I Still Identify as a Fade

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Skittles
Posts: 4
Joined: Mon Aug 27, 2018 5:44 pm

I Still Identify as a Fade

Post by Skittles » Sat Sep 08, 2018 9:07 pm

Really a pointless log where nothing really happens as I invade puke territories. Exciting finish, though!

* HP:Healthy MV:Strong > Junction of the Caemlyn and Lugard Roads
Stalled wagons and carts tighten the road here at the heart of Four
Kings. High upon the side of the building on the southeast corner of the
intersection a sign proclaims the road leading off to the south to be
the Lugard Highway, easily as wide as the Caemlyn Road which runs in
between the festive establishments of town, even if not quite so busy.
[ obvious exits: E S W ]
A mirrored lantern has been left here.

* HP:Healthy MV:Strong > Players in your Zone
--------------------
Skittles - Junction of the Caemlyn and Lugard Roads

* HP:Healthy MV:Strong > e
e
e
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]

e
* HP:Healthy MV:Strong > The Outskirts of Four Kings
The gaudy buildings of Four Kings quickly surround the Caemlyn Road as
it runs westward towards Whitebridge, resulting in a crowded, noisy, and
incredibly busy town at all hours of the day and night. The street is
crowded with wagons, packed so tightly that there is barely enough room
for a single cart to pass by, let alone allow two way traffic. Even from
here the sounds of staged mirth are audible from the taverns.
[ obvious exits: E W ]

* HP:Healthy MV:Strong > The Caemlyn Road Above Four Kings
Sprawled across the plains to the west lies the village of Four Kings,
a dusty array of wide streets and multi-colored buildings, clogged with
wagons running along the Caemlyn Road. Other than the city, there is
nothing within sight but the hedges around failed farms and the dusty
plains of Andor.
[ obvious exits: N E S W ]

* HP:Healthy MV:Strong > whe
The Caemlyn Road
Directly east of the edge of Four Kings, the Caemlyn Road makes a gentle bend
to the west and north around a hill. Heavy use and poor maintenance on this
road are evident; it is too old to carry the heavy cargo wagons that it bears,
even if that was its intended purpose.
[ obvious exits: N W ]

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

* HP:Healthy MV:Strong > n
e
e
The Caemlyn Road
Making a bend around a hill to the west, the Caemlyn Road curves to the east
and south. The road stretches off towards the horizon in the east leading
eventually to the ancient city of Caemlyn, while to the southwest it leads
into the heart of Four Kings.
[ obvious exits: E S W ]

e
* HP:Healthy MV:Strong > e
e
The Caemlyn Road
Passing to the south of the Braem Wood, the road to Caemlyn is a wide highway
that allows an easy connection between the many farms along its route and the
city of Caemlyn and the town of Four Kings. The dusty road extends to the east,
almost out of sight, and encounters a bend to the west.
[ obvious exits: E W ]

* HP:Healthy MV:Strong > The Caemlyn Road
The road to Caemlyn runs very near to thick forestland which lies
to the north; a small trail leaves the road here and vanishes into
the trees. The road itself, showing the wear it receives from
constant traffic, runs off to the east and west in an undisturbed
and straight course.
[ obvious exits: N E W ]

* HP:Healthy MV:Strong > e
The Caemlyn Road
The road continues on a fairly straight path to the east and west in this area,
offering little in the way of shelter or scenery. The only really distinct view
from the road is Braem Wood, which stands as a dark mass of trees to the north.
[ obvious exits: E W ]

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

* HP:Healthy MV:Strong > e
A cavalry officer lances your head into bloody fragments!
Ouch! That Really did HURT!

A cavalry officer bellows 'YlYMe kbp IoQf ZCvCD rdCKKkUD @yf QwNk h`yJPatR'
No way! You're fighting for your life!

* HP:Wounded MV:Strong - a cavalry officer: Scratched > No way! You're fighting for your life!

* HP:Wounded MV:Strong - a cavalry officer: Scratched > No way! You're fighting for your life!

* HP:Wounded MV:Strong - a cavalry officer: Scratched > No way! You're fighting for your life!

f
e HP:Wounded MV:Strong - a cavalry officer: Scratched >
You panic and attempt to flee!

e

You try to crush a cavalry officer, but he parries successfully.
A cavalry soldier joins a cavalry officer's fight!
A cavalry soldier joins a cavalry officer's fight!
A cavalry soldier joins a cavalry officer's fight!
A cavalry soldier joins a cavalry officer's fight!
A cavalry officer lances your left arm very hard.
Ouch! That Really did HURT!

You flee head over heels.
The Caemlyn Road
The scenery here is very distinct, as the road continues along its slow course
through the area. The southern border of the road is grown over by thick hedges
and bushes, and off to the north, the Braem Wood begins to be visible. The road
runs far off to the east where it crosses the River Cary. Miles away to the
west lies the town of Four Kings.
[ obvious exits: E S W ]

* HP:Battered MV:Strong > The Caemlyn Road
Continuing on along miles of landscape, the Caemlyn Road provides a link
between Four Kings to the west and Caemlyn which lies far to the east. The
River Cary breaks the tedium, as it hugs the road to the east. A sturdy yet
ancient bridge crosses it. To the south is a flat shore along the river.
[ obvious exits: E S W ]

* HP:Battered MV:Strong > Bridge on the River Cary at Carysford
Perhaps only thirty paces wide, the dark water of the River Cary below moves by
slowly. The stone abutments of the bridge have been so worn by the elements
that they look almost like natural formations and years of heavy use by
merchant wagons have loosened the thick wooden planks. The Caemlyn road extends
off to the east and west.
[ obvious exits: E W D ]

* HP:Battered MV:Strong > e
e
e
Loose boards squeak and rattle underfoot.
Loose boards squeak and rattle underfoot.
The Caemlyn Road
Moving alongside the slowly flowing River Cary, the Caemlyn Road curves
casually to the south and west where it encounters a bridge across the river.
To the southwest, the river departs from the road as hills emerge between them.
Off to the east, some miles distant, Caemlyn may be found; and to the west,
Four Kings is the closest major town.
[ obvious exits: S W ]

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

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

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

* HP:Battered MV:Tiring > glare
The Caemlyn Road
The grassy hills that lie around this road cause it to bend here, as they guide
it to the east and north. This road is typically busy, carrying merchants'
carts between their trading points, and providing a path for farmers to drive
their harvests and livestock to market.
[ obvious exits: N E ]
A crow is visible flying high in the sky.

* HP:Battered MV:Tiring > You glare at nothing in particular.

* HP:Battered MV:Tiring > e
s
The Caemlyn Road
Here the road makes a gentle bend to the west and south, moving smoothly
between the various natural obstacles in the region. The amount of traffic on
this road is somewhat obvious, either by the occasional passing cart or the
deep wagon ruts that they leave behind. Low bushes border the road on each
side, blocking the view of the farms and landscape beyond.
[ obvious exits: S W ]
A short man stands here, nervously eyeing everything in sight.
A long-eared rabbit is here, looking quite sick.

e
* HP:Battered MV:Tiring > e
The Caemlyn Road
The Caemlyn Road bends here to the north and east, as it gently weaves its way
through the hills of this area. As one of the only major roads in this area,
this particular route is very well travelled, by farmers buying supplies or
selling crops and by merchants as they conduct their trade in the major cities.
[ obvious exits: N E ]
A crow is here flying around.

* HP:Battered MV:Tiring > e
The Caemlyn Road
One of the most travelled roads in this region, the Caemlyn Road provides a
convenient highway between the many farms along its path and the cities that
lie to the east and west. A small path leads off to the south towards one such
farm, while the road continues between Whitebridge and Caemlyn.
[ obvious exits: E S W ]

* HP:Battered MV:Tiring > The Caemlyn Road
Working its way easily between the hills, the road to Caemlyn is fairly
broad and well travelled. Caemlyn, its namesake, lies somewhere to the
east, at the end of this road; various towns have formed along the rest of
its length. A small farm, like many others on this route, stands off to the
south, while the road continues on to the east and west. A freshly-erected
SIGN stands here.
[ obvious exits: E S W ]
A gray palfrey prances skittishly nearby.

* HP:Battered MV:Tiring > The Caemlyn Road
A sudden narrowing in the highway weaves in and out between the brown
hills. Weary travelers are often seen plodding here along on their journeys
to Caemlyn, or part of the wagon groups commuting between Lugard, Caemlyn
and Whitebridge. A few rotten trees stand huddled in a copse, with a sign
nailed on one showing how it can be used to "block" or "clear" "the road".
[ obvious exits: N W ]

* HP:Battered MV:Tiring > whe
n
Players in your Zone
--------------------
Skittles - The Caemlyn Road

* HP:Wounded MV:Tiring > The Caemlyn Road
The road turns here, snaking around the few hills which dot the plains and
farms which sporadically line the road. The land dips towards the
southeast, slowly heading towards the Sea of Storms far beyond Lugard to
the south, as well as towards the capital city of Andor somewhere to the
east. A freshly-erected SIGN stands here.
[ obvious exits: N E S ]
A badger is rummaging about, looking for stuff to eat.

* HP:Wounded MV:Tiring > n
Base of the Hill
The ground here is moderately flat, sloping up slowly to the east. Just to the
south runs the road to Caemlyn, marked by the deep wagon ruts that show its
heavy use. The soil here is a bit stony, making it hard for vegetation to grow;
instead, small grasses constitute most of the plant life.
[ obvious exits: E S ]
An Ogier stonemason strides by briskly.

* HP:Wounded MV:Tiring > e
e
e
e
The Small Hilltop
A bit north of the road to Caemlyn, this low hilltop is lightly covered by
short grasses and offers a decent view of the surrounding area. Somewhere off
to the east, over the crests of various hills, the city of Caemlyn stands; a
fortress in this otherwise rural area. To the west the ground descends a bit,
tapering off into plains.
[ obvious exits: E S W ]

* HP:Wounded MV:Tiring > Amongst the Rolling Hills
Lightly covered with sparse grasses, these low hills border and guide the road
to Caemlyn, which lies to the south. The hills extend to the east, beyond which
the walls of Caemlyn stand, and seem to become more dense towards the west.
[ obvious exits: E S W ]

* HP:Wounded MV:Tiring > On Top of a Hill Overlooking the Caemlyn Road
This grassy hilltop offers a view of the majesty of Caemlyn to the east, in
addition to a clear view of the road to the south. The hills extend to the
east and west, bordering the road, and a large grove of trees blocks any
passage to the north.
[ obvious exits: E S W ]
A badger is rummaging about, looking for stuff to eat.
A badger is rummaging about, looking for stuff to eat.

* HP:Wounded MV:Tiring > In the Hills Around Caemlyn
To the east lies the city of Caemlyn in all of its splendor. The wall is built
of pale grey stone, streaked with silver and white, and stands some fifty feet
tall as it extends to the north almost out of sight in a large arc. Towers
stand along the wall, with banners of red and white flapping in the breeze.
The road to Caemlyn lies to the south, and a hill overlooks the road to the
west.
[ obvious exits: N S W ]

* HP:Wounded MV:Tiring > w
On Top of a Hill Overlooking the Caemlyn Road
This grassy hilltop offers a view of the majesty of Caemlyn to the east, in
addition to a clear view of the road to the south. The hills extend to the
east and west, bordering the road, and a large grove of trees blocks any
passage to the north.
[ obvious exits: E S W ]
A badger is rummaging about, looking for stuff to eat.
A badger is rummaging about, looking for stuff to eat.

re
* HP:Wounded MV:Tiring > You sit down and rest your tired bones.

* HP:Wounded MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On Top of a Hill Overlooking the Caemlyn Road

* HP:Wounded MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On Top of a Hill Overlooking the Caemlyn Road

* HP:Wounded MV:Tiring > time
It is 7 o'clock am, on the 15th day of the month of Aine, year 1243.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
The official forums are now at 'http://forums.wotmud.info' enjoy!

(Server: Sat Sep 8 20:20:07 2018 EST, last rebooted 20 hours, 11 minutes ago)

* HP:Wounded MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On Top of a Hill Overlooking the Caemlyn Road

Rested for moves



* HP:Hurt MV:Strong > whe
Players in your Zone
--------------------
Skittles - On Top of a Hill Overlooking the Caemlyn Road

* HP:Hurt MV:Full > whe
Players in your Zone
--------------------
Skittles - On Top of a Hill Overlooking the Caemlyn Road

* HP:Hurt MV:Full > st
You stop resting, and stand up.

* HP:Hurt MV:Full > e
s
e
In the Hills Around Caemlyn
To the east lies the city of Caemlyn in all of its splendor. The wall is built
of pale grey stone, streaked with silver and white, and stands some fifty feet
tall as it extends to the north almost out of sight in a large arc. Towers
stand along the wall, with banners of red and white flapping in the breeze.
The road to Caemlyn lies to the south, and a hill overlooks the road to the
west.
[ obvious exits: N S W ]

* HP:Hurt MV:Full > e
Outside the Western Gate of Caemlyn
The massive gates of Caemlyn, capital of Andor, rise before you to the
east. The bustle and noise of the city can be heard at all hours, and
during the day long lines of people form to enter the realm of Queen
Morgase, ruler of one of the greatest cities of the known world. Drifting
off towards Whitebridge to the west, the Caemlyn Road leaves its namesake
behind, amongst the colors of the Queen's Guard.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.

e
* HP:Hurt MV:Full > e
Inside the Western Gate of Caemlyn
You are just inside the West Gate of Caemlyn. You stop and stare at the sheer
magnitude of the city. Caemlyn could swallow several other cities whole
without much of a ripple. People are streaming through the gates and the city
looks crowded beyond belief. You can see high in the center of Caemlyn the
Inner City and the royal Palace. An outer road leads north and south along
the city walls, and a wide boulevard leads east into the city's heart.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* HP:Hurt MV:Full > e
Western End of a Wide Boulevard
You are on the western end of a wide boulevard that stretches across the city.
The street is cut in two by a wide strip of grass with a row of trees that
runs the length of the boulevard. Caemlyn's West Gate is just a few steps away,
and you can see a small pet store to the south.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old man hobbles slowly on his way.
A worker busily earns a day's pay.

* HP:Hurt MV:Full > A Wide Boulevard
You are on a wide boulevard that stretches all the way across Caemlyn. The
extremely wide road is cut in the middle by a strip of grass with trees placed
evenly all along the boulevard. Off to the west you can make out one of
Caemlyn's four gates. To the south you see a small brick inn. A sign is posted
above the door.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
A scrawny puppy sniffs the ground for food here.

* HP:Hurt MV:Full > A Wide Boulevard
This wide boulevard bisects Caemlyn and extends to both the east and west. The
road is set with a median of grass and trees. This is one of the busiest areas
in Caemlyn, and the street is usually crawling with people. A small winding
road threads some buildings, and leads off to the south.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A ragged looking man asks for spare coins.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Hurt MV:Full > s
Middle of a Wide Boulevard
This is the middle of a wide boulevard that runs east and west across Caemlyn.
The boulevard is bisected by a strip of grass and a row of trees which run its
length. The sheer noise of crowded Caemlyn is overwhelming, almost a dull
roar. To the north is a paved road which leads into the Inner City. To the
south is an open square and a cluster of shops.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A small dog is here, barking furiously.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Hurt MV:Full > Caemlyn Central Square
You are in a large stone square, right in the middle of Caemlyn's outer
city. You see a wide boulevard to the north, and the path to the inner
city. There are a number of shops around you. The density of the population
is really quite incredible. It's almost impossible to relax as you are
being constantly bumped and jostled. From here you can really get a good
view of the outer city, and this just makes you appreciate the older inner
city all the more. A large banner hangs nearby, depicting a map of
Caemlyn's outer city.
[ obvious exits: N E S W ]
A wooden practice shield has been dropped here.
A fountain is here, offering clear blue water to all.
A flatbed wagon rocks back and forth on spoked wheels.
A damp looking piece of wood sits drying in the air.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The Caemlyn town crier stands here, spreading the news.
The apprentice is here, tending the stores.
A gleeman is here, playing a lute.

* HP:Hurt MV:Full > a
[growl human]
Grrrrrrrrr...

* HP:Hurt MV:Full > whe
Players in your Zone
--------------------
Skittles - Caemlyn Central Square

* HP:Hurt MV:Full > scan
North: A small dog is here, barking furiously.
East: The apprentice is here, tending the stores.
South: A man is here.
West: A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Hurt MV:Full > nar no one ccs
You narrate 'no one ccs'

* HP:Hurt MV:Full > whe
Players in your Zone
--------------------
Skittles - Caemlyn Central Square

* HP:Hurt MV:Full > yell die bitches
You bellow 'die b[edited]es'

whe
* HP:Hurt MV:Full > Players in your Zone
--------------------
Skittles - Caemlyn Central Square

* HP:Hurt MV:Full > n
e
Middle of a Wide Boulevard
This is the middle of a wide boulevard that runs east and west across Caemlyn.
The boulevard is bisected by a strip of grass and a row of trees which run its
length. The sheer noise of crowded Caemlyn is overwhelming, almost a dull
roar. To the north is a paved road which leads into the Inner City. To the
south is an open square and a cluster of shops.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

u
* HP:Hurt MV:Strong > A Wide Boulevard
You are on a wide boulevard that stretches all the way across Caemlyn. The
extremely wide road is cut in the middle by a strip of grass with trees evenly
placed along the street. You see people scurrying about in a mad rush. A
stairway leads up here onto a skywalk that runs over the entire Inner City.
[ obvious exits: E W U ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Hurt MV:Strong > n
Skywalk over the Inner City
You are at the southern end of a long marble skywalk that runs over the
Inner City of Caemlyn. A spiraling stairwell leads down into the heart of
the Outer City. You can see a great deal of Caemlyn from this vantage
point, and the view is simply spectacular. The number of people that
populate this huge city is beyond all belief. The walkway continues to the
north.
[ obvious exits: N D ]

n
* HP:Hurt MV:Strong > d
w
Skywalk over the Inner City
You are on the middle of a marble skywalk which runs the breadth of the Inner
City. You are afforded a marvelous view of the entirety of Caemlyn from here.
The throngs of people below you are staggering in their sheer noise and volume.
The walkway continues to the north and south.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby.

* HP:Hurt MV:Strong > n
Skywalk over the Inner City
You are at the northern end of a marble skywalk which rises high over the Inner
City. From your lofty perch you can see all the marvel and splendor of Caemlyn.
You can see the North Gate not far away, and if you squint you can make out the
South Gate in the distance as well. Below you you can see the breath-taking
beauty of the inner city, and you marvel at the wonders of Ogier architecture.
[ obvious exits: S D ]
A sturdy fell pony stands here, multi-colored tubes protruding from its saddlebags.

* HP:Hurt MV:Strong > n
n
The Northern Road
You are on the northern side of the road which circles the outer city.
The North Gate lies off the your west and the entrance to a skywalk
running over the inner city begins here.
[ obvious exits: E W U ]
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Hurt MV:Strong > Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
A worker busily earns a day's pay.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* HP:Hurt MV:Strong > Outside the Northern Gate of Caemlyn
The fifty foot high wall surrounding Caemlyn is broken by two huge metal
doors. This is the great northern gate of Caemlyn, city of the Queen of Andor.
The gate looks like it could withstand the battering of an army indefinitely.
To the east and west, buildings cluster along the great wall, the upper stories
of inns towering above the tile roofs of houses, and squat warehouses. The road
itself continues south into inner Caemlyn, or north along the great road
through outer Caemlyn.
[ obvious exits: N E S ]
An iron lantern hangs from the wall above the gate.
A black crow is here, watching.

* HP:Hurt MV:Strong > Road through Outer Caemlyn
Along the wide, paved road through outer Caemlyn, travel is fast and comfort-
able. Dwellings and warehouses line the sides of the road, some as many as
three stories tall. Washing hangs to dry in some of the upper stories, pointing
to the fact that the dwellings are well occupied. The road continues north
through outer Caemlyn and leads to a tall gate set in the huge wall guarding
Caemlyn proper to the south. The Braem wood grows thick to the east, and you
seem to be able to force your way through the undergrowth here.
[ obvious exits: N E S ]
A crow is here flying around.

* HP:Hurt MV:Strong > Road through Outer Caemlyn
In the outermost part of Caemlyn the number of dwellings decreases, compared
to other parts of the city. The buildings look slightly run down, and anything
taller than two stories is a rarity. Hazarding a guess, one would say that
poorer folk live here. The road itself is still wide and smooth, but in some
places weeds grow between the paving stones. To the north, the road continues
toward Tar Valon, while taller buildings can be seen flanking the road not far
to the south.
[ obvious exits: N E S ]

* HP:Hurt MV:Strong > n
n
n
n
The Tar Valon Road
Just outside of Caemlyn, the smooth, wide road is in excellent condition,
perfect for fast travel. Interlocking, granite paving stones are laid in a
simple pattern, and not a blade of grass can be seen growing between the
stones. To the south, the road continues through the outskirts of Caemlyn and
going north starts the long journey to Tar Valon.
[ obvious exits: N S ]

* HP:Hurt MV:Strong > The Tar Valon Road
The settlements gradually, almost reluctantly, give way to the wilderness.
The road is in excellent condition, however, free from vegetation and
apparently well-kept in general. Looking to the south, you can see the
silhouette of Caemlyn in the distance, while the road north leads on towards
the city of Tar Valon.
[ obvious exits: N S ]

n
* HP:Hurt MV:Strong > The Tar Valon Road
As you continue your journey, bushes start to flank the road. You strain your
eyes to discover what lies further ahead, but all you can see is the road
stretching through the plains.
[ obvious exits: N S W ]

* HP:Hurt MV:Strong > n
The Tar Valon Road
The road continues in a north-south heading, the surroundings showing little of
interest. However, peering around you notice a bend in the road to the north,
going around a small hill.
[ obvious exits: N S ]

* HP:Hurt MV:Strong > w
Bend in the Road
The road turns here, going south and west, thus evading a small hill to the
north. At the base of the hill, the remains of a camp can be discerned,
probably raised by some small merchant caravan heading south towards Caemlyn.
[ obvious exits: N S W ]
A crow is visible flying high in the sky.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A warhorse is here, stamping his feet impatiently, being ridden by a cavalry officer.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

* HP:Hurt MV:Strong > At the Base of a Hill
The small hill you are facing is covered with small bushes and other
vegetation. Looking around, you see a campfire that seems to be fairly recent,
as well as tracks from wagons and vast number of footprints.
[ obvious exits: S ]

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

* HP:Hurt MV:Strong > s
w
Bend in the Road
The road turns here, going south and west, thus evading a small hill to the
north. At the base of the hill, the remains of a camp can be discerned,
probably raised by some small merchant caravan heading south towards Caemlyn.
[ obvious exits: N S W ]
A crow is visible flying high in the sky.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A sturdy roan colored horse stands alert, being ridden by a cavalry soldier.
An Andoran cavalryman is here, riding a roan charger.
A warhorse is here, stamping his feet impatiently, being ridden by a cavalry officer.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

* HP:Scratched MV:Strong > Bend in the Road
Rather abruptly, the road turns in a north-east direction. To the east you spot
a small hill. Heading north would take you, after a tiring journey, all the way
to Tar Valon.
[ obvious exits: N E ]

* HP:Scratched MV:Strong > n
n
n
n
The Tar Valon Road
Continuing your journey, you see that the terrain is gradually changing. Low,
rolling hills bespeak the presence of a wild landscape to the north, where the
road is forced to make an occasional turn in order to avoid some of the more
troublesome hills. Southwards, plains stretch as far as you can see.
[ obvious exits: N S ]
A squat border stone juts from the soil.
A crow is here flying around.

n
* HP:Scratched MV:Tiring > Road through the Hills
Small hills cover the area, but due to the excellent condition of the road, you
are able to travel through this wild land without too much effort. The road
continues onward in a roughly north-south direction.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > Road through the Hills
As you reach the summit of yet another hill, you peer out at the surrounding
area. Caemlyn is not visible to the eye, but you estimate the city's location
to be roughly to the south of you. North of you, the road is forced to make a
sharp turn, in order to get by a cluster of wild hills. Even further north, the
terrain seems to change into light woods.
[ obvious exits: N S ]

n
* HP:Scratched MV:Tiring > Twist in the Road
Some particularly rough-looking hills forced those who made this road to make a
turn to the west, going between a number of foreboding ridges. The terrain
right to the north is extremely unsavoury-looking, giving the impression that
one should avoid entering that wild domain, lest one would get lost and be
forced to wander aimlessly until starvation and dehydration would eventually
claim the life of the hapless traveler.
[ obvious exits: N S W ]

* HP:Scratched MV:Tiring > w
Wild Hills
This certainly is an unfriendly place. Great hills rise all around you,
watching you like silent, grim guardians. Looking over your shoulder, you see
the road winding its way through the less unsavory areas to the south and
west, while heading east would take you further into the hills.
[ obvious exits: E S W ]

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

* HP:Scratched MV:Tiring > n
Road through the Hills
Low, sloping hills form the landscape, covered with bushes and an occasional
tree. South of here, the hills become more dominating, hiding the road
completely from the eye. The road goes on north, eventually entering a light
forest.
[ obvious exits: N E S W ]

n
* HP:Scratched MV:Tiring > n
Road at the Edge of the Woods
The landscape is becoming more gentle and smooth, with only some small, sloping
hills as an indication of the more wild terrain south of you. The forest is
quite thin here, but seems to thicken further to the north.
[ obvious exits: N S W ]

n
* HP:Scratched MV:Tiring > n
Road through the Light Woods
The singing of birds fill the air as you follow the road through this sparse
forest. Birch flank the road, some reaching an astounding height. Some of the
weeds and smaller trees have been cut down, denying rovers the proper foliage
to set up an ambush.
[ obvious exits: N E S W ]

* HP:Scratched MV:Tiring > Road through the Light Woods
The air is filled with the fresh, revitalizing scent of this green forest.
Although the forest is fairly light, it is filled with small bushes and under-
growth, making travel beyond the road most difficult. The road continues its
long journey, heading on north and south.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > Bend in the Road
The road makes yet another turn here, this time in a south-east direction. The
woods seem to get somewhat more thick to the south, while the edge of the
forest seems to be further to the north-east.
[ obvious exits: N E S ]

* HP:Scratched MV:Tiring > At the Edge of the Woods
You find yourself in the midst of slender trees and rich vegetation. Faint
paths, most likely created by the smaller inhabitants of the area, cross each
other everywhere. To the north and west you can hear the sound of a small
stream, and with some effort you should be able to descend the slope that leads
to its bank. Southwards, as well as to your east, the road to Tar Valon
continues its journey.
[ obvious exits: E S D ]

* HP:Scratched MV:Tiring > alias o open gate
Ok.

* HP:Scratched MV:Tiring > e
Road through the Edge of the Woods
Some small clusters of trees herald the presence of a light forest further
to the south. The road heads north towards Tar Valon, and southwards
towards Andor and the crown city of Caemlyn.
[ obvious exits: N S W ]

n
* HP:Scratched MV:Tiring > n
The Cairhien alarm bell sounds loudly in the distance.
At the Small Bridge
A small bridge, built in granite, spans over a lively stream. The bridge is
old, its stones have taken on a dark hue from years of exposure, but it seems
to be well-kept and looks sturdy. You spot a small trail leading down to the
shallow waters below.
[ obvious exits: N S D ]

* HP:Scratched MV:Tiring > n
n
Bend in the Road
The road bends in a south-east direction here. East, the road makes yet another
turn, resuming its course north, while south of here an old bridge can be seen,
crossing a stream.
[ obvious exits: E S ]

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

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

* HP:Scratched MV:Tiring > e
n
Bend in the Road
The road makes a turn here before heading straight north towards the legendary
city of Tar Valon. You pause for a moment, estimating your position with the
city of the Aes Sedai and the Queen's haven of Caemlyn as points of reference.
Distances can be deceiving here in the wilderness, but you find it likely that
Caemlyn is the closest city, though it would still prove to be a long journey.
[ obvious exits: N W ]
A plodding ox wanders here.

n
* HP:Scratched MV:Tiring > n
n
The Tar Valon Road
The road seems endless, your journey without an end. Vast plains stretch in all
directions, the road crawling its way through them. However, as you strain your
eyes, you see the vague form of what must be a small forest further to the
south, though much in that direction is obscured by the gentle rolls of the
landscape.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > The Tar Valon Road
The wilderness continues, with no sign of habitation anywhere. The terrain is
quite open, dominated by plains that seem to reach to the very end of the
world, with only a few, smooth hills to disrupt the otherwise featureless
landscape. Maintaining its monotonous north-south heading, the road goes on.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > The Tar Valon Road
On you go, trying not to think of the vast distance that still lies ahead of
you. The surrounding terrain yields no surprises - featureless plains cover
all directions.
[ obvious exits: N E S W ]

* HP:Scratched MV:Tiring > The Tar Valon Road
Even this far out in the wild, the road is in remarkably good condition.
Travel on it is endurable, though your mind wearies by its seemingly endless
north-south heading. A few bushes flank the road and dot the flatlands
surrounding you, but apart from this, vegetation is very sparse.
[ obvious exits: N E S W ]

* HP:Scratched MV:Tiring > n
n
n
The Tar Valon Road
The road starts to twist and turn here, meandering through the grasslands. The
purpose evades you, but you welcome the change in the road, if not in the
scenery. The road's general direction stays the same, however, going north and
south.
[ obvious exits: N S W ]

n
* HP:Scratched MV:Tiring > n
The Tar Valon Road
The road ascends an elevation in the landscape, straining to keep its heading
north. To the south, it pierces a vast, featureless plain, and though the road
zigzags for some distance, most of it seems to go in a straight line.
[ obvious exits: N S W ]

* HP:Scratched MV:Tiring > Road on a Plateau
Arriving at the top of this plateau, you glance at the surrounding areas. It is
no surprise that the road faithfully keeps its heading, going from the south to
north. With great difficulty, you can make out some small woods far in the
south, beyond the great expanse that starts directly below the plateau. North,
the road slowly descends and goes through a more varied scenery, consisting of
gentle hills dotted by trees and bushes.
[ obvious exits: N S ]
A crow is here flying around.

* HP:Scratched MV:Tiring > The Tar Valon Road
Working its way down a plateau in the south, the road stretches onward to the
north, eventually entering some low, rolling hills. The landscape seems to be
without any startling features here, mainly consisting of plains covered with
sparse vegetation and an occasional bush or two.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > The Tar Valon Road
Hillside terrain quickly becomes a taxing mode of travel, though it does
provide for entertaining and lush scenery. The air is stronger upon these
rocky overlooks.
[ obvious exits: N S ]
A shaggy brown mare stands here.

n
n
n
* HP:Scratched MV:Tiring > The Tar Valon Road
A several mile radius from where you are standing is mainly just a patchwork
of stark green trees speckling the light-drab of hilly wasteland. Many timid
herbivores peek out from from groves of clumped trees.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > The Tar Valon Road
You are at the base of a low incline. The contour of the hillside slowly
elevates to a peak about three hundred spans due south. To the far north
are vistas of tall grass over flat plains.
[ obvious exits: N S ]
A young and strong buck is here, munching some grass.

* HP:Scratched MV:Tiring > The Tar Valon Road
Pebbles and boulders are piled by the roadside, a rudimentary means of
keeping erosion at bay. Runnels in the gravel have already deformed the road
as the result of recent rainstorms.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > whe
n
Players in your Zone
--------------------
Skittles - The Tar Valon Road

n
* HP:Scratched MV:Tiring > n
n
The Tar Valon Road
Some deer and rabbit excrement are on the road here in various stages of
decay; it seems this section of road is part of a regular intersection of
wildlife activity.
[ obvious exits: N S ]
A cute brown deer eyes you nervously.

* HP:Scratched MV:Tiring > The Tar Valon Road
The chaparral is dense and affords little easy travel off the beaten path
of the Tar Valon road. Its foliage and spiney limbs are prickly to the
touch and sets your exposed skin immediately to itching.
[ obvious exits: N S ]

* HP:Scratched MV:Tiring > The Tar Valon Road
Wildflowers and ferns are everywhere beneath the protective shade of so
many trees and hillocks. The shadowy copses blend much mystery with the
natural serenity of so ancient a wilderness.
[ obvious exits: N S ]
A cute brown deer eyes you nervously.

* HP:Scratched MV:Tiring > n
The Tar Valon Road
Leatherleaf and other deciduous trees are appearing more abundantly here
and to the south. One huge leatherleaf has even been allowed to grow
very close to the road; the shade it provides might be good for a few
hours of rest.
[ obvious exits: N S ]
A pilgrim journeys to an unknown shrine.

* HP:Scratched MV:Winded > n
n
The Tar Valon Road
At the hill's crest, all is silenced by the constant whisper of windblown
grass. The trees here grow at a slant, twisted and shaped to all angles
by the persistant wind.
[ obvious exits: N S ]

* HP:Scratched MV:Winded > The Tar Valon Road
You are at the base of a slight incline, the road climbs a hill to
the south which is far too broad in its base to be feasibly skirted.
Only a few small trees and scrubs live in the rocky soil.
[ obvious exits: N S ]
A young and strong buck is here, munching some grass.
A draft horse is here.

* HP:Scratched MV:Winded > Rounding the Bend
Rocky mounds surrounding you seem to be the precursors for expansive,
slowly rolling hills in the southern panorama. Trees and bushes are
placed at a fair span from one another, housing much activity from
woodland creatures.
[ obvious exits: E S ]
An Illianer steed stands here proudly, its black mane glistening.

* HP:Scratched MV:Winded > e
Rounding the Bend
The flat expanse of the plains is slowly resolving into a more hilly
region. Gazing southward, the smooth peaks transform the horizon into
an interesting spectacle.
[ obvious exits: N W ]
A gray palfrey prances skittishly nearby.

n
* HP:Scratched MV:Winded > n
n
The Tar Valon Road
The coverage of parasitic vines is far less than to the north. A few bushes
and trees have even managed to wholly escape the infestation.
[ obvious exits: N S ]

n
* HP:Scratched MV:Winded > The Tar Valon Road
The swells of green vines and ruddy trumpet-blossoms are patchy, but still
quite dominant. Bird nests are common in the higher boughs of the ivy, and
jackrabbit tracks are as frequent as human ones on the road.
[ obvious exits: N S ]
A cute brown deer eyes you nervously.

* HP:Scratched MV:Winded > The Tar Valon Road
No farmers dare this terrain; the ivy and thorny underbrush muscle their
way into every exposed surface, save the road itself. Crops would be a
doomed undertaking almost immediately after their seeds had been sown.
[ obvious exits: N S ]

* HP:Scratched MV:Winded > The Tar Valon Road
Bulges and wide humps under the carpet of vines could only be oaks and
pine succumb to the invasion of brambles. In a few more years they will
be eroded away completely by suffocation under this leaching tide.
[ obvious exits: N S ]

* HP:Scratched MV:Winded > n
The Tar Valon Road
A strange transformation is occuring here. Trees and brush are being overrun
by ivy and brambles, throwing a leafy, webbed blanket over everything. The
constant travel upon the road is its only salvation from the creeping vines.
[ obvious exits: N S W ]

* HP:Scratched MV:Winded > w
A Passel of Wildflowers
Along the roadside, it nearly seems as if someone had intentionaly tendered
a small flower garden. Various herbs and sweet-smelling wildflowers grow in
carefully contained clusters over the springy green turf. Further from the
great road a dense bundle of barbed vines and brambles seal off entry.
[ obvious exits: E W ]
Lightly spread across the ground are a number of soft blue petals.
A short plant with fuzzy green leaves grows here.
Tiny yellow flowers are growing upon stalks here.
A fallen tree lies upon the ground, seemingly chopped down in haste.
A brazen young hare thumps his powerful hind legs nearby.
A black snake is here, lying on a rock.

re
* HP:Scratched MV:Winded > You sit down and rest your tired bones.


Rested for moves



HP:Healthy MV:Tiring > sco
You have 79(79) hit and 231(241) movement points.
You have scored 15034 experience points and 0 quest points.
You need 14966 exp to reach the next level.
You have played 0 days and 0 hours (real time).
This ranks you as Skittles the Boarheaded Trolloc (Level 5).
You are sleeping.

HP:Healthy MV:Full > wake
st
You wake, and sit up.

* HP:Healthy MV:Full > whe
You stand up.

* HP:Healthy MV:Full > Players in your Zone
--------------------
Skittles - A Passel of Wildflowers

* HP:Healthy MV:Full > e
n
The Tar Valon Road
A strange transformation is occuring here. Trees and brush are being overrun
by ivy and brambles, throwing a leafy, webbed blanket over everything. The
constant travel upon the road is its only salvation from the creeping vines.
[ obvious exits: N S W ]

n
* HP:Healthy MV:Full > n
n
The Tar Valon Road
Ancient oaks with massive tentacle limbs and thick foliage are steeped
in oceans of tall, wiry grass and underbrush. The road plows its own way
through the matted brakes, a way which affords little cover from the raw
elements of sun, wind and rain.
[ obvious exits: N S ]

* HP:Healthy MV:Full > n
Rounding the Bend
Admirably, the upkeep of this road yet remains in consistently good shape.
A bend in the road briefly shifts its course easterly before resuming the
north passage to the city of Tar Valon.
[ obvious exits: E S ]

* HP:Healthy MV:Full > n
Alas, you cannot go that way...

n
* HP:Healthy MV:Full > Alas, you cannot go that way...

* HP:Healthy MV:Full > Alas, you cannot go that way...

* HP:Healthy MV:Full > e
Alas, you cannot go that way...

* HP:Healthy MV:Full > Alas, you cannot go that way...

* HP:Healthy MV:Full > n
Rounding the Bend
Grass fields with a few bunches of stout oaks are becoming the norm as the
road corners toward the southwest. Overhead the sky is more visible than
from the canopy of treeleaves forming over the road to the north.
[ obvious exits: N W ]

* HP:Healthy MV:Full > n
n
n
The Tar Valon Road
Clusters of oak and leatherleaf cover the soil, which is quickly becoming
more rocky as the road progresses south. From time to time, a few deer will
venture from the safety of the trees and graze in the open.
[ obvious exits: N S ]

* HP:Healthy MV:Full > The Tar Valon Road
The road to Tar Valon runs due a due north-south course. Woods on
either side of the road grow too thick for easy travel. South, the
forests begin to recede.
[ obvious exits: N S ]

* HP:Healthy MV:Full > n
The Tar Valon Road
Light from above filters through the tree leaves as through a healer's
gauze for wounds -- dulled but luminously golden. Songbirds and
squirrels rustle the branches, startled by your approach.
[ obvious exits: N S ]

n
* HP:Healthy MV:Full > n
The Tar Valon Road
Tall pines and broad-limbed oaks canopy the road. Lots of underbrush and
small plants grow thickly beneath the trees, blocking entrance to the woods
from here.
[ obvious exits: N S ]

* HP:Healthy MV:Strong > The Tar Valon Road
A few worthless personal effects are scattered and ground into the packed
gravel and mud. Some discolored splotches in the road are from where
blood has recently pooled and dried.
[ obvious exits: N S W ]

* HP:Healthy MV:Strong > whe
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 ]

* HP:Healthy MV:Strong > 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 ]

* HP:Healthy MV:Strong > Players in your Zone
--------------------
Skittles - The Tar Valon Road

* HP:Healthy MV:Strong > e
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 ]

n
* HP:Healthy MV:Strong > n
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 ]
A squat border stone juts from the soil.

* HP:Healthy MV:Strong > n
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 ]

n
* HP:Healthy MV:Strong > n
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 ]
The Alindaer town crier stands here, spreading the news.

* HP:Healthy MV:Strong > n
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 ]

* HP:Healthy MV:Strong > e
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 ]
A traveler trudges by.

* HP:Healthy MV:Strong > e
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 ]
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A balding, sour-faced officer checks everyone passing by.

e
* HP:Healthy MV:Strong > e
Bridge Over the Alindrelle
Striking, the bridge is an architectural wonder. The openwork walls look
intricate enough to tax the best craftswoman at her lace-frame. It hardly
seems that such could have been done with stone, or that it could stand
even its own weight.
[ obvious exits: E W ]

* HP:Healthy MV:Strong > Bridge Over the Alindrelle
The river rolls, strong and steady, fifty or more paces below, and for all
its half mile length the bridge flows unsupported from riverbank to island.
The bridge has room and some to spare for ten men to walk abreast. A tall,
bronze-clad gate stands between the bridge and Tar Valon to the east. A
large sign lists the local laws and customs.
[ obvious exits: E W ]
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Strong > e
Gate to Alindaer
The busiest gate in the city rises in the wall here, allowing passage of
most of the trade from Caemlyn. The White Cliffs of Tar Valon rise above
the worn stones of the road down Air Avenue to the east. Stunningly,
the White Tower looms past them in the horizon.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.
A sailor is here.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* HP:Healthy MV:Strong > e
Air Avenue
The buildings lining this street seem to have been designed to look
windswept, portrayed as though wind is to be funneled between them.
As a result, even in perfect stillness a sense of movement fills the
air, and a rustle of air can almost be heard. To the west lies Alindaer
Gate and, beyond that, the Dragonmount rises in the distance.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.

e
* HP:Healthy MV:Strong > Air Avenue
Along this avenue, the buildings become grand and spacious. Their white
rooftops are curved and rounded, giving them the appearance of clouds.
The road widens up a bit and the buildings seem to lean back a little
so that the open sky can fall down on the avenue. Running north and south,
Merchant Street intersects with Air Avenue.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
A woman goes about her daily business here.
A sailor is here.

* HP:Healthy MV:Strong > n
Air Avenue
Here, along Air Avenue, one can view the White Cliffs of Tar Valon. The
buildings along this avenue are superbly crafted and intricately
decorated. From the Alindaer Gate, one could almost mistake them for real
cliffs. The avenue ends to the east at Tower Square but continues along
to the west.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.

* HP:Healthy MV:Strong > Alas, you cannot go that way...

e
* HP:Healthy MV:Strong > Tower Square
At the corner of the square, the dazzling pearl white buildings of Tar
Valon surround the square. In the center of the square is the White Tower,
walled off from the rest of the city. To the south the Air Avenue flows
into the square from the Alindaer Gate in the southwest secion of the city.
In the center of the square, atop a pedestal of blue veined white marble,
is the polished silver statue of a regal Aes Sedai. Surrounding the base of
the statue are hundreds of morning lillies, their heady and rich perfume
filling the air and delighting the senses.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Strong > Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
A small purse is here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
Harryl the retired warder moves about with surprising grace.
*Yaan* is resting here.
A Valon guardsman watches the street for signs of trouble.
A shaggy brown mare stands here.
A brown horse is here, nipping at a tuft of grass.
The Tar Valon town crier stands here, spreading the news.
A wild stallion bucks madly.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.

* HP:Healthy MV:Tiring >
A Valon guardsman crushes your left leg.
A Valon guardsman bellows 'Ht? `iUMKBGeHCxU ^]kFDzKPq nUb jLFl U?lvazIm'
A Valon guardsman swiftly dodges your attempt to crush him.
Harryl, the aged Warder leaves west.
A shaggy brown mare panics, and attempts to flee!
A shaggy brown mare leaves south.
A Valon guardsman crushes your body very hard.
Ouch! That Really did HURT!


* HP:Wounded MV:Tiring - a Valon guardsman: Healthy > nod
You nod in agreement.

cw
* HP:Wounded MV:Tiring - a Valon guardsman: Healthy > lf
[change mood wimpy]
Mood changed to: Wimpy

* HP:Wounded MV:Tiring - a Valon guardsman: Healthy > Arglebargle, glop-glyf!?!

* HP:Wounded MV:Tiring - a Valon guardsman: Healthy > lf
Arglebargle, glop-glyf!?!

f
A Valon guardsman swiftly dodges your attempt to crush him.
A Valon guardsman tickles your body with his crush.
You panic and attempt to flee!


You flee head over heels.
Southharbor Boulevard
From Tower Square, Southharbor Boulevard leads to the docks and massive
mooring lines on the south side of the city harbor in the distance. A large
square just a bit further down the street towards the harbor appears big
enough to hold a small festival.
[ obvious exits: N S ]
A Valon guardsman watches the street for signs of trouble.
A shaggy brown mare stands here.

* HP:Wounded MV:Tiring >
A Valon guardsman has arrived from the north.

* HP:Wounded MV:Tiring > s
s
A Valon guardsman crushes your body hard.
A Valon guardsman bellows 'VSJ aLMBSIglr`[y cSSd_oIvq k`L k@RQ W^\qkclC'
No way! You're fighting for your life!

s
* HP:Battered MV:Tiring - a Valon guardsman: Healthy > s
No way! You're fighting for your life!

* HP:Battered MV:Tiring - a Valon guardsman: Healthy > s
No way! You're fighting for your life!

* HP:Battered MV:Tiring - a Valon guardsman: Healthy > f
No way! You're fighting for your life!

* HP:Battered MV:Tiring - a Valon guardsman: Healthy > s
A Valon guardsman swiftly dodges your attempt to crush him.
A Valon guardsman crushes your left hand hard.
A Valon guardsman crushes your body.
No way! You're fighting for your life!

s
* HP:Beaten MV:Tiring - a Valon guardsman: Healthy > s
You panic and attempt to flee!

You flee head over heels.
Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
A small purse is here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Yaan* is resting here.
A brown horse is here, nipping at a tuft of grass.
The Tar Valon town crier stands here, spreading the news.
A wild stallion bucks madly.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.
Southharbor Boulevard
From Tower Square, Southharbor Boulevard leads to the docks and massive
mooring lines on the south side of the city harbor in the distance. A large
square just a bit further down the street towards the harbor appears big
enough to hold a small festival.
[ obvious exits: N S ]
A Valon guardsman watches the street for signs of trouble.
A Valon guardsman watches the street for signs of trouble.
A shaggy brown mare stands here.

* HP:Beaten MV:Tiring > Merchant Square
Perhaps the most crowded place in all of Tar Valon, the square is packed with
people shopping along Merchant Square. In the square is a fountain, which
some people lean against to rest or merely watch all that is surrounding
them. The White Tower lies a bit to the north, but people take no more notice
of it than the other buildings along the road.
[ obvious exits: N E S W ]
A fountain is here, offering clear blue water to all.
An Illuminator's assistant stands here carrying some colored tubes.

* HP:Beaten MV:Tiring > s
s
Southharbor Boulevard
Heading south of Merchant Square, the great paving squares of the boulevard
slowly turn into cobblestone. South of here is the man-made part of the city.
Some parts were completed two thousand years after the Ogier left. The
cobblestone road leads south toward the harbor. The rabble and ruckus of an inn
beckons one from the east. There is a bank to the west, newly-built.
[ obvious exits: N E S W ]
A shaggy brown mare stands here.

s
* HP:Beaten MV:Tiring > Southharbor Boulevard
The difference between the Ogier craftmanship and the human workmanship
becomes apparent heading south towards the harbor. The human builders tried
to duplicate the Ogier work. The buildings are extravagent, but to the point
of being gaudy, however. A small alley leads off to the west.
[ obvious exits: N S W ]
A wild stallion bucks madly.

* HP:Beaten MV:Tiring > Southharbor Boulevard
To the south the boulevard ends in an arch, which leads into Southharbor.
The cobblestone road, rare in this Ogier made city, is the result of man's
failure to reconstruct large paving squares. The street continues to the
north, heading, like most roads, towards the tower.
[ obvious exits: N S ]

* HP:Beaten MV:Tiring > Southharbor
A large wharf surrounds the harbor, which leads into the River Erinin to
the south. Two large gatehouses at the end of the Shining Walls guard the
mouth of the harbor. Off to the east and west, dock workers move busily
around on the wharf, while a large boulevard leads north towards the White
Tower. A faded sign stands at an angle.
[ obvious exits: N E W ]
A smartly dressed man ambles about here.

* HP:Beaten MV:Tiring > e
e
e
Southern Wharf
Dock workers scurry around, unloading and loading ships from Tear and
other cities down river. While most cities would consider the wharf very
clean, for Tar Valon, it is considered a bit seedy. At night, this part
of the city is one of the few places that is not very well lit, thus
attracting unsavory characters. Nevertheless, people say the Aes Sedai
take care of those who break the law...
[ obvious exits: N S W ]
A sailor is here.

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

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

* HP:Beaten MV:Tiring > n
n
n
Osendrelle Way
Here, along the beautiful white walls, the buildings mimick the flowing
water on the other side. Looking south, you see the side of a large wharf,
which must be Southharbor, with large ships docked to it. To the north,
the street runs along the walls leading to all the eastern gates of the
city and, eventually, Northharbor.
[ obvious exits: N S ]

* HP:Beaten MV:Tiring > Osendrelle Way
The walls along this street seem to glow with their own inner light. You
realize how reflective these white walls are as you eyes narrow at their
brightness. The way continues south towards Southharbor while to the
north, the way flows into an intersection where a bronze-clad gate allows
entry into this mystical city.
[ obvious exits: N S ]

* HP:Beaten MV:Tiring > o
Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

e
* HP:Beaten MV:Tiring > [open gate]
Ok.

* HP:Beaten MV:Tiring > Outside the Osenrein Gate
The shining walls of Tar Valon rise toward the sky, a fortification that
even the most skilled General would think twice about trying to breach. A
heavily banded gate allows passage to and from the city. To the south and
east is the shoreline of the island itself, with the River Erinin circling
it protectively.
[ obvious exits: E W ]
An iron lantern hangs from the wall above the gate.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* HP:Beaten MV:Tiring > e
Along a Stony Path
A wide path covered with pebbles and river-smoothed stones allows for
passage from Tar Valon to the shores of the island itself. Low scrub and
pungent underbrush lines the path, a stark contrast of orderliness and care
against the wilderness further south that appears to run unchecked.
[ obvious exits: S W ]

* HP:Beaten MV:Tiring > whe
Players in your Zone
--------------------
Skittles - Along a Stony Path

* HP:Beaten MV:Tiring > whe
Players in your Zone
--------------------
Skittles - Along a Stony Path

* HP:Battered MV:Tiring > s
s
A Path Through the Circle of Stones
What may have once been a perfect circle of artisting pillars is now a
pattern of weather-worn tall rock, most of their surfaces worn smooth by
time. In the center of the circle is a square patch that is lined with
obsidian lengths of rock, about knee height. Vines climb what is left of
the pillars, and wild grasses grow up between the blackened rock.
[ obvious exits: N S ]

* HP:Battered MV:Tiring > whe
A Path on Sloping Ground
The flat forest floor begins to roll and turn, putting the occasional stone
out of the ground and shallow hills begin to form. To the south a deep and
wide river is visible beyond where a road starts but to the north is a
rolling treeline.
[ obvious exits: N E S ]
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

* HP:Battered MV:Tiring > Players in your Zone
--------------------
Skittles - A Path on Sloping Ground

* HP:Battered MV:Tiring > s
The Road Between the Copses
Scattered trees dot the landscape along the road between the larger
clusters and small forests. The ancient giants spread their branches into
the sky to the north east. To the north west the thick newer growths sprout
up challenging the rim of the high surrounding wall.
[ obvious exits: N W ]

* HP:Battered MV:Tiring > whe
w
Players in your Zone
--------------------
Skittles - The Road Between the Copses

s
* HP:Battered MV:Tiring > A Road Through Growing Woods
Trees grow thicker and closer together this near to the barely visible
wall. To the north west the forest is thick enough to halt travel to the
wall and to the south the trees taper off. Between the fading growth a wide
river is visible past a stony beach.
[ obvious exits: E S ]
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

* HP:Battered MV:Tiring > w
The Road at the River Erinin
The huge stretch of water froths and bubbles as it turns around the smooth
stones dotting the river. Huge stones worn smooth by the passing water make
a path heading east and west and the rushing water comes right to the edge.
To the east the road rises toward a steep rock face.
[ obvious exits: N E W ]
A poor, solemn villager walks by.

w
* HP:Battered MV:Tiring > Along the Stony Shore
The muddy waters of the Erinin roll and churn, incessantly gnawing at the
banks of the island. The ground underfoot is littered with shards of shale,
sharp flints lurking in the mud. The soaring spires of the White Tower
glint in the distance, piercing the clouds like glittering golden spears.
[ obvious exits: E W ]

* HP:Battered MV:Tiring > On the Stone Slabs
A massive chunk of sandstone rears above the surrounding landscape, a
mighty dolmen propped up on three squat pillars of granite. The view from
the top of the rock is spectacular, Tar Valon stretching away into the
distance to the north, while to the south, merchant ships sporting gaily
colored sails ply their trade up and down the choppy waters of the Erinin.
[ obvious exits: E ]
A poor, solemn villager walks by.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On the Stone Slabs

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On the Stone Slabs

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On the Stone Slabs
You catch a smell of horses nearby. WHO IS CHASING LVL 5?!!

* HP:Battered MV:Tiring > whe
A villager gesticulates strangely.
A villager panics, and attempts to flee!
The Tar Valon guardsmen ring the city alarm in the distance.
Your heartbeat calms down more as you feel less panicked.
Players in your Zone
--------------------
Skittles - On the Stone Slabs
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On the Stone Slabs
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On the Stone Slabs
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On the Stone Slabs
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - On the Stone Slabs
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > cw
[change mood wimpy]
Mood changed to: Wimpy

* HP:Battered MV:Tiring > whe

*Mattimeo* has arrived from the east, riding a warhorse.

* HP:Battered MV:Tiring > Players in your Zone
--------------------
Skittles - On the Stone Slabs
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > e
e
Along the Stony Shore
The muddy waters of the Erinin roll and churn, incessantly gnawing at the
banks of the island. The ground underfoot is littered with shards of shale,
sharp flints lurking in the mud. The soaring spires of the White Tower
glint in the distance, piercing the clouds like glittering golden spears.
[ obvious exits: E W ]

* HP:Battered MV:Tiring > The Road at the River Erinin
The huge stretch of water froths and bubbles as it turns around the smooth
stones dotting the river. Huge stones worn smooth by the passing water make
a path heading east and west and the rushing water comes right to the edge.
To the east the road rises toward a steep rock face.
[ obvious exits: N E W ]
A poor, solemn villager walks by.
A poor, solemn villager walks by.

* HP:Battered MV:Tiring > n
A Road Through Growing Woods
Trees grow thicker and closer together this near to the barely visible
wall. To the north west the forest is thick enough to halt travel to the
wall and to the south the trees taper off. Between the fading growth a wide
river is visible past a stony beach.
[ obvious exits: E S ]
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

* HP:Battered MV:Tiring > e
n
The Road Between the Copses
Scattered trees dot the landscape along the road between the larger
clusters and small forests. The ancient giants spread their branches into
the sky to the north east. To the north west the thick newer growths sprout
up challenging the rim of the high surrounding wall.
[ obvious exits: N W ]

* HP:Battered MV:Tiring > A Path on Sloping Ground
The flat forest floor begins to roll and turn, putting the occasional stone
out of the ground and shallow hills begin to form. To the south a deep and
wide river is visible beyond where a road starts but to the north is a
rolling treeline.
[ obvious exits: N E S ]
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

* HP:Battered MV:Tiring >
The Cairhien alarm bell sounds loudly in the distance.

* HP:Battered MV:Tiring > e
Before an Old Forest
Young growth of mere decades spots the land with lean trees and low plants.
To the east hulking trees begin to grow among the much younger and a tall
pale oak spreads above them all. Through the branches to the east and south
large smooth slabs of stone are visible against a river backdrop.
[ obvious exits: E W ]
A spotted jaguar opens its eyes lazily.

* HP:Battered MV:Tiring > whe
e
Players in your Zone
--------------------
Skittles - Before an Old Forest
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > Among Thick Trunks
In the heart of the old trees, trunks as wide as five men are common. The
behemoth trees support a massive canopy and they make a hall to rival any
palace. Silence reigns over this area in the forest, any noises getting
lost high above in the arching boughs. Many animal tracks lead to a hollow
at the base of one of the massive trees.
[ obvious exits: N S W ]
A spotted jaguar opens its eyes lazily.
A wild boar runs through the forest.
A black beetle is here flying around.
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

* HP:Battered MV:Tiring > n
A Great White Oak
The massive trees of the forest rise in a steep crescendo to the tallest
among them. Thick, pale bark climbs the side of this massive oak which
easily overtops the wall surrounding the forest. The spreading branches
only fall short of the White Tower on the skyline.
[ obvious exits: N E S W ]
An elk cow nibbles on some greenery.
An ancient, gnarled tree looms over you.

* HP:Battered MV:Tiring > n
Twisted Branches
Thick trees of the ancient woods twine together making odd shapes and thick
groups many trees around. The way east is completely shut by the twisted
branches. South along the forest leads up to a massive white oak tree
hulking over the rest of the forest.
[ obvious exits: N E S ]
An elk with massive antlers eyes you with curiosity.
A wild boar runs through the forest.
An elk with massive antlers eyes you with curiosity.

* HP:Battered MV:Tiring > n
A Bed of Vines
Thick green ropes droop between the massive trees and make hanging curtain
in the forest. The parasitic vines cover even the ground snaking from one
tree to the next. Some creatures of the forest have gathered the thick
plants and twisted them into intricate nests.
[ obvious exits: S ]
A crippled bear is here, drooling rabidly.
A great vine of massive proportions crawls along the ground.

* HP:Battered MV:Tiring > s
Twisted Branches
Thick trees of the ancient woods twine together making odd shapes and thick
groups many trees around. The way east is completely shut by the twisted
branches. South along the forest leads up to a massive white oak tree
hulking over the rest of the forest.
[ obvious exits: N E S ]
An elk with massive antlers eyes you with curiosity.
A wild boar runs through the forest.
An elk with massive antlers eyes you with curiosity.

* HP:Battered MV:Tiring > s
An elk leaves south.
A Great White Oak
The massive trees of the forest rise in a steep crescendo to the tallest
among them. Thick, pale bark climbs the side of this massive oak which
easily overtops the wall surrounding the forest. The spreading branches
only fall short of the White Tower on the skyline.
[ obvious exits: N E S W ]
An elk with massive antlers eyes you with curiosity.
An elk cow nibbles on some greenery.
An ancient, gnarled tree looms over you.

* HP:Battered MV:Tiring > w
Muddy Foothills
Water breaking through the rocks above, from deep in the island have made
the ground perpetually slick with mud. Deep gouges in the mud show where
something has attempted to climb the impossible step and long still show
where one has slid down from above.
[ obvious exits: E ]

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - Muddy Foothills
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - Muddy Foothills
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - Muddy Foothills
You catch a smell of horses nearby.



Rested awhile


* HP:Wounded MV:Tiring > a
a
a

*Mattimeo* has arrived from the east, riding a warhorse.

* HP:Wounded MV:Tiring > [growl human]
Grrrrrrrrr...

* HP:Wounded MV:Tiring > [growl human]
Grrrrrrrrr...

* HP:Wounded MV:Tiring > [growl human]
Grrrrrrrrr...

* HP:Wounded MV:Tiring >
*Mattimeo* slashes your right leg extremely hard.
Ouch! That Really did HURT!


* HP:Beaten MV:Tiring - Mattimeo: Healthy > f
s
You panic and attempt to flee!


The Tar Valon guardsmen ring the city alarm in the distance.

You flee head over heels.
A Great White Oak
The massive trees of the forest rise in a steep crescendo to the tallest
among them. Thick, pale bark climbs the side of this massive oak which
easily overtops the wall surrounding the forest. The spreading branches
only fall short of the White Tower on the skyline.
[ obvious exits: N E S W ]
A wild stallion bucks madly, being ridden by Kendall.
*Kendall* is standing here, riding a wild stallion.
An elk with massive antlers eyes you with curiosity.
An elk cow nibbles on some greenery.
An ancient, gnarled tree looms over you.
Among Thick Trunks
In the heart of the old trees, trunks as wide as five men are common. The
behemoth trees support a massive canopy and they make a hall to rival any
palace. Silence reigns over this area in the forest, any noises getting
lost high above in the arching boughs. Many animal tracks lead to a hollow
at the base of one of the massive trees.
[ obvious exits: N S W ]
A spotted jaguar opens its eyes lazily.
A spotted jaguar opens its eyes lazily.
A wild boar runs through the forest.
A black beetle is here flying around.
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

* HP:Beaten MV:Tiring > w
Before an Old Forest
Young growth of mere decades spots the land with lean trees and low plants.
To the east hulking trees begin to grow among the much younger and a tall
pale oak spreads above them all. Through the branches to the east and south
large smooth slabs of stone are visible against a river backdrop.
[ obvious exits: E W ]

* HP:Beaten MV:Tiring > s
Alas, you cannot go that way...

w
* HP:Beaten MV:Tiring > n
A Path on Sloping Ground
The flat forest floor begins to roll and turn, putting the occasional stone
out of the ground and shallow hills begin to form. To the south a deep and
wide river is visible beyond where a road starts but to the north is a
rolling treeline.
[ obvious exits: N E S ]
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

n
* HP:Beaten MV:Tiring > A Path Through the Circle of Stones
What may have once been a perfect circle of artisting pillars is now a
pattern of weather-worn tall rock, most of their surfaces worn smooth by
time. In the center of the circle is a square patch that is lined with
obsidian lengths of rock, about knee height. Vines climb what is left of
the pillars, and wild grasses grow up between the blackened rock.
[ obvious exits: N S ]

* HP:Beaten MV:Tiring > Along a Stony Path
A wide path covered with pebbles and river-smoothed stones allows for
passage from Tar Valon to the shores of the island itself. Low scrub and
pungent underbrush lines the path, a stark contrast of orderliness and care
against the wilderness further south that appears to run unchecked.
[ obvious exits: S W ]

* HP:Beaten MV:Tiring > w
w
w
Outside the Osenrein Gate
The shining walls of Tar Valon rise toward the sky, a fortification that
even the most skilled General would think twice about trying to breach. A
heavily banded gate allows passage to and from the city. To the south and
east is the shoreline of the island itself, with the River Erinin circling
it protectively.
[ obvious exits: E W ]
An iron lantern hangs from the wall above the gate.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* HP:Beaten MV:Tiring > The gate seems to be closed.

* HP:Beaten MV:Tiring > The gate seems to be closed.

* HP:Beaten MV:Tiring > o
w
w
[open gate]
Ok.

w
* HP:Beaten MV:Tiring > Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tar Valon bridgeguard peers at strangers suspiciously.
A warder stands nearby, calm yet poised to leap into battle.
A Tar Valon bridgeguard peers at strangers suspiciously.

* HP:Beaten MV:Tiring > Fire Avenue
The buildings lining this avenue have a strange luster about them. During
the day light and heat from the sun seems to reflect off the gleaming faces
of the buildings creating the illusion that the avenue, itself, is on fire.
And at night light that escapes from the grand windows facing the road bounces
back and forth along the avenue illuminating all nooks and corners. Lampposts
also line the sides of the road making the way seem bright even on the darkest
night. The bright lights dim a little to the east indicating the Gate to
Osenrein while the illuminated way continues west.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.

* HP:Beaten MV:Tiring > Fire Avenue
This area exudes the magnificent skill of the Ogier masons. The stone
edifices appear to be both on fire and made of fire. Buildings seem to
be pushed up by pillars resembling curling bonfires. The roofs curl around
and about like wisps of smoke. The fountains, also carved to resemble
flames, spout up cool clear water, ironically. Looking westwards, one can
see the White Tower. And from the north and south, Merchant Street runs
past like a wind blowing through a fire.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.

* HP:Beaten MV:Tiring > n
Merchant Street
Shops line the sides of this part of the street which connects Eastside
Intersection and Fire Avenue. During the day, this lane is crowded with
all sorts of vendors and their customers. Farther to the south, past the
Fire Avenue intersection, you can see more shops. The glint of blades
hanging in the window of a shop to the west catches your eye.
[ obvious exits: N S W ]
A Valon guardsman watches the street for signs of trouble.
A ragged looking man asks for spare coins.

* HP:Beaten MV:Tiring > n
Eastside Intersection
Here, directly west of the eastern gate of Tar Valon, three great roads
converge.Serpent Street winds down from the north while Merchant Street
makes its wayup from the south. From Tower Square, the heart of Tar Valon,
Eastside Avenue heads east to meet both streets just before the eastern gate.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Beaten MV:Tiring >
The Cairhien alarm bell sounds loudly in the distance.
Your heartbeat calms down more as you feel less panicked.

* HP:Battered MV:Tiring > w
w
w
Eastside Avenue
This bustling way leads east from Tower Square. From it one can see the great
White Tower looming up over all of Tar Valon. Further along eastwards, two
roads converge from the north and south to meet this avenue just before the
Gate of Daghain.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old woman smiles kindly.
The fishmonger is here, hoping to buy your catch.

* HP:Battered MV:Tiring > s
Eastside Avenue
Here, the avenue is just east of the great Tower Square. The tower walls rise
up only to be surpassed by the White Tower, itself. Looking east, the avenue
runs forth, eventually meeting Serpent Street and Merchant Street in the
distance. The Gate of Daghain can be seen in the horizon, indicating the
eastern border of Tar Valon.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Battered MV:Tiring > s
Tower Square
This side of the square faces the eastern section of Tar Valon. In the
walled off square is the White Tower, overlooking the whole city. Great
avenues converge on the square from the north and south while Eastside
Avenue heads directly east towards Daghain Gate. To the west lies the
eastern gate into the tower grounds. The square continues to the north
and south.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Battered MV:Tiring > Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Battered MV:Tiring > Fire Avenue
The buildings along this road rise up together on both sides. They are built
close together and carvings of flames adorn their walls with each rooftop
resembles the tip of a flame. The actual road itself appears as if it were
parting a gigantic fire through its center. The White Tower looms over this
road from the west as the road blazes its way towards the Osenrein Gate.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Battered MV:Tiring > n
w
Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Battered MV:Tiring > Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
A small purse is here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Yaan* is resting here.
A brown horse is here, nipping at a tuft of grass.
The Tar Valon town crier stands here, spreading the news.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.

* HP:Battered MV:Tiring > s
Southharbor Boulevard
From Tower Square, Southharbor Boulevard leads to the docks and massive
mooring lines on the south side of the city harbor in the distance. A large
square just a bit further down the street towards the harbor appears big
enough to hold a small festival.
[ obvious exits: N S ]
A Valon guardsman watches the street for signs of trouble.
A Valon guardsman watches the street for signs of trouble.
A shaggy brown mare stands here.

n
* HP:Battered MV:Tiring > Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
A small purse is here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Yaan* is resting here.
A brown horse is here, nipping at a tuft of grass.
The Tar Valon town crier stands here, spreading the news.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.

* HP:Battered MV:Tiring > nod
You nod in agreement.

* HP:Battered MV:Tiring >
The River Lady has arrived at the docks.


* HP:Battered MV:Tiring >
A brown stallion panics, and attempts to flee!
A brown stallion leaves north.

lick yaan
* HP:Battered MV:Tiring > You lick him. Hmm... tastes like chicken.

* HP:Battered MV:Tiring > whe
Players in your Zone
--------------------
Skittles - Tower Square
You catch a smell of horses nearby.

* HP:Battered MV:Tiring > whe

*Yaan* snickers softly.

* HP:Battered MV:Tiring > Players in your Zone
--------------------
Skittles - Tower Square
You catch a smell of horses nearby.

* HP:Battered MV:Tiring >
*Yaan* looks at you.

* HP:Battered MV:Tiring > flex yaan
You show him your impressive biceps.

* HP:Battered MV:Tiring > stat
You are a 17 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 13.5 lbs and wearing 41.0 lbs, light.
Your base abilities are: Str:13 Int:8 Wil:8 Dex:11 Con:15.
Offensive bonus: 18, Dodging bonus: 1, Parrying bonus: 2
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your armor absorbs about 11% on average.

You are subjected to the following effects:
- NO QUIT

* HP:Battered MV:Tiring >
*Yaan* pats you on your head.

* HP:Wounded MV:Tiring > l yaan

Yaan is in excellent condition.

*Yaan* is using:
<used as light> a crystal lightstick
<held> a brown sack
<worn on head> a polished, slitted great helm
<worn around neck> an opal choker of fiery blue and pink beauty
<worn around neck> a pendant of black quartz
<worn on body> a thick, steel-plated breastplate
<worn on arms> a pair of ebony-steel plate vambraces
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a gator skin bracer
<worn around wrist> a gator skin bracer
<wielded two-handed> a tainted war maul
<worn about waist> a bronze belt of odd design
<worn on belt> a water skin
<worn on belt> a soft leather pouch
<worn on legs> a pair of steel-plated greaves
<worn on feet> a dark pair of steel boots

* HP:Wounded MV:Tiring > whistle
You whistle appreciatively.

* HP:Wounded MV:Tiring > drool
You start to drool.

* HP:Wounded MV:Tiring > brandish
You brandish your weapon.

* HP:Wounded MV:Tiring > a
[growl human]
Grrrrrrrrr...

* HP:Wounded MV:Tiring >
*Aishling* has arrived from the north, riding a gray palfrey.

* HP:Wounded MV:Tiring > l
Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
A small purse is here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
A gray palfrey prances skittishly nearby, being ridden by Aishling.
*Aishling* is standing here, riding a gray palfrey.
*Yaan* is resting here.
The Tar Valon town crier stands here, spreading the news.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.

* HP:Wounded MV:Tiring > a

*Aishling* chuckles politely.

* HP:Wounded MV:Tiring > [growl human]
Grrrrrrrrr...

* HP:Wounded MV:Tiring > l aishling

Aishling is in excellent condition.

*Aishling* is using:
<held> a piece of sandstone
<worn on head> a full metal helmet and visor
<worn around neck> a torc of gleaming steel
<worn around neck> a torc of gleaming steel
<worn about body> a black, gold-embroidered tabard
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a gator skin bracer
<worn around wrist> a gator skin bracer
<wielded two-handed> a silver-banded war mallet
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

* HP:Wounded MV:Tiring >
*Aishling* cuddles you.

* HP:Wounded MV:Tiring > drool
You start to drool.

* HP:Wounded MV:Tiring >
The Cairhien alarm bell sounds loudly in the distance.

* HP:Wounded MV:Tiring > lick

*Aishling* looks at you.

* HP:Wounded MV:Tiring > You lick your mouth and smile.

* HP:Wounded MV:Tiring >
*Aishling* snickers softly.

* HP:Wounded MV:Tiring > nar I am hanging out with yaan and aishling
You narrate 'I am hanging out with yaan and aishling'

* HP:Wounded MV:Tiring > who
Players
-------
Skittles the Boarheaded Trolloc
Dukug the Darkling [Dha'vol]
Loror the Trolloc

3 players displayed.

* HP:Wounded MV:Tiring > l
Tower Square
This side of the square is the southern section of the Tower Square.
In the center is the walled off White Tower. To the south a large
boulevard opens up leading to the Southharbor. To the north you see
the southern gate of the Tower grounds. The square continues east
and west.
A large banner rests here, depicting a map of Tar Valon.
[ obvious exits: N E S W ]
A small purse is here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
A gray palfrey prances skittishly nearby, being ridden by Aishling.
*Aishling* is standing here, riding a gray palfrey.
*Yaan* is resting here.
The Tar Valon town crier stands here, spreading the news.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.

* HP:Wounded MV:Tiring >
*Aishling* snickers softly.

* HP:Wounded MV:Tiring >
*Mattimeo* has arrived from the west, riding a warhorse.

* HP:Wounded MV:Tiring >
*Mattimeo* slashes your body into bloody fragments!
Ouch! That Really did HURT!


* HP:Battered MV:Tiring - Mattimeo: Healthy > f
s
s
s
You panic and attempt to flee!

You flee head over heels.
Tower Square
At the corner of the square, the dazzling pearl white buildings of Tar
Valon surround the square. In the center of the square is the White Tower,
walled off from the rest of the city. To the south the Air Avenue flows
into the square from the Alindaer Gate in the southwest secion of the city.
In the center of the square, atop a pedestal of blue veined white marble,
is the polished silver statue of a regal Aes Sedai. Surrounding the base of
the statue are hundreds of morning lillies, their heady and rich perfume
filling the air and delighting the senses.
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Air Avenue
Here, along Air Avenue, one can view the White Cliffs of Tar Valon. The
buildings along this avenue are superbly crafted and intricately
decorated. From the Alindaer Gate, one could almost mistake them for real
cliffs. The avenue ends to the east at Tower Square but continues along
to the west.
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

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

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

* HP:Battered MV:Tiring > w
w
Air Avenue
Along this avenue, the buildings become grand and spacious. Their white
rooftops are curved and rounded, giving them the appearance of clouds.
The road widens up a bit and the buildings seem to lean back a little
so that the open sky can fall down on the avenue. Running north and south,
Merchant Street intersects with Air Avenue.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.
A woman goes about her daily business here.
A sailor is here.

s
* HP:Battered MV:Tiring > s
Air Avenue
The buildings lining this street seem to have been designed to look
windswept, portrayed as though wind is to be funneled between them.
As a result, even in perfect stillness a sense of movement fills the
air, and a rustle of air can almost be heard. To the west lies Alindaer
Gate and, beyond that, the Dragonmount rises in the distance.
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.
A man is here.

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

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

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

w
* HP:Battered MV:Tiring > s
s
Gate to Alindaer
The busiest gate in the city rises in the wall here, allowing passage of
most of the trade from Caemlyn. The White Cliffs of Tar Valon rise above
the worn stones of the road down Air Avenue to the east. Stunningly,
the White Tower looms past them in the horizon.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

s
* HP:Battered MV:Tiring > s
Alindrelle Way
A warmth seems to emanate from the bright white walls along the street,
reflecting whatever light is present several times. Between the rising
buildings, the street heads south towards Southharbor while, to the
north, the way flows into an intersection where a bronze-clad gate allows
access to and from the city.
[ obvious exits: N S ]
A gleeman is here, wearing a cloak of different colored patches.
A man is here.

* HP:Battered MV:Tiring > Alindrelle Way
Waves of light dance off the buildings along the road, making them seem
almost waterlike, as light glints off a river at midday. Looking south,
the side of a large wharf can be seen, obviously Southharbor. Several
large ships can be seen docked to the wharf. In the other direction,
the street runs along the walls to the western gates and Northharbor.
[ obvious exits: N S ]
A sailor is here.

* HP:Battered MV:Tiring > Southern Wharf
Ships line the wood and stone length of the harbor, homes for their
sailors, often seen scurrying around loading and unloading treasures
from their travels. While this dock would be considered clean by the
standards of most ports, it is obviously considered seedy by the citizens
of Tar Valon, and at night is less than well lit.
[ obvious exits: N E S ]

* HP:Battered MV:Tiring > The Heavydoor seems to be closed.

e
* HP:Battered MV:Tiring > e
e
Southharbor
A large wharf surrounds the harbor, which leads into the River Erinin to
the south. Two large gatehouses at the end of the Shining Walls guard the
mouth of the harbor. Off to the east and west, dock workers move busily
around on the wharf, while a large boulevard leads north towards the White
Tower. A faded sign stands at an angle.
[ obvious exits: N E W ]

* HP:Battered MV:Tiring > Southern Wharf
Dock workers scurry around, unloading and loading ships from Tear and
other cities down river. While most cities would consider the wharf very
clean, for Tar Valon, it is considered a bit seedy. At night, this part
of the city is one of the few places that is not very well lit, thus
attracting unsavory characters. Nevertheless, people say the Aes Sedai
take care of those who break the law...
[ obvious exits: N S W ]

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

* HP:Battered MV:Tiring > n
n
n
Osendrelle Way
Here, along the beautiful white walls, the buildings mimick the flowing
water on the other side. Looking south, you see the side of a large wharf,
which must be Southharbor, with large ships docked to it. To the north,
the street runs along the walls leading to all the eastern gates of the
city and, eventually, Northharbor.
[ obvious exits: N S ]
A sailor is here.

* HP:Battered MV:Tiring > o
Osendrelle Way
The walls along this street seem to glow with their own inner light. You
realize how reflective these white walls are as you eyes narrow at their
brightness. The way continues south towards Southharbor while to the
north, the way flows into an intersection where a bronze-clad gate allows
entry into this mystical city.
[ obvious exits: N S ]

* HP:Battered MV:Tiring > e
Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by Kendall.
*Kendall* is standing here, riding a wild stallion.
A Tar Valon bridgeguard peers at strangers suspiciously.
A warder stands nearby, calm yet poised to leap into battle.
A Tar Valon bridgeguard peers at strangers suspiciously.

* HP:Battered MV:Tiring > [open gate]
Ok.
*Kendall* closes the gate.

* HP:Battered MV:Tiring > The gate seems to be closed.

* HP:Battered MV:Tiring >
A tense warder smites your left leg very hard.
Ouch! That Really did HURT!

You wish that your wounds would stop BLEEDING so much!

A tense warder bellows 'KyR EhY\aD\^XaXN ymB]wBfey _OD LfwW rvbpc@RB'

n
n
* HP:Critical MV:Tiring - a tense warder: Scratched > No way! You're fighting for your life!

* HP:Critical MV:Tiring - a tense warder: Scratched > f
No way! You're fighting for your life!

* HP:Critical MV:Tiring - a tense warder: Scratched > n
n
You panic and attempt to flee!


Aishling bellows 'mh'J pu xLGd' <--Aishling bellows 'You're the coolest!'

You flee head over heels.
Osendrelle Way
The walls along this street seem to glow with their own inner light. You
realize how reflective these white walls are as you eyes narrow at their
brightness. The way continues south towards Southharbor while to the
north, the way flows into an intersection where a bronze-clad gate allows
entry into this mystical city.
[ obvious exits: N S ]
Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly, being ridden by Kendall.
*Kendall* is standing here, riding a wild stallion.
A Tar Valon bridgeguard peers at strangers suspiciously.
A warder stands nearby, calm yet poised to leap into battle.
A Tar Valon bridgeguard peers at strangers suspiciously.

* HP:Critical MV:Tiring > Osendrelle Way
Here, along the beautiful white walls, the buildings mimic the flowing
water on the other side. To the south, the street opens up in front of
the Gate to Osenrein. It also continues north, shifting slightly eastwards
along the gleaming white walls.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Critical MV:Tiring > n
n
n
Osendrelle Way
The lower half of the White Walls here gives the impression of being
underwater. You can almost see a fish or two darting from one shadow to
another along the wall. The way continues to the south, while to the
north, it spills out in front of the Daghain Gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.

* HP:Critical MV:Tiring > Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A raucous group of sailors saunter by, speaking loudly.
A city lamplighter stands nearby, attending his duties.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* HP:Critical MV:Tiring > o
Osendrelle Way
The lower half of the White Walls here gives the impression of being
underwater. You can almost see a fish or two darting from one shadow to
another along the wall. The way continues to the north, while to the
south, it spills out in front of the Daghain Gate.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.

* HP:Critical MV:Tiring > e
[open gate]
I see no gate here.

s
* HP:Critical MV:Tiring > Alas, you cannot go that way...

* HP:Critical MV:Tiring > o
Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A raucous group of sailors saunter by, speaking loudly.
A city lamplighter stands nearby, attending his duties.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

e
* HP:Critical MV:Tiring > [open gate]
It's already open!

* HP:Critical MV:Tiring > Bridge Across the Erinin
The bridge arches one hundred feet above the surface of the River Erinin.
It is made of a white stone that looks as slick as glass, yet feels as hard
as tempered steel. The lacy forms of the railings and supports make the
bridge look like it would collapse under its own weight, let alone the
weight of riders and wagons. To the west is the Daghain Gate to the famed
city of Tar Valon. A large sign lists the local laws and customs.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.

* HP:Critical MV:Tiring > e
e
Bridge Across the Erinin
The bridge arches over the flowing current of the River Erinin a hundred
feet down. The power formed, pure white stone shimmers like the Shining
Walls of Tar Valon themselves, and its lacy form looks like it would
shatter under its own weight. The bridge seems to be made entirely of one
piece, with absolutely no seams to be seen anywhere.
[ obvious exits: E W ]

* HP:Critical MV:Tiring > The Foot of a Bridge
This road is about a hundred feet wide and is paved with cobble stones.
Buildings made of wood and stone seem insignificant beside the pure
white bridge that arches west toward the famed Shining Walls of Tar
Valon. Some of the buildings have signs hanging over the doors that
indicate what kind of business it houses.
[ obvious exits: N W ]
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A balding, sour-faced officer checks everyone passing by.

* HP:Critical MV:Tiring > n
n
n
Road Through Daghain
The Tar Valon Road runs right through this large square going north to
the Borderlands and south to the city itself. Except for the side street
and road entrances the square is totally surrounded by buildings, most
of which are shops.
[ obvious exits: N E S ]

n
* HP:Critical MV:Tiring > Road Through the Village
Wood and stone buildings of every size run along either side of the road
as well as down every small side street. Most of the roofs are tile, but
a few scattered buildings with thatch can be seen over the tops of the
others. Some of the buildings along the road have signs over the main
entrance, proclaiming their wares and services.
[ obvious exits: N S ]

* HP:Critical MV:Tiring > The Tar Valon Road
This wide road is unpaved, but the dirt has been compacted over years of
use by wagons, carriages, and carts as well as countless travelers. There
is a trench on either side of the road to prevent most wild animals from
wandering onto this major artery.
[ obvious exits: N E S ]
A squat border stone juts from the soil.

* HP:Critical MV:Tiring > Grassy Plains
The waist high grass, propelled by the winds that constantly bombard this
region, sway back and forth, the densely packed grasses, a golden color due to
the lack of a constant water source. Noises made by small creatures emerge from
the mass of grass as you make your way through it. Small hills covered by a
large forest lie to the north while a large roadway meanders its way through
the plains to the south.
[ obvious exits: N E S ]
A green woodpecker is visible flying high in the sky.
A cute brown deer eyes you nervously.
A green woodpecker is high up a tree, tapping away.

* HP:Critical MV:Winded > e
e
Grassy Plains
The large mass of tall grass covers the entire plain and deposits seeds and
other things into the air. Numerous patches of bare earth are visible across
the plain, revealing the rocky debris that is mingled with the dry soil. The
breezes that constantly blow across the grass stirs up dust from the bare
patches of soil. A large road to the south winds along its way.
[ obvious exits: N E S W ]
A cute brown deer eyes you nervously.
A green woodpecker is here flying around.
A green woodpecker is high up a tree, tapping away.

* HP:Critical MV:Winded > The Tar Valon Road
On either side of this large, dirt road is a wide ditch that deters wild
animals from blocking the road. Grass blankets the lands to the south
and the north while forested hills lie to the far north.
[ obvious exits: N E S W ]

* HP:Critical MV:Winded > n
n
Grassy Plains
These plains are totally covered by knee high grass and brush that release
seeds and burrs into the air. Most of the grasses themselves are a golden
color from lack of water and crackle at the slightest stir of the air. The
breezes that scout the area take the airborne seeds and carry them east and
south across the large roadway.
[ obvious exits: E S W ]
A green woodpecker is visible flying high in the sky.

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

* HP:Critical MV:Winded > e
e
e
The Tar Valon Road
The road bends east to avoid the tree covered hills to the north. Birds
can be seen nesting on the taller trees of the forest. Rolling grasslands
extend as far as the eye can see to the southeast.
[ obvious exits: E S W ]

* HP:Critical MV:Winded > The Tar Valon Road
This wide, unpaved road is a major artery linking Fal Moran and Shol Arbela
to Tar Valon. The road is bordered by forested hills to the south and grass
covered plains to the east.
[ obvious exits: N E W ]

* HP:Critical MV:Winded > Plains
Dust storms abound on these grassy plains due to the extremely loose and
arid soil. The grass that grows here are remarkably short, only growing about
a hand high. The gusts of wind that scour this area pick up grass seeds and
spreads them across the land. A large road can be seen running along the edge
of the plain.
[ obvious exits: S W ]
A young and strong buck is here, munching some grass.
A black maned lion is here, tail twitching.
An antelope blends into the scenery.
An antelope blends into the scenery.

n
* HP:Critical MV:Winded > n
n
Alas, you cannot go that way...

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

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

w
* HP:Critical MV:Winded > The Tar Valon Road
This wide, unpaved road is a major artery linking Fal Moran and Shol Arbela
to Tar Valon. The road is bordered by forested hills to the south and grass
covered plains to the east.
[ obvious exits: N E W ]

n
* HP:Critical MV:Winded > n
The Tar Valon Road
A large forest borders the road to the north and the west while grasslands
border it to the southeast. A ditch on either side of the road prevents wild
animals from wandering onto the road and blocking it. The road bends east
and north from here.
[ obvious exits: N E S ]

* HP:Critical MV:Winded > Light Forest
The trees growing here are short, only fifteen or twenty feet high and
are far away from each other. The different colored leaves vary from
light green to bright red and orange. Green grass grows on the fertile
soil and piles of leaves are located under a lot of the trees. A large
road runs along the southern border of the forest.
[ obvious exits: N E S W ]

* HP:Critical MV:Winded > n
n
e
e
Medium Woods
The trees press together closely, preventing the sunlight from penetrating
the canopy of leaves and branches. Like most forests, fallen leaves and
needles cover the ground in a mat of rotting organic matter. The stumps
left by fell trees scattered around the copse are covered by bright green
moss and mushrooms.
[ obvious exits: E S W ]
A cute brown deer eyes you nervously.
The lone wolf is slinking about in the shadows.
A timber wolf is here, snarling hungrily.

e
* HP:Critical MV:Winded > Someone hits your body hard.
You are incapacitated and will slowly die, if not aided.
You are dead! Sorry...
Ouch! You lose a level.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
-
For complete beginners, please type HELP NEWBIE.
For new characters, please type LOOK NAMES.
Newcomers to this mud should LOOK NOTICE.
New characters should TELL GUARDIAN KIT.

If you're looking for something to do after dying, LOOK SLAIN.
[ obvious exits: N E S W U D ]
A lantern has been left here.
A revolting well bubbles with the blood of the sacrificed.
The News Board is mounted on the wall here.

Stupid wolf!

Dolens
Posts: 213
Joined: Sat Mar 21, 2015 9:05 pm

Re: I Still Identify as a Fade

Post by Dolens » Mon Sep 17, 2018 5:57 pm

Enjoyed the read, you seem to still have it in you!

Post Reply