11 years ago on Tar Valon Road

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Post Reply
Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

11 years ago on Tar Valon Road

Post by Razhak » Wed Oct 12, 2016 5:13 pm

o S HP:Scratched MV:Winded > A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving west.
A young trolloc is here, growling with a deep bloodlust.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > ;

4
[kill human]
They aren't here.
*Pial* has arrived from the west, riding a wild stallion.
A rat has arrived from the west.

* S HP:Scratched MV:Winded > [kill human]
You smite *Pial*'s body hard.

* S HP:Scratched MV:Winded - Pial: Hurt > [where ]
Players in your Zone
--------------------
Inshivatu - The Blight
Hress - The Blight
Razhak - A Blighted Path
Jyrk - The Blight
Spoiler - The Blight
You catch a smell of horses nearby.

* S HP:Scratched MV:Winded - Pial: Hurt > Jyrk narrates 'he go sted?'

* S HP:Scratched MV:Winded - Pial: Hurt >
*Pial* blasts your left leg.
A Dha'vol trolloc joins your fight!
A Ghar'ghael trolloc joins your fight!
You smite *Pial*'s left leg into bloody fragments!

* S HP:Hurt MV:Winded - Pial: Hurt >
*Pial* panics, and attempts to flee!

* S HP:Hurt MV:Winded - Pial: Hurt >
*Pial* leaves north riding a wild stallion.

* S HP:Hurt MV:Winded >
*Pial* has arrived from the north, riding a wild stallion.

* S HP:Hurt MV:Winded >
*Pial* leaves south riding a wild stallion.
A rat leaves south.

* S HP:Hurt MV:Winded > nar on sterdding ent
You narrate 'on sterdding ent'


* S HP:Hurt MV:Winded > 4
s
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
You hear a blood-curdling howl in the distance.

* S HP:Hurt MV:Winded > [where ]
Players in your Zone
--------------------
Inshivatu - The Blight
Jyrk - The Blight
Hress - The Blight
Razhak - A Blighted Path
Spoiler - The Blight
You catch a smell of horses nearby.

* S HP:Hurt MV:Winded > The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]
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 humanoid leaving north.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving north.
A Dha'vol trolloc has arrived from the north.

o S HP:Hurt MV:Winded > [kill human]
They aren't here.

o S HP:Hurt MV:Winded > s
;
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks
stretching to the sky. The mountains dominate the northern horizon, and
range as far as you can see to the east and west. You trudge on through the
pestilence of the Blight. The trees twitch noisily, and dark shapes loom
eerily in the shadows.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
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 north.
A Dha'vol trolloc has arrived from the north.

* S HP:Hurt MV:Winded > [kill human]
They aren't here.

* S HP:Hurt MV:Winded > s
;
The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
A trolloc is here ruling a group of trollocs.
A Dha'vol trolloc has arrived from the north.

* S HP:Hurt MV:Winded >
Jyrk has arrived from the east.

n
* S HP:Hurt MV:Winded > n
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks
stretching to the sky. The mountains dominate the northern horizon, and
range as far as you can see to the east and west. You trudge on through the
pestilence of the Blight. The trees twitch noisily, and dark shapes loom
eerily in the shadows.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
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 north.
A Dha'vol trolloc has arrived from the south.

* S HP:Hurt MV:Winded > The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]
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 humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving east.
A Dha'vol trolloc has arrived from the south.

o S HP:Hurt MV:Winded > e
e
The Blight
The ground is fairly rocky here, as the Mountains of Dhoom grow closer. A huge
jagged boulder sprouts up from the soil here, preventing any further travel to
the north. The sickly growths of the Blight surround you.
[ obvious exits: E W ]
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
A rat scurries around trying to get out of sight.
*Pial* is here, fighting a huge darkhound, riding a wild stallion.
A huge darkhound is here, fighting Pial.
A Dha'vol trolloc has arrived from the west.
*Pial* panics, and attempts to flee!
A wild stallion seems too exhausted to obey *Pial*'s commands.
*Pial* tries to flee, but is too exhausted!

* S HP:Hurt MV:Winded > The Blight
The Blight here is beginning to thin somewhat, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N S W ]
There are some tracks of a trolloc leaving south.
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 west.
A rat scurries around trying to get out of sight.
A Dha'vol trolloc has arrived from the west.

* S HP:Hurt MV:Winded > w
w
;
The Blight
The ground is fairly rocky here, as the Mountains of Dhoom grow closer. A huge
jagged boulder sprouts up from the soil here, preventing any further travel to
the north. The sickly growths of the Blight surround you.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving east.
A rat scurries around trying to get out of sight.
*Pial* is here, fighting a huge darkhound, riding a wild stallion.
A huge darkhound is here, fighting Pial.
A Dha'vol trolloc has arrived from the east.

* S HP:Hurt MV:Winded > The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]
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 humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
Jyrk the Trolloc is standing here.
A Dha'vol trolloc has arrived from the east.

o S HP:Hurt MV:Winded > 2
[kill human]
They aren't here.

o S HP:Hurt MV:Winded > [bash ]
Bash who?

o S HP:Hurt MV:Winded > e
;
;
Jyrk leaves north.
The Blight
The ground is fairly rocky here, as the Mountains of Dhoom grow closer. A huge
jagged boulder sprouts up from the soil here, preventing any further travel to
the north. The sickly growths of the Blight surround you.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving east.
A rat scurries around trying to get out of sight.
*Pial* is here, fighting a huge darkhound, riding a wild stallion.
A huge darkhound is here, fighting Pial.
A Dha'vol trolloc has arrived from the west.

* S HP:Hurt MV:Winded > [kill human]
You smite *Pial*'s right arm hard.

* S HP:Hurt MV:Winded - a huge darkhound: Hurt - Pial: Wounded > A Dha'vol trolloc joins your fight!
A huge darkhound sears Pial's flesh with a scorching flame!
A shrill piercing scream reverberates through the area.
[kill human]
You do the best you can!

* S HP:Hurt MV:Winded - a huge darkhound: Hurt - Pial: Wounded > 2
[bash ]

*
A Dha'vol trolloc cleaves Pial's left foot.
A huge darkhound sears Pial's flesh with a scorching flame!
A huge darkhound swiftly dodges *Pial*'s attempt to blast it.
A huge darkhound barely tickles Pial's body with its hit.

*
Inshivatu narrates 'on rain'

+
*Pial* panics, and attempts to flee!

=
Your bash at *Pial* sends him sprawling!

* S HP:Hurt MV:Winded - a huge darkhound: Hurt - Pial: Wounded > nar s e entr
A Dha'vol trolloc cleaves Pial's left leg very hard.
You smite *Pial*'s left leg into bloody fragments!
A huge darkhound barely hits Pial's head.
You narrate 's e entr'

* S HP:Hurt MV:Winded - a huge darkhound: Hurt - Pial: Wounded > nar bashed
You narrate 'bashed'

cmb
* S HP:Hurt MV:Winded - a huge darkhound: Hurt - Pial: Wounded > [change mood brave]
Mood changed to: Brave

* S HP:Hurt MV:Winded - a huge darkhound: Hurt - Pial: Wounded >
A Dha'vol trolloc barely cleaves Pial's body.
You smite *Pial*'s body.
*Pial* panics, and attempts to flee!
A wild stallion seems too exhausted to obey *Pial*'s commands.
*Pial* tries to flee, but is too exhausted!
*Pial* blasts a huge darkhound's head into bloody fragments!
A huge darkhound barely hits Pial's right arm.
*Pial* panics, and attempts to flee!
A wild stallion seems too exhausted to obey *Pial*'s commands.
*Pial* tries to flee, but is too exhausted!

* S HP:Hurt MV:Winded - a huge darkhound: Hurt - Pial: Battered > [kill human]
You do the best you can!
*Pial* panics, and attempts to flee!
A wild stallion seems too exhausted to obey *Pial*'s commands.
*Pial* tries to flee, but is too exhausted!

A huge darkhound sears Pial's flesh with a scorching flame!ered >
[bash ]

-
*Pial* stops riding a wild stallion.

+
A Dha'vol trolloc barely tickles Pial's body with his cleave.
*Pial* panics, and attempts to flee!
A huge darkhound hits Pial's right foot.
*Pial* panics, and attempts to flee!

=
Your bash at *Pial* sends him sprawling!
*Pial* panics, and attempts to flee!
*Pial* leaves east.

* S HP:Hurt MV:Winded > nar he HAG
;
You narrate 'he HAG'

e
;
* S HP:Hurt MV:Winded > [kill human]
They aren't here.

* S HP:Hurt MV:Winded > The Blight
The Blight here is beginning to thin somewhat, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving west.
*Pial* is sitting here.
A rat scurries around trying to get out of sight.
A Dha'vol trolloc has arrived from the west.

* S HP:Hurt MV:Winded > [kill human]
You smite *Pial*'s body hard.
*Pial* panics, and attempts to flee!

* S HP:Hurt MV:Winded - Pial: Battered > You smite *Pial*'s body.
A Dha'vol trolloc joins your fight!
A rat now follows Pial.

* S HP:Hurt MV:Winded - Pial: Battered > ;
[kill human]
You do the best you can!
*Pial* leaves south.

* S HP:Hurt MV:Winded > A huge darkhound has arrived from the west.

* S HP:Hurt MV:Winded > The Blight
The ground is fairly rocky here, as the Mountains of Dhoom grow closer. A huge
jagged boulder sprouts up from the soil here, preventing any further travel to
the north. The sickly growths of the Blight surround you.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a human leaving east.
There are some tracks of a trolloc leaving east.
A rat scurries around trying to get out of sight.
A wild stallion bucks madly.
A Dha'vol trolloc has arrived from the east.

* S HP:Hurt MV:Winded > [kill human]
They aren't here.

* S HP:Hurt MV:Winded > e
s
;
The Blight
The Blight here is beginning to thin somewhat, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a human leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
A huge darkhound is here, drooling and snarling.
A rat scurries around trying to get out of sight.
A Dha'vol trolloc has arrived from the west.

* S HP:Scratched MV:Winded > The Blight
The corruption which is the Blight stretches endlessly about you. The air
is fetid and damp. Sickly sweet vapors make you gag and you barely can contain
the bile which rises in your throat. The peaks of the Mountains of Dhoom are
visible to the north. Broken trees, oozing black pus, are strewn about.
[ obvious exits: N S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a human leaving south.
There are some tracks of a trolloc leaving north.
A rat scurries around trying to get out of sight.
A Dha'vol trolloc has arrived from the north.

* S HP:Scratched MV:Winded > [kill human]
They aren't here.

* S HP:Scratched MV:Winded > s

Inshivatu narrates 'huge group'

;
* S HP:Scratched MV:Winded > The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
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 east.
There are some tracks of a trolloc leaving west.
The giant blight beetle is here, fighting Pial.
*Pial* is here, fighting the giant blight beetle.
A Dha'vol trolloc has arrived from the north.

* S HP:Scratched MV:Winded > [kill human]
You smite *Pial*'s left leg into bloody fragments!

* S HP:Scratched MV:Winded - the giant blight beetle: Hurt - Pial: Battered > ;
;
;
;
;
;
[kill human]
You do the best you can!
*Pial* leaves east.

* S HP:Scratched MV:Winded > ;
[kill human]
They aren't here.
*Pial* has arrived from the east.

* S HP:Scratched MV:Winded > [kill human]
You barely smite *Pial*'s head.

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!
*Pial* panics, and attempts to flee!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!
*Pial* leaves north.

* S HP:Scratched MV:Winded > ;
;
[kill human]
They aren't here.
*Pial* has arrived from the north.

* S HP:Scratched MV:Winded > [kill human]
You smite *Pial*'s right leg into bloody fragments!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

;
* S HP:Scratched MV:Winded - Pial: Beaten > ;
A huge darkhound has arrived from the north.
[kill human]
You do the best you can!
*Pial* panics, and attempts to flee!

cmb
* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[change mood brave]
Mood changed to: Brave

* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;

A huge darkhound barely tickles Pial's body with its hit.
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A Dha'vol trolloc joins your fight!
The giant blight beetle barely tickles Pial's body with its hit.
You smite *Pial*'s body.
Troika narrates 'fellas they have alot u need to regrouo'

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!
*Pial* leaves west.
*Pial* has arrived from the west.

* S HP:Scratched MV:Winded > ;
;
[kill human]
You smite *Pial*'s head hard.

* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
;
;
;
A Dha'vol trolloc joins your fight!
A huge darkhound joins your fight!
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
Pial swiftly dodges the giant blight beetle's attempt to hit him.
[kill human]
You do the best you can!
*Pial* panics, and attempts to flee!

;
* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > ;
[kill human]
You do the best you can!

* S HP:Scratched MV:Winded - Pial: Beaten > [kill human]
You do the best you can!

;
* S HP:Scratched MV:Winded - Pial: Beaten > The giant blight beetle hits Pial's right leg.
A huge darkhound barely hits Pial's body.
A Dha'vol trolloc barely tickles Pial's body with his cleave.
*Pial* blasts your right arm hard.
You smite *Pial*'s body.
[kill human]
You do the best you can!
*Pial* leaves east.

* S HP:Scratched MV:Winded > ;
[kill human]
They aren't here.

* S HP:Scratched MV:Winded > ;
[kill human]
They aren't here.

* S HP:Scratched MV:Winded > [where ]
Players in your Zone
--------------------
Hress - The Blight
Spoiler - The Blight
Razhak - The Blight
You catch a smell of horses nearby.
Hress narrates 'inshi you ok?'

* S HP:Scratched MV:Winded > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
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 east.
A small stick is lying on the ground here.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A Dha'vol trolloc has arrived from the west.

* S HP:Scratched MV:Winded > [kill human]
They aren't here.

* S HP:Scratched MV:Winded > e
;
Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
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 east.
A rat scurries around trying to get out of sight.
A Dha'vol trolloc has arrived from the west.

* S HP:Scratched MV:Winded > [kill human]
They aren't here.

* S HP:Scratched MV:Winded > e
;
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
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 east.
A rat scurries around trying to get out of sight.
A Dha'vol trolloc has arrived from the west.

* S HP:Scratched MV:Winded > [kill human]
They aren't here.

* S HP:Scratched MV:Winded > e
;
The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]
There are some bloody traces of a human leaving north.
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 trolloc leaving west.
There are some tracks of a trolloc leaving north.
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A Dha'vol trolloc has arrived from the west.

* S HP:Scratched MV:Winded > [kill human]
They aren't here.

* S HP:Scratched MV:Winded > n
n
n
The Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
The corpse of a gaping maw is lying here.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded >
Inshivatu narrates 'ouch'

* S HP:Scratched MV:Winded > n
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
Spoiler Grunts is standing here.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > n
n
Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a myrddraal leaving south.
There are some tracks of a trolloc leaving south.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a myrddraal leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > s
s
Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a myrddraal leaving south.
A Dha'vol trolloc has arrived from the north.

w
* S HP:Scratched MV:Winded > w
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
Spoiler Grunts is standing here.
A Dha'vol trolloc has arrived from the north.

* S HP:Scratched MV:Winded > Dying Plains in the Blight
These plains squish in a disgusting manner with even the slightest
pressure. A small and faint ooze leaks from the ground where too much
weight creates furrows in the ground. To the east the Blight appears lusher
and riper, although the death and decay that permeates the air here is
replaced there by a sickly sweet odor that is no more healthy.
[ obvious exits: N E W ]
There are some bloody traces of a human leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
A Dha'vol trolloc has arrived from the east.

o S HP:Scratched MV:Winded > n
End of the Dark Road
The ragged wastes of the blight slowly begin to take on some semblance
of a feature beyond wasted grass and mutated insects. Slowly emerging
from the dirt, the beginnings of a dark road appear, becoming stronger
as it leads into the wastes to the north. What appear to be broken
stalks of old weeds become weathered wooden pikes, intermingled with
newer metal shafts, each complete one bearing the scored and dried
skeleton of a long dead creature, left as a warning to all who would
travel a road of the Dark One.
[ obvious exits: N E W ]
There are some bloody traces of a human leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
A Dha'vol trolloc has arrived from the east.

* S HP:Scratched MV:Winded > n
The Dark Road
This is the Dark Road, running from Thakan'dar in the north and Tarwin's Gap in
the south. The road is lined with poles, and on each pole a trophy is placed to
the glory of the Heart of the Dark. The road itself is grey, as is everything
else here. It is paved with stones crumbled into gravel by the passage of
countless iron shod heels.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a tree leaving east.
A small stick is lying on the ground here.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > The Dark Road
The dark road runs north and south here. It is straight, and seemingly well
made, with an even layer of gravel. But the gravel is sharp and cutting, and
walking barefoot here would leave a trail of blood. Poles are stuck on both
sides of the road, like a beautiful, green alley. But instead of healthy green
trees in this alley, there are black iron pikes with grisly trophies.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving east.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving north.
Gutted by flame, a covered wagon has been reduced to a char-blackened mess.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > n
The Twist in the Dark Road
Here the dark road turns to the east and to the south. Perfectly flat, paved
with large sheets of black stone, it cuts through a small hill as it turns to
the east. It has turned aside from a large, dark hill to the north, upon which
a black stone spire stands ominously. Iron spikes are driven into the earth,
upon which heads or bodies are impaled.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving south.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Winded > s
The Dark Road
The dark road runs north and south here. It is straight, and seemingly well
made, with an even layer of gravel. But the gravel is sharp and cutting, and
walking barefoot here would leave a trail of blood. Poles are stuck on both
sides of the road, like a beautiful, green alley. But instead of healthy green
trees in this alley, there are black iron pikes with grisly trophies.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
Gutted by flame, a covered wagon has been reduced to a char-blackened mess.
A Dha'vol trolloc has arrived from the north.

e
* S HP:Scratched MV:Weary > Barren Plains
These plains are flat, with no features exept for windswept, grey sand and grey
rock, polished by time and the windblown sand. The grey sand feels unpleasant
to touch, itching and stinging. This sand is from tainted rock, and harmful to
all of the light. Somehow, you sense the taint in the sand here seeps from just
to the east. Nowhere around you can anything kindle any hope of rest,
sustenance, or peace.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving north.
An enormous blight worm towers above you, making an eerie shrill scream.
A Dha'vol trolloc has arrived from the west.

* S HP:Scratched MV:Weary > n
The Twist in the Dark Road
The dark road turns north and east here, following the edge of the hill to the
northwest of here. The road is paved with sheets of dark stone, smooth as if
thoroughly polished. The road runs through a flat, gray landscape, with small
mounds of earth scattered about.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving south.
An enormous blight worm towers above you, making an eerie shrill scream.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Weary > n
The Dark Road
The road passes between a hill to the west and a grove of tall pines to the
east. This area is covered in a short, ugly black grass that covers the spare
ground. The road is covered in black slates, polished quite smooth with the
passage of time and countless armies.
[ obvious exits: N E S ]
There are some bloody traces of a human leaving east.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A Dha'vol trolloc has arrived from the south.

* S HP:Scratched MV:Weary > e
;
Blighted Grove
Large pine trees form a grove here, a dark and unwholesome place. The crowns
are so close as to suffocate all the undergrowth, making the place dark and
gloomy. The trees are specked with lurid red fungi and splotches of black
growth, covering the trees in clumps of red matter. The fungi pulse slightly,
and it has little to do with the wind blowing.
[ obvious exits: N E S W D ]
There are some bloody traces of a human leaving down.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
There are some tracks of a trolloc leaving east.
A small purse is here.
A rat scurries around trying to get out of sight.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.
A Dha'vol trolloc has arrived from the west.

o S HP:Scratched MV:Weary > [kill human]
They aren't here.

o S HP:Scratched MV:Weary > 4
[where ]
Players in your Zone
--------------------
Razhak - Blighted Grove
Mogron - The Dark Road

o S HP:Scratched MV:Weary > nar Pial in ways
You narrate 'Pial in ways'
Hress narrates 'ok patty allw 4s gk'

o S HP:Scratched MV:Weary > nar DAMMIT
A strange portal closes into nothingness.
You narrate 'DAMMIT'

o S HP:Scratched MV:Weary > w
s
s
s
The Dark Road
The road passes between a hill to the west and a grove of tall pines to the
east. This area is covered in a short, ugly black grass that covers the spare
ground. The road is covered in black slates, polished quite smooth with the
passage of time and countless armies.
[ obvious exits: N E S ]
There are some bloody traces of a human leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A Dha'vol trolloc has arrived from the east.

s
* S HP:Scratched MV:Weary > The Twist in the Dark Road
The dark road turns north and east here, following the edge of the hill to the
northwest of here. The road is paved with sheets of dark stone, smooth as if
thoroughly polished. The road runs through a flat, gray landscape, with small
mounds of earth scattered about.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving west.
A Dha'vol trolloc has arrived from the north.

* S HP:Scratched MV:Weary > s
s
Barren Plains
These plains are flat, with no features exept for windswept, grey sand and grey
rock, polished by time and the windblown sand. The grey sand feels unpleasant
to touch, itching and stinging. This sand is from tainted rock, and harmful to
all of the light. Somehow, you sense the taint in the sand here seeps from just
to the east. Nowhere around you can anything kindle any hope of rest,
sustenance, or peace.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
An enormous blight worm towers above you, making an eerie shrill scream.
A Dha'vol trolloc has arrived from the north.

* S HP:Scratched MV:Weary > Desolate Plains
These plains are forlorn and lost, and the few rocks and tufts of blackish
growth emphasize this rather than detract from the monotony. There is no water
in sight. This place is utterly bleak, and yet quite cheerful compared to the
surrounding plains. Some of the rocks here seems spattered with blood, stained
but never cleansed by the rain.
[ obvious exits: N E S W ]
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 east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
A small stick is lying on the ground here.
A black snake with red mottling slyly meanders around you.
A Dha'vol trolloc has arrived from the north.

* S HP:Scratched MV:Weary > ungroup
Dying Plains in the Blight
These plains squish in a disgusting manner with even the slightest
pressure. A small and faint ooze leaks from the ground where too much
weight creates furrows in the ground. To the east the Blight appears lusher
and riper, although the death and decay that permeates the air here is
replaced there by a sickly sweet odor that is no more healthy.
[ obvious exits: N E W ]
There are some bloody traces of a human leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.
A Dha'vol trolloc has arrived from the north.

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

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

o S HP:Scratched MV:Weary > A Dha'vol trolloc stops following you.
You have disbanded the group.

o S HP:Scratched MV:Weary > n
n
Desolate Plains
These plains are forlorn and lost, and the few rocks and tufts of blackish
growth emphasize this rather than detract from the monotony. There is no water
in sight. This place is utterly bleak, and yet quite cheerful compared to the
surrounding plains. Some of the rocks here seems spattered with blood, stained
but never cleansed by the rain.
[ obvious exits: N E S W ]
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 east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
A small stick is lying on the ground here.
A black snake with red mottling slyly meanders around you.

* S HP:Scratched MV:Weary > n
Barren Plains
These plains are flat, with no features exept for windswept, grey sand and grey
rock, polished by time and the windblown sand. The grey sand feels unpleasant
to touch, itching and stinging. This sand is from tainted rock, and harmful to
all of the light. Somehow, you sense the taint in the sand here seeps from just
to the east. Nowhere around you can anything kindle any hope of rest,
sustenance, or peace.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving north.
An enormous blight worm towers above you, making an eerie shrill scream.

* S HP:Scratched MV:Weary > n
The Twist in the Dark Road
The dark road turns north and east here, following the edge of the hill to the
northwest of here. The road is paved with sheets of dark stone, smooth as if
thoroughly polished. The road runs through a flat, gray landscape, with small
mounds of earth scattered about.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving east.

e
* S HP:Scratched MV:Weary > The Dark Road
The road passes between a hill to the west and a grove of tall pines to the
east. This area is covered in a short, ugly black grass that covers the spare
ground. The road is covered in black slates, polished quite smooth with the
passage of time and countless armies.
[ obvious exits: N E S ]
There are some bloody traces of a human leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving south.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Scratched MV:Weary > Blighted Grove
Large pine trees form a grove here, a dark and unwholesome place. The crowns
are so close as to suffocate all the undergrowth, making the place dark and
gloomy. The trees are specked with lurid red fungi and splotches of black
growth, covering the trees in clumps of red matter. The fungi pulse slightly,
and it has little to do with the wind blowing.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving down.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving west.
A small purse is here.
A rat scurries around trying to get out of sight.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.
Warped, menacing boughs shiver amongst trees slowly enclosing around you.

o S HP:Scratched MV:Weary > \
[pull leaf]
A strange portal opens out of seemingly nowhere.

o S HP:Scratched MV:Weary > d
At a Vine-Carved Door
A broad strip of white runs from east to west here. At the western
extreme is a large, vine-carved stone door, standing alone in the black
like a tiny piece of wall in the night. The other end lies under a blanket
of darkness in the midst of the Ways.

[ obvious exits: N E S W U ]
There are some bloody traces of a human leaving west.
There are some tracks of a horse leaving up.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving up.
There are some tracks of a human leaving up.
An intricately carved stone Avendesora leaf is worked into the door.

o S HP:Scratched MV:Weary > w
A vine-carved door mysteriously closes.
Ominous winds carry screams, howling songs, melodies to die for...
A Scorched Walkway
Seeming to double back over itself and wind at impossible angles through the
black distances of the Ways, this path passes through the timeless depths of
unnatural darkness. No sign of life or nurture exists in this realm, only
stillness and decay.
[ obvious exits: N E W D ]
There are some bloody traces of a human leaving north.
There are some tracks of a horse leaving north.

o S HP:Scratched MV:Weary > n
Spanning the Black Ways
Once planted with soft grasses and fruitful trees, this small area is
now flat and barren. A stone pillar stands near what seems to be the
center of the misshapen plateau, enscribed with faint and twisted runes.
Darkness encroaches on all sides, oppressing sound and light.
[ obvious exits: N E S W U D ]
There are some bloody traces of a human leaving west.
There are some tracks of a horse leaving west.

o S HP:Scratched MV:Weary > w
Inshivatu tells you 'i rip'
At a Vine-Carved Door
A broad strip of white runs from east to west here. At the western
extreme is a large, vine-carved stone door, standing alone in the black
like a tiny piece of wall in the night. The other end lies under a blanket
of darkness in the midst of the Ways.

[ obvious exits: N E S W D ]
There are some bloody traces of a human leaving west.
There are some tracks of a horse leaving south.
There are some tracks of a human leaving south.
There are some tracks of a human leaving up.
There are some tracks of a horse leaving south.
An intricately carved stone Avendesora leaf is worked into the door.
Hress narrates 'inshi rip :('

o S HP:Scratched MV:Weary > w
Twisting through the Ways
Seeming to double back over itself and wind at impossible angles through the
black distances of the Ways, this path passes through the timeless depths of
unnatural darkness. No sign of life or nurture exists in this realm, only
stillness and decay.
[ obvious exits: N E S W U ]
There are some bloody traces of a human leaving up.

o S HP:Scratched MV:Haggard > u
At a Vine-Carved Door
A broad strip of white runs from east to west here. At the western
extreme is a large, vine-carved stone door, standing alone in the black
like a tiny piece of wall in the night. The other end lies under a blanket
of darkness in the midst of the Ways.

[ obvious exits: N E S W ]
There are some bloody traces of a human leaving up.
There are some tracks of a human leaving east.
An intricately carved stone Avendesora leaf is worked into the door.

\
o S HP:Scratched MV:Haggard > u
[pull leaf]
The vine-carved door mysteriously opens.
Havok narrates 'bleh'

o S HP:Scratched MV:Haggard > Inshivatu tells you 'couldnt get past them'
Thinning of the Wood
A few scattered birch and dogwoods provide the local vegetation as
the wood thins out here. A black bush grows in the center of this
clearing. Travel is impossible in most directions.
[ obvious exits: N D ]
There are some bloody traces of a human leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a human leaving down.
A wild hog snorts angrily, pawing at the ground.

* S HP:Scratched MV:Haggard > n
n
4
A Sallow Wood
Along the south and west, the tree cover begins to dwindle and a tall grass
invades the woodland boundary. With less shade, the tan fields are warm
and arid.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.

* S HP:Scratched MV:Haggard > A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving south.

* S HP:Scratched MV:Haggard > [where ]
Players in your Zone
--------------------
Razhak - A Sallow Wood

* S HP:Scratched MV:Haggard > e
e
e
e
e
e
e

Saving all threads of this weave of the Wheel. This will take a few moments...

rem skin
drink skin
drink skin

Nemesis narrates 'where pk?'

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: 11 years ago on Tar Valon Road

Post by Razhak » Wed Oct 12, 2016 5:13 pm

A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.
A rat scurries around trying to get out of sight.
Troika narrates 'their is like 6 or so blight'

e
* S HP:Scratched MV:Weary > Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A wild hog snorts angrily, pawing at the ground.

* S HP:Scratched MV:Weary > e
e
An Old, Silent Forest
Stillness invades every fiber of being around you. Trudging through the deep
piles of fallen leaves and branches produces strangely little noise, as if
it is absorbed. No birds chirp, nor is there sign of other woodland life,
and the only movement comes from the dance of sunlight through the flutter of
windblown leaves in the boughs high above.
[ obvious exits: E W ]
There are some bloody traces of a human leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.

e
* S HP:Scratched MV:Weary > An Old, Silent Forest
An eerie, muffled shriek breaks the utter quiet of this wood. Upon closer
investigation you discover the sound emanating from wind passing through the
hollow arms of a stately oak whose life slowly wans whilst it yet grasps out
for blessed light.
[ obvious exits: E W ]
There are some bloody traces of a human leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A wild hog snorts angrily, pawing at the ground.
A long-eared rabbit is here, looking quite sick.
A long-eared rabbit is here, looking quite sick.

* S HP:Scratched MV:Weary > An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.

* S HP:Scratched MV:Weary > A Shallow Culvert at the Forest Border
Your boots sink quickly to the ankles as you step in the soft soil of a
drainage trench. The ditch is only a few feet from the road and shares
the other border with a very old and long undisturbed forest.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.

* S HP:Scratched MV:Weary > The Tar Valon Road
Tended and fenced fields abruptly end against the border of a dense forest
on either side of the road. It looks as if a drainage trench had once
been attempted to help clear the muddy roads during spring rains, but
of late they have fallen into disrepair.
[ obvious exits: N S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving north.

* S HP:Scratched MV:Weary > You stop using a water skin.

* S HP:Scratched MV:Weary > n
You drink the human blood.
Aaaah, that hit the spot... you feel refreshed.
You don't feel thirsty any more.

* S HP:Scratched MV:Winded > e
n
n
n
Your stomach can't contain anymore!

n

* S HP:Scratched MV:Winded > The Tar Valon Road
The road bends your path around a quaint farmhouse and its surrounding
property. The landscape is well-tended with crops in tilled fields and a
dirt road leading to a well.
[ obvious exits: E S ]
There are some bloody traces of a human leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.

* S HP:Scratched MV:Winded > At a Junction of Roads
The road to Tar Valon curves west around a small farm. A dusty cartpath
leads east around a barn to a water well beside a brick home. Smells of
manure and animal stock carry on the breeze. Another road begins at this
point, winding southeast through wooded lands.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.

* S HP:Scratched MV:Weary > The Tar Valon Road
You are traveling on the road to Tar Valon, a well-constructed avenue
connecting Caemlyn and the city of women. The excellent condition of the
road presents you with easy travelling. Fences to either side protect
farmers' crops from the hungry trespasser.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some tracks of a human leaving north.

* S HP:Scratched MV:Weary > Thoroughfare of Alindaer
Fields of varying crops have been planted on both sides of the road, where
the brush and timberline have been cleared back severel feet for the hamlet
just to the north. Towering piles of hay and roving watchdogs rest around the
perimeter, while farmboys playing small hand-carved flutes frolic happily
amongst them.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some tracks of a human leaving north.

* S HP:Scratched MV:Weary > Market Square
Stone-paved streets guide the traffic of Tar Valon between the red and
brown brick houses and shops of this small village. Squadrons of soldiers
file through town periodically from Tar Valon, and the market throng divide
around them as if marching men were obstructions they were long used to.
[ obvious exits: N E S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a human leaving north.
There are some tracks of a humanoid leaving west.
*Pial* is standing here.
A traveler trudges by.
The Alindaer town crier stands here, spreading the news.

* S HP:Scratched MV:Weary > Thoroughfare of Alindaer
Small red brick houses are built all along the road right up to the
river's edge, where, to the north, fishing boats are tethered to a small
network of piers. A pleasant breeze rolls in from the water.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a human leaving north.

* S HP:Scratched MV:Weary > Thoroughfare of Alindaer
To the north-east, the foot of a white bridge stretches over the east side
of River Erinin and arches straight to the walls that surround the island
of Tar Valon, The tops of the high walls of gleaming white, silver-streaked
stone look down on the bridge's height. At intervals, guard towers interrupt
the walls, their massive footings washed by the river.
[ obvious exits: N S ]
There are some tracks of a human leaving north.

* S HP:Scratched MV:Weary > Foot of the Bridge
Often a place thronging with crowds, the bridge begins a long arch over the
half mile or more of the River Erinin. Guards posted at the foot carefully
check everyone who wants to cross.
[ obvious exits: E S ]
There are some tracks of a human leaving east.
A balding, sour-faced officer checks everyone passing by.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Scratched MV:Weary > s
s
Thoroughfare of Alindaer
To the north-east, the foot of a white bridge stretches over the east side
of River Erinin and arches straight to the walls that surround the island
of Tar Valon, The tops of the high walls of gleaming white, silver-streaked
stone look down on the bridge's height. At intervals, guard towers interrupt
the walls, their massive footings washed by the river.
[ obvious exits: N S ]
There are some tracks of a trolloc leaving north.
There are some tracks of a human leaving north.

* S HP:Scratched MV:Weary > ;
Nemesis narrates 'ahh'
Thoroughfare of Alindaer
Small red brick houses are built all along the road right up to the
river's edge, where, to the north, fishing boats are tethered to a small
network of piers. A pleasant breeze rolls in from the water.
[ obvious exits: N S ]
There are some tracks of a trolloc leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a human leaving north.
Troika narrates 'stop going out solo and regorup'

* S HP:Scratched MV:Weary > Market Square
Stone-paved streets guide the traffic of Tar Valon between the red and
brown brick houses and shops of this small village. Squadrons of soldiers
file through town periodically from Tar Valon, and the market throng divide
around them as if marching men were obstructions they were long used to.
[ obvious exits: N E S W ]
There are some tracks of a trolloc 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 human leaving north.
There are some tracks of a humanoid leaving west.
*Pial* is standing here.
A traveler trudges by.
The Alindaer town crier stands here, spreading the news.

* S HP:Scratched MV:Weary > [kill human]
You smite *Pial*'s body.

* S HP:Scratched MV:Weary - Pial: Critical > *Pial* panics, and attempts to flee!
*Pial* tries to flee, but is too exhausted!

* S HP:Scratched MV:Weary - Pial: Critical > *Pial* barely blasts your body.
A traveler leaves west.
You smite *Pial*'s body.

* S HP:Scratched MV:Weary - Pial: Critical > *Pial* blasts your right arm hard.
You smite *Pial*'s body hard.

* S HP:Scratched MV:Weary - Pial: Critical > *Pial* barely blasts your body.
You smite *Pial*'s right leg extremely hard.
*Pial* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Pial*'s death cry.
Jyrk narrates 'where are they now?'

Spoiler narrates 'i coming in'
Nemesis narrates 'lets group gk?'

* S HP:Hurt MV:Weary > nar rip pial

Slavvok narrates 'we got works?'

* S HP:Hurt MV:Weary > You narrate 'rip pial'

Post Reply