* S HP:Beaten MV:Winded - Eboryl: Critical >
n
You scythe *Eboryl*'s left leg hard.
A sergeant says 'K@E HWAAJhWo oER wEkA Ohi Ht^kJn @OX^ SY\Uj^ '
A sergeant tries to pound you, but you parry successfully.
A sergeant pounds your body hard.
A sergeant says 'ZnC UgTpO]vW bVc lG?e ufD zxRuNw JENQ XuUfab '
A sergeant pounds your right leg.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
e << not good
n
a
a
You flee head over heels.
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
Branch Path
To the east, you can see the path bend north sharply, twisting behind the
trees, and to the west, you can see it merge with another path that runs
north and south. Looking around, you can spot the tip of a tower to the north,
rising over the trees.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
*Eboryl* is standing here, riding a wild stallion.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran scout blends into the surroundings here.
* S HP:Beaten MV:Winded >
*Eboryl* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
*Eboryl* hacks your head.
You wish that your wounds would stop BLEEDING so much!
A sergeant says 'ELj QtNVhRPj rKG nWEP Wpp ^LnGEG fSNM Q[qdMD '
A sergeant pounds your body.
You wish that your wounds would stop BLEEDING so much!
A sergeant pounds your body.
You wish that your wounds would stop BLEEDING so much!
A sergeant says 'Txv iPczEmph @pW UqQ] Fw` mdG\f] _uE@ GvwqCX '
A sergeant pounds your right arm.
You wish that your wounds would stop BLEEDING so much!
A sergeant bellows '?jqnb sKQ PzZ^ v@oUp tKx^r LAW dUOz tgrc^eBN'
A sergeant bellows 'amBB? Rut smTN OP]ze mgR`H @@@ WUwl yjRkmMcy'
A sergeant bellows 'jf\F@ Ykz Hvbo IKmJa [qHXl Asg `DFN jbqVDpO^'
n
n
You flee head over heels.
Bend in the Path
As you trudge along, the path arcs towards the north here, deeper into the
forest. The tracks you leave behind are lost in the mass of tracks you can
see on the path, leading both ways. To the west, you can barely make out
the end of the path, and to the north, you can see that the path bends back
to it's east-west orientation.
[ obvious exits: N W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.
Bend in the Path
The path bends back to the west here. You can't see the tower anymore, with
the ancient trees around you looming way overhead, but the sky is still barely
visible through the trees. As you walk on, you get a bad feeling, as you can
see many, recent, tracks on this path, proving that this area is far from
deserted.
[ obvious exits: E S ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
e
* S HP:Critical MV:Winded >
Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving north.
A tough Shienaran soldier waits here.
* S HP:Critical MV:Winded > Branch in Dark Path
Here, the dark path branches. To the south, it joins with another path, and to
the north and west, the path continues. The looming, gnarled trees block out
all light. For some reason, little clumps of dirt stick to your boots with
each step you take.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving west.
A tough Shienaran soldier waits here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
e
A Path
The dark, twisted path is surrounded by a wall of gnarled, evil-looking trees
to both sides. As you cautiously walk down the path, your boots stick slightly
to the damp ground, prompting you to look down. Here, the path continues north
and south.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
A Shienaran scout blends into the surroundings here.
* S HP:Critical MV:Winded >
s
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
e
* S HP:Critical MV:Winded >
e
A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a ridden mount leaving west.
o S HP:Critical MV:Winded >
Alas, you cannot go that way...
o S HP:Critical MV:Winded >
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
* S HP:Critical MV:Winded >
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.
A chestnut stallion trots about.
* S HP:Critical MV:Winded > Alas, you cannot go that way...
* S HP:Critical MV:Winded >
s
s
w
s
Campsite
Here in the southwest corner of the clearing, you can only see more signs
of habitation. Lots of tracks and discarded trash litter the ground here,
signs of a hasty evacuation. Looking around, you can see two paths out of
the clearing to the west.
[ obvious exits: N W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving north.
A weapon rack stands on the ground here, ready to store weapons.
*Eboryl* is standing here, riding a wild stallion.
s
s
* S HP:Critical MV:Winded >
Alas, you cannot go that way...
s
* S HP:Critical MV:Winded >
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
* S HP:Critical MV:Winded >
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* S HP:Critical MV:Winded >
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* S HP:Critical MV:Winded > Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* S HP:Critical MV:Winded >
s
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
s
* S HP:Critical MV:Winded >
e
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
e
a
* S HP:Critical MV:Winded >
Alas, you cannot go that way...
a
* S HP:Critical MV:Winded >
5
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some bloody traces of a trolloc leaving east.
* S HP:Critical MV:Winded >
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some bloody traces of a trolloc leaving east.
* S HP:Critical MV:Winded > [k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[change wimp 0]
You won't flee from any fight now.
e
* S HP:Critical MV:Winded >
s
Road to Tarwin's Gap
Both to the north and south, the forest stretches on. The jagged black peaks
of the Mountains of Dhoom can be seen thrusting into the northern sky. To the
northwest, the tip of a tower can be seen poking through the forest, while the
road itself leads east and west. Ancient and broken road markers are set into
the earth beside the road, half-buried by time.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Winded > Edge of Forest
The forest here opens onto a dusty road to the north. The thick green canopy
of the forest almost blocks out the sky, but to the north dark and foreboding
peaks can be seen thrusting into the sky. To the east, the forest continues,
but a sickly sweet stench can be detected in the still forest air.
[ obvious exits: N E S W ]
sc
* S HP:Critical MV:Winded >
e
You have 34(398) hit and 83(270) movement points.
You have scored 107285037 experience points and 1105 quest points.
You need 1214963 exp to level and 1895 qp to rank.
You have acquired 184 alt qps to date.
You have amassed 179 Turn points to date.
You have played 218 days and 18 hours (real time).
This ranks you as Errtu the Darkling Master [Dha'vol 7] (Level 50).
You are standing.
cw
* S HP:Critical MV:Winded >
A Pine Forest
Brambles and rotten limbs stretch out between the trees making travelling
difficult at best. The forest is suprisingly quiet except for the caws of
ravens high above the forest canopy. The trees grow so thickly here, little
light can make its way to the ground.
[ obvious exits: N E W ]
* S HP:Critical MV:Winded >
n
[change mood wimpy]
Mood changed to: Wimpy
e
e
* S HP:Critical MV:Winded >
The Dusty Road
The dusty road plunges deeper into the sickly forest. The smell of rotten wood
permeates through the deathly still air. Twisted trees border the road, their
boughs crossing over the road forming a natural archway.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of an animal leaving north.
* S HP:Critical MV:Weary >
The Dusty Road
The sickly sweet smell becomes almost suffocating to those not used to
travelling this close to the Blight. Tracks of animals criss-cross over the
dusty road, disappearing into the foliage bordering the road.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
* S HP:Critical MV:Weary >
n
The Dusty Road
A massive tree has fallen across the road here, its rotten girth since split
apart by heavy wagons winding their way through the forest road. Common forest
birds like robins and sparrows have been replaced by crows and ravens that fix
their beady eyes on travellers.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Weary >
e
A Pine Forest
The trees arch their limbs away from the road lying to the east and south.
Several branches have been hacked off from someone attempting to wade through
the thick brambles and intertwining trees. To the north the trees become so
thickly meshed, passage would be futile.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving east.
n
* S HP:Critical MV:Weary > A Winding Road
The road continues its path through the thick forest. Deep ruts slash
through the road like old scars. The hard earth is packed from countless
forays made by Shienaran soldiers. To the east and west dense forest
borders the road.
A big sign has been put up here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
e
* S HP:Critical MV:Weary >
A Winding Road
The Mountains of Dhoom lie far to the north. The mountain peaks disappear into
the low cloud cover. The road curves to the east just ahead out of sight behind
a grove of leatherleaf trees. The air is hot and stifling even in winter times.
[ obvious exits: N E S ]
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Weary > A Fork Before a Crumbling Tower
The road forks here around an ancient crumbling tower, long since abandoned.
Vines and hedges sprawl across the rubble, claiming back what civilization once
took. Much of the tower still remains intact, though its roof and one side has
crumbled to the ground.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
* S HP:Critical MV:Weary >
n
n
e
e
A Winding Road
The road continues its course, kept at bay to the northwest by dense trees, and
rubble to the southeast. A tower rises up above the surrounding trees that have
encroached on the crumbling fort.
[ obvious exits: N E S W ]
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Weary >
A Sickly Forest
The pine trees and shrubbery here looks to be strangely sickly in
comparison to their neighbors. The trees have a bend, over-ripe look to them,
and the shrubs seem to have been infested with insects. The leaves have a
swollen look to them, and the trunks have black veins visible in their
bark.
[ obvious exits: E S ]
* S HP:Critical MV:Weary > A Winding Road
The road bends east and south here, around a hill. The road has been packed
hard beneath the hooves of many a horse, and the boot of many an
infantryman. To the southeast, crowning the hill, are the broken remains of
a Shienaran watchtower, now all but useless.
[ obvious exits: E S W ]
There are some tracks of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
* S HP:Critical MV:Weary >
A Winding Road
The road continues east and west here, stolidly continuing around the
watchtower to the southeast. To the north and northwest, trees and bushes
can be seen, though they have a strange, sickly appearance. A cold wind
blows from the north, cutting through even the warmest clothes.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Weary >
n
e
n
Your heartbeat calms down more as you feel less panicked.
A Sickly Forest
The smell of over-ripe vegitation fills your nostrils. This section of the
forest is strangely blighted compared to most of the other areas. The limbs
of the oak trees are heavy with corruption, and the spines on the pine
cones are razor sharp, hoping to catch a traveler unaware.
[ obvious exits: E S ]
There are some tracks of a humanoid leaving south.
A Shienaran scout blends into the surroundings here.
* S HP:Critical MV:Winded > A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
* S HP:Critical MV:Winded >
Shadowing a Road
The grass here has been trampled into an unrecognizable muck. Travelers, in
their hurry to and from Fal Dara, often over-run the turn in the winding
road, and pass through here. Directly to the south, a watchtower can be
seen upon the hill in the same direction. The strong scent of decay is in
the cold northern wind.
[ obvious exits: E S ]
* S HP:Critical MV:Winded >
n
e
a
Alas, you cannot go that way...
a
cw
* S HP:Critical MV:Winded >
a
Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
a
cw
cw
sc
a
a
[k light]
They aren't here.
* S HP:Critical MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[change mood wimpy]
Mood changed to: Wimpy
* S HP:Critical MV:Winded >
[change mood wimpy]
Mood changed to: Wimpy
* S HP:Critical MV:Winded >
You have 47(398) hit and 98(270) movement points.
You have scored 107285037 experience points and 1105 quest points.
You need 1214963 exp to level and 1895 qp to rank.
You have acquired 184 alt qps to date.
You have amassed 179 Turn points to date.
You have played 218 days and 18 hours (real time).
This ranks you as Errtu the Darkling Master [Dha'vol 7] (Level 50).
You are standing.
* S HP:Critical MV:Winded > [k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
A black messenger pigeon flutters its wings.
change wimp 33
* S HP:Critical MV:Winded >
sc
You will now flee if you go below 33 hit points.
a
a
* S HP:Critical MV:Winded >
You have 47(398) hit and 98(270) movement points.
You have scored 107285037 experience points and 1105 quest points.
You need 1214963 exp to level and 1895 qp to rank.
You have acquired 184 alt qps to date.
You have amassed 179 Turn points to date.
You have played 218 days and 18 hours (real time).
This ranks you as Errtu the Darkling Master [Dha'vol 7] (Level 50).
You are standing.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
a
* S HP:Critical MV:Winded >
a
A black messenger pigeon beats its wings harder.
[k light]
They aren't here.
sc
a
a
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
You have 47(398) hit and 98(270) movement points.
You have scored 107285037 experience points and 1105 quest points.
You need 1214963 exp to level and 1895 qp to rank.
You have acquired 184 alt qps to date.
You have amassed 179 Turn points to date.
You have played 218 days and 18 hours (real time).
This ranks you as Errtu the Darkling Master [Dha'vol 7] (Level 50).
You are standing.
0
a
* S HP:Critical MV:Winded > [k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
a
a
[where ]
Players in your Zone
--------------------
Errtu - Shadowing a Road
You catch a faint scent of a horse nearby.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
a
a
[k light]
They aren't here.
* S HP:Critical MV:Winded >
a
a
A black messenger pigeon leaves west.
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
a
* S HP:Critical MV:Winded >
a
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
a
* S HP:Critical MV:Winded >
a
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
a
[k light]
They aren't here.
a
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
sc
a
a
[k light]
They aren't here.
* S HP:Critical MV:Winded > [k light]
They aren't here.
a
* S HP:Critical MV:Winded >
a
You have 47(398) hit and 98(270) movement points.
You have scored 107285037 experience points and 1105 quest points.
You need 1214963 exp to level and 1895 qp to rank.
You have acquired 184 alt qps to date.
You have amassed 179 Turn points to date.
You have played 218 days and 18 hours (real time).
This ranks you as Errtu the Darkling Master [Dha'vol 7] (Level 50).
You are standing.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
a
[k light]
They aren't here.
a
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
*Eboryl* has arrived from the west, riding a wild stallion.
* S HP:Critical MV:Winded >
*Eboryl* hacks your left arm.
You wish that your wounds would stop BLEEDING so much!
* S HP:Critical MV:Winded - Eboryl: Critical >
change wimp 43
You scythe *Eboryl*'s body hard.
A shivering tree barely tickles Eboryl's body with its hit.
A shivering tree joins a shivering tree's fight!
* S HP:Critical MV:Winded - Eboryl: Critical > You will now flee if you go below 43 hit points.
* S HP:Critical MV:Winded - Eboryl: Critical >
A shivering tree barely tickles Eboryl's body with its hit.
A shivering tree tickles Eboryl's left foot with its hit.
You scythe *Eboryl*'s head.
*Eboryl* tries to hack you, but you parry successfully.
You dodge a bash from *Eboryl* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
* S HP:Critical MV:Winded - Eboryl: Critical >
a
a
s
[k light]
You do the best you can!
a
s
* S HP:Critical MV:Winded - Eboryl: Critical >
a
A shivering tree tickles Eboryl's head with its hit.
A shivering tree tickles Eboryl's body with its hit.
You scythe *Eboryl*'s body.
*Eboryl* hacks your head.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
*Eboryl* panics, and attempts to flee!
s
a
*Eboryl* panics, and attempts to flee!
s
a
*Eboryl* leaves south riding a wild stallion.
You flee head over heels.
Shadowing a Road
The grass here has been trampled into an unrecognizable muck. Travelers, in
their hurry to and from Fal Dara, often over-run the turn in the winding
road, and pass through here. Directly to the south, a watchtower can be
seen upon the hill in the same direction. The strong scent of decay is in
the cold northern wind.
[ obvious exits: E S ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
[k light]
They aren't here.
* S HP:Critical MV:Winded > A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
* S HP:Critical MV:Winded >
[k light]
They aren't here.
* S HP:Critical MV:Winded >
a
A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving south.
a
* S HP:Critical MV:Winded >
[k light]
They aren't here.
a
* S HP:Critical MV:Winded >
*Eboryl* has arrived from the north, riding a wild stallion.
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a human leaving south.
A weapon rack stands on the ground here, ready to store weapons.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.
a
* S HP:Critical MV:Winded >
*Eboryl* has arrived from the north, riding a wild stallion.
[k light]
You scythe *Eboryl*'s right arm.
*Eboryl* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Eboryl*'s death cry.