* gets a full metal helmet and visor from the corpse of Zarth.
*Vittak* gets a gold ring delicately carved with ivy from the corpse of Zarth.
*Vittak* gets a gold ring delicately carved with ivy from the corpse of Zarth.
*Vittak* gets an oilstone from the corpse of Zarth.

* HP:Wounded SP:Fading MV:Winded - Vittak: Hurt >
You get a thick, steel-plated breastplate from the corpse of Zarth.

* HP:Wounded SP:Fading MV:Winded - Vittak: Hurt >
You panic and attempt to flee!

nar rip zarth

(tic_timer): Tic in 7 seconds!
You flee head over heels.
Balcony Overlooking the Foyer
The ornate, though noticeably worn railing overlooks the foyer of this
old building. A sea of red fills the first floor where the women of the
establishment ply their trade to the tired, lonely merchants. Doors line
the balcony, no doubt leading into the private rooms of the brothel, and
down the staircase lies the foyer.
[ obvious exits: N D ]
Zone: Four Kings
Door north: Ornate
Ok.

* HP:Wounded SP:Fading MV:Winded >
d
s
The Lord's Companion
The hustle and bustle of the dusty street is broken here, as the dusty
reality of Four Kings is broken by the idealized wonder of the Lord's
Companion. Lounging couches line the room below what appear to be
fancy paintings of women. A plush red carpet covers the floor, and a
narrow staircase climbs the east wall to the second floor, the balcony
of which is lined with doors.
[ obvious exits: S U ]
Zone: Four Kings
The corpse of Zarth is lying here.
*Vittak* is standing here.
A woman is here, looking inviting in her silken dress.
*Vittak* tries to slash you, but you parry successfully.

* HP:Wounded SP:Fading MV:Winded - Vittak: Hurt >
No way! You're fighting for your life!

* HP:Wounded SP:Fading MV:Winded - Vittak: Hurt >
f
You panic and attempt to flee!


You flee head over heels.
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
Zone: Four Kings
The corpse of Reyne is lying here.
The corpse of Starden is lying here.
Aelarien the Tower Accepted is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
Raucher Rosen of the Queen's Guard is standing here, riding a bloodstock stallion.
A warhorse is here, stamping his feet impatiently.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

* HP:Wounded SP:Fading MV:Winded >
rel
c
k dark
c
k dark
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.860 seconds.
Ok.

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

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

* HP:Wounded SP:Fading MV:Winded >
c
k dark
c
k dark
They aren't here.

* HP:Wounded SP:Fading MV:Winded >
sc
They aren't here.

* HP:Wounded SP:Fading MV:Winded >
You have 175(280) hit and 68(146) movement points.
You have scored 98129605 experience points and 0 quest points.
You need 370395 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 18 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Wounded SP:Fading MV:Winded >

Aelarien stops riding a warhorse.

* HP:Wounded SP:Fading MV:Winded >

Aelarien leaves north.

* HP:Wounded SP:Fading MV:Winded >
dism
But you're not riding anything!

n
* HP:Wounded SP:Fading MV:Winded >
The Lord's Companion
The hustle and bustle of the dusty street is broken here, as the dusty
reality of Four Kings is broken by the idealized wonder of the Lord's
Companion. Lounging couches line the room below what appear to be
fancy paintings of women. A plush red carpet covers the floor, and a
narrow staircase climbs the east wall to the second floor, the balcony
of which is lined with doors.
[ obvious exits: S U ]
Zone: Four Kings
The corpse of Zarth is lying here.
Aelarien the Tower Accepted is here, fighting Vittak.
*Vittak* is here, fighting Aelarien.
A woman is here, looking inviting in her silken dress.
Ack, you lost Raucher!

* HP:Wounded SP:Fading MV:Winded >
emb
c
k dark
You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Fading MV:Winded >
You barely strike *Vittak*'s body.

* HP:Wounded SP:Fading MV:Winded - Aelarien: Scratched - Vittak: Hurt >

You barely strike *Vittak*'s left leg.
The finely dressed madam screams 'Eeek, a trolloc! Get me out of here!!!'
The finely dressed madam panics, and attempts to flee!
The finely dressed madam leaves up.

* HP:Wounded SP:Fading MV:Winded - Aelarien: Scratched - Vittak: Hurt >

*Vittak* panics, and attempts to flee!

st
channel 'ice spike' h.dark
* HP:Wounded SP:Fading MV:Winded - Aelarien: Scratched - Vittak: Hurt >

*Vittak* leaves up.

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

* HP:Wounded SP:Fading MV:Winded >
k dark
k dark
u
They aren't here.

k dark
* HP:Wounded SP:Fading MV:Winded >
They aren't here.
*Vittak* has arrived from above.

* HP:Wounded SP:Fading MV:Winded >
Balcony Overlooking the Foyer
The ornate, though noticeably worn railing overlooks the foyer of this
old building. A sea of red fills the first floor where the women of the
establishment ply their trade to the tired, lonely merchants. Doors line
the balcony, no doubt leading into the private rooms of the brothel, and
down the staircase lies the foyer.
[ obvious exits: N D ]
Zone: Four Kings
Door north: Ornate
A woman is here, looking inviting in her silken dress.

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

* HP:Wounded SP:Fading MV:Winded >
d
k dark
The Lord's Companion
The hustle and bustle of the dusty street is broken here, as the dusty
reality of Four Kings is broken by the idealized wonder of the Lord's
Companion. Lounging couches line the room below what appear to be
fancy paintings of women. A plush red carpet covers the floor, and a
narrow staircase climbs the east wall to the second floor, the balcony
of which is lined with doors.
[ obvious exits: S U ]
Zone: Four Kings
The corpse of Zarth is lying here.

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

* HP:Wounded SP:Fading MV:Winded >

*Vittak* has arrived from the south.

* HP:Wounded SP:Fading MV:Winded >
s
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
Zone: Four Kings
The corpse of Reyne is lying here.
The corpse of Starden is lying here.
Aelarien the Tower Accepted is standing here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
Raucher Rosen of the Queen's Guard is standing here, riding a bloodstock stallion.
A warhorse is here, stamping his feet impatiently.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

* HP:Wounded SP:Fading MV:Winded >
n
k dark

*Vittak* has arrived from the north.
Raucher pierces *Vittak*'s body.

* HP:Wounded SP:Fading MV:Winded >
The Lord's Companion
The hustle and bustle of the dusty street is broken here, as the dusty
reality of Four Kings is broken by the idealized wonder of the Lord's
Companion. Lounging couches line the room below what appear to be
fancy paintings of women. A plush red carpet covers the floor, and a
narrow staircase climbs the east wall to the second floor, the balcony
of which is lined with doors.
[ obvious exits: S U ]
Zone: Four Kings
The corpse of Zarth is lying here.

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

* HP:Wounded SP:Fading MV:Winded >
s
k dark
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
Zone: Four Kings
The corpse of Reyne is lying here.
The corpse of Starden is lying here.
*Vittak* is here, fighting Raucher.
Aelarien the Tower Accepted is standing here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
Raucher Rosen of the Queen's Guard is here, fighting Vittak, riding a bloodstock stallion.
A warhorse is here, stamping his feet impatiently.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.
*Vittak* panics, and attempts to flee!

* HP:Wounded SP:Fading MV:Winded >
You tickle *Vittak*'s body with your strike.

* HP:Wounded SP:Fading MV:Winded - Raucher: Hurt - Vittak: Hurt >
st
channel 'ice spike' h.dark
You begin to weave the appropriate flows...
Aelarien unleashes a flurry of icy spikes at *Vittak*, who is stabbed repeatedly.


*Vittak* leaves north.

-
=
+
n
k dark
*
Cancelled.
The Lord's Companion
The hustle and bustle of the dusty street is broken here, as the dusty
reality of Four Kings is broken by the idealized wonder of the Lord's
Companion. Lounging couches line the room below what appear to be
fancy paintings of women. A plush red carpet covers the floor, and a
narrow staircase climbs the east wall to the second floor, the balcony
of which is lined with doors.
[ obvious exits: S U ]
Zone: Four Kings
The corpse of Zarth is lying here.
*Vittak* is standing here.
Ack, you lost Raucher!

* HP:Wounded SP:Fading MV:Winded >
You tickle *Vittak*'s left hand with your strike.

* HP:Wounded SP:Fading MV:Winded - Vittak: Wounded >
u
*Vittak* tries to slash you, but you parry successfully.
You tickle *Vittak*'s body with your strike.
No way! You're fighting for your life!

* HP:Wounded SP:Fading MV:Winded - Vittak: Wounded >

*Vittak* panics, and attempts to flee!

k dark
* HP:Wounded SP:Fading MV:Winded - Vittak: Wounded >

Aelarien has arrived from the south.

k dark
* HP:Wounded SP:Fading MV:Winded - Vittak: Wounded >
k dark
You do the best you can!
You sense Aelarien is channeling saidar.

* HP:Wounded SP:Fading MV:Winded - Vittak: Wounded >
k dark
You do the best you can!

* HP:Wounded SP:Fading MV:Winded - Vittak: Wounded >
k dark
You do the best you can!
*Vittak* leaves south.

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

* HP:Wounded SP:Fading MV:Winded >
k dark
They aren't here.

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

* HP:Wounded SP:Fading MV:Winded >
s
k dark
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
Zone: Four Kings
The corpse of Reyne is lying here.
The corpse of Starden is lying here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
Raucher Rosen of the Queen's Guard is standing here, riding a bloodstock stallion.
A warhorse is here, stamping his feet impatiently.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

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

* HP:Wounded SP:Fading MV:Winded >

Aelarien has arrived from the north.

* HP:Wounded SP:Fading MV:Winded >
5
[ride 2.horse]
You start riding him.

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

* R HP:Wounded SP:Fading MV:Winded >
They aren't here.
Aelarien rolls her eyes...sheesh!..

* R HP:Wounded SP:Fading MV:Winded >
scan e

Raucher narrates 'vittak dlined west'

* R HP:Wounded SP:Fading MV:Winded >
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Wounded SP:Fading MV:Winded >
scan w

Aelarien starts riding a warhorse.

* R HP:Wounded SP:Fading MV:Winded >

* R HP:Wounded SP:Fading MV:Winded >
w
Junction of the Caemlyn and Lugard Roads
Stalled wagons and carts tighten the road here at the heart of Four
Kings. High upon the side of the building on the southeast corner of the
intersection a sign proclaims the road leading off to the south to be
the Lugard Highway, easily as wide as the Caemlyn Road which runs in
between the festive establishments of town, even if not quite so busy.
[ obvious exits: E S W ]
Zone: Four Kings
An embossed leather water flask lies forgotten here.
A juicy looking apple has fallen to the ground.
A black pair of soft, silver-tooled boots lie on the ground.
A skirt forms a pool of fabric here.
A soft leather pouch has been discarded here.
A breathtakingly gorgeous silver belt studded with sapphires lies here.
A simple staff, well made for combat, lies here.
A thin pair of exceptionally dark gloves sit here.
A blue fringed shawl embroidered with vines and a white teardrop lies here.
A bundle of satin lies in a pile.
A small scrap of fine linen was dropped here.
The corpse of an Illianer steed is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Raucher has arrived from the east, riding a bloodstock stallion.

* R HP:Wounded SP:Fading MV:Winded >

Aelarien has arrived from the east, riding a warhorse.

* R HP:Wounded SP:Fading MV:Winded >

Aelarien leaves west riding a warhorse.

rel
* R HP:Wounded SP:Fading MV:Winded >
Ok.

* R HP:Wounded SP:Fading MV:Winded >
nar im tapped
Ok.

* R HP:Wounded SP:Fading MV:Winded >
whe
Players in your Zone
--------------------
Ruby - The Caemlyn Road
Raucher - Junction of the Caemlyn and Lugard Roads
Ryver - Junction of the Caemlyn and Lugard Roads

* R HP:Wounded SP:Fading MV:Winded >



####Later find zarth tracks heading down from gap to spine and follow into a bunch. I thought I might find some smobbers but underestimated how quickly they would put the pain on me.


* R HP:Healthy SP:Bursting MV:Strong >
d
w
Near the Boulders
The large pile of boulders to the west is about the only distinguishing
feature to this area. To the north a hill rises and the going looks tough.
Scrub oak and brush line what could be called a path here. Off to the east
the Spine of the World can just be seen past the hills.
[ obvious exits: W U ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Strong >
Pile of Boulders
Stacked here in what looks like some sort of pattern are a pile of huge
boulders. No marks can be seen on them and they look almost completely
round. The grass, weeds and bushes here have left a span-wide space around
the pile where nothing grows. The areas seems completely devoid of life.
[ obvious exits: N E S ]
Zone: Rocky Foothills
Door north: boulder
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Skarnag* is standing here.
*Skarnag* tries to crush you, but you parry successfully.

* R HP:Healthy SP:Bursting MV:Strong - Skarnag: Wounded >
trt
You strike *Skarnag*'s body.
*Skarnag* tries to crush you, but you parry successfully.
[track trolloc]
No way! You're fighting for your life!

* R HP:Healthy SP:Bursting MV:Strong - Skarnag: Wounded >
emb
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Bursting MV:Strong - Skarnag: Wounded >
weath

You barely tickle *Skarnag*'s body with your strike.
*Skarnag* tries to crush you, but you parry successfully.

* R HP:Healthy SP:Bursting MV:Strong - Skarnag: Wounded >
The temperature is about 40 degrees.
The sky is cloudy, and a fair wind comes from the north.

* R HP:Healthy SP:Bursting MV:Strong - Skarnag: Wounded >

You tickle *Skarnag*'s left hand with your strike.

* R HP:Healthy SP:Bursting MV:Strong - Skarnag: Wounded >
channel 'ice spikes' h.dark

*Skarnag* sends you sprawling with a powerful bash!

* R HP:Scratched SP:Bursting MV:Strong - Skarnag: Wounded >

*Skarnag* crushes your head into bloody fragments!
*Zarth* has arrived from the north.

* R HP:Hurt SP:Bursting MV:Strong - Skarnag: Wounded >

*Zarth* slashes your left hand into bloody fragments!

* R HP:Hurt SP:Bursting MV:Strong - Skarnag: Wounded >

*Malal* has arrived from the north.
*Malal* gets a cup of thready brown tea from a backpack.

* R HP:Hurt SP:Bursting MV:Strong - Skarnag: Wounded >
f

*Shzrei* blasts your left leg into bloody fragments!

* R HP:Wounded SP:Bursting MV:Strong - Skarnag: Wounded >


*Shzrei* blasts your body into bloody fragments!
*Zarth* slashes your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
*Skarnag* crushes your body into bloody fragments!

You flee head over heels.
Near the Boulders
The large pile of boulders to the west is about the only distinguishing
feature to this area. To the north a hill rises and the going looks tough.
Scrub oak and brush line what could be called a path here. Off to the east
the Spine of the World can just be seen past the hills.
[ obvious exits: W U ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
Nobody here by that name.

* R HP:Battered SP:Bursting MV:Strong >
Pile of Boulders
Stacked here in what looks like some sort of pattern are a pile of huge
boulders. No marks can be seen on them and they look almost completely
round. The grass, weeds and bushes here have left a span-wide space around
the pile where nothing grows. The areas seems completely devoid of life.
[ obvious exits: N E S ]
Zone: Rocky Foothills
Door north: boulder
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Malal* is standing here.
*Shzrei* is standing here.
*Zarth* is standing here.
*Skarnag* is standing here.
*Malal* tries to blast you, but you parry successfully.



###ah my old friend double flee

* R HP:Battered SP:Bursting MV:Strong - Malal: Healthy >
not

*Zarth* leaves east.
*Skarnag* leaves east.

* R HP:Battered SP:Bursting MV:Strong - Malal: Healthy >
You start paying increased attention to your surroundings.

* R HP:Battered SP:Bursting MV:Strong - Malal: Healthy >
f
You panic and attempt to flee!


You flee head over heels.
Near the Boulders
The large pile of boulders to the west is about the only distinguishing
feature to this area. To the north a hill rises and the going looks tough.
Scrub oak and brush line what could be called a path here. Off to the east
the Spine of the World can just be seen past the hills.
[ obvious exits: W U ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Skarnag* is standing here.
*Zarth* is standing here.
*Shzrei* is standing here.
*Zarth* tries to slash you, but you parry successfully.
*Shzrei* leaves west.
*Skarnag* leaves west.

* R HP:Battered SP:Bursting MV:Strong - Zarth: Battered >
u

You barely tickle *Zarth*'s head with your strike.
*Zarth* tries to slash you, but you parry successfully.

* R HP:Battered SP:Bursting MV:Strong - Zarth: Battered >
e
No way! You're fighting for your life!

* R HP:Battered SP:Bursting MV:Strong - Zarth: Battered >

*Skarnag* has arrived from the west.
*Malal* has arrived from the west.
*Malal* blasts your left leg into bloody fragments!
You panic and attempt to flee!

f

(tic_timer): Tic in 7 seconds!
u
u
You flee head over heels.
Pile of Boulders
Stacked here in what looks like some sort of pattern are a pile of huge
boulders. No marks can be seen on them and they look almost completely
round. The grass, weeds and bushes here have left a span-wide space around
the pile where nothing grows. The areas seems completely devoid of life.
[ obvious exits: N E S ]
Zone: Rocky Foothills
Door north: boulder
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
Near the Boulders
The large pile of boulders to the west is about the only distinguishing
feature to this area. To the north a hill rises and the going looks tough.
Scrub oak and brush line what could be called a path here. Off to the east
the Spine of the World can just be seen past the hills.
[ obvious exits: W U ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Malal* is standing here.
*Skarnag* is standing here.
*Shzrei* is standing here.
*Zarth* is standing here.
A rat has arrived from the west.
*Shzrei* leaves up.
*Skarnag* leaves up.
*Malal* leaves up.

e
* R HP:Beaten SP:Bursting MV:Strong >
Pile of Boulders
Stacked here in what looks like some sort of pattern are a pile of huge
boulders. No marks can be seen on them and they look almost completely
round. The grass, weeds and bushes here have left a span-wide space around
the pile where nothing grows. The areas seems completely devoid of life.
[ obvious exits: N E S ]
Zone: Rocky Foothills
Door north: boulder
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

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

#at this point I don't really know this zone so I was guessing about where I was. the double flee disoriented me and ds probably should have got me right here.

* R HP:Beaten SP:Bursting MV:Strong >
Near the Boulders
The large pile of boulders to the west is about the only distinguishing
feature to this area. To the north a hill rises and the going looks tough.
Scrub oak and brush line what could be called a path here. Off to the east
the Spine of the World can just be seen past the hills.
[ obvious exits: W U ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
*Zarth* is standing here.

e
* R HP:Beaten SP:Bursting MV:Strong >
Alas, you cannot go that way...
*Zarth* leaves west.

* R HP:Beaten SP:Bursting MV:Strong >
u
A Steep Incline
Up and down are the only ways to go here. Rocks slide down the incline and
the footing is quite treacherous. Off to either side is a steep drop-off
making this look more like a ramp than a hill. Below and to the east a
dried streambed can be seen with the Spine looming farther to the east.
[ obvious exits: U D ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Malal* is standing here.
*Skarnag* is standing here.
*Shzrei* is standing here.

e
* R HP:Beaten SP:Bursting MV:Strong >

*Skarnag* leaves down.
*Malal* leaves down.

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

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

* R HP:Beaten SP:Bursting MV:Strong >
u

*Zarth* has arrived from below.

u
* R HP:Beaten SP:Bursting MV:Strong >
Top of an Incline
South of you drops an extremely steep incline but seems to be the only way
south of here. To the east this faint path curves again to the north. The
hills form a wall here blocking any movement to the west or the north.
Small scrub and twisted brush tug at you as you pass.
[ obvious exits: E D ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat has arrived from below.

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

* R HP:Beaten SP:Bursting MV:Strong >
ee
ee
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 62.559 seconds.
Arglebargle, glop-glyf!?!
*Zarth* has arrived from below.

ee
* R HP:Beaten SP:Full MV:Strong >
Arglebargle, glop-glyf!?!

* R HP:Beaten SP:Full MV:Strong >
Arglebargle, glop-glyf!?!


## def should have caught me here quicker

not
* R HP:Beaten SP:Full MV:Strong >
You stop paying increased attention to your surroundings.
*Zarth* tries to slash you, but you deflect the blow.

* R HP:Beaten SP:Full MV:Strong - Zarth: Battered >
f
u
e
You panic and attempt to flee!

f <--- oops
You flee head over heels.
In a Dried Streambed
Crossing a dried streambed here littered with stones, twigs and what looks
a lot like bones. Brambles and low hanging trees block passage up and down
the streambed. The dried mud you can see through the rubbish scattered
around gives you the impression that water comes not often here.
[ obvious exits: N W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
Alas, you cannot go that way...

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

* R HP:Beaten SP:Full MV:Strong >
At the Rock Wall
A path from the south seems to almost dead end into a rock wall here. The
wall is relatively low but too high to hop over and too smooth to climb.
Whatever it is it seems very old. The wall stretches off to the west and to
the east you can see corner in this feature.
[ obvious exits: E S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Beaten SP:Full MV:Strong >
n
Corner of the Rock Wall
This odd wall turns abruptly here to the north and the west. The means of
construction of this wall leaves no clue to its origin, but the quality of
it given its age seems important. Piled at it's base are stone chips that
have weathered off it's face but it remains mostly smooth and looks sturdy.
[ obvious exits: N W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Beaten SP:Full MV:Strong >
n
Along the Wall
You are passing along this odd wall that looks almost like it was grown out
of the earth. If it wasn't so straight you could almost believe it was a
piece of the earth. Just north the wall ends and to the south it goes
around a corner to the west. It's obviously very old but seems almost
untouched by time.
[ obvious exits: N S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Beaten SP:Full MV:Strong >
End of the Rock Wall
A strange rock wall comes to an end here where it has apparently crumbled
into a gully where the ground underneath it had been eroded. There is a
faint trail going east along this gully and southward along the wall. The
walls of the gully are too steep to climb down safely.
[ obvious exits: E S W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
Overlooking a Gully
A steep incline here to the north drops down into a gully that seems to
have eaten right through the hills. You cannot go down into the gully here
because of how steep it is. Off to the west, there is what looks like the
beginning of a low wall, perhaps two spans high.
[ obvious exits: E S W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black wolf growls loudly, poised to leap.

* R HP:Beaten SP:Full MV:Strong >
s
s
s
Off the Path
Northwards there is a faint path heading to the east and west. The weeds
are trampled here, as if many people have rested here, some recently. There
are animal bones and others that are definitely not animal bones scattered
aroud on the ground. Someone had a feast.
[ obvious exits: N E S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black wolf growls loudly, poised to leap.

* R HP:Beaten SP:Full MV:Strong >
s
Along the Hills
To the west, hills stretch as far as can be seen, barring the way. To the
southeast is a particularly large hill that forces travel around it. The
ground here is quite dry and a bit dusty. The vegetation that does grow
here is stunted and twisted in shape.
[ obvious exits: N E S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black wolf growls loudly, poised to leap.

* R HP:Beaten SP:Full MV:Strong >
s
Between the Tall Hills
Hills rise up on both sides both hiding you and obstructing any hope of a
view. The passage between the hills is narrow here. There is no apparent
way to climb the hills on either side so it's either north or south to get
through this dry and fairly desolate area.
[ obvious exits: N S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Beaten SP:Full MV:Strong >
Hollow in the Hills
In a small depression here, the hills and ridges rise round you. These form an
almost perfect bowl here sheltering you from the weather. At one time there
must have been water indicated by the dry cracked ground at the bottom of this
depression but that was a long time past.
[ obvious exits: N E S W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
Next to a Small Hill
To the east rises a small hill surrounded by impassable brush. Over the
hill to the east you can see the shapes of the Spine of the World rising,
truly a massive sight. The only way to go is south through the bushes or
north through a shallow depression. The vegetation dried and stunted as it
is, blocks passage in all other directions.
[ obvious exits: N S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
s
Edge of the Brush
You are standing outside a group of bushes. Some animal droppings are
scattered around here. If two legged creatures do not travel this place
often it is certainly well traveled by furry critters. Passage is possible
north along a small hill and west back into the brush.
[ obvious exits: N W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten SP:Full MV:Strong >
s
Center of the Brush
It is quiet here, hardly a sound can be heard from any of the animal life
if there is any in this area. It is slightly dusty here and not very well
traveled. The foliage on the trees is sparse and the branches twisted and
gnarled. This area could do with a good rain.
[ obvious exits: N E S ]
Zone: Rocky Foothills
A green-leafed herb grows here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Beaten SP:Full MV:Strong >
North of a Path
The dust from the area appears to have all collected here. The foliage is
covered with a thick layer and the grass, if there is any, has been
completely immersed. It doesn't seem the faint path to the south would
generate enough traffic to make all this dust.
[ obvious exits: N S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A large plains lion stalks the grasslands looking for prey.

* R HP:Beaten SP:Full MV:Strong >
Bend in a Faint Path
The path twists off to the south and west here. To the southwest there is a
large hill and its size forces all travel around it. The path is bordered
by scrub oak and thick grass and any travel off the path seems to be
impossible. To the east the Spine of the World can be seen.
[ obvious exits: N S W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Strong >
s
s
Path along a Hill
This small indistinct game trail runs directly north and south. Straight
off to the west rises a large hill. Its bulk dominates the area and forces
travel around it. Some rocks and dirt can be heard sliding down the hill,
likely dislodged by the hillside's smaller inhabitants.
[ obvious exits: N S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten SP:Full MV:Strong >
Twist in a Narrow Path
This narrow path curves around a large hill and continues to the north and
the west. The stunted trees give way to scrub oak and bushes climbing the
hill. Chattering animals can be heard among the rocks lining the path and
occasionally some of the small critters can be seen.
[ obvious exits: N S W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Beaten SP:Full MV:Strong >
Around a Large Hill
To the south this faint path enters a narrow gully. There is a large hill
north of you and the path curves around it to the east. The trees here are
short and somewhat stunted and low branches make following this path
difficult. It seems very quiet here and the woods are devoid of life.
[ obvious exits: E S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Beaten SP:Full MV:Strong >
Above a Valley
To the south a valley opens, mostly round in shape. This small gully
continues on to the north. This seems to be a common path for animals and
others whose tracks you do not recognize. The walls here are rather steep
and north or south are the only directions possible.
[ obvious exits: N S ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Beaten SP:Full MV:Strong >
s
s
Top of a Rocky Valley
The valley floor rises here towards the rim. Farther to the south is the
bottom of this area that looks like a crater. The walls funnel you towards
the north and this appears to be the only exit from this valley heading
north. Off to some small stones can be heard tumbling down the cliff side.
[ obvious exits: N S W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
In the Rocky Valley
The valley is quite wide here and is unusually deep for this area. It seems
almost unnatural. The jagged hills around this valley give the impression
of a giant crater. To the north the valley opens further. To the east a
rock ledge can barely be seen on the hillside.
[ obvious exits: N S W ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
A Broadening Ravine
Here the ravine is quite wide with dusty hills on either side. To the east
on the hill you can see a huge pile of brush that is almost solid it's so
dense. Farther north you see the ravine opening more. The ground here is
packed from game traveling the area.
[ obvious exits: N S W U ]
Zone: Rocky Foothills
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
s
w
On a Path
To the north rises a large hill. A dusty path winds west and south from
here. Rugged foothills stretch far to the south along the maountain range
known as the Spine of the World.
[ obvious exits: N S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten SP:Full MV:Tiring >
Far North in the Rugged Hills
For a great distance southeast the Spine of the World stands proud and
functions as a gateway between the Waste beyond the mountains and the world
of the so-called wetlanders in the west. This is so far north that the end
of the Spine isn't far to the east. There is a small path here leading east
and north between the rugged hills.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten SP:Full MV:Tiring >
The Mouth of a Gorge
Like a dried-out river this gorge cuts through the hills as if they were
butter. The gap between the hillwalls on the eastern and western side of
the gorge is about fifteen feet and it's easy to get claustrophobic.
Popular legend whispers there is a gorge deep within these rugged hills
that crushes people that try to pass through it. The landscape is harsh
enough that the scratches and formations in it resemble bones.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.
A brown sandsnake is lying on the ground, looking for prey.

* R HP:Beaten SP:Full MV:Tiring >
In a Small Valley
Winds and rains over centuries have carved and ripped up the soil to make
the rugged hills all around but still they are as powerful as at the
world's first sunrise. The awesome power of nature shows itself in its full
glory here, deep within the rugged hills.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
w
s
A Small Valley
The distant cry of an eagle echoes between the large, rugged hills and
spreads quickly to all the nearby lands for all to hear. The climate among
these giant towers of grass and dry soil is far too rough for most animals
but the eagle, the supreme hunter of the sky, survives by killing what is
weak and fragile.
[ obvious exits: E S ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Beaten SP:Full MV:Tiring >
The Western Hills
Civilization is nowhere in sight. The rugged hills and grassy plain have
long overrun anything that may have once been standing here, Nature
reclaiming its own over time. Hill after hill rises in a dizzying display
to create a maze of dirt and dry grass.
[ obvious exits: N E S ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Beaten SP:Full MV:Tiring >
Between Two Hills
Two large hills towers up to the north and the south. Their surface looks
quite dead. The little grass that still grows on them is shriveled and
crackling from drought. This is indeed the land that the lord of the
weather forgot. The lack of water can do some wierd stuff to a landscape
and these rugged hills are beginning to transform into something else.
[ obvious exits: N S ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Beaten SP:Full MV:Tiring >
s
The Western Hills
Green trees grow not far from the hills to the west and the grass stretches
endlessly westward. Among these hills the grass is shriveled and dried up.
In the far east one can see some mountains. The forest is west and the
hills continue north and south.
[ obvious exits: N S W ]
Zone: Along the Spine of the World
Door west: branches
A warhorse is here, stamping his feet impatiently, being ridden by you.
A gopher pokes his head up, sniffing the air warily.

* R HP:Beaten SP:Full MV:Tiring >
A Small Path Around a Rugged Hill
A dry, abandoned bird's nest of broken twigs lies on the ground, eggshell
fragments littering it. The hills are crisp and brown with drought. A path
winds around the hill before correcting to a more direct north to south
direction.
[ obvious exits: N S ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
A Small Path Over the Hill
The path is quite narrow and treacherous, coming close to the edge where
the soil crumbles away under the slightest pressure. The rotting corpse of
a mare is splattered on the ground some hundred feet down the hillside, a
past victim of the unsure footing.
[ obvious exits: N E ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
rel
Ok.

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

* R HP:Beaten SP:Full MV:Tiring >
stat
e
You are a 83 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 3.5 lbs and wearing 17.7 lbs, peanuts. MUD BMI: 0.361.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 119, Dodging bonus: 139, Parrying bonus: 159. Total Defence: 298
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

e
* R HP:Beaten SP:Full MV:Tiring >
Before a Small Cave
To the south there is a small cave leading into a large hill. The opening
isn't very big, barely tall enough to walk through without having to bend
over. The darkness in the cave makes it impossible to make anything out of
the interior a few bones are thrown on the ground outside. There is a path
leading around the hill west and east while the cave is south.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
Passing Through a Gap Between Two Hills
Two giant hills suddenly open up into a large gorge. A small path leads
between them and the loose soil on the surface of the mountain walls make
them impossible to climb. There are also ways south and west.
[ obvious exits: N S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.
A brown sandsnake is lying on the ground, looking for prey.

* R HP:Beaten SP:Full MV:Tiring >
s
s
Deep Among the Rugged Hills
Centuries of wind and rain have sculpted these soft hills, grass covering
their surfaces with a slick green. The hills block many directions and not
all of them are climbable, but there are possible ways through them to the
north, east and south.
[ obvious exits: N E S ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
s
On Top of a Rugged Hill
The Spine of the World stretches endlessly to the east. It separates the
Aiel Waste from the lands in the west and forms a barrier between two
totally different cultures. The terrain in the foothills is rugged, but a
path leads north and south.
[ obvious exits: N S ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here, watching.

* R HP:Beaten SP:Full MV:Tiring >
Around a Large Hill
The faint sound of the wind hitting the large hills as it sweeps in from
the Aiel Waste and Spine of the World in the far southeast echoes through
the hills. Large caves in the hillside have formed in some places where the
wind passes. Tones can be heard from some of the caves when the wind dives
into them and the wind also carries sounds from far away among the hills.
[ obvious exits: N S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Full MV:Tiring >
s
w
In the Rugged Hills
The monotonous climbing up, down and over the hills wears on the most
hardened muscles with tremendous effort. A harsh dry heat blankets all
surfaces as it sucks moisture from everything possible, making even the
rocks hiss and sizzle.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Beaten SP:Full MV:Tiring >
In the Rugged Hills
Large rugged hills stretch as far as the eye can see in all directions. A
small farm road leads to the west to a farmstead that lies in the distance.
It is possible to travel in all directions, further into the unrelenting
hills that form the Spine of the World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently, being ridden by you.
Moving with deadly grace, a huge cat watches you carefully.

s
* R HP:Beaten SP:Full MV:Tiring >
Your mount is too exhausted.
#gah

* R HP:Beaten SP:Full MV:Tiring >
Your mount is too exhausted.

* R HP:Beaten SP:Full MV:Tiring >
s
Your mount is too exhausted.

* R HP:Beaten SP:Full MV:Tiring >
dism
lh
lead horse
You stop riding him.

* HP:Beaten SP:Full MV:Tiring >
e
You start leading him.
A warhorse starts following you.

* HP:Beaten SP:Full MV:Tiring >
In the Rugged Hills
The monotonous climbing up, down and over the hills wears on the most
hardened muscles with tremendous effort. A harsh dry heat blankets all
surfaces as it sucks moisture from everything possible, making even the
rocks hiss and sizzle.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
Ack, you lost a warhorse!

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

* HP:Beaten SP:Full MV:Tiring >
w
In the Rugged Hills
Large rugged hills stretch as far as the eye can see in all directions. A
small farm road leads to the west to a farmstead that lies in the distance.
It is possible to travel in all directions, further into the unrelenting
hills that form the Spine of the World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A warhorse is here, stamping his feet impatiently.
Moving with deadly grace, a huge cat watches you carefully.

* HP:Beaten SP:Full MV:Tiring >
fresh
channel 'refresh'
You begin to weave the appropriate flows...


-
=
+
*
*Zarth* has arrived from the north.
*Skarnag* has arrived from the north.
*Skarnag* tries to crush you, but you deflect the blow.
#still wondering if I have time to get away with the fresh
*Zarth* tries to slash you, but you deflect the blow.

*
+
=
A huge mountain lion tickles Shzrei's body with her hit.
A huge mountain lion tickles Shzrei's left arm with her hit.
*Zarth* tries to slash you, but you parry successfully.
*Skarnag* tries to crush you, but you dodge the attack.

-
f
#nah
-
Cancelled.
You panic and attempt to flee!


You flee head over heels.
On a Hillside
The terrain provides little to support any life. Only the most hearty of
beasts and plants make their home here. The rugged hills are everywhere,
and to the east are the stony spires of the Spine of the World.
[ obvious exits: E S ]
Zone: Along the Spine of the World

* HP:Battered SP:Full MV:Tiring >
e

*Zarth* has arrived from the south.

* HP:Battered SP:Full MV:Tiring >
Around a Large Hill
The faint sound of the wind hitting the large hills as it sweeps in from
the Aiel Waste and Spine of the World in the far southeast echoes through
the hills. Large caves in the hillside have formed in some places where the
wind passes. Tones can be heard from some of the caves when the wind dives
into them and the wind also carries sounds from far away among the hills.
[ obvious exits: N S W ]
Zone: Along the Spine of the World

s
* HP:Battered SP:Full MV:Tiring >
In the Rugged Hills
The monotonous climbing up, down and over the hills wears on the most
hardened muscles with tremendous effort. A harsh dry heat blankets all
surfaces as it sucks moisture from everything possible, making even the
rocks hiss and sizzle.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

e
* HP:Battered SP:Full MV:Tiring >
Among the Rugged Hills
A harsh dry heat sucks all moisture from anything it touches, leaving
nothing but parched air in its wake. The hills shimmer with hot air, giving
an illusion of undulating light over the ground.
[ obvious exits: S W ]
Zone: Along the Spine of the World
A long scaled lizard with large horns searches for food with its forked tongue.
A brown sandsnake is lying on the ground, looking for prey.

* HP:Battered SP:Full MV:Tiring >
s
e
The Southern End of the Rugged Hills
Clouds cloak the upper reaches of these hills, giving the illusion that
they're touchable to anyone climbing just a bit higher into them. Though
formidable in height, the hills are nothing compared to the Spine of the
World which rises regally along the eastern horizon.
[ obvious exits: N E ]
Zone: Along the Spine of the World

s
* HP:Battered SP:Full MV:Winded >
Alongside the Spine of the World
To the east some foothills push aside the mighty mountains of the largest
rock formation known, the Spine of the World. Many animals that cannot live
in the Spine itself have moved to these foothills and many stay permanently
since the rugged hills beyond have little to offer. The foothills are east
while some hills are west and south.
[ obvious exits: E S W ]
Zone: Along the Spine of the World

s
* HP:Battered SP:Full MV:Winded >
Alongside the Spine of the World
A narrow passage between two rugged hills gives just enough room to squeeze
through. The soil in the hills where this passage has been carved looks
loose, and a mound of dirt looks like the result of a recent minor
landslide. The passage stretches from north to south.
[ obvious exits: N S ]
Zone: Along the Spine of the World
A long scaled lizard with large horns searches for food with its forked tongue.

* HP:Battered SP:Full MV:Winded >
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World

* HP:Battered SP:Full MV:Winded >
w
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.



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

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

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

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

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

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

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

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

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

* HP:Battered SP:Full MV:Winded >
Players in your Zone
--------------------
Ryver - A Small Pond Between Two Hills

* HP:Battered SP:Full MV:Winded >
whe
c
k dark
Players in your Zone
--------------------
Ryver - A Small Pond Between Two Hills

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

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

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

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

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

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

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

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

* HP:Battered SP:Full MV:Winded >
whe
sc
Players in your Zone
--------------------
Ryver - A Small Pond Between Two Hills

* HP:Battered SP:Full MV:Winded >
You have 87(280) hit, 155(156) saidar and 59(146) movement points.
You have scored 98132177 experience points and 0 quest points.
You need 367823 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Battered SP:Full MV:Winded >

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

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

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

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

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

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

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

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

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

* HP:Battered SP:Full MV:Winded >
whe
Players in your Zone
--------------------
Ryver - A Small Pond Between Two Hills

* HP:Battered SP:Full MV:Winded >
c
k dark
c
k dark
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 62.668 seconds.
They aren't here.

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

* HP:Battered SP:Full MV:Tiring >
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

* HP:Battered SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Ryver - A Small Pond Between Two Hills

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

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

* HP:Battered SP:Full MV:Tiring >
nar 5ish trolls spine east of cairhien
Ok.

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

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

* HP:Battered SP:Full MV:Tiring >
sc
You have 98(280) hit, 154(156) saidar and 78(146) movement points.
You have scored 98132177 experience points and 0 quest points.
You need 367823 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

whe
* HP:Battered SP:Full MV:Tiring >
Players in your Zone
--------------------
Ryver - A Small Pond Between Two Hills

* HP:Battered SP:Full MV:Tiring >

*Skarnag* has arrived from the west.

* HP:Battered SP:Full MV:Tiring >
sc
You have 98(280) hit, 154(156) saidar and 78(146) movement points.
You have scored 98132177 experience points and 0 quest points.
You need 367823 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

c
k dark
* HP:Battered SP:Full MV:Tiring >
You barely strike *Skarnag*'s right hand.

* HP:Battered SP:Full MV:Tiring - Skarnag: Wounded >
f
A graceful warder joins your fight!
A graceful warder joins a graceful warder's fight!
An Aes Sedai joins a graceful warder's fight!
You panic and attempt to flee!


You flee head over heels.
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World

* HP:Battered SP:Full MV:Tiring >
w
st
channel 'ice spike' h.dark
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
*Skarnag* is here, fighting a graceful warder.
A graceful warder is here, fighting Skarnag.
A graceful warder is here, fighting Skarnag.
An Aes Sedai is here, fighting Skarnag.

* HP:Battered SP:Full MV:Winded >

*Skarnag* panics, and attempts to flee!

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


-
*Skarnag* tries to crush a graceful warder, but he deflects the blow.
*Skarnag* crushes a graceful warder's left arm into bloody fragments!
*Skarnag* crushes an Aes Sedai's left leg very hard.
An Aes Sedai barely slashes Skarnag's right leg.
A graceful warder barely tickles Skarnag's right foot with his slash.
A graceful warder tickles Skarnag's left arm with his slash.
*Skarnag* leaves west.

=
+
*
*
+
*Malal* has arrived from the south.

=
-

-
=
Your target is no longer here!

* HP:Battered SP:Full MV:Winded >

*Skarnag* has arrived from the west.

* HP:Battered SP:Full MV:Winded >
s

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

* HP:Battered SP:Full MV:Winded - Skarnag: Wounded >
No way! You're fighting for your life!
*Malal* tries to blast you, but you parry successfully.

* HP:Battered SP:Full MV:Winded - Skarnag: Wounded >
f
You panic and attempt to flee!


You flee head over heels.
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World

* HP:Battered SP:Full MV:Winded >
s
In the Rugged Hills
The rugged hills extend to the north, east and west. The way south is
blocked by a huge boulder. In the eastern distance the Spine of the World
dominates the horizon.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Battered SP:Full MV:Winded >
w
Some Smaller Hills
Smaller The hills surounds you and the slope of a nearby hill There are
also some faint tracks in the soil of smaller animals, like goats and
bucks. hills are larger to the north but start to disappear to the
southwest, where larger plains take over.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Battered SP:Full MV:Winded >
n
st
channel 'ice spike' h.dark
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
A muddy pond is here, dark waters broken by an occasional bubble.
A sandsnake is here, fighting Malal.
*Skarnag* is here, fighting an Aes Sedai.
*Malal* is here, fighting a sandsnake.
A graceful warder is here, fighting Malal.
A graceful warder is here, fighting Skarnag.
An Aes Sedai is here, fighting Skarnag.
*Malal* sends you sprawling with a powerful bash!
You panic and attempt to flee!
*Skarnag* panics, and attempts to flee!


*Skarnag* leaves south.


A graceful warder tickles Malal's head with his slash.
A graceful warder joins a graceful warder's fight!
An Aes Sedai joins a graceful warder's fight!
*Malal* blasts a sandsnake's head into bloody fragments!
A sandsnake barely tickles Malal's body with its hit.

You flee head over heels.
Some Smaller Hills
Smaller The hills surounds you and the slope of a nearby hill There are
also some faint tracks in the soil of smaller animals, like goats and
bucks. hills are larger to the north but start to disappear to the
southwest, where larger plains take over.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
*Skarnag* is standing here.
You begin to weave the appropriate flows...


-
=
+
*

*Skarnag* leaves north.

*
+
=
*Skarnag* has arrived from the north.

-
*Skarnag* tries to crush you, but you parry successfully.


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

* HP:Battered SP:Strong MV:Winded - Skarnag: Battered >
f
You panic and attempt to flee!


*Skarnag* leaves east.


Your blood freezes as you hear something's death cry.
You flee head over heels.
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
A brown sandsnake is lying on the ground, looking for prey.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

* HP:Battered SP:Strong MV:Winded >
c
k dark

A sandsnake tries to hit you, but you deflect the blow.

c
k dark
* HP:Battered SP:Strong MV:Winded - a sandsnake: Hurt >
They aren't here.

* HP:Battered SP:Strong MV:Winded - a sandsnake: Hurt >
They aren't here.

* HP:Battered SP:Strong MV:Winded - a sandsnake: Hurt >

*Skarnag* has arrived from the south.

* HP:Battered SP:Strong MV:Winded - a sandsnake: Hurt >

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

* HP:Battered SP:Strong MV:Winded - a sandsnake: Hurt >

You try to strike a sandsnake, but it dodges the attack.
An Aes Sedai tickles Skarnag's left leg with her slash.
*Skarnag* panics, and attempts to flee!
A sandsnake tries to hit you, but you deflect the blow.

* HP:Battered SP:Strong MV:Winded - a sandsnake: Hurt >
f
You panic and attempt to flee!


*Skarnag* leaves south.


You flee head over heels.
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World

* HP:Battered SP:Strong MV:Winded >
w
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
A brown sandsnake is lying on the ground, looking for prey.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.
*Malal* has arrived from the west.

c
k dark
* HP:Battered SP:Strong MV:Winded >
c
k dark
You barely strike *Malal*'s head.

* HP:Battered SP:Strong MV:Winded - Malal: Hurt >
You do the best you can!

* HP:Battered SP:Strong MV:Winded - Malal: Hurt >
f
You panic and attempt to flee!


You flee head over heels.
Some Smaller Hills
Smaller The hills surounds you and the slope of a nearby hill There are
also some faint tracks in the soil of smaller animals, like goats and
bucks. hills are larger to the north but start to disappear to the
southwest, where larger plains take over.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Battered SP:Strong MV:Winded >
w
s
Near the Plains
The rugged hills that stretch for as far north as one can see start to
disappear to the south where larger plains and smaller forests take over.
Some animals stroll on the plains to the south, their silhouettes barely
visible. Hills to the east, north and south rise silently against the
skyline.
[ obvious exits: N E S ]
Zone: Along the Spine of the World
The corpse of a huge mountain lion is lying here.
*Skarnag* is standing here.
*Shzrei* is standing here.
*Shzrei* tries to blast you, but you deflect the blow.
*Skarnag* tries to crush you, but you deflect the blow.

s
* HP:Battered SP:Strong MV:Weary - Shzrei: Scratched >
No way! You're fighting for your life!

* HP:Battered SP:Strong MV:Weary - Shzrei: Scratched >
w
No way! You're fighting for your life!

* HP:Battered SP:Strong MV:Weary - Shzrei: Scratched >
No way! You're fighting for your life!

f
* HP:Battered SP:Strong MV:Weary - Shzrei: Scratched >

*Skarnag* crushes your left leg into bloody fragments!
You panic and attempt to flee!
*Shzrei* blasts your left foot into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
Some Smaller Hills
Smaller The hills surounds you and the slope of a nearby hill There are
also some faint tracks in the soil of smaller animals, like goats and
bucks. hills are larger to the north but start to disappear to the
southwest, where larger plains take over.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
*Malal* is here, fighting an Aes Sedai.
A sandsnake is here, fighting Malal.
A graceful warder is here, fighting Malal.
A graceful warder is here, fighting Malal.
An Aes Sedai is here, fighting Malal.
*Malal* leaves south.

* HP:Beaten SP:Strong MV:Weary >

(tic_timer): Tic in 7 seconds!
cw 50
change wimpy 50
w
You will now flee if you go below 50 hit points.

* HP:Beaten SP:Strong MV:Weary >
The Foot of the Hill
Long ago farming families lived in this area, the remnants of their
homesteads standing as silent reminders to the ghosts of those who made
their homes in these hills. Now the wind whispers silently across deserted
hilltops and over broken foundations, the only occupant in this once
enlivened place.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A red-eyed raven is here flying around.

* HP:Beaten SP:Strong MV:Weary >
n
w
Alas, you cannot go that way...

n
* HP:Beaten SP:Strong MV:Weary >
On the Hill
Some remnants of a house are standing here, on top of one of the many hill.
Not much is left of what once stood in this spot. Over the years that the
house has been uninhabited the wooden doors, windows and walls have rotted
so that only the stones in the house foundation remain. The hills slopes
down north and east.
[ obvious exits: N E ]
Zone: Along the Spine of the World
*Zarth* is standing here.
An antelope blends into the scenery.

* HP:Beaten SP:Strong MV:Weary >
n
Into the Rugged Hills
It is difficult to find an easy path through these rugged hills. Some paths
stop at dead ends leading to nowhere, and others are victims to landslides
blocking the way through with fallen stones. Both the north and south look
passable, if barely.
[ obvious exits: N S ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Weary >
In the Rugged Hills
This western part of the area is filled with rugged hills. The hills go on
for quite a bit to the north but then some plains take over and dominate
the landscape. One plain tops a grassy hill high above the ground, showing
the great view in all directions.
[ obvious exits: N S ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Weary >
n
In the Rugged Hills
Large rugged hills stretch as far as the eye can see in all directions. A
small farm road leads to the west to a farmstead that lies in the distance.
It is possible to travel in all directions, further into the unrelenting
hills that form the Spine of the World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
The corpse of a huge mountain lion is lying here.
The corpse of a warhorse is lying here.
*Nazgrun* is standing here.
*Byrg* is standing here, riding a shadow stallion.


#oh good

r
* HP:Beaten SP:Strong MV:Haggard >

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

* HP:Beaten SP:Strong MV:Haggard - Nazgrun: Scratched >
[ride horse]
No way! You're fighting for your life!

* HP:Beaten SP:Strong MV:Haggard - Nazgrun: Scratched >
e
f
A giant horned lizard has arrived from the east.
No way! You're fighting for your life!

* HP:Beaten SP:Strong MV:Haggard - Nazgrun: Scratched >
You panic and attempt to flee!


*Zarth* has arrived from the south.
*Byrg* tries to slash you, but you deflect the blow.


A sandsnake barely hits Zarth's left arm.
A giant horned lizard tickles Zarth's right arm with its hit.
A giant horned lizard barely tickles Zarth's body with its hit.
*Zarth* slashes a sandsnake's head into bloody fragments!
A sandsnake barely tickles Zarth's left arm with its hit.
*Byrg* tries to slash you, but you parry successfully.
*Nazgrun* tries to blast you, but you parry successfully.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 62.697 seconds.


You flee head over heels.
On a Hillside
The terrain provides little to support any life. Only the most hearty of
beasts and plants make their home here. The rugged hills are everywhere,
and to the east are the stony spires of the Spine of the World.
[ obvious exits: E S ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Weary >
e
Around a Large Hill
The faint sound of the wind hitting the large hills as it sweeps in from
the Aiel Waste and Spine of the World in the far southeast echoes through
the hills. Large caves in the hillside have formed in some places where the
wind passes. Tones can be heard from some of the caves when the wind dives
into them and the wind also carries sounds from far away among the hills.
[ obvious exits: N S W ]
Zone: Along the Spine of the World

n
* HP:Beaten SP:Strong MV:Weary >
n
On Top of a Rugged Hill
The Spine of the World stretches endlessly to the east. It separates the
Aiel Waste from the lands in the west and forms a barrier between two
totally different cultures. The terrain in the foothills is rugged, but a
path leads north and south.
[ obvious exits: N S ]
Zone: Along the Spine of the World
A raven is here flying around.

* HP:Beaten SP:Strong MV:Weary >
Deep Among the Rugged Hills
Centuries of wind and rain have sculpted these soft hills, grass covering
their surfaces with a slick green. The hills block many directions and not
all of them are climbable, but there are possible ways through them to the
north, east and south.
[ obvious exits: N E S ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Weary >
e
Between Two Huge Hills
Slipper grass underfoot makes the terrain treacherous, doubly so against
the hazard of rocks down the hillside. The slightest slip could cause a
nasty fall, crushing a lifeless body between the boulders there.
[ obvious exits: E W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Weary >
gv
[get fluid pack]
You get a thin vial of yellow fluid from a backpack.

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

* HP:Beaten SP:Strong MV:Winded >
sc
You have 59(280) hit, 138(156) saidar and 60(146) movement points.
You have scored 98137339 experience points and 0 quest points.
You need 362661 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - Between Two Huge Hills

* HP:Beaten SP:Strong MV:Winded >
whe
whe
Players in your Zone
--------------------
Ryver - Between Two Huge Hills

* HP:Beaten SP:Strong MV:Winded >
Players in your Zone
--------------------
Ryver - Between Two Huge Hills

* HP:Beaten SP:Strong MV:Winded >

*Byrg* has arrived from the west, riding a shadow stallion.
*Nazgrun* has arrived from the west.

* HP:Beaten SP:Strong MV:Winded >

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

whe
* HP:Beaten SP:Strong MV:Winded - Nazgrun: Scratched >

*Byrg* tries to slash you, but you deflect the blow.

* HP:Beaten SP:Strong MV:Winded - Nazgrun: Scratched >
Players in your Zone
--------------------
Ryver - Between Two Huge Hills

* HP:Beaten SP:Strong MV:Winded - Nazgrun: Scratched >
f
s
You panic and attempt to flee!


*Byrg* tries to slash you, but you deflect the blow.
*Nazgrun* blasts your body very hard.
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
Deep Among the Rugged Hills
Centuries of wind and rain have sculpted these soft hills, grass covering
their surfaces with a slick green. The hills block many directions and not
all of them are climbable, but there are possible ways through them to the
north, east and south.
[ obvious exits: N E S ]
Zone: Along the Spine of the World
On Top of a Rugged Hill
The Spine of the World stretches endlessly to the east. It separates the
Aiel Waste from the lands in the west and forms a barrier between two
totally different cultures. The terrain in the foothills is rugged, but a
path leads north and south.
[ obvious exits: N S ]
Zone: Along the Spine of the World
A raven is here flying around.

* HP:Critical SP:Strong MV:Winded >
s
s
Around a Large Hill
The faint sound of the wind hitting the large hills as it sweeps in from
the Aiel Waste and Spine of the World in the far southeast echoes through
the hills. Large caves in the hillside have formed in some places where the
wind passes. Tones can be heard from some of the caves when the wind dives
into them and the wind also carries sounds from far away among the hills.
[ obvious exits: N S W ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Winded >
In the Rugged Hills
The monotonous climbing up, down and over the hills wears on the most
hardened muscles with tremendous effort. A harsh dry heat blankets all
surfaces as it sucks moisture from everything possible, making even the
rocks hiss and sizzle.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
*Malal* is standing here.
*Shzrei* is standing here.

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

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

s
* HP:Critical SP:Strong MV:Winded - Malal: Hurt >
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Winded - Malal: Hurt >
e
No way! You're fighting for your life!

s
* HP:Critical SP:Strong MV:Winded - Malal: Hurt >
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Winded - Malal: Hurt >
f
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Winded - Malal: Hurt >
You tickle *Malal*'s left leg with your strike.
*Malal* tries to blast you, but you deflect the blow.
You panic and attempt to flee!


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


You flee head over heels.
Among the Rugged Hills
A harsh dry heat sucks all moisture from anything it touches, leaving
nothing but parched air in its wake. The hills shimmer with hot air, giving
an illusion of undulating light over the ground.
[ obvious exits: S W ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Winded >
s
The Southern End of the Rugged Hills
Clouds cloak the upper reaches of these hills, giving the illusion that
they're touchable to anyone climbing just a bit higher into them. Though
formidable in height, the hills are nothing compared to the Spine of the
World which rises regally along the eastern horizon.
[ obvious exits: N E ]
Zone: Along the Spine of the World

e
* HP:Critical SP:Strong MV:Winded >
s
Alongside the Spine of the World
To the east some foothills push aside the mighty mountains of the largest
rock formation known, the Spine of the World. Many animals that cannot live
in the Spine itself have moved to these foothills and many stay permanently
since the rugged hills beyond have little to offer. The foothills are east
while some hills are west and south.
[ obvious exits: E S W ]
Zone: Along the Spine of the World

s
* HP:Critical SP:Strong MV:Winded >
s
Alongside the Spine of the World
A narrow passage between two rugged hills gives just enough room to squeeze
through. The soil in the hills where this passage has been carved looks
loose, and a mound of dirt looks like the result of a recent minor
landslide. The passage stretches from north to south.
[ obvious exits: N S ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Weary >
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A long scaled lizard with large horns searches for food with its forked tongue.

* HP:Critical SP:Strong MV:Weary >
In the Rugged Hills
The rugged hills extend to the north, east and west. The way south is
blocked by a huge boulder. In the eastern distance the Spine of the World
dominates the horizon.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Weary >
w
w
Some Smaller Hills
Smaller The hills surounds you and the slope of a nearby hill There are
also some faint tracks in the soil of smaller animals, like goats and
bucks. hills are larger to the north but start to disappear to the
southwest, where larger plains take over.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Weary >
s
Near the Plains
The rugged hills that stretch for as far north as one can see start to
disappear to the south where larger plains and smaller forests take over.
Some animals stroll on the plains to the south, their silhouettes barely
visible. Hills to the east, north and south rise silently against the
skyline.
[ obvious exits: N E S ]
Zone: Along the Spine of the World
The corpse of a huge mountain lion is lying here.
*Skarnag* is standing here.
*Skarnag* tries to crush you, but you deflect the blow.

* HP:Critical SP:Strong MV:Weary - Skarnag: Battered >
w
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Weary - Skarnag: Battered >
s
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Weary - Skarnag: Battered >
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Weary - Skarnag: Battered >
f
w
You panic and attempt to flee!


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

You flee head over heels.
The Foot of the Hill
Long ago farming families lived in this area, the remnants of their
homesteads standing as silent reminders to the ghosts of those who made
their homes in these hills. Now the wind whispers silently across deserted
hilltops and over broken foundations, the only occupant in this once
enlivened place.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
*Malal* is standing here.
*Shzrei* is standing here.
A brown sandsnake is lying on the ground, looking for prey.
A red-eyed raven is here flying around.
On the Hill
Some remnants of a house are standing here, on top of one of the many hill.
Not much is left of what once stood in this spot. Over the years that the
house has been uninhabited the wooden doors, windows and walls have rotted
so that only the stones in the house foundation remain. The hills slopes
down north and east.
[ obvious exits: N E ]
Zone: Along the Spine of the World
An antelope blends into the scenery.

* HP:Critical SP:Strong MV:Weary >
n
n
Into the Rugged Hills
It is difficult to find an easy path through these rugged hills. Some paths
stop at dead ends leading to nowhere, and others are victims to landslides
blocking the way through with fallen stones. Both the north and south look
passable, if barely.
[ obvious exits: N S ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Weary >
In the Rugged Hills
This western part of the area is filled with rugged hills. The hills go on
for quite a bit to the north but then some plains take over and dominate
the landscape. One plain tops a grassy hill high above the ground, showing
the great view in all directions.
[ obvious exits: N S ]
Zone: Along the Spine of the World

n
* HP:Critical SP:Strong MV:Weary >
In the Rugged Hills
Large rugged hills stretch as far as the eye can see in all directions. A
small farm road leads to the west to a farmstead that lies in the distance.
It is possible to travel in all directions, further into the unrelenting
hills that form the Spine of the World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
The corpse of a huge mountain lion is lying here.
The corpse of a warhorse is lying here.
A long scaled lizard with large horns searches for food with its forked tongue.
A brown sandsnake is lying on the ground, looking for prey.

e
* HP:Critical SP:Strong MV:Weary >
In the Rugged Hills
The monotonous climbing up, down and over the hills wears on the most
hardened muscles with tremendous effort. A harsh dry heat blankets all
surfaces as it sucks moisture from everything possible, making even the
rocks hiss and sizzle.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
*Zarth* is standing here.
*Zarth* leaves west.

* HP:Critical SP:Strong MV:Haggard >
e
Among the Rugged Hills
A harsh dry heat sucks all moisture from anything it touches, leaving
nothing but parched air in its wake. The hills shimmer with hot air, giving
an illusion of undulating light over the ground.
[ obvious exits: S W ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Haggard >
s
The Southern End of the Rugged Hills
Clouds cloak the upper reaches of these hills, giving the illusion that
they're touchable to anyone climbing just a bit higher into them. Though
formidable in height, the hills are nothing compared to the Spine of the
World which rises regally along the eastern horizon.
[ obvious exits: N E ]
Zone: Along the Spine of the World

e
* HP:Critical SP:Strong MV:Haggard >
s
Alongside the Spine of the World
To the east some foothills push aside the mighty mountains of the largest
rock formation known, the Spine of the World. Many animals that cannot live
in the Spine itself have moved to these foothills and many stay permanently
since the rugged hills beyond have little to offer. The foothills are east
while some hills are west and south.
[ obvious exits: E S W ]
Zone: Along the Spine of the World

s
* HP:Critical SP:Strong MV:Haggard >
Alongside the Spine of the World
A narrow passage between two rugged hills gives just enough room to squeeze
through. The soil in the hills where this passage has been carved looks
loose, and a mound of dirt looks like the result of a recent minor
landslide. The passage stretches from north to south.
[ obvious exits: N S ]
Zone: Along the Spine of the World

s
* HP:Critical SP:Strong MV:Haggard >
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A long scaled lizard with large horns searches for food with its forked tongue.

* HP:Critical SP:Strong MV:Haggard >
In the Rugged Hills
The rugged hills extend to the north, east and west. The way south is
blocked by a huge boulder. In the eastern distance the Spine of the World
dominates the horizon.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Critical SP:Strong MV:Haggard >
e
You are too exhausted.

* HP:Critical SP:Strong MV:Haggard >
sc
You have 41(280) hit, 138(156) saidar and 2(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Critical SP:Strong MV:Haggard >
sc
You have 51(280) hit, 138(156) saidar and 9(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Haggard >
sc
You have 51(280) hit, 138(156) saidar and 9(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Haggard >
i
You are carrying:
a thin vial of yellow fluid
a water skin
a piece of sandstone
fourteen copper pennys
a large number of gold crowns (37)

* HP:Beaten SP:Strong MV:Haggard >
sc
You have 51(280) hit, 138(156) saidar and 16(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Haggard >
whe
Players in your Zone
--------------------
Ryver - In the Rugged Hills

* HP:Beaten SP:Strong MV:Haggard >
sc
You have 51(280) hit, 138(156) saidar and 16(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Haggard >
stat
You are a 83 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 3.6 lbs and wearing 17.5 lbs, peanuts. MUD BMI: 0.36.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 111, Dodging bonus: 145, Parrying bonus: 159. Total Defence: 304
Your mood is: Wimpy. You will flee below: 50 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

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

* HP:Beaten SP:Strong MV:Haggard >
sc
You have 51(280) hit, 138(156) saidar and 23(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Weary >
sc
You have 51(280) hit, 138(156) saidar and 30(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Weary >
whe

(tic_timer): Tic in 7 seconds!
Players in your Zone
--------------------
Ryver - In the Rugged Hills

* HP:Beaten SP:Strong MV:Weary >
stat
You are a 83 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 3.6 lbs and wearing 17.5 lbs, peanuts. MUD BMI: 0.36.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 111, Dodging bonus: 145, Parrying bonus: 159. Total Defence: 304
Your mood is: Wimpy. You will flee below: 50 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

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

* HP:Beaten SP:Strong MV:Weary >
sc
You have 51(280) hit, 138(156) saidar and 30(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Weary >
whe
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 62.467 seconds.
Players in your Zone
--------------------
Ryver - In the Rugged Hills

* HP:Beaten SP:Strong MV:Winded >
sc
You have 62(280) hit, 137(156) saidar and 56(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Winded >
sc
You have 62(280) hit, 137(156) saidar and 56(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Winded >
stat
You are a 83 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 3.6 lbs and wearing 17.5 lbs, peanuts. MUD BMI: 0.36.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 111, Dodging bonus: 145, Parrying bonus: 159. Total Defence: 304
Your mood is: Wimpy. You will flee below: 50 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

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

###i'm just checking to see how quickly I can quaff again. The only reason it took them so long to find me was because there were bloodies everywhere. I don't know of any horseloads nearby so cairhien is my only option. gotta get that south dl

* HP:Beaten SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - In the Rugged Hills

* HP:Beaten SP:Strong MV:Winded >
weath
The temperature is about 40 degrees.
The sky is cloudy, and a breezy wind comes from the north.

* HP:Beaten SP:Strong MV:Winded >
sc
You have 62(280) hit, 137(156) saidar and 63(146) movement points.
You have scored 98136355 experience points and 0 quest points.
You need 363645 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

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

* HP:Beaten SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - In the Rugged Hills

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

* HP:Beaten SP:Strong MV:Winded >

*Zarth* has arrived from the north.

* HP:Beaten SP:Strong MV:Tiring >

*Zarth* tries to slash you, but you parry successfully.

n
* HP:Beaten SP:Strong MV:Tiring - Zarth: Battered >
No way! You're fighting for your life!
*Shzrei* has arrived from the west.
*Malal* has arrived from the west.

* HP:Beaten SP:Strong MV:Tiring - Zarth: Battered >
f

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

* HP:Beaten SP:Strong MV:Tiring - Zarth: Battered >
You panic and attempt to flee!

w

You flee head over heels.
Some Smaller Hills
These hills are not as large as the ones to the west. About as big as a
small house, they hardly deserves the name hills. Yet they look quite hard
and cold compared to the ones to the west. These hills border the Spine of
the World and they try to be as hard as the black stone in the mountains.
The hills go on north and west.
[ obvious exits: N W ]
Zone: Along the Spine of the World

w
* HP:Beaten SP:Strong MV:Tiring >
In the Rugged Hills
The rugged hills extend to the north, east and west. The way south is
blocked by a huge boulder. In the eastern distance the Spine of the World
dominates the horizon.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
*Malal* is standing here.
*Shzrei* is standing here.
*Zarth* is standing here.
*Shzrei* tries to blast you, but you deflect the blow.

* HP:Beaten SP:Strong MV:Winded - Shzrei: Scratched >
You barely strike *Shzrei*'s left arm.
*Shzrei* tries to blast you, but you deflect the blow.
No way! You're fighting for your life!
*Malal* tries to blast you, but you parry successfully.

* HP:Beaten SP:Strong MV:Tiring - Shzrei: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A long scaled lizard with large horns searches for food with its forked tongue.

* HP:Beaten SP:Strong MV:Tiring >

*Zarth* has arrived from the south.

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

*Zarth* tries to slash you, but you deflect the blow.

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

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

* HP:Beaten SP:Strong MV:Tiring - Zarth: Battered >
f
w
You panic and attempt to flee!

You flee head over heels.
Alongside the Spine of the World
The foothills separating the lowlands from the Spine of the World in the
east are not far away. The hills grow larger and larger the further east
travelled and the temperature increases with each step. Few things live in
between the mountains and the hills. Only some large birds, probably
vultures, can been seen high above. A path here leads east, west and south.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
*Zarth* is standing here.
A long scaled lizard with large horns searches for food with its forked tongue.

* HP:Beaten SP:Strong MV:Winded >
w
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

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

*Zarth* has arrived from the east.

* HP:Beaten SP:Strong MV:Tiring >
The Foot of the Hill
Long ago farming families lived in this area, the remnants of their
homesteads standing as silent reminders to the ghosts of those who made
their homes in these hills. Now the wind whispers silently across deserted
hilltops and over broken foundations, the only occupant in this once
enlivened place.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
The corpse of a sandsnake is lying here.
A red-eyed raven is here flying around.

* HP:Beaten SP:Strong MV:Winded >
s
e
Near the Plains
The rugged hills that stretch for as far north as one can see start to
disappear to the south where larger plains and smaller forests take over.
Some animals stroll on the plains to the south, their silhouettes barely
visible. Hills to the east, north and south rise silently against the
skyline.
[ obvious exits: N E S ]
Zone: Along the Spine of the World
The corpse of a huge mountain lion is lying here.
*Malal* is standing here.
*Shzrei* is standing here.
*Skarnag* is standing here.
*Skarnag* tries to crush you, but you deflect the blow.

* HP:Beaten SP:Strong MV:Winded - Skarnag: Wounded >
No way! You're fighting for your life!
Shzrei can't seem to regain control of himself.
*Malal* blasts your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!


*Zarth* has arrived from the east.


You flee head over heels.
Some Smaller Hills
Smaller The hills surounds you and the slope of a nearby hill There are
also some faint tracks in the soil of smaller animals, like goats and
bucks. hills are larger to the north but start to disappear to the
southwest, where larger plains take over.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >
n
A Small Pond Between Two Hills
Water isn't a common site in this area so to discover a water source is
both rare and precious. The pond is laced with brown silt and dead grass
floats on its surface. Completely isolated between two hills, this little
pool of water could be easily passed without realizing it is here.
[ obvious exits: E S W ]
Zone: Along the Spine of the World
A muddy pond is here, dark waters broken by an occasional bubble.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

* HP:Beaten SP:Strong MV:Winded >
e
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A long scaled lizard with large horns searches for food with its forked tongue.

n
* HP:Beaten SP:Strong MV:Winded >
Alongside the Spine of the World
A narrow passage between two rugged hills gives just enough room to squeeze
through. The soil in the hills where this passage has been carved looks
loose, and a mound of dirt looks like the result of a recent minor
landslide. The passage stretches from north to south.
[ obvious exits: N S ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >
n
w
Alongside the Spine of the World
To the east some foothills push aside the mighty mountains of the largest
rock formation known, the Spine of the World. Many animals that cannot live
in the Spine itself have moved to these foothills and many stay permanently
since the rugged hills beyond have little to offer. The foothills are east
while some hills are west and south.
[ obvious exits: E S W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >
The Southern End of the Rugged Hills
Clouds cloak the upper reaches of these hills, giving the illusion that
they're touchable to anyone climbing just a bit higher into them. Though
formidable in height, the hills are nothing compared to the Spine of the
World which rises regally along the eastern horizon.
[ obvious exits: N E ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >
sc
You have 43(280) hit, 137(156) saidar and 56(146) movement points.
You have scored 98133133 experience points and 0 quest points.
You need 366867 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Winded >
n
w
Among the Rugged Hills
A harsh dry heat sucks all moisture from anything it touches, leaving
nothing but parched air in its wake. The hills shimmer with hot air, giving
an illusion of undulating light over the ground.
[ obvious exits: S W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >
In the Rugged Hills
The monotonous climbing up, down and over the hills wears on the most
hardened muscles with tremendous effort. A harsh dry heat blankets all
surfaces as it sucks moisture from everything possible, making even the
rocks hiss and sizzle.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >
n
w
Around a Large Hill
The faint sound of the wind hitting the large hills as it sweeps in from
the Aiel Waste and Spine of the World in the far southeast echoes through
the hills. Large caves in the hillside have formed in some places where the
wind passes. Tones can be heard from some of the caves when the wind dives
into them and the wind also carries sounds from far away among the hills.
[ obvious exits: N S W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >
On a Hillside
The terrain provides little to support any life. Only the most hearty of
beasts and plants make their home here. The rugged hills are everywhere,
and to the east are the stony spires of the Spine of the World.
[ obvious exits: E S ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Winded >

(tic_timer): Tic in 7 seconds!
sc
You have 43(280) hit, 137(156) saidar and 51(146) movement points.
You have scored 98133133 experience points and 0 quest points.
You need 366867 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Ryver - On a Hillside

* HP:Beaten SP:Strong MV:Winded >
sc
Your extra burst of stamina fades.
Your heartbeat calms down more as you feel less panicked.
You have 54(280) hit, 136(156) saidar and 77(146) movement points.
You have scored 98133133 experience points and 0 quest points.
You need 366867 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Tiring >
stat
You are a 83 year old female human channeler.
Your height is 5 feet, 5 inches, and you weigh 135.0 lbs. BMI: 22.485.
You are carrying 3.6 lbs and wearing 17.5 lbs, peanuts. MUD BMI: 0.36.
Your base abilities are: Str:14 Int:14 Wil:18 Dex:17 Con:14. Total: 77.
Offensive bonus: 111, Dodging bonus: 145, Parrying bonus: 159. Total Defence: 304
Your mood is: Wimpy. You will flee below: 50 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

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

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

* HP:Beaten SP:Strong MV:Tiring >
sc
You have 54(280) hit, 136(156) saidar and 106(146) movement points.
You have scored 98133133 experience points and 0 quest points.
You need 366867 exp to reach the next level.
You have amassed 249 Turn points to date.
You have played 3 days and 19 hours (real time).
This ranks you as Ryver of Murandy (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Ryver - On a Hillside

* HP:Beaten SP:Strong MV:Tiring >

*Shzrei* leaves east.

* HP:Beaten SP:Strong MV:Tiring >
e
Around a Large Hill
The faint sound of the wind hitting the large hills as it sweeps in from
the Aiel Waste and Spine of the World in the far southeast echoes through
the hills. Large caves in the hillside have formed in some places where the
wind passes. Tones can be heard from some of the caves when the wind dives
into them and the wind also carries sounds from far away among the hills.
[ obvious exits: N S W ]
Zone: Along the Spine of the World
*Shzrei* is standing here.

* HP:Beaten SP:Strong MV:Strong >
s

*Shzrei* leaves west.

* HP:Beaten SP:Strong MV:Strong >
e
In the Rugged Hills
The monotonous climbing up, down and over the hills wears on the most
hardened muscles with tremendous effort. A harsh dry heat blankets all
surfaces as it sucks moisture from everything possible, making even the
rocks hiss and sizzle.
[ obvious exits: N E W ]
Zone: Along the Spine of the World
*Malal* is standing here.
*Zarth* is standing here.

* HP:Beaten SP:Strong MV:Tiring >
Among the Rugged Hills
A harsh dry heat sucks all moisture from anything it touches, leaving
nothing but parched air in its wake. The hills shimmer with hot air, giving
an illusion of undulating light over the ground.
[ obvious exits: S W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Tiring >
s
e
The Southern End of the Rugged Hills
Clouds cloak the upper reaches of these hills, giving the illusion that
they're touchable to anyone climbing just a bit higher into them. Though
formidable in height, the hills are nothing compared to the Spine of the
World which rises regally along the eastern horizon.
[ obvious exits: N E ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Tiring >
s
Alongside the Spine of the World
To the east some foothills push aside the mighty mountains of the largest
rock formation known, the Spine of the World. Many animals that cannot live
in the Spine itself have moved to these foothills and many stay permanently
since the rugged hills beyond have little to offer. The foothills are east
while some hills are west and south.
[ obvious exits: E S W ]
Zone: Along the Spine of the World

s
* HP:Beaten SP:Strong MV:Tiring >
Alongside the Spine of the World
A narrow passage between two rugged hills gives just enough room to squeeze
through. The soil in the hills where this passage has been carved looks
loose, and a mound of dirt looks like the result of a recent minor
landslide. The passage stretches from north to south.
[ obvious exits: N S ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Tiring >
s
Alongside the Spine of the World
Rugged foothills are everywhere, but clear access lies to the north and
east. A small pond, rare in these parts, has pooled to the west. In the
distance to the east is the ever present backdrop of the Spine of the
World.
[ obvious exits: N E S W ]
Zone: Along the Spine of the World
A long scaled lizard with large horns searches for food with its forked tongue.

* HP:Beaten SP:Strong MV:Tiring >
In the Rugged Hills
The rugged hills extend to the north, east and west. The way south is
blocked by a huge boulder. In the eastern distance the Spine of the World
dominates the horizon.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Tiring >
w
w
Some Smaller Hills
Smaller The hills surounds you and the slope of a nearby hill There are
also some faint tracks in the soil of smaller animals, like goats and
bucks. hills are larger to the north but start to disappear to the
southwest, where larger plains take over.
[ obvious exits: N E W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Tiring >
s
Near the Plains
The rugged hills that stretch for as far north as one can see start to
disappear to the south where larger plains and smaller forests take over.
Some animals stroll on the plains to the south, their silhouettes barely
visible. Hills to the east, north and south rise silently against the
skyline.
[ obvious exits: N E S ]
Zone: Along the Spine of the World
The corpse of a huge mountain lion is lying here.
A red-eyed raven is perched nearby, staring silently at you.
*Skarnag* is standing here.
*Skarnag* tries to crush you, but you deflect the blow.

* HP:Beaten SP:Strong MV:Tiring - Skarnag: Wounded >
w
No way! You're fighting for your life!

* HP:Beaten SP:Strong MV:Tiring - Skarnag: Wounded >
No way! You're fighting for your life!

* HP:Beaten SP:Strong MV:Tiring - Skarnag: Wounded >
f
w
You panic and attempt to flee!

You flee head over heels.
The Plains
Some distance to the north large, rugged hills dominate the landscape. The
plains, stretch southward in an endless sea. Drought is tormenting the
plains the parched ground thirsting for any drop of moisture. This place
looks quite dead. The plains goes on to the south and west while some hills
are north.
[ obvious exits: N S W ]
Zone: Along the Spine of the World
The Plains
The plains stretch all around, roadless and pathless to the naked eye.
However, the sheer expanse of them allow for travel in most any direction.
To the north are rugged hills that mound together against the sky. The west
holds a forest whose shadows appear cool and dark. The plains continue to
the south and to the far east, a smudge in the skyline is the Spine of the
World. A nasty-looking rift in the earth prevents travel to the north.
[ obvious exits: E S W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Tiring >
w
w
w
Foothills Beside the Small Plains
A small stretch of plains spread out beyond the hills to the east before
rising into more rugged foothills. The Spine of the World stretches its
stony spires skyward, clearly visible from this distance. Towards the
southwest a solitary mountain looms.
[ obvious exits: E W ]
Zone: Along the Spine of the World

* HP:Beaten SP:Strong MV:Tiring >
w
Grassy Riverbank
A steep hill rises up to the east, leading into the rugged foothills of the
Spine of the World. The swift waters of the River Gaelin rush past to the
north, blocking the way with river-rapids that gush over jagged boulders.
To the south are foothills leading up to Kinslayer's Dagger.
[ obvious exits: E S W ]
Zone: Kinslayer's Dagger
A squat border stone juts from the soil.
A spotted hunting cat is here.

* HP:Beaten SP:Strong MV:Tiring >
Beside the Rushing River Gaelin
The grassy bank of the river Gaelin leads gently into the rapidly flowing
water to the north where the river churns over huge boulders. To the east,
the land becomes more rough and rugged as it heads towards the Spine of the
World. Further south and west the terrain is more flat and covered with
thickets of tall trees.
[ obvious exits: E S W ]
Zone: Kinslayer's Dagger
A handsome stag stands here, ready to run.
A biteme is hovering here, looking for blood.

s
* HP:Beaten SP:Strong MV:Tiring >
At the River's Edge
This bank of the river overlooks a bend in the churning rapids. To both the
north and west the waters of the River Gaelin could be entered by any brave
souls who choose to do so. To the east, the grassy riverbank continues to
follow the water up to the jagged mountains.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger
A young and strong buck is here, munching some grass.

s
* HP:Beaten SP:Strong MV:Tiring >
s
Atop a Grassy Knoll
This grassy hillside rises gently up from the riverbanks west and north of
here. To the south the countryside rolls along, dotted with thickets of trees
here and there. Not far off to the east, the Spine of the World runs across the
land to the north and south, blocking passage except through Jangai Pass.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger

* HP:Beaten SP:Strong MV:Tiring >
Stand of Leatherleaf
The trees grow tall here, providing a comfortable spot of shade beneath their
sheltering branches. The grass is green and healthy. Bird chirp merrily high
atop the trees, flying between their nests. To the east, through the trees, it
is possible to see the Spine of the World cutting across the countryside.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger
A brazen young hare thumps his powerful hind legs nearby.
An elk cow nibbles on some greenery.

* HP:Beaten SP:Strong MV:Tiring >
Off the Road
This green patch of grass runs along side the road. The road lies to the south,
heading east into the mountains. To the north is a thick stand of leatherleaf,
providing shade and a nice spot to have a quiet picnic. The sounds of birds
twittering and leaves rustling in the breeze can be heard coming from that
direction.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger
A handsome stag stands here, ready to run.
Moving with deadly grace, a huge cat watches you carefully.
A spotted jaguar opens its eyes lazily.

* HP:Beaten SP:Strong MV:Winded >
w
w
Thicket of Oak
Here the oak trees grow close together, their branches intermingling with one
another and providing ample shade. The healthy grass forms a soft green carpet
among the tree trunks. Birds and squirrels chatter at each other from the tree
branches, and other small creatures scurry between the trunks of the towering
oaks.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger
An elk with massive antlers eyes you with curiosity.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

w
* HP:Beaten SP:Strong MV:Winded >
w
Circle of Flowers
This small clearing among the trees has quite a peculiar arrangement of flowers
in its center. The colorful wildflowers are growing in a nearly perfect circle
in the midst of the open area between tall oak and leatherleaf. To the south,
the road to the Spine of the World runs past.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger
Lightly spread across the ground are a number of soft blue petals.
Tiny yellow flowers are growing upon stalks here.

* HP:Beaten SP:Strong MV:Winded >
w
Off the Road
Directly to the south, a road runs straight into the Spine of the World,
passing beneath Kinslayer's Dagger. To the east the ground becomes hilly as it
leads into the mountains. To the north, the sound of rushing water can be
heard.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger

* HP:Beaten SP:Strong MV:Winded >
w
Sparse Thicket
Tall trees are spaced far apart in this sparse thicket. Their leathery leaves
rustle in a whispering breeze. The grass here is lush and green, and appears
soft. Birds soar through the treetops, twittering at each other in greeting.
Other forest creatures skulk in the shadows, hiding in the brush.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger

* HP:Beaten SP:Strong MV:Winded >
w
A Small Thicket
Tall oak and leatherleaf trees grow close together in this small thicket off
the Cairhien Road. The grass is soft and lush, carpeting the ground in a sea of
deep green. Small birds chirp happily in their nests high above. A few small
creatures have also made their home in a tree stump nearby.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger
An elk with massive antlers eyes you with curiosity.

* HP:Beaten SP:Strong MV:Winded >
Before the Dragonwall Gate
The impressive gates of Cairhien stand to the west here. The road continues
to the north and south from here. To the north a small dock extends out
onto the River Gaelin. To the south there is a fork in the road leading
east towards Jangai Pass. East of here is a pleasant shady spot beneath a
few oak and leatherleaf trees, which looks like a nice spot for a picnic.
[ obvious exits: N E S W ]
Zone: Kinslayer's Dagger
Door west: DragonwallGate
An iron lantern hangs from the wall above the gate.

* HP:Beaten SP:Strong MV:Winded >
Dragonwall Gate
Three tall, stone arches that appear to be squared off at the top guard one
of the entrances into the city. The muted gray stone and the heavy wood
that makes up the gates appears intimidating. The middle gate is the one
that is opened, unless there is a very heavy flow of traffic. Off to the
side of the gate, a sturdy wooden ladder leads to the top of the huge gates
and into the guard rooms that sit atop the gates.
[ obvious exits: N E S W U ]
Zone: Cairhien
Door east: DragonwallGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.
A shaggy brown mare stands here.
A stout guard stands erect watching the gates.
A stout guard stands erect watching the gates.
A stout guard stands erect watching the gates.
A stout guard stands erect watching the gates.

* HP:Beaten SP:Strong MV:Winded >
r
w
A black cat sniffs the ground...
[ride horse]
You start riding her.


#############and that was that. They went back to smobbing with the rest of the mud I assume :P Survived despite my plethora of typos which i'm going to blame on using my laptop keyboard....

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