Found Sleven around tear, this might appear slightly edited in some spots cut out spam.
*
It's a little difficult to read old tracks in the snow...
Some obvious fresh tracks of a Horse leaving <<west<<
Some obvious fairly recent tracks of a Horse leaving vvsouthvv
Some obvious fairly recent tracks of a Horse leaving <<west<<
* R HP:Healthy MV:Tiring >
*Sleven* has arrived from the north, riding a wild stallion.
* R HP:Healthy MV:Tiring >
Sleven calls for the gate to be opened.
The gate is opened from the other side.
* R HP:Healthy MV:Tiring > k human
You barely slice *Sleven*'s body.
g
[bash ] ing - Sleven: Hurt >
-
*Sleven* tries to pierce you, but you deflect the blow.
*Sleven* looks at you.
As *Sleven* avoids your bash, you topple over and fall to the ground!
* R HP:Healthy MV:Tiring - Sleven: Hurt >
*Sleven* tries to pierce you, but you parry successfully.
* R HP:Healthy MV:Tiring - Sleven: Hurt > tell sunek on sleven
*Sleven* tries to pierce you, but you deflect the blow.
* R HP:Healthy MV:Tiring - Sleven: Hurt > You tell Sunek 'on sleven'
* R HP:Healthy MV:Tiring - Sleven: Hurt > g
[bash ]
*Sleven* smirks.
=
*Sleven* tries to pierce you, but you deflect the blow.
As *Sleven* avoids your bash, you topple over and fall to the ground!
* R HP:Healthy MV:Tiring - Sleven: Hurt >
*Sleven* pierces your body.
* R HP:Scratched MV:Tiring - Sleven: Hurt > inv
g
Sunek tells you 'I'm ages and ages away'
You are carrying:
Nothing.
[bash ] iring - Sleven: Hurt >
*Sleven* tries to pierce you, but you deflect the blow.
*Sleven* tries to pierce you, but you deflect the blow.
=
*Sleven* tries to pierce you, but you deflect the blow.
You slice *Sleven*'s body.
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Tiring - Sleven: Hurt > exa sleven
Nothing to see here, move along.
Sleven has some small wounds and bruises.
*Sleven* is using:
<used as light> a mirrored lantern
<worn on head> a full metal helmet and visor
<worn around neck> a gold and silver silk bandana
<worn around neck> a pair of golden braids woven into the cloak
<worn about body> a surcoat with exquisite embroidery
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<worn as shield> a silver etched shield
<wielded> a triple bladed dagger
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots
* R HP:Scratched MV:Tiring - Sleven: Hurt > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
*Sleven* is sitting here, riding a wild stallion.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Tiring - Sleven: Hurt >
You slice *Sleven*'s body.
* R HP:Scratched MV:Tiring - Sleven: Wounded >
*Sleven* tries to pierce you, but you parry successfully.
You barely slice *Sleven*'s right leg.
* R HP:Scratched MV:Tiring - Sleven: Wounded >
*Sleven* tries to pierce you, but you deflect the blow.
rep trippple blaed
* R HP:Scratched MV:Tiring - Sleven: Wounded > You reply to Sunek 'trippple blaed'
* R HP:Scratched MV:Tiring - Sleven: Wounded >
*Sleven* tries to pierce you, but you deflect the blow.
You barely slice *Sleven*'s body.
* R HP:Scratched MV:Tiring - Sleven: Wounded >
*Sleven* tries to pierce you, but you deflect the blow.
* R HP:Scratched MV:Tiring - Sleven: Wounded >
*Sleven* tries to pierce you, but you deflect the blow.
You try to slice *Sleven*, but he parries successfully.
The day has begun.
*Sleven* panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Sleven: Wounded >
*Sleven* leaves south riding a wild stallion.
* R HP:Scratched MV:Tiring > rep i hate my enter key
n
You reply to Sunek 'i hate my enter key'
* R HP:Scratched MV:Tiring > A Path to the Gates of Tear
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Tiring > not
You start paying increased attention to your surroundings.
* R HP:Scratched MV:Tiring > l
A Path to the Gates of Tear
The path runs north to Haddon Mirk and south to the City of Tear. From this
close to the city, the large walls can be seen extending to the east and
west as far as the eye can see. The Stone of Tear rises like a lone
mountain, dwarfing the city in its entirety. To the south east, a granite
bridge towers above the Erinin River.
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Tiring > where
Players in your Zone
--------------------
Canto - A Path to the Gates of Tear
* R HP:Scratched MV:Tiring > change mood brave
Mood changed to: Brave
* R HP:Scratched MV:Tiring > k human
k human
They aren't here.
k human
* R HP:Scratched MV:Tiring > k human
They aren't here.
k human
* R HP:Scratched MV:Tiring > They aren't here.
k human
* R HP:Scratched MV:Tiring > You slice *Sleven*'s right leg.
k human
* R HP:Scratched MV:Tiring - Sleven: Wounded > They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > k human
k human
They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > k human
*Sleven* tries to pierce you, but you deflect the blow.
You try to slice *Sleven*, but he deflects the blow.
They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > k human
They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > k human
You do the best you can!
* R HP:Scratched MV:Tiring - Sleven: Wounded > They aren't here.
k human
* R HP:Scratched MV:Tiring - Sleven: Wounded > k human
k human
They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > They aren't here.
* R HP:Scratched MV:Tiring - Sleven: Wounded > They aren't here.
g
[bash ] iring - Sleven: Wounded >
=
*Sleven* tries to pierce you, but you deflect the blow.
=
*Sleven* tries to pierce you, but you parry successfully.
=
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Tiring - Sleven: Wounded >
You slice *Sleven*'s body.
* R HP:Scratched MV:Tiring - Sleven: Wounded >
You slice *Sleven*'s body.
* R HP:Scratched MV:Tiring - Sleven: Wounded > stand
*Sleven* tries to pierce you, but you deflect the blow.
You try to slice *Sleven*, but he deflects the blow.
* R HP:Scratched MV:Tiring - Sleven: Wounded > Do you not consider fighting as standing?
* R HP:Scratched MV:Tiring - Sleven: Wounded > s
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
*
*Sleven* tries to pierce you, but you deflect the blow.
*Sleven* pierces your head hard.
=
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Tiring - Sleven: Wounded > stand
Do you not consider fighting as standing?
* R HP:Scratched MV:Tiring - Sleven: Wounded >
You slice *Sleven*'s left leg.
l
* R HP:Scratched MV:Tiring - Sleven: Wounded > A Path to the Gates of Tear
The path runs north to Haddon Mirk and south to the City of Tear. From this
close to the city, the large walls can be seen extending to the east and
west as far as the eye can see. The Stone of Tear rises like a lone
mountain, dwarfing the city in its entirety. To the south east, a granite
bridge towers above the Erinin River.
[ obvious exits: N S ]
*Sleven* is sitting here
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Tiring - Sleven: Wounded > where
where
Players in your Zone
--------------------
Canto - A Path to the Gates of Tear
* R HP:Scratched MV:Tiring - Sleven: Wounded > where
Players in your Zone
--------------------
Canto - A Path to the Gates of Tear
* R HP:Scratched MV:Tiring - Sleven: Wounded > where
Players in your Zone
--------------------
Canto - A Path to the Gates of Tear
* R HP:Scratched MV:Tiring - Sleven: Wounded > Players in your Zone
--------------------
Canto - A Path to the Gates of Tear
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
You slice *Sleven*'s body.
[bash ]
They already seem to be stunned.
g
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > [bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
+
*Sleven* pierces your left foot hard.
=
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Tiring - Sleven: Wounded >
You slice *Sleven*'s left arm.
* R HP:Scratched MV:Tiring - Sleven: Wounded > change mood wimpy
g
Mood changed to: Wimpy
* R HP:Scratched MV:Tiring - Sleven: Wounded > [bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > [bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
g
You slice *Sleven*'s body.
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > [bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > [bash ]
They already seem to be stunned.
g
* R HP:Scratched MV:Tiring - Sleven: Wounded > [bash ]
They already seem to be stunned.
* R HP:Scratched MV:Tiring - Sleven: Wounded > g
[bash ]
*Sleven* pierces your body hard.
=
*Sleven* tries to pierce you, but you deflect the blow.
*
*Sleven* panics, and attempts to flee!
-
*Sleven* leaves north.
-stand
=
They're not here anymore!
* R HP:Scratched MV:Tiring > t
You are already standing.
* R HP:Scratched MV:Tiring > [kill h.human]
They aren't here.
* R HP:Scratched MV:Tiring > n
t
Path from Tear
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
Break
* R HP:Healthy MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Healthy MV:Winded > k human
k human
k human
k human
k human
k human
k human
k human
k human
k human
k human
They aren't here.
*Sleven* has arrived from the north, riding a gray palfrey.
* R HP:Healthy MV:Winded > You try to slice *Sleven*, but he parries successfully.
* R HP:Healthy MV:Winded - Sleven: Battered > *Sleven* tries to pierce you, but you parry successfully.
You try to slice *Sleven*, but he parries successfully.
You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered > You do the best you can!
* R HP:Healthy MV:Winded - Sleven: Battered >
*Sleven* tries to pierce you, but you parry successfully.
You slice *Sleven*'s right hand.
*Sleven* panics, and attempts to flee!
*Sleven* leaves south riding a gray palfrey.
* R HP:Healthy MV:Winded > rep being a warrior kina sux
t
You reply to Sunek 'being a warrior kina sux'
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - Outside a Palisade Gate
* R HP:Healthy MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Healthy MV:Winded > where
where
Players in your Zone
--------------------
Canto - Outside a Palisade Gate
* R HP:Healthy MV:Winded > Players in your Zone
--------------------
Canto - Outside a Palisade Gate
* R HP:Healthy MV:Winded >
*Sleven* has arrived from the south, riding a gray palfrey.
* R HP:Healthy MV:Winded >
*Sleven* pierces your right leg hard.
l
* R HP:Scratched MV:Winded - Sleven: Battered > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
*Sleven* is here, fighting YOU!, riding a gray palfrey.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded - Sleven: Battered > where
Players in your Zone
--------------------
Canto - Outside a Palisade Gate
* R HP:Scratched MV:Winded - Sleven: Battered > g
[bash ]
=
*Sleven* pierces your body very hard.
*
*Sleven* tries to pierce you, but you parry successfully.
-
*Sleven* looks at you.
As *Sleven* avoids your bash, you topple over and fall to the ground!
* R HP:Scratched MV:Winded - Sleven: Battered >
*Sleven* tries to pierce you, but you deflect the blow.
* R HP:Scratched MV:Winded - Sleven: Battered >
*Sleven* snickers softly.
* R HP:Scratched MV:Winded - Sleven: Battered >
*Sleven* tries to pierce you, but you deflect the blow.
* R HP:Scratched MV:Winded - Sleven: Battered >
You barely slice *Sleven*'s left leg.
*Sleven* tries to pierce you, but you deflect the blow.
* R HP:Scratched MV:Winded - Sleven: Battered >
*Sleven* tries to pierce you, but you parry successfully.
* R HP:Scratched MV:Winded - Sleven: Battered > g
Sunek tells you 'no autotrack?'
[bash ]
-
*Sleven* tries to pierce you, but you parry successfully.
-
*Sleven* tries to pierce you, but you deflect the blow.
=
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Winded - Sleven: Battered >
You slice *Sleven*'s body.
* R HP:Scratched MV:Winded - Sleven: Battered >
Sunek tells you 'and rogue..ugh'
* R HP:Scratched MV:Winded - Sleven: Battered >
You slice *Sleven*'s body.
* R HP:Scratched MV:Winded - Sleven: Battered > rep indeed
You reply to Sunek 'indeed'
* R HP:Scratched MV:Winded - Sleven: Battered > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Battered >
You try to slice *Sleven*, but he deflects the blow.
*Sleven* tries to pierce you, but you parry successfully.
* R HP:Scratched MV:Winded - Sleven: Battered > g
[bash ]
=
*Sleven* tries to pierce you, but you parry successfully.
=
*Sleven* tries to pierce you, but you deflect the blow.
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Winded - Sleven: Battered >
You barely slice *Sleven*'s left hand.
* R HP:Scratched MV:Winded - Sleven: Battered > g
You slice *Sleven*'s right arm very hard.
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
*
*Sleven* tries to pierce you, but you deflect the blow.
=
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Winded - Sleven: Beaten > alias y close gate
Ok.
* R HP:Scratched MV:Winded - Sleven: Beaten >
You slice *Sleven*'s body.
* R HP:Scratched MV:Winded - Sleven: Beaten > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
*Sleven* is sitting here, riding a gray palfrey.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded - Sleven: Beaten >
You slice *Sleven*'s right arm.
* R HP:Scratched MV:Winded - Sleven: Beaten > alias h open gaten
Ok.
*Sleven* panics, and attempts to flee!
* R HP:Scratched MV:Winded - Sleven: Beaten >
*Sleven* leaves west riding a gray palfrey.
* R HP:Scratched MV:Winded > alias h open gate
t
Ok.
*Sleven* has arrived from the west, riding a gray palfrey.
* R HP:Scratched MV:Winded > [kill h.human]
You try to slice *Sleven*, but he parries successfully.
w
* R HP:Scratched MV:Winded - Sleven: Beaten > No way! You're fighting for your life!
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
=
*Sleven* tries to pierce you, but you deflect the blow.
+
*Sleven* panics, and attempts to flee!
*
*Sleven* leaves south riding a gray palfrey.
=
They're not here anymore!
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > who
Players
-------
Eritage Ansgar, the Lieutenant [Imperial Army]
Corin the Honored Soldier [Morat'torm]
3 Sunek the Honored Morat'raken [Morat'raken]
6 Canto of Seandar
4 players displayed.
* R HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - Outside a Palisade Gate
l
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > t
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - Outside a Palisade Gate
* R HP:Scratched MV:Winded > k human
k human
They aren't here.
* R HP:Scratched MV:Winded > They aren't here.
* R HP:Scratched MV:Winded > look
look
look
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - Outside a Palisade Gate
* R HP:Scratched MV:Winded > l
l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
l
l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
l
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
*Sleven* is standing here.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
You sense a hidden life form in the area...
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
You sense a hidden life form in the area...
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > t
[kill h.human]
You slice *Sleven*'s body.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
*Sleven* tries to pierce you, but you deflect the blow.
+
*Sleven* panics, and attempts to flee!
*
*Sleven* leaves north.
=t
Cancelled.
[kill h.human]
They aren't here.
* R HP:Scratched MV:Winded >
*Sleven* has arrived from the north.
* R HP:Scratched MV:Winded > t
[kill h.human]
You barely slice *Sleven*'s body.
* R HP:Scratched MV:Winded - Sleven: Beaten > l
Outside a Palisade Gate
The road leading towards Tear stops here, at Tear's massive north gate. The
dirt on the road is visibly packed and regularly used. Deep wagon ruts have
formed along the road, containing small puddles of water in their bases. The
road continues on to the north into and around the great Haddon Mirk forest.
There is a small path leading off the road, to the east which circles all
the way around Tear's northeast outskirts.
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
You sense a hidden life form in the area...
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded - Sleven: Beaten >
*Sleven* tries to pierce you, but you parry successfully.
You try to slice *Sleven*, but he parries successfully.
* R HP:Scratched MV:Winded - Sleven: Beaten >
*Sleven* yawns.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
*Sleven* tries to pierce you, but you deflect the blow.
[bash ]
-
*Sleven* tries to pierce you, but you deflect the blow.
=
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Winded - Sleven: Beaten >
You slice *Sleven*'s body.
* R HP:Scratched MV:Winded - Sleven: Beaten >
You barely slice *Sleven*'s body.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
*Sleven* tries to pierce you, but you parry successfully.
*
*Sleven* tries to pierce you, but you deflect the blow.
=
*Sleven* tries to pierce you, but you deflect the blow.
You try to slice *Sleven*, but he deflects the blow.
Your bash at *Sleven* sends him sprawling!
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
g
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
You slice *Sleven*'s left leg hard.
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > [bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
g
* R HP:Scratched MV:Winded - Sleven: Beaten > [bash ]
They already seem to be stunned.
g
*Sleven* tries to pierce you, but you deflect the blow.
You slice *Sleven*'s right leg.
[bash ]
*Sleven* panics, and attempts to flee!
-
*Sleven* leaves west.
y
Cancelled.
[close gate]
Ok.
* R HP:Scratched MV:Winded >
*Sleven* has arrived from the west.
t
* R HP:Scratched MV:Winded > g
[kill h.human]
You slice *Sleven*'s body.
*Sleven* tries to pierce you, but you deflect the blow.
You slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
[bash ]
=
*Sleven* leaves east.
=
They're not here anymore!
* R HP:Scratched MV:Winded > change mood berserk
e
Mood changed to: Berserk
* R HP:Scratched MV:Winded > e
Road Around Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > e
Road Around Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > s
Northeast of Tear
[ obvious exits: S W ]
A shaggy brown mare stands here, being ridden by you.
s
* R HP:Scratched MV:Winded > Road around Tear
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
t
* R HP:Scratched MV:Winded > Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
*Sleven* is standing here.
* R HP:Scratched MV:Winded > [kill h.human]
You slice *Sleven*'s head.
*Sleven* panics, and attempts to flee!
*Sleven* tries to flee, but is too exhausted!
*Sleven* gets a thin vial of yellow fluid from a soft leather pouch.
* R HP:Scratched MV:Winded - Sleven: Critical >
*Sleven* tries to pierce you, but you deflect the blow.
You slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
*Sleven* tries to flee, but is too exhausted!
* R HP:Scratched MV:Winded - Sleven: Critical >
*Sleven* tries to pierce you, but you deflect the blow.
You barely slice *Sleven*'s right leg.
*Sleven* panics, and attempts to flee!
*Sleven* tries to flee, but is too exhausted!
* R HP:Scratched MV:Winded - Sleven: Critical >
*Sleven* quaffs a thin vial of yellow fluid.
*Sleven* looks more invigorated and ready to go.
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
*Sleven* panics, and attempts to flee!
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
Ok.
close gate
* R HP:Scratched MV:Winded - Sleven: Critical > It's already closed!
close gate
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
It's already closed!
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
It's already closed!
close gate
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
It's already closed!
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
It's already closed!
close gate
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
It's already closed!
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
The PalisadeGate is opened from the other side.
You tickle *Sleven*'s body with your slice.
Ok.
* R HP:Scratched MV:Winded - Sleven: Critical > close gate
It's already closed!
*Sleven* leaves east.
close gate
* R HP:Scratched MV:Winded > It's already closed!
close gate
* R HP:Scratched MV:Winded > close gate
It's already closed!
* R HP:Scratched MV:Winded > It's already closed!
* R HP:Scratched MV:Winded > It's already closed!
e
* R HP:Scratched MV:Winded > It's already closed!
t
* R HP:Scratched MV:Winded > It's already closed!
* R HP:Scratched MV:Winded > e
It's already closed!
* R HP:Scratched MV:Winded > t
Path from Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > n
[kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > Farmyard
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > t
[kill h.human]
They aren't here.
n
* R HP:Scratched MV:Winded > t
An Intersection
[ obvious exits: N S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > s
e
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A shaggy brown mare stands here, being ridden by you.
A fight with a ta'veren #1
A fight with a ta'veren #1
Last edited by Canto on Wed Oct 07, 2015 1:29 pm, edited 1 time in total.
Re: A fight with a ta'veren #1
t
* R HP:Scratched MV:Winded > A Small Trail
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > e
[kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > t
The Park
[ obvious exits: N W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > n
w
The Footpath
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
* R HP:Scratched MV:Winded > t
A Bend in the Trail
[ obvious exits: E S ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > e
The Footpath
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
th
[track human] inded >
*
You could find no tracks at all.
* R HP:Scratched MV:Winded > s
w
The Park
[ obvious exits: N W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > s
A Small Trail
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > open PalisadeGate
w
Olive Field
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > I see no palisadegate here.
* R HP:Scratched MV:Weary > Farmyard
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Weary > n
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A shaggy brown mare stands here, being ridden by you.
n
* R HP:Scratched MV:Weary > An Intersection
[ obvious exits: N S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > th
[track human]
*
You could find no tracks at all.
* R HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* R HP:Scratched MV:Weary > n
Cobblestone Track
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
s
* R HP:Scratched MV:Weary > s
An Intersection
[ obvious exits: N S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > s
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > Farmyard
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Weary > open PalisadeGate
e
I see no palisadegate here.
th
* R HP:Scratched MV:Weary > Olive Field
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
[track human] eary >
*
Some obvious fresh bloody traces of a Human leaving >>east>>
* R HP:Scratched MV:Weary > open PalisadeGate
w
w
I see no palisadegate here.
* R HP:Scratched MV:Weary > Farmyard
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Weary > Path from Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > w
Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > not
open ashdoor
n
You stop paying increased attention to your surroundings.
* R HP:Scratched MV:Weary > open backdoor
n
I see no ashdoor here.
* R HP:Scratched MV:Weary > n
Road around Tear
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
n
* R HP:Scratched MV:Weary > I see no backdoor here.
* R HP:Scratched MV:Weary > w
Northeast of Tear
[ obvious exits: S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > w
Alas, you cannot go that way...
* R HP:Scratched MV:Weary > Alas, you cannot go that way...
* R HP:Scratched MV:Weary > Road Around Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > Road Around Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > w
n
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > A Path to the Gates of Tear
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
A shaggy brown mare stands here.
* R HP:Scratched MV:Weary > th
[track human]
It's a little difficult to read old tracks in the snow...
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
Some obvious recent bloody traces of a Human leaving vvsouthvv
Some clear fairly recent tracks of a Human leaving ^^north^^
* R HP:Scratched MV:Weary > not
You start paying increased attention to your surroundings.
* R HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* R HP:Scratched MV:Weary > k human
k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
k human
* R HP:Scratched MV:Weary > k human
k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > k human
k human
k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > k human
k human
k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
k human
k human
* R HP:Scratched MV:Weary > k human
k human
k human
k human
k human
k human
They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
change mood brave
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > change mood brave
They aren't here.
* R HP:Scratched MV:Weary > change mood brave
They aren't here.
* R HP:Scratched MV:Weary > change mood brave
You try to calm down, but can't.
* R HP:Scratched MV:Weary > change mood brave
You try to calm down, but can't.
* R HP:Scratched MV:Weary > change mood brave
Mood changed to: Brave
Wimpy reset to: 119 hit points.
* R HP:Scratched MV:Weary > Mood changed to: Brave
Wimpy reset to: 119 hit points.
* R HP:Scratched MV:Weary > change mood brave
Mood changed to: Brave
Wimpy reset to: 119 hit points.
* R HP:Scratched MV:Weary > Mood changed to: B
* R HP:Healthy MV:Haggard > Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
A tired farmer is here.
t
* R HP:Healthy MV:Haggard > [kill h.human]
You try to slice *Sleven*, but he parries successfully.
g
[bash ] gard - Sleven: Beaten >
-
*Sleven* panics, and attempts to flee!
=
*Sleven* leaves west.
*w
w
t
Cancelled.
Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
*Sleven* leaves east.
* R HP:Healthy MV:Haggard > Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
g
* R HP:Healthy MV:Haggard > [kill h.human]
They aren't here.
* R HP:Healthy MV:Haggard > [bash ]
Bash who?
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > e
e
Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > l
l
Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
l
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
l
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > l
l
Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > l
Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > get yellow pack
quaff yellow
e
You get a thin vial of yellow fluid from a backpack.
* R HP:Healthy MV:Haggard > n
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
* R HP:Healthy MV:Weary > Olive Field
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > t
A Small Trail
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > [kill h.human]
They aren't here.
* R HP:Healthy MV:Weary > w
t
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
* R HP:Healthy MV:Weary > [kill h.human]
You barely slice *Sleven*'s left foot.
g
*Sleven* tries to pierce you, but you parry successfully.
You slice *Sleven*'s left hand.
[bash ]
*
*Sleven* puts a thin vial of yellow fluid in a soft leather pouch.
=
*Sleven* panics, and attempts to flee!
*Sleven* leaves north.
=
They're not here anymore!
* R HP:Healthy MV:Weary > n
t
An Intersection
[ obvious exits: N S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > [kill h.human]
They aren't here.
* R HP:Healthy MV:Weary > look w
* R HP:Healthy MV:Weary > th
[track human]
*
Some obvious fresh bloody traces of a Human leaving ^^north^^
* R HP:Healthy MV:Weary > t
n
[kill h.human]
They aren't here.
* R HP:Healthy MV:Weary > n
Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
n
* R HP:Healthy MV:Weary > t
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
* R HP:Healthy MV:Weary > g
[kill h.human]
You barely slice *Sleven*'s body.
[bash ] ry - Sleven: Beaten >
=
*Sleven* tries to pierce you, but you parry successfully.
*
*Sleven* panics, and attempts to flee!
=
*Sleven* panics, and attempts to flee!
=
Your bash at *Sleven* sends him sprawling!
* R HP:Healthy MV:Weary - Sleven: Beaten >
You slice *Sleven*'s left leg hard.
* R HP:Healthy MV:Weary - Sleven: Beaten > look n
The door is closed.
* R HP:Healthy MV:Weary - Sleven: Beaten >
You slice *Sleven*'s left arm.
The lightning stops.
* R HP:Healthy MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Healthy MV:Winded - Sleven: Beaten > s
No way! You're fighting for your life!
* R HP:Healthy MV:Winded - Sleven: Beaten >
*Sleven* leaves south.
* R HP:Healthy MV:Winded > s
s
t
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
* R HP:Healthy MV:Winded > g
Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > [bash ]
Bash who?
* R HP:Healthy MV:Winded > t
[kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > n
t
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > g
[kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > n
[bash ]
Bash who?
* R HP:Healthy MV:Winded > t
g
A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
*Sleven* leaves north.
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > [bash ]
Bash who?
* R HP:Healthy MV:Weary > n
You can't ride in there.
* R HP:Healthy MV:Winded > not
You stop paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > dh
[diagnose horse]
A gray palfrey is in excellent condition.
A gray palfrey is winded.
s
* R HP:Healthy MV:Winded > Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
s
* R HP:Healthy MV:Winded > Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - Cobblestone Track
* R HP:Healthy MV:Winded > n
n
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - A Courtyard
* R HP:Healthy MV:Winded > not
t
You start paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > l
[kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - A Courtyard
* R HP:Healthy MV:Winded > who
l
Players
-------
Eritage Ansgar, the Lieutenant [Imperial Army] (Idle)
Corin the Honored Soldier [Morat'torm]
3 Sunek the Honored Morat'raken [Morat'raken]
6 Canto of Seandar
4 players displayed.
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > rep hrm he in door e of tear
t
You reply to Sunek 'hrm he in door e of tear'
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
l
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
where
* R HP:Healthy MV:Winded > Players in your Zone
--------------------
Canto - A Courtyard
* R HP:Healthy MV:Winded > l
A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > l
A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > rep crit
who
You reply to Sunek 'crit'
* R HP:Healthy MV:Winded > Players
-------
Eritage Ansgar, the Lieutenant [Imperial Army] (Idle)
Corin the Honored Soldier [Morat'torm]
3 Sunek the Honored Morat'raken [Morat'raken]
6 Canto of Seandar
4 players displayed.
l
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - A Courtyard
l
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > k human
k human
k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
k human
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
k human
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > not
They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > dism
You stop paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > You stop riding him.
open door
n
* HP:Healthy MV:Winded > Ok.
* HP:Healthy MV:Winded > not
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
*Sleven* is resting here.
A quiet servant awaits instructions from his master.
t
* HP:Healthy MV:Winded > You start paying increased attention to your surroundings.
* HP:Healthy MV:Winded > [kill h.human]
You barely slice *Sleven*'s body.
* HP:Healthy MV:Winded - Sleven: Beaten > f
You panic and attempt to flee!
You flee head over heels.
A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby.
* HP:Healthy MV:Winded > open door
s
It's already open!
* HP:Healthy MV:Winded > open door
n
Gates Before the Manor
[ obvious exits: N S ]
* HP:Healthy MV:Winded > I see no door here.
* HP:Healthy MV:Winded > rh
A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby.
* HP:Healthy MV:Winded > [ride horse]
You start riding him.
* R HP:Healthy MV:Winded > open door
s
It's already open!
* R HP:Healthy MV:Winded > Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > not
You stop paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > s
s
Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > s
An Intersection
[ obvious exits: N S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > s
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > s
Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Winded > w
Alas, you cannot go that way...
* R HP:Healthy MV:Winded > Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > w
Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > not
l
You start paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > t
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > track
*
Some obvious fairly recent bloody traces of a Human leaving >>east>>
Some obvious fresh tracks of a Horse leaving >>east>>
Some obvious fresh tracks of a Horse leaving >>east>>
* R HP:Healthy MV:Winded > k human
k human
k human
dh
They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
not
* R HP:Healthy MV:Winded > They aren't here.
n
* R HP:Healthy MV:Winded > [diagnose horse]
A gray palfrey is in excellent condition.
A gray palfrey is weary.
n
* R HP:Healthy MV:Winded > You stop paying increased attention to your surroundings.
n
* R HP:Healthy MV:Winded > Road around Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
n
* R HP:Healthy MV:Winded > Northeast of Tear
[ obvious exits: S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
n
* R HP:Healthy MV:Winded > Alas, you cannot go that way...
* R HP:Healthy MV:Winded > Alas, you cannot go that way...
* R HP:Healthy MV:Winded > w
Alas, you cannot go that way...
* R HP:Healthy MV:Winded > Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > w
w
Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Healthy MV:Tiring > w
The Tear Road
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > w
The Tear Road
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > scan w
e
An arrogant bridgeguard sneers haughtily at you, riding a black stallion.
An arrogant bridgeguard sneers haughtily at you, riding a black stallion.
An arrogant bridgeguard sneers haughtily at you, riding a black stallion.
* R HP:Healthy MV:Tiring > e
e
The Tear Road
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Healthy MV:Tiring > Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > w
open PalisadeGate
s
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Healthy MV:Tiring > It's already open!
* R HP:Healthy MV:Tiring > where
Inside a Palisade Gate
[ obvious exits: N S ]
A hanging lantern lights the path.
A gray palfrey prances skittishly nearby, being ridden by you.
A Tairen commoner rushes by in a hurry, trampling you underfoot.
A wild stallion bucks madly.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
* R HP:Healthy MV:Tiring > open PalisadeGate
n
e
e
A Palisade Gate guard barely tickles your left leg with his slash.
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard slashes your head.
A Palisade Gate guard tries to slash you, but you deflect the blow.
A Palisade Gate guard slashes your body.
A Palisade Gate guard barely slashes your right hand.
You slice a Palisade Gate guard's head very hard.
A Palisade Gate guard barely tickles your body with his slash.
A Defender of the Stone has arrived from the south.
A loud grinding of stone on concrete resonates from above.
Your extra burst of stamina fades.
Players in your Zone
--------------------
Canto - Inside a Palisade Gate
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > It's already open!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > l
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > f
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > n
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > Inside a Palisade Gate
Small half-built houses, with stone-walled animal pens that look as if they
were hastily put together this morning, straddle Tear's outer wall, which
stretches off to the west and east, surrounding the city. The wooden gate to
the south marks the southern end of a rough country path, the other end being
somewhere inside the Haddon Mirk, the huge forest covering the hundreds of
leagues from the River Erinin to the Spine of the World. The bottom of the
gates are covered with rough scuffles and marks, from years of use.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Defender of the Stone maintains peace in the city.
A gray palfrey prances skittishly nearby, being ridden by you.
A Tairen commoner rushes by in a hurry, trampling you underfoot.
A wild stallion bucks madly.
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > n
A Defender of the Stone has arrived from the south.
You panic and attempt to flee!
You flee head over heels.
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
A Path to the Gates of Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
A shaggy brown mare stands here.
* R HP:Scratched MV:Tiring > Path from Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > s
e
A Path to the Gates of Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
A shaggy brown mare stands here.
* R HP:Scratched MV:Tiring > Alas, you cannot go that way...
* R HP:Scratched MV:Tiring > s
e
e
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Scratched MV:Tiring > e
Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
s
* R HP:Scratched MV:Tiring > s
Northeast of Tear
[ obvious exits: S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > s
Road around Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > s
Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > Alas, you cannot go that way...
dh
* R HP:Scratched MV:Tiring > Alas, you cannot go that way...
e
* R HP:Scratched MV:Tiring > [diagnose horse]
A gray palfrey is in excellent condition.
A gray palfrey is weary.
* R HP:Scratched MV:Tiring > e
Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Tiring > n
e
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > n
A Small Trail
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > A Bend in the Trail
[ obvious exits: E S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > dism
s
You stop riding him.
* HP:Scratched MV:Tiring > w
A Small Trail
[ obvious exits: N E S W ]
* HP:Scratched MV:Tiring > n
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
n
* HP:Scratched MV:Tiring > n
An Intersection
[ obvious exits: N S W ]
not
* HP:Scratched MV:Tiring > Cobblestone Track
[ obvious exits: N S ]
* HP:Scratched MV:Tiring > n
Gates Before the Manor
[ obvious exits: N S ]
* HP:Scratched MV:Tiring > You start paying increased attention to your surroundings.
th
* HP:Scratched MV:Tiring > A Courtyard
[ obvious exits: N S ]
* HP:Scratched MV:Tiring > open door
n
[track human]
Cancelled.
It's already open!
* HP:Scratched MV:Tiring > t
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
*Sleven* is resting here.
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Tiring > [kill h.human]
You slice *Sleven*'s body.
* HP:Scratched MV:Tiring - Sleven: Beaten > g
[bash ]
-
*Sleven* tries to pierce you, but you deflect the blow.
=
Your bash at *Sleven* sends him sprawling!
* HP:Scratched MV:Tiring - Sleven: Beaten > change mood brave
Mood changed to: Brave
* HP:Scratched MV:Tiring - Sleven: Beaten >
You slice *Sleven*'s body.
* HP:Scratched MV:Tiring - Sleven: Beaten > look w
* HP:Scratched MV:Tiring - Sleven: Beaten > look e
g
* HP:Scratched MV:Tiring - Sleven: Beaten > [bash ]
They already seem to be stunned.
* HP:Scratched MV:Tiring - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* HP:Scratched MV:Tiring - Sleven: Beaten > g
You slice *Sleven*'s head hard.
* HP:Scratched MV:Tiring - Sleven: Critical > [bash ]
They already seem to be stunned.
* HP:Scratched MV:Tiring - Sleven: Critical >
*Sleven* gets a thin vial of yellow fluid from a soft leather pouch.
* HP:Scratched MV:Tiring - Sleven: Critical >
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Tiring - Sleven: Critical >
*Sleven* leaves east.
* HP:Scratched MV:Tiring > t
g
[kill h.human]
They aren't here.
* HP:Scratched MV:Tiring > [bash ]
Bash who?
* HP:Scratched MV:Tiring > l
t
g
Passing Through a Lit Corridor
Seafolk porcelain nestled in display benches carved into the walls line
this corridor while chandeliers drop from the high, plaster framed ceiling.
Black marble tinted with streaks of gold prevade the floor. This passageway
breaks off into four. To the north lies a large room with a flight of steps
climbing up the floors and to the east lies a short narrow access leading
to, judging from the mouth tantalizing smell, a kitchen. To the west a
narrow passageway leads to a small corridor and far to the south is the
front entrance of the manor.
[ obvious exits: N E S W ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Tiring > [kill h.human]
They aren't here.
e
* HP:Scratched MV:Tiring > [bash ]
Bash who?
t
* HP:Scratched MV:Tiring > g
A Massive Kitchen
[ obvious exits: W ]
Something lies on the ground here.
*Sleven* is standing here.
A quiet servant awaits instructions from his master.
A cook busily prepares a savory dish in his kitchen.
* HP:Scratched MV:Tiring > [kill h.human]
You slice *Sleven*'s right leg.
[bash ] ing - Sleven: Critical >
=
*Sleven* tries to pierce you, but you parry successfully.
*Sleven* panics, and attempts to flee!
*
*Sleven* leaves west.
w
-t
Cancelled.
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Tiring > g
[kill h.human]
They aren't here.
* HP:Scratched MV:Winded > A servant leaves east.
[bash ]
Bash who?
* HP:Scratched MV:Winded > scan w
* HP:Scratched MV:Winded > n
The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
A local lord is here.
* HP:Scratched MV:Winded > u
The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > scan d
A quiet servant awaits instructions from his master.
A local lord is here.
* HP:Scratched MV:Winded > look d
u
* HP:Scratched MV:Winded > Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > look d
* HP:Scratched MV:Winded > look w
* HP:Scratched MV:Winded > scan e
* HP:Scratched MV:Winded > scan w
scan e
* HP:Scratched MV:Winded >
* HP:Scratched MV:Winded > e
w
The Master Bedroom
[ obvious exits: W ]
A mahogany chest etched in gold gleams with a dark finish.
w
* HP:Scratched MV:Winded > Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > The Guest Room
[ obvious exits: E ]
* HP:Scratched MV:Winded > e
d
Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > look w
* HP:Scratched MV:Winded > n
The Anteroom
[ obvious exits: S W ]
A large desk made of fine, thick wood stands across the room from here.
You sense a hidden life form in the area...
* HP:Scratched MV:Winded > scan w
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A country lord of Tear stands here, surveying his holdings.
* HP:Scratched MV:Winded > t
g
[kill h.human]
You barely slice *Sleven*'s body.
[bash ] ded - Sleven: Critical >
+
*Sleven* panics, and attempts to flee!
*
*Sleven* leaves west.
=
They're not here anymore!
* HP:Scratched MV:Winded > look w
The bronzedoor is open.
* HP:Scratched MV:Winded > scan w
s
*Sleven* is standing here.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A country lord of Tear stands here, surveying his holdings.
* HP:Scratched MV:Winded > The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > alias y close bronzedor
Ok.
* HP:Scratched MV:Winded > l
where
The Second Floor
Here on top of a flight of steps, you take a look at your surroundings.
The ceiling of this room is extremely high, where several gilded lamps
hang. The walls are plain but is speckled with small pictures and banners.
Carpet covers a black marble floor which leads in three directions, north
where carpet ends to give way to a brightly lit room, up where the
stairwell seem to meet its peak and down below to a very wide and
seemingly endless room.
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > look d
* HP:Scratched MV:Winded > l
The Second Floor
Here on top of a flight of steps, you take a look at your surroundings.
The ceiling of this room is extremely high, where several gilded lamps
hang. The walls are plain but is speckled with small pictures and banners.
Carpet covers a black marble floor which leads in three directions, north
where carpet ends to give way to a brightly lit room, up where the
stairwell seem to meet its peak and down below to a very wide and
seemingly endless room.
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > alias y close bronzedoor
l
Ok.
* HP:Scratched MV:Winded > The Second Floor
Here on top of a flight of steps, you take a look at your surroundings.
The ceiling of this room is extremely high, where several gilded lamps
hang. The walls are plain but is speckled with small pictures and banners.
Carpet covers a black marble floor which leads in three directions, north
where carpet ends to give way to a brightly lit room, up where the
stairwell seem to meet its peak and down below to a very wide and
seemingly endless room.
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > score
You have 396(399) hit and 70(154) movement points.
* R HP:Scratched MV:Winded > A Small Trail
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > e
[kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > t
The Park
[ obvious exits: N W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > n
w
The Footpath
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
* R HP:Scratched MV:Winded > t
A Bend in the Trail
[ obvious exits: E S ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* R HP:Scratched MV:Winded > e
The Footpath
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
th
[track human] inded >
*
You could find no tracks at all.
* R HP:Scratched MV:Winded > s
w
The Park
[ obvious exits: N W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > s
A Small Trail
[ obvious exits: N E S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Winded > open PalisadeGate
w
Olive Field
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > I see no palisadegate here.
* R HP:Scratched MV:Weary > Farmyard
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Weary > n
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A shaggy brown mare stands here, being ridden by you.
n
* R HP:Scratched MV:Weary > An Intersection
[ obvious exits: N S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > th
[track human]
*
You could find no tracks at all.
* R HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* R HP:Scratched MV:Weary > n
Cobblestone Track
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
s
* R HP:Scratched MV:Weary > s
An Intersection
[ obvious exits: N S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > s
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > Farmyard
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Weary > open PalisadeGate
e
I see no palisadegate here.
th
* R HP:Scratched MV:Weary > Olive Field
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
[track human] eary >
*
Some obvious fresh bloody traces of a Human leaving >>east>>
* R HP:Scratched MV:Weary > open PalisadeGate
w
w
I see no palisadegate here.
* R HP:Scratched MV:Weary > Farmyard
[ obvious exits: N E W ]
A shaggy brown mare stands here, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Weary > Path from Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > w
Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > not
open ashdoor
n
You stop paying increased attention to your surroundings.
* R HP:Scratched MV:Weary > open backdoor
n
I see no ashdoor here.
* R HP:Scratched MV:Weary > n
Road around Tear
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
n
* R HP:Scratched MV:Weary > I see no backdoor here.
* R HP:Scratched MV:Weary > w
Northeast of Tear
[ obvious exits: S W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > w
Alas, you cannot go that way...
* R HP:Scratched MV:Weary > Alas, you cannot go that way...
* R HP:Scratched MV:Weary > Road Around Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > Road Around Tear
[ obvious exits: E W ]
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > w
n
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A shaggy brown mare stands here, being ridden by you.
* R HP:Scratched MV:Weary > A Path to the Gates of Tear
[ obvious exits: N S ]
A shaggy brown mare stands here, being ridden by you.
A shaggy brown mare stands here.
* R HP:Scratched MV:Weary > th
[track human]
It's a little difficult to read old tracks in the snow...
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
It's a little difficult to read old tracks in the snow...
*
It's a little difficult to read old tracks in the snow...
Some obvious recent bloody traces of a Human leaving vvsouthvv
Some clear fairly recent tracks of a Human leaving ^^north^^
* R HP:Scratched MV:Weary > not
You start paying increased attention to your surroundings.
* R HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* R HP:Scratched MV:Weary > k human
k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
k human
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
k human
* R HP:Scratched MV:Weary > k human
k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > k human
k human
k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > k human
k human
k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
k human
k human
* R HP:Scratched MV:Weary > k human
k human
k human
k human
k human
k human
They aren't here.
k human
* R HP:Scratched MV:Weary > k human
They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > They aren't here.
change mood brave
* R HP:Scratched MV:Weary > They aren't here.
* R HP:Scratched MV:Weary > change mood brave
They aren't here.
* R HP:Scratched MV:Weary > change mood brave
They aren't here.
* R HP:Scratched MV:Weary > change mood brave
You try to calm down, but can't.
* R HP:Scratched MV:Weary > change mood brave
You try to calm down, but can't.
* R HP:Scratched MV:Weary > change mood brave
Mood changed to: Brave
Wimpy reset to: 119 hit points.
* R HP:Scratched MV:Weary > Mood changed to: Brave
Wimpy reset to: 119 hit points.
* R HP:Scratched MV:Weary > change mood brave
Mood changed to: Brave
Wimpy reset to: 119 hit points.
* R HP:Scratched MV:Weary > Mood changed to: B
* R HP:Healthy MV:Haggard > Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
A tired farmer is here.
t
* R HP:Healthy MV:Haggard > [kill h.human]
You try to slice *Sleven*, but he parries successfully.
g
[bash ] gard - Sleven: Beaten >
-
*Sleven* panics, and attempts to flee!
=
*Sleven* leaves west.
*w
w
t
Cancelled.
Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
*Sleven* leaves east.
* R HP:Healthy MV:Haggard > Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
g
* R HP:Healthy MV:Haggard > [kill h.human]
They aren't here.
* R HP:Healthy MV:Haggard > [bash ]
Bash who?
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > l
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > e
e
Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Haggard > Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > l
l
Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
l
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
l
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > l
l
Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > l
Farmyard
All around sit many different sized and shaped buildings. The larger part
of these seem to be made for the sole purpose of processing olives. To the
south, a larger building with a long chimney sits quietly. There is a path
leading through the small farm. It leads west, towards the city of Tear,
and winds its way eastwards through a huge olive field.
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Haggard > get yellow pack
quaff yellow
e
You get a thin vial of yellow fluid from a backpack.
* R HP:Healthy MV:Haggard > n
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
* R HP:Healthy MV:Weary > Olive Field
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > t
A Small Trail
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > [kill h.human]
They aren't here.
* R HP:Healthy MV:Weary > w
t
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
* R HP:Healthy MV:Weary > [kill h.human]
You barely slice *Sleven*'s left foot.
g
*Sleven* tries to pierce you, but you parry successfully.
You slice *Sleven*'s left hand.
[bash ]
*
*Sleven* puts a thin vial of yellow fluid in a soft leather pouch.
=
*Sleven* panics, and attempts to flee!
*Sleven* leaves north.
=
They're not here anymore!
* R HP:Healthy MV:Weary > n
t
An Intersection
[ obvious exits: N S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > [kill h.human]
They aren't here.
* R HP:Healthy MV:Weary > look w
* R HP:Healthy MV:Weary > th
[track human]
*
Some obvious fresh bloody traces of a Human leaving ^^north^^
* R HP:Healthy MV:Weary > t
n
[kill h.human]
They aren't here.
* R HP:Healthy MV:Weary > n
Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
n
* R HP:Healthy MV:Weary > t
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Weary > A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
* R HP:Healthy MV:Weary > g
[kill h.human]
You barely slice *Sleven*'s body.
[bash ] ry - Sleven: Beaten >
=
*Sleven* tries to pierce you, but you parry successfully.
*
*Sleven* panics, and attempts to flee!
=
*Sleven* panics, and attempts to flee!
=
Your bash at *Sleven* sends him sprawling!
* R HP:Healthy MV:Weary - Sleven: Beaten >
You slice *Sleven*'s left leg hard.
* R HP:Healthy MV:Weary - Sleven: Beaten > look n
The door is closed.
* R HP:Healthy MV:Weary - Sleven: Beaten >
You slice *Sleven*'s left arm.
The lightning stops.
* R HP:Healthy MV:Winded - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* R HP:Healthy MV:Winded - Sleven: Beaten > s
No way! You're fighting for your life!
* R HP:Healthy MV:Winded - Sleven: Beaten >
*Sleven* leaves south.
* R HP:Healthy MV:Winded > s
s
t
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
* R HP:Healthy MV:Winded > g
Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > [bash ]
Bash who?
* R HP:Healthy MV:Winded > t
[kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > n
t
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > g
[kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > n
[bash ]
Bash who?
* R HP:Healthy MV:Winded > t
g
A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
*Sleven* is standing here.
*Sleven* leaves north.
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > [bash ]
Bash who?
* R HP:Healthy MV:Weary > n
You can't ride in there.
* R HP:Healthy MV:Winded > not
You stop paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > dh
[diagnose horse]
A gray palfrey is in excellent condition.
A gray palfrey is winded.
s
* R HP:Healthy MV:Winded > Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
s
* R HP:Healthy MV:Winded > Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - Cobblestone Track
* R HP:Healthy MV:Winded > n
n
Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - A Courtyard
* R HP:Healthy MV:Winded > not
t
You start paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > l
[kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - A Courtyard
* R HP:Healthy MV:Winded > who
l
Players
-------
Eritage Ansgar, the Lieutenant [Imperial Army] (Idle)
Corin the Honored Soldier [Morat'torm]
3 Sunek the Honored Morat'raken [Morat'raken]
6 Canto of Seandar
4 players displayed.
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > rep hrm he in door e of tear
t
You reply to Sunek 'hrm he in door e of tear'
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
l
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
where
* R HP:Healthy MV:Winded > Players in your Zone
--------------------
Canto - A Courtyard
* R HP:Healthy MV:Winded > l
A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > l
A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > rep crit
who
You reply to Sunek 'crit'
* R HP:Healthy MV:Winded > Players
-------
Eritage Ansgar, the Lieutenant [Imperial Army] (Idle)
Corin the Honored Soldier [Morat'torm]
3 Sunek the Honored Morat'raken [Morat'raken]
6 Canto of Seandar
4 players displayed.
l
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Canto - A Courtyard
l
* R HP:Healthy MV:Winded > A Courtyard
A courtyard, matching the splendor of even the most extravagant Tairen
highlord palaces, greets you. The courtyard floor is intricately
constructed of marble and slates of what must of been from the Kandoran
Plains. A woman skilfully crafted of marble greets you with a welcoming
smile in the center of the courtyard. To the north, a large bronze door
guards the contents of the manor, while to the south, a thick iron-bar
gates hinders the path of trespassers.
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > k human
k human
k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
k human
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
k human
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
* R HP:Healthy MV:Winded > k human
They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
k human
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > not
They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
* R HP:Healthy MV:Winded > dism
You stop paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > You stop riding him.
open door
n
* HP:Healthy MV:Winded > Ok.
* HP:Healthy MV:Winded > not
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
*Sleven* is resting here.
A quiet servant awaits instructions from his master.
t
* HP:Healthy MV:Winded > You start paying increased attention to your surroundings.
* HP:Healthy MV:Winded > [kill h.human]
You barely slice *Sleven*'s body.
* HP:Healthy MV:Winded - Sleven: Beaten > f
You panic and attempt to flee!
You flee head over heels.
A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby.
* HP:Healthy MV:Winded > open door
s
It's already open!
* HP:Healthy MV:Winded > open door
n
Gates Before the Manor
[ obvious exits: N S ]
* HP:Healthy MV:Winded > I see no door here.
* HP:Healthy MV:Winded > rh
A Courtyard
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby.
* HP:Healthy MV:Winded > [ride horse]
You start riding him.
* R HP:Healthy MV:Winded > open door
s
It's already open!
* R HP:Healthy MV:Winded > Gates Before the Manor
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > not
You stop paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > s
s
Cobblestone Track
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > s
An Intersection
[ obvious exits: N S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > s
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > s
Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Healthy MV:Winded > w
Alas, you cannot go that way...
* R HP:Healthy MV:Winded > Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > w
Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > not
l
You start paying increased attention to your surroundings.
* R HP:Healthy MV:Winded > t
Outside a Palisade Gate
This is the path leading east from the great city of Tear. The dirt seems
to be quite well-trodden and packed down from months of use. To the west,
the path stops at Tear's massive wooden gate. Here the path works its way
northwards, around Tear. It also winds far to the east, towards a distant
farmyard. The salty smell of the ocean invades your nostrils, drifting
in from the south.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Winded > [kill h.human]
They aren't here.
* R HP:Healthy MV:Winded > track
*
Some obvious fairly recent bloody traces of a Human leaving >>east>>
Some obvious fresh tracks of a Horse leaving >>east>>
Some obvious fresh tracks of a Horse leaving >>east>>
* R HP:Healthy MV:Winded > k human
k human
k human
dh
They aren't here.
* R HP:Healthy MV:Winded > They aren't here.
not
* R HP:Healthy MV:Winded > They aren't here.
n
* R HP:Healthy MV:Winded > [diagnose horse]
A gray palfrey is in excellent condition.
A gray palfrey is weary.
n
* R HP:Healthy MV:Winded > You stop paying increased attention to your surroundings.
n
* R HP:Healthy MV:Winded > Road around Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
n
* R HP:Healthy MV:Winded > Northeast of Tear
[ obvious exits: S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
n
* R HP:Healthy MV:Winded > Alas, you cannot go that way...
* R HP:Healthy MV:Winded > Alas, you cannot go that way...
* R HP:Healthy MV:Winded > w
Alas, you cannot go that way...
* R HP:Healthy MV:Winded > Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > w
w
Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Healthy MV:Tiring > w
The Tear Road
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > w
The Tear Road
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > scan w
e
An arrogant bridgeguard sneers haughtily at you, riding a black stallion.
An arrogant bridgeguard sneers haughtily at you, riding a black stallion.
An arrogant bridgeguard sneers haughtily at you, riding a black stallion.
* R HP:Healthy MV:Tiring > e
e
The Tear Road
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Healthy MV:Tiring > Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Healthy MV:Tiring > w
open PalisadeGate
s
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Healthy MV:Tiring > It's already open!
* R HP:Healthy MV:Tiring > where
Inside a Palisade Gate
[ obvious exits: N S ]
A hanging lantern lights the path.
A gray palfrey prances skittishly nearby, being ridden by you.
A Tairen commoner rushes by in a hurry, trampling you underfoot.
A wild stallion bucks madly.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
A guard warily scans those who pass through the Palisade Gate.
* R HP:Healthy MV:Tiring > open PalisadeGate
n
e
e
A Palisade Gate guard barely tickles your left leg with his slash.
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard joins a Palisade Gate guard's fight!
A Palisade Gate guard slashes your head.
A Palisade Gate guard tries to slash you, but you deflect the blow.
A Palisade Gate guard slashes your body.
A Palisade Gate guard barely slashes your right hand.
You slice a Palisade Gate guard's head very hard.
A Palisade Gate guard barely tickles your body with his slash.
A Defender of the Stone has arrived from the south.
A loud grinding of stone on concrete resonates from above.
Your extra burst of stamina fades.
Players in your Zone
--------------------
Canto - Inside a Palisade Gate
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > It's already open!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > l
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > f
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > n
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > Inside a Palisade Gate
Small half-built houses, with stone-walled animal pens that look as if they
were hastily put together this morning, straddle Tear's outer wall, which
stretches off to the west and east, surrounding the city. The wooden gate to
the south marks the southern end of a rough country path, the other end being
somewhere inside the Haddon Mirk, the huge forest covering the hundreds of
leagues from the River Erinin to the Spine of the World. The bottom of the
gates are covered with rough scuffles and marks, from years of use.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Defender of the Stone maintains peace in the city.
A gray palfrey prances skittishly nearby, being ridden by you.
A Tairen commoner rushes by in a hurry, trampling you underfoot.
A wild stallion bucks madly.
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
A Palisade Gate guard is here, fighting YOU!
* R HP:Scratched MV:Tiring - a Palisade Gate guard: Scratched > n
A Defender of the Stone has arrived from the south.
You panic and attempt to flee!
You flee head over heels.
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
A Path to the Gates of Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
A shaggy brown mare stands here.
* R HP:Scratched MV:Tiring > Path from Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > s
e
A Path to the Gates of Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
A shaggy brown mare stands here.
* R HP:Scratched MV:Tiring > Alas, you cannot go that way...
* R HP:Scratched MV:Tiring > s
e
e
Outside a Palisade Gate
[ obvious exits: N E S W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
An old woman stands here mixing a pouch of herbs.
A shaggy brown mare stands here.
* R HP:Scratched MV:Tiring > e
Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > Road Around Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
s
* R HP:Scratched MV:Tiring > s
Northeast of Tear
[ obvious exits: S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > s
Road around Tear
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > s
Outside a Palisade Gate
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > Alas, you cannot go that way...
dh
* R HP:Scratched MV:Tiring > Alas, you cannot go that way...
e
* R HP:Scratched MV:Tiring > [diagnose horse]
A gray palfrey is in excellent condition.
A gray palfrey is weary.
* R HP:Scratched MV:Tiring > e
Path from Tear
[ obvious exits: E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > Farmyard
[ obvious exits: N E W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A tired farmer is here.
* R HP:Scratched MV:Tiring > n
e
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > n
A Small Trail
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > A Bend in the Trail
[ obvious exits: E S ]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Scratched MV:Tiring > dism
s
You stop riding him.
* HP:Scratched MV:Tiring > w
A Small Trail
[ obvious exits: N E S W ]
* HP:Scratched MV:Tiring > n
Well-Travelled Track
[ obvious exits: N E S ]
A shield painted with a bright insignia has been carelessly forgotten here.
A shining steel breastplate lies here gleaming in the light.
A pair of black armor greaves lies here, highly polished.
A wide leather belt has been cast off here.
Two tanned leather scabbards, stitched together, rest here.
A heavy pair of full metal gauntlets is here.
Boots made from the fur of various animals have been left here.
A pair of black vambraces lies here, gleaming brightly
n
* HP:Scratched MV:Tiring > n
An Intersection
[ obvious exits: N S W ]
not
* HP:Scratched MV:Tiring > Cobblestone Track
[ obvious exits: N S ]
* HP:Scratched MV:Tiring > n
Gates Before the Manor
[ obvious exits: N S ]
* HP:Scratched MV:Tiring > You start paying increased attention to your surroundings.
th
* HP:Scratched MV:Tiring > A Courtyard
[ obvious exits: N S ]
* HP:Scratched MV:Tiring > open door
n
[track human]
Cancelled.
It's already open!
* HP:Scratched MV:Tiring > t
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
*Sleven* is resting here.
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Tiring > [kill h.human]
You slice *Sleven*'s body.
* HP:Scratched MV:Tiring - Sleven: Beaten > g
[bash ]
-
*Sleven* tries to pierce you, but you deflect the blow.
=
Your bash at *Sleven* sends him sprawling!
* HP:Scratched MV:Tiring - Sleven: Beaten > change mood brave
Mood changed to: Brave
* HP:Scratched MV:Tiring - Sleven: Beaten >
You slice *Sleven*'s body.
* HP:Scratched MV:Tiring - Sleven: Beaten > look w
* HP:Scratched MV:Tiring - Sleven: Beaten > look e
g
* HP:Scratched MV:Tiring - Sleven: Beaten > [bash ]
They already seem to be stunned.
* HP:Scratched MV:Tiring - Sleven: Beaten > g
[bash ]
They already seem to be stunned.
* HP:Scratched MV:Tiring - Sleven: Beaten > g
You slice *Sleven*'s head hard.
* HP:Scratched MV:Tiring - Sleven: Critical > [bash ]
They already seem to be stunned.
* HP:Scratched MV:Tiring - Sleven: Critical >
*Sleven* gets a thin vial of yellow fluid from a soft leather pouch.
* HP:Scratched MV:Tiring - Sleven: Critical >
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Tiring - Sleven: Critical >
*Sleven* leaves east.
* HP:Scratched MV:Tiring > t
g
[kill h.human]
They aren't here.
* HP:Scratched MV:Tiring > [bash ]
Bash who?
* HP:Scratched MV:Tiring > l
t
g
Passing Through a Lit Corridor
Seafolk porcelain nestled in display benches carved into the walls line
this corridor while chandeliers drop from the high, plaster framed ceiling.
Black marble tinted with streaks of gold prevade the floor. This passageway
breaks off into four. To the north lies a large room with a flight of steps
climbing up the floors and to the east lies a short narrow access leading
to, judging from the mouth tantalizing smell, a kitchen. To the west a
narrow passageway leads to a small corridor and far to the south is the
front entrance of the manor.
[ obvious exits: N E S W ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Tiring > [kill h.human]
They aren't here.
e
* HP:Scratched MV:Tiring > [bash ]
Bash who?
t
* HP:Scratched MV:Tiring > g
A Massive Kitchen
[ obvious exits: W ]
Something lies on the ground here.
*Sleven* is standing here.
A quiet servant awaits instructions from his master.
A cook busily prepares a savory dish in his kitchen.
* HP:Scratched MV:Tiring > [kill h.human]
You slice *Sleven*'s right leg.
[bash ] ing - Sleven: Critical >
=
*Sleven* tries to pierce you, but you parry successfully.
*Sleven* panics, and attempts to flee!
*
*Sleven* leaves west.
w
-t
Cancelled.
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Tiring > g
[kill h.human]
They aren't here.
* HP:Scratched MV:Winded > A servant leaves east.
[bash ]
Bash who?
* HP:Scratched MV:Winded > scan w
* HP:Scratched MV:Winded > n
The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
A local lord is here.
* HP:Scratched MV:Winded > u
The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > scan d
A quiet servant awaits instructions from his master.
A local lord is here.
* HP:Scratched MV:Winded > look d
u
* HP:Scratched MV:Winded > Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > look d
* HP:Scratched MV:Winded > look w
* HP:Scratched MV:Winded > scan e
* HP:Scratched MV:Winded > scan w
scan e
* HP:Scratched MV:Winded >
* HP:Scratched MV:Winded > e
w
The Master Bedroom
[ obvious exits: W ]
A mahogany chest etched in gold gleams with a dark finish.
w
* HP:Scratched MV:Winded > Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > The Guest Room
[ obvious exits: E ]
* HP:Scratched MV:Winded > e
d
Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > look w
* HP:Scratched MV:Winded > n
The Anteroom
[ obvious exits: S W ]
A large desk made of fine, thick wood stands across the room from here.
You sense a hidden life form in the area...
* HP:Scratched MV:Winded > scan w
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A country lord of Tear stands here, surveying his holdings.
* HP:Scratched MV:Winded > t
g
[kill h.human]
You barely slice *Sleven*'s body.
[bash ] ded - Sleven: Critical >
+
*Sleven* panics, and attempts to flee!
*
*Sleven* leaves west.
=
They're not here anymore!
* HP:Scratched MV:Winded > look w
The bronzedoor is open.
* HP:Scratched MV:Winded > scan w
s
*Sleven* is standing here.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A lord's guard stands vigilant, eyeing you with suspicion.
A country lord of Tear stands here, surveying his holdings.
* HP:Scratched MV:Winded > The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > alias y close bronzedor
Ok.
* HP:Scratched MV:Winded > l
where
The Second Floor
Here on top of a flight of steps, you take a look at your surroundings.
The ceiling of this room is extremely high, where several gilded lamps
hang. The walls are plain but is speckled with small pictures and banners.
Carpet covers a black marble floor which leads in three directions, north
where carpet ends to give way to a brightly lit room, up where the
stairwell seem to meet its peak and down below to a very wide and
seemingly endless room.
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > look d
* HP:Scratched MV:Winded > l
The Second Floor
Here on top of a flight of steps, you take a look at your surroundings.
The ceiling of this room is extremely high, where several gilded lamps
hang. The walls are plain but is speckled with small pictures and banners.
Carpet covers a black marble floor which leads in three directions, north
where carpet ends to give way to a brightly lit room, up where the
stairwell seem to meet its peak and down below to a very wide and
seemingly endless room.
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > alias y close bronzedoor
l
Ok.
* HP:Scratched MV:Winded > The Second Floor
Here on top of a flight of steps, you take a look at your surroundings.
The ceiling of this room is extremely high, where several gilded lamps
hang. The walls are plain but is speckled with small pictures and banners.
Carpet covers a black marble floor which leads in three directions, north
where carpet ends to give way to a brightly lit room, up where the
stairwell seem to meet its peak and down below to a very wide and
seemingly endless room.
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > where
Players in your Zone
--------------------
Canto - The Second Floor
* HP:Scratched MV:Winded > score
You have 396(399) hit and 70(154) movement points.
Re: A fight with a ta'veren #1
* HP:Scratched MV:Winded > scan w
scan w
* HP:Scratched MV:Winded > scan w
* HP:Scratched MV:Winded > scan w
* HP:Scratched MV:Winded > * HP:Scratched MV:Winded >
*Sleven* clumsily approaches you with a triple bladed dagger, but you fend off the attack.
* HP:Scratched MV:Winded - Sleven: Beaten >
You slice *Sleven*'s body.
* HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
=
Your bash at *Sleven* sends him sprawling!
* HP:Scratched MV:Winded - Sleven: Critical > change mood berserk
Mood changed to: Berserk
* HP:Scratched MV:Winded - Sleven: Critical > k human
You slice *Sleven*'s body.
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > k human
k human
You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > n
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > No way! You're fighting for your life!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > k human
k human
You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You barely slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
*Sleven* leaves up.
* HP:Scratched MV:Winded > n
They aren't here.
* HP:Scratched MV:Winded > They aren't here.
n
* HP:Scratched MV:Winded > The Anteroom
[ obvious exits: S W ]
A large desk made of fine, thick wood stands across the room from here.
* HP:Scratched MV:Winded > Alas, you cannot go that way...
* HP:Scratched MV:Winded > n
s
Alas, you cannot go that way...
* HP:Scratched MV:Winded > k human
The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > k human
k human
They aren't here.
* HP:Scratched MV:Winded > They aren't here.
u
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > k human
Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
You barely slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
scan w
* HP:Scratched MV:Winded - Sleven: Critical > scan w
You do the best you can!
*Sleven* leaves east.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
*Sleven* has arrived from the east.
k human
* HP:Scratched MV:Winded > k human
* HP:Scratched MV:Winded > k human
k human
* HP:Scratched MV:Winded > k human
You barely slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You barely slice *Sleven*'s left foot.
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > k human
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > k human
You do the best you can!
*Sleven* leaves east.
k human
* HP:Scratched MV:Winded > They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > e
They aren't here.
* HP:Scratched MV:Winded > t
They aren't here.
g
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > The Master Bedroom
[ obvious exits: W ]
A mahogany chest etched in gold gleams with a dark finish.
*Sleven* is standing here.
* HP:Scratched MV:Winded > [kill h.human]
You slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
[bash ] ded - Sleven: Critical >
+
*Sleven* leaves west.
*w
sd
Cancelled.
Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > Arglebargle, glop-glyf!?!
* HP:Scratched MV:Winded > d
d
The Second Floor
[ obvious exits: N U D ]
s
* HP:Scratched MV:Winded > The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > k human
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
* HP:Scratched MV:Winded > k human
k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > close door
l
Ok.
* HP:Scratched MV:Winded > l
Passing Through a Lit Corridor
Seafolk porcelain nestled in display benches carved into the walls line
this corridor while chandeliers drop from the high, plaster framed ceiling.
Black marble tinted with streaks of gold prevade the floor. This passageway
breaks off into four. To the north lies a large room with a flight of steps
climbing up the floors and to the east lies a short narrow access leading
to, judging from the mouth tantalizing smell, a kitchen. To the west a
narrow passageway leads to a small corridor and far to the south is the
front entrance of the manor.
[ obvious exits: N E S W ]
* HP:Scratched MV:Winded > t
Passing Through a Lit Corridor
Seafolk porcelain nestled in display benches carved into the walls line
this corridor while chandeliers drop from the high, plaster framed ceiling.
Black marble tinted with streaks of gold prevade the floor. This passageway
breaks off into four. To the north lies a large room with a flight of steps
climbing up the floors and to the east lies a short narrow access leading
to, judging from the mouth tantalizing smell, a kitchen. To the west a
narrow passageway leads to a small corridor and far to the south is the
front entrance of the manor.
[ obvious exits: N E S W ]
* HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* HP:Scratched MV:Winded > n
n
The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > The Dining Room
[ obvious exits: S ]
A local lord is here.
* HP:Scratched MV:Winded > u
Alas, you cannot go that way...
* HP:Scratched MV:Winded > scan n
* HP:Scratched MV:Winded > s
u
The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Weary > The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Weary > n
scan w
The Anteroom
[ obvious exits: S W ]
A large desk made of fine, thick wood stands across the room from here.
* HP:Scratched MV:Weary > scan w
* HP:Scratched MV:Weary > scan w
* HP:Scratched MV:Weary > * HP:Scratched MV:Weary > change mood wimpy
change mood wimpy
You try to calm down, but can't.
change mood wimpy
* HP:Scratched MV:Weary > change mood wimpy
You try to calm down, but can't.
* HP:Scratched MV:Weary > change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
scan w
* HP:Scratched MV:Weary > * HP:Scratched MV:Weary > open bronzedoor
t
Ok.
The bronzedoor closes quietly.
t
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
t
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > t
t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > open bronzedoor
w
k human
Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > k human
y
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > [close bronzedoor]
It's already closed!
* HP:Scratched MV:Weary > Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > Target set to sleven
w
k sleven
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > k sleven
They aren't here.
* HP:Scratched MV:Weary > w
Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > They aren't here.
k sleven
* HP:Scratched MV:Weary > w
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > They aren't here.
k sleven
* HP:Scratched MV:Weary > w
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > k sleven
They aren't here.
w
* HP:Scratched MV:Weary > The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > k sleven
Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > w
They aren't here.
* HP:Scratched MV:Weary > The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > k sleven
Ok.
* HP:Scratched MV:Weary > t
You slice *Sleven*'s head.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > t
No way! You're fighting for your life!
* HP:Scratched MV:Winded - Sleven: Critical > It's already open!
*Sleven* leaves west.
* HP:Scratched MV:Winded > You barely slice *Sleven*'s right leg.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > [kill h.human]
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > [kill h.human]
You do the best you can!
close
* HP:Scratched MV:Winded - Sleven: Critical > Close what?
* HP:Scratched MV:Winded - Sleven: Critical > y
[close bronzedoor]
Ok.
s
* HP:Scratched MV:Winded - Sleven: Critical > *Sleven* tries to pierce you, but you deflect the blow.
You try to slice *Sleven*, but he deflects the blow.
*Sleven* tries to pierce you, but you deflect the blow.
No way! You're fighting for your life!
k sleven
* HP:Scratched MV:Winded - Sleven: Critical > s
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > k sleven
No way! You're fighting for your life!
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical >
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > change mood berserk
s
Mood changed to: Berserk
Wimpy reset to: 0 hit points.
* HP:Scratched MV:Winded - Sleven: Critical > No way! You're fighting for your life!
k sleven
* HP:Scratched MV:Winded - Sleven: Critical > s
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You slice *Sleven*'s body.
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > No way! You're fighting for your life!
/s
* HP:Scratched MV:Winded - Sleven: Critical >
You try to slice *Sleven*, but he deflects the blow.
* HP:Scratched MV:Winded - Sleven: Critical > Arglebargle, glop-glyf!?!
* HP:Scratched MV:Winded - Sleven: Critical > /s
k sleven
Arglebargle, glop-glyf!?!
* HP:Scratched MV:Winded - Sleven: Critical > s
You do the best you can!
*Sleven* leaves south.
* HP:Scratched MV:Winded > The Second Floor
[ obvious exits: N U D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Weary > /s
Arglebargle, glop-glyf!?!
* HP:Scratched MV:Weary > k sleven
d
They aren't here.
s
* HP:Scratched MV:Weary > The Principal Hall
[ obvious exits: N S U ]
* HP:Scratched MV:Weary > k sleven
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
*Sleven* is standing here.
* HP:Scratched MV:Weary > k sleven
You slice *Sleven*'s left leg.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
k sleven
You do the best you can!
k sleven
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
You do the best you can!
k sleven
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
You do the best you can!
*Sleven* leaves west.
* HP:Scratched MV:Weary > k sleven
They aren't here.
k sleven
* HP:Scratched MV:Weary > k sleven
They aren't here.
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > k sleven
They aren't here.
* HP:Scratched MV:Weary > k sleven
w
They aren't here.
* HP:Scratched MV:Weary > t
They aren't here.
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > Servant's Quarters
[ obvious exits: E ]
*Sleven* is standing here.
k sleven
* HP:Scratched MV:Weary > k sleven
[kill h.human]
You slice *Sleven*'s head.
*Sleven* is stunned, but will probably regain consciousness...
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical >
You barely slice *Sleven*'s left foot.
*Sleven* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Sleven*'s death cry.
* HP:Scratched MV:Weary > change mood wimpy
change mood wimpy
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > nar rip sleven
You narrate 'rip sleven'
* HP:Scratched MV:Weary > get all corpse
score
where
You get a thin vial of yellow fluid from the corpse of Sleven.
You get a pair of thick metal boots from the corpse of Sleven.
You get a pair of ebony-steel plate greaves from the corpse of Sleven.
You get a soft leather pouch from the corpse of Sleven.
You get a belt of overlapping obsidian plates from the corpse of Sleven.
You get a triple bladed dagger from the corpse of Sleven.
You get a silver etched shield from the corpse of Sleven.
You get a jeweled wristcuff from the corpse of Sleven.
You get a jeweled wristcuff from the corpse of Sleven.
You get a pair of heavy metal gauntlets from the corpse of Sleven.
You get a pair of ebony-steel plate vambraces from the corpse of Sleven.
You get a backpack from the corpse of Sleven.
You get a surcoat with exquisite embroidery from the corpse of Sleven.
You get a shining steel breastplate from the corpse of Sleven.
You get a pair of golden braids woven into the cloak from the corpse of Sleven.
You get a gold and silver silk bandana from the corpse of Sleven.
You get a full metal helmet and visor from the corpse of Sleven.
You get a ring of braided gold and silver from the corpse of Sleven.
You get a ring of braided gold and silver from the corpse of Sleven.
scan w
* HP:Scratched MV:Winded > scan w
* HP:Scratched MV:Winded > scan w
* HP:Scratched MV:Winded > * HP:Scratched MV:Winded >
*Sleven* clumsily approaches you with a triple bladed dagger, but you fend off the attack.
* HP:Scratched MV:Winded - Sleven: Beaten >
You slice *Sleven*'s body.
* HP:Scratched MV:Winded - Sleven: Beaten > g
[bash ]
=
Your bash at *Sleven* sends him sprawling!
* HP:Scratched MV:Winded - Sleven: Critical > change mood berserk
Mood changed to: Berserk
* HP:Scratched MV:Winded - Sleven: Critical > k human
You slice *Sleven*'s body.
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > k human
k human
You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > n
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > No way! You're fighting for your life!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > k human
k human
You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You barely slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
*Sleven* leaves up.
* HP:Scratched MV:Winded > n
They aren't here.
* HP:Scratched MV:Winded > They aren't here.
n
* HP:Scratched MV:Winded > The Anteroom
[ obvious exits: S W ]
A large desk made of fine, thick wood stands across the room from here.
* HP:Scratched MV:Winded > Alas, you cannot go that way...
* HP:Scratched MV:Winded > n
s
Alas, you cannot go that way...
* HP:Scratched MV:Winded > k human
The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Winded > k human
k human
They aren't here.
* HP:Scratched MV:Winded > They aren't here.
u
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > k human
Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
You barely slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
scan w
* HP:Scratched MV:Winded - Sleven: Critical > scan w
You do the best you can!
*Sleven* leaves east.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
*Sleven* has arrived from the east.
k human
* HP:Scratched MV:Winded > k human
* HP:Scratched MV:Winded > k human
k human
* HP:Scratched MV:Winded > k human
You barely slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You barely slice *Sleven*'s left foot.
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
k human
* HP:Scratched MV:Winded - Sleven: Critical > k human
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > k human
You do the best you can!
*Sleven* leaves east.
k human
* HP:Scratched MV:Winded > They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > e
They aren't here.
* HP:Scratched MV:Winded > t
They aren't here.
g
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > The Master Bedroom
[ obvious exits: W ]
A mahogany chest etched in gold gleams with a dark finish.
*Sleven* is standing here.
* HP:Scratched MV:Winded > [kill h.human]
You slice *Sleven*'s body.
*Sleven* panics, and attempts to flee!
[bash ] ded - Sleven: Critical >
+
*Sleven* leaves west.
*w
sd
Cancelled.
Junction on the Top Floor
[ obvious exits: E W D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > Arglebargle, glop-glyf!?!
* HP:Scratched MV:Winded > d
d
The Second Floor
[ obvious exits: N U D ]
s
* HP:Scratched MV:Winded > The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > k human
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
* HP:Scratched MV:Winded > k human
k human
They aren't here.
k human
* HP:Scratched MV:Winded > k human
They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > They aren't here.
* HP:Scratched MV:Winded > close door
l
Ok.
* HP:Scratched MV:Winded > l
Passing Through a Lit Corridor
Seafolk porcelain nestled in display benches carved into the walls line
this corridor while chandeliers drop from the high, plaster framed ceiling.
Black marble tinted with streaks of gold prevade the floor. This passageway
breaks off into four. To the north lies a large room with a flight of steps
climbing up the floors and to the east lies a short narrow access leading
to, judging from the mouth tantalizing smell, a kitchen. To the west a
narrow passageway leads to a small corridor and far to the south is the
front entrance of the manor.
[ obvious exits: N E S W ]
* HP:Scratched MV:Winded > t
Passing Through a Lit Corridor
Seafolk porcelain nestled in display benches carved into the walls line
this corridor while chandeliers drop from the high, plaster framed ceiling.
Black marble tinted with streaks of gold prevade the floor. This passageway
breaks off into four. To the north lies a large room with a flight of steps
climbing up the floors and to the east lies a short narrow access leading
to, judging from the mouth tantalizing smell, a kitchen. To the west a
narrow passageway leads to a small corridor and far to the south is the
front entrance of the manor.
[ obvious exits: N E S W ]
* HP:Scratched MV:Winded > [kill h.human]
They aren't here.
* HP:Scratched MV:Winded > n
n
The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Winded > The Dining Room
[ obvious exits: S ]
A local lord is here.
* HP:Scratched MV:Winded > u
Alas, you cannot go that way...
* HP:Scratched MV:Winded > scan n
* HP:Scratched MV:Winded > s
u
The Principal Hall
[ obvious exits: N S U ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Weary > The Second Floor
[ obvious exits: N U D ]
* HP:Scratched MV:Weary > n
scan w
The Anteroom
[ obvious exits: S W ]
A large desk made of fine, thick wood stands across the room from here.
* HP:Scratched MV:Weary > scan w
* HP:Scratched MV:Weary > scan w
* HP:Scratched MV:Weary > * HP:Scratched MV:Weary > change mood wimpy
change mood wimpy
You try to calm down, but can't.
change mood wimpy
* HP:Scratched MV:Weary > change mood wimpy
You try to calm down, but can't.
* HP:Scratched MV:Weary > change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
scan w
* HP:Scratched MV:Weary > * HP:Scratched MV:Weary > open bronzedoor
t
Ok.
The bronzedoor closes quietly.
t
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
t
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > t
t
[kill h.human]
They aren't here.
* HP:Scratched MV:Weary > [kill h.human]
They aren't here.
* HP:Scratched MV:Weary > open bronzedoor
w
k human
Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > k human
y
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > [close bronzedoor]
It's already closed!
* HP:Scratched MV:Weary > Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > Target set to sleven
w
k sleven
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > k sleven
They aren't here.
* HP:Scratched MV:Weary > w
Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > They aren't here.
k sleven
* HP:Scratched MV:Weary > w
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > They aren't here.
k sleven
* HP:Scratched MV:Weary > w
The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > k sleven
They aren't here.
w
* HP:Scratched MV:Weary > The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > k sleven
Ok.
The bronzedoor closes quietly.
* HP:Scratched MV:Weary > w
They aren't here.
* HP:Scratched MV:Weary > The bronzedoor seems to be closed.
open bronzedoor
* HP:Scratched MV:Weary > k sleven
Ok.
* HP:Scratched MV:Weary > t
You slice *Sleven*'s head.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > t
No way! You're fighting for your life!
* HP:Scratched MV:Winded - Sleven: Critical > It's already open!
*Sleven* leaves west.
* HP:Scratched MV:Winded > You barely slice *Sleven*'s right leg.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > [kill h.human]
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > [kill h.human]
You do the best you can!
close
* HP:Scratched MV:Winded - Sleven: Critical > Close what?
* HP:Scratched MV:Winded - Sleven: Critical > y
[close bronzedoor]
Ok.
s
* HP:Scratched MV:Winded - Sleven: Critical > *Sleven* tries to pierce you, but you deflect the blow.
You try to slice *Sleven*, but he deflects the blow.
*Sleven* tries to pierce you, but you deflect the blow.
No way! You're fighting for your life!
k sleven
* HP:Scratched MV:Winded - Sleven: Critical > s
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > k sleven
No way! You're fighting for your life!
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical >
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > change mood berserk
s
Mood changed to: Berserk
Wimpy reset to: 0 hit points.
* HP:Scratched MV:Winded - Sleven: Critical > No way! You're fighting for your life!
k sleven
* HP:Scratched MV:Winded - Sleven: Critical > s
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Winded - Sleven: Critical > You slice *Sleven*'s body.
You do the best you can!
* HP:Scratched MV:Winded - Sleven: Critical > No way! You're fighting for your life!
/s
* HP:Scratched MV:Winded - Sleven: Critical >
You try to slice *Sleven*, but he deflects the blow.
* HP:Scratched MV:Winded - Sleven: Critical > Arglebargle, glop-glyf!?!
* HP:Scratched MV:Winded - Sleven: Critical > /s
k sleven
Arglebargle, glop-glyf!?!
* HP:Scratched MV:Winded - Sleven: Critical > s
You do the best you can!
*Sleven* leaves south.
* HP:Scratched MV:Winded > The Second Floor
[ obvious exits: N U D ]
A quiet servant awaits instructions from his master.
* HP:Scratched MV:Weary > /s
Arglebargle, glop-glyf!?!
* HP:Scratched MV:Weary > k sleven
d
They aren't here.
s
* HP:Scratched MV:Weary > The Principal Hall
[ obvious exits: N S U ]
* HP:Scratched MV:Weary > k sleven
Passing Through a Lit Corridor
[ obvious exits: N E S W ]
*Sleven* is standing here.
* HP:Scratched MV:Weary > k sleven
You slice *Sleven*'s left leg.
*Sleven* panics, and attempts to flee!
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
k sleven
You do the best you can!
k sleven
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
You do the best you can!
k sleven
* HP:Scratched MV:Weary - Sleven: Critical > k sleven
You do the best you can!
*Sleven* leaves west.
* HP:Scratched MV:Weary > k sleven
They aren't here.
k sleven
* HP:Scratched MV:Weary > k sleven
They aren't here.
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > k sleven
They aren't here.
* HP:Scratched MV:Weary > k sleven
w
They aren't here.
* HP:Scratched MV:Weary > t
They aren't here.
* HP:Scratched MV:Weary > They aren't here.
* HP:Scratched MV:Weary > Servant's Quarters
[ obvious exits: E ]
*Sleven* is standing here.
k sleven
* HP:Scratched MV:Weary > k sleven
[kill h.human]
You slice *Sleven*'s head.
*Sleven* is stunned, but will probably regain consciousness...
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical > You do the best you can!
* HP:Scratched MV:Weary - Sleven: Critical >
You barely slice *Sleven*'s left foot.
*Sleven* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Sleven*'s death cry.
* HP:Scratched MV:Weary > change mood wimpy
change mood wimpy
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > Mood changed to: Wimpy
Wimpy reset to: 199 hit points.
* HP:Scratched MV:Weary > nar rip sleven
You narrate 'rip sleven'
* HP:Scratched MV:Weary > get all corpse
score
where
You get a thin vial of yellow fluid from the corpse of Sleven.
You get a pair of thick metal boots from the corpse of Sleven.
You get a pair of ebony-steel plate greaves from the corpse of Sleven.
You get a soft leather pouch from the corpse of Sleven.
You get a belt of overlapping obsidian plates from the corpse of Sleven.
You get a triple bladed dagger from the corpse of Sleven.
You get a silver etched shield from the corpse of Sleven.
You get a jeweled wristcuff from the corpse of Sleven.
You get a jeweled wristcuff from the corpse of Sleven.
You get a pair of heavy metal gauntlets from the corpse of Sleven.
You get a pair of ebony-steel plate vambraces from the corpse of Sleven.
You get a backpack from the corpse of Sleven.
You get a surcoat with exquisite embroidery from the corpse of Sleven.
You get a shining steel breastplate from the corpse of Sleven.
You get a pair of golden braids woven into the cloak from the corpse of Sleven.
You get a gold and silver silk bandana from the corpse of Sleven.
You get a full metal helmet and visor from the corpse of Sleven.
You get a ring of braided gold and silver from the corpse of Sleven.
You get a ring of braided gold and silver from the corpse of Sleven.
Re: A fight with a ta'veren #1
Looks like a case of boredom kills.
Re: A fight with a ta'veren #1
This one is better!