A great military figure once said though, that the best military plan becomes obsolete from the moment the first shot is fired, and some quick thinking was all that stood between the shaking Accepted and certain death or worse...
* HP:Scratched SP:Strong MV:Winded > In Front of the Castle Rotten skeletons lie on either side of the castle entrance. The huge oak doors lie on the ground apparently broken off from their hinges, and the portcullis is rusted fast about five feet from the ground. However, newly crafted stone gates stand before you. Four round towers loom high above providing excellent protection for the main entrance to the fortress. The stones that make up the tower have been cut from a very dull red marble giving a sense of age. A path leads west, away from the castle. [ obvious exits: E W ] An iron lantern hangs from the wall above the gate. * HP:Scratched SP:Strong MV:Winded > Alas, you cannot go that way... * HP:Scratched SP:Strong MV:Winded > Thuggar chats 'i pea on youre grave' * HP:Scratched SP:Strong MV:Winded > e e s w The Gatekeep Two large round towers lie to the west and the same to the east. This area is enclosed by great walls connecting all four towers, with portcullises in between the towers to the east and west. The portcullis to the west is jammed half way down. The portcullis to the east has a large hole ripped through the iron bars. Beyond the east portcullis lie the main gates to the castle courtyard. These monstrous oak doors are wide open leaving the castle totally unprotected. A path runs westward away from the castle. [ obvious exits: E W ] *Smorrg* is resting here. Falling silent, a muzzled trolloc tests the wind... and begins to growl. A burly trolloc stands here, eying the surroundings. A burly trolloc stands here, eying the surroundings. Falling silent, a muzzled trolloc tests the wind... and begins to growl. Falling silent, a muzzled trolloc tests the wind... and begins to growl. Falling silent, a muzzled trolloc tests the wind... and begins to growl. Falling silent, a muzzled trolloc tests the wind... anu d begins to growl. A tall, ramshorned trolloc is here, commanding. A tall, ramshorned trolloc is here, commanding. A tall, ramshorned trolloc is here, commanding. * HP:Scratched SP:Strong MV:Winded > Entrance to the Courtyard It is now obvious just how run down this castle is. The walls surrounding the castle have become piles of rubble in many places or are nearly completely covered by large thorny vines. Most of the towers on the wall have collapsed rendering them totally useless. The ceilings of both keeps have also fallen in on themselves totally destroying the top level of each. To the east are the twin keeps, and the courtyard continues in all directions. [ obvious exits: N E S W ] A beaked trolloc is here, scouting. A hooved trolloc anxiously stamps its feet. A trolloc is here commanding a fist of troops. * HP:Scratched SP:Strong MV:Winded > The Old Stables A musty smell and the stench of rotting hay linger in the air here. The wood that makes up the stables is rotten and seems to begin to crumble at very footstep. Rodents can be seen running around in the hay searching for some sign of food. At the base of the south wall, what remains of the head of a horse can be seen. The courtyard continues to the north. To the west, the southern tower of the gatekeep rises. [ obvious exits: N W ] A massive battering ram adorned with shields and moving on wheels is here. A black shadow stallion paws the ground here, fiery-red eyes shining with evil. A group of grizzly trollocs are here. A cruel grizzly trolloc is here cracking his whip. * HP:Scratched SP:Strong MV:Winded > Inside the Southern Gatekeep The grumbling walls of the tower barely support the massive weight of the second floor. Blood covers the walls, some streaks forming crude drawings, others insults in Trolloc. A stairway leads up to the second floor. [ obvious exits: E U ] * HP:Scratched SP:Strong MV:Winded > Second Floor of the Southern Gatekeep This floor is free of skeltons, but blood covers the walls in a gruesome display of anarchy. Phallic symbols are numerous as are oaths to the people of Manetheren. Arrow slits cover the walls allowing archers to shoot both into the courtyard and outside of the castle walls. [ obvious exits: S U D ] Falling silent, a muzzled trolloc tests the wind... and begins to growl. * HP:Scratched SP:Strong MV:Winded > s Deslya tells you 'do you want me to wait here for you?' * HP:Scratched SP:Strong MV:Winded > The obsidiandoor seems to be closed. * HP:Scratched SP:Strong MV:Winded > 3 s [op obsidiandoor] Ok. * HP:Scratched SP:Strong MV:Winded > Within a Tower A short tower rising on the south eastern wall of the keep is the only tower that is still intact. A thin window, large enough for a bird is on the southern wall. A large table dominates the room with various papers and maps of the Blight and Borderlands. [ obvious exits: N ] A lithe trolloc, dressed in a large cloak made of feathers listens to his pets. * HP:Scratched SP:Strong MV:Winded > Eleba narrates 'Walk in the light all and Bring LIght to allThose that are in the Shadows.' * HP:Scratched SP:Strong MV:Winded > cl obsidiandoor Ok. * HP:Scratched SP:Strong MV:Winded > k lithe You try to pierce the raven master, but it parries successfully. * HP:Scratched SP:Strong MV:Winded - the raven master: Healthy > The raven master hits your body. You try to pierce the raven master, but it parries successfully. * HP:Hurt SP:Strong MV:Winded - the raven master: Healthy > emb You feel the flows of saidar coursing through your body. * HP:Hurt SP:Bursting MV:Winded - the raven master: Healthy > Ren chats 'Mortana will ice spike your little buddy right off thuggar :)' * HP:Hurt SP:Bursting MV:Winded - the raven master: Healthy > fs master The raven master tries to hit you, but you parry successfully. You try to pierce the raven master, but it deflects the blow. [channel 'flame strike']:Winded - the raven master: Healthy > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Hurt SP:Full MV:Winded - the raven master: Scratched > fs master The raven master hits your left foot. You try to pierce the raven master, but it parries successfully. [channel 'flame strike'] You begin to weave the appropriate flows... * You lost control of Saidar! * HP:Hurt SP:Strong MV:Winded - the raven master: Scratched > The raven master barely hits your left arm. You try to pierce the raven master, but it deflects the blow. fs master [channel 'flame strike']inded - the raven master: Scratched > You begin to weave the appropriate flows... * You lost control of Saidar! * HP:Hurt SP:Strong MV:Winded - the raven master: Scratched > The raven master hits your head. You try to pierce the raven master, but it deflects the blow. fs master [channel 'flame strike']V:Winded - the raven master: Scratched > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Strong MV:Winded - the raven master: Hurt > The raven master tries to hit you, but you parry successfully. You barely pierce the raven master's body. fs master [channel 'flame strike']V:Winded - the raven master: Hurt > You begin to weave the appropriate flows... Thuggar chats 'ouch!!!' * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Strong MV:Winded - the raven master: Wounded > fs master The raven master tickles your body with its hit. You try to pierce the raven master, but it deflects the blow. [channel 'flame strike']V:Winded - the raven master: Wounded > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Strong MV:Winded - the raven master: Wounded > The raven master hits your body. You try to pierce the raven master, but it parries successfully. fs master [channel 'flame strike']V:Winded - the raven master: Wounded > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Strong MV:Winded - the raven master: Wounded > fs master The raven master barely hits your body. You try to pierce the raven master, but it deflects the blow. Ren chats 'ok, now I'm really going. wave' [channel 'flame strike']V:Winded - the raven master: Wounded > You begin to weave the appropriate flows... * You lost control of Saidar! * HP:Wounded SP:Good MV:Winded - the raven master: Wounded > fs master The raven master barely tickles your body with its hit. You pierce the raven master's head. [channel 'flame strike']Winded - the raven master: Wounded > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Good MV:Winded - the raven master: Battered > The raven master hits your right leg. You barely pierce the raven master's body. fs master [channel 'flame strike']Winded - the raven master: Battered > You begin to weave the appropriate flows... * Thuggar chats 'heheheh...put a burnished around it now' Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Good MV:Winded - the raven master: Battered > fs master The raven master tries to hit you, but you parry successfully. You try to pierce the raven master, but it deflects the blow. [channel 'flame strike']Winded - the raven master: Battered > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Fading MV:Winded - the raven master: Beaten > fs master The raven master barely hits your body. You try to pierce the raven master, but it deflects the blow. [channel 'flame strike']V:Winded - the raven master: Beaten > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Fading MV:Winded - the raven master: Beaten > fs master The raven master hits your right foot. You barely pierce the raven master's body. [channel 'flame strike']V:Winded - the raven master: Beaten > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Fading MV:Winded - the raven master: Beaten > Ravens slip through the window bearing messages for its master. * HP:Wounded SP:Fading MV:Winded - the raven master: Beaten > fs master The raven master hits your right leg. You try to pierce the raven master, but it parries successfully. [channel 'flame strike']V:Winded - the raven master: Beaten > You begin to weave the appropriate flows... * Ok. Streaks of fire flow from your hands, burning the raven master. * HP:Wounded SP:Trickling MV:Winded - the raven master: Critical > The raven master tries to hit you, but you deflect the blow. You try to pierce the raven master, but it parries successfully. fs master [channel 'flame strike']g MV:Winded - the raven master: Critical > You begin to weave the appropriate flows... Eleba narrates 'later all' * You can't summon enough energy to weave the flow. * HP:Wounded SP:Trickling MV:Winded - the raven master: Critical > rel The raven master tries to hit you, but you deflect the blow. You barely pierce the raven master's right foot. * HP:Wounded SP:Trickling MV:Winded - the raven master: Critical > ca Ok. * HP:Wounded SP:None MV:Winded - the raven master: Critical > You cackle gleefully. * HP:Wounded SP:None MV:Winded - the raven master: Critical > cb The raven master tries to hit you, but you parry successfully. You try to pierce the raven master, but it deflects the blow. [change mood brave] Mood changed to: Brave Wimpy reset to: 53 hit points. * HP:Wounded SP:None MV:Winded - the raven master: Critical > ch wi 30 You will now flee if you go below 30 hit points. * HP:Wounded SP:None MV:Winded - the raven master: Critical > The raven master tries to hit you, but you parry successfully. You try to pierce the raven master, but it parries successfully. Kinus narrates 'later bro' * HP:Wounded SP:None MV:Winded - the raven master: Critical > The raven master tickles your left leg with its hit. You try to pierce the raven master, but it parries successfully. cl obsidiandoor * HP:Battered SP:None MV:Winded - the raven master: Critical > cl obsidiandoor It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > t deslya get fd You tell Deslya 'get fd' * HP:Battered SP:None MV:Winded - the raven master: Critical > The raven master barely hits your left arm. You try to pierce the raven master, but it deflects the blow. * HP:Battered SP:None MV:Winded - the raven master: Critical > The raven master tickles your body with its hit. You pierce the raven master's right leg. * HP:Battered SP:None MV:Winded - the raven master: Critical > al 5 cl obsidiandoor rel Ok. * HP:Battered SP:None MV:Winded - the raven master: Critical > You aren't in touch with saidar to release anything. * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 5 5 The raven master tickles your body with its hit. You try to pierce the raven master, but it parries successfully. [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 5 [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 The raven master tickles your body with its hit. You try to pierce the raven master, but it parries successfully. [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 The raven master hits your body. You try to pierce the raven master, but it deflects the blow. [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 5 [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 The raven master tries to hit you, but you deflect the blow. You try to pierce the raven master, but it deflects the blow. [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 The raven master barely hits your head. You try to pierce the raven master, but it deflects the blow. [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! 5 * HP:Battered SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Battered SP:None MV:Winded - the raven master: Critical > 5 The raven master hits your body. You tickle the raven master's left arm with your pierce. [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! 5 * HP:Beaten SP:None MV:Winded - the raven master: Critical > [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > The raven master hits your body hard. You wish that your wounds would stop BLEEDING so much! You try to pierce the raven master, but it deflects the blow. [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > 5 [cl obsidiandoor] It's already closed! * HP:Beaten SP:None MV:Winded - the raven master: Critical > Deslya tells you 'I'm here. you ok?' * HP:Beaten SP:None MV:Winded - the raven master: Critical > The raven master tickles your body with its hit. You wish that your wounds would stop BLEEDING so much! You flee head over heels! PANIC! You couldn't escape! You pierce the raven master's right arm hard. The raven master is incapacitated and will slowly die, if not aided. * HP:Beaten SP:None MV:Winded - the raven master: Critical > You barely pierce the raven master's right hand. The raven master is dead! R.I.P. Your first time! Was it good for you too? Your blood freezes as you hear the raven master's death cry. * HP:Beaten SP:None MV:Winded > t deslya nod sc You tell Deslya 'nod' * HP:Beaten SP:None MV:Winded > [scalp ] You lean over and cut the bloody scalp from the corpse of the raven master. * HP:Beaten SP:None MV:Winded > r dra You sit down and rest your tired bones. You sheath an ivory-hilted stiletto into a dark, hooded cloak. * HP:Beaten SP:None MV:Winded > You try to quietly draw an ivory-hilted stiletto from a dark, hooded cloak. * HP:Beaten SP:None MV:Winded > Eleba chats 'see you pukes in 30 :P' * HP:Beaten SP:None MV:Winded > Your white aura has faded. * HP:Beaten SP:Trickling MV:Tiring > sav Efrin narrates 'damn.. i just used attack 2x in a row and i dont have it pracced' * HP:Beaten SP:Trickling MV:Tiring > Phathom narrates 'lockshear- Breaker. blight- zeratul, GAP-Rhugauth' * HP:Beaten SP:Trickling MV:Tiring > Saving Thera. * HP:Beaten SP:Trickling MV:Tiring > ` [sc ] You have 38(177) hit and 68(128) movement points. You have scored 19229799 experience points and 51 quest points. You need 1770201 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Beaten SP:Trickling MV:Tiring > Thuggar chats 'bring it on , girly' * HP:Beaten SP:Trickling MV:Tiring > Eleba chats 'stare' * HP:Beaten SP:Trickling MV:Tiring > ` [sc ] You have 38(177) hit and 68(128) movement points. You have scored 19229799 experience points and 51 quest points. You need 1770201 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Beaten SP:Trickling MV:Tiring > ` [sc ] You have 38(177) hit and 68(128) movement points. You have scored 19229799 experience points and 51 quest points. You need 1770201 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Beaten SP:Trickling MV:Tiring > t deslya have scalp, need sps to port back Kinus chats 'thuggar..been hittin the paste again?' * HP:Beaten SP:Trickling MV:Tiring > You tell Deslya 'have scalp, need sps to port back' * HP:Beaten SP:Trickling MV:Tiring > Kinus chats 'bonk' * HP:Beaten SP:Trickling MV:Tiring > t deslya without your wvd mob would have killed me :) You tell Deslya 'without your wvd mob would have killed me :)' * HP:Beaten SP:Trickling MV:Tiring > ` [sc ] You have 38(177) hit and 68(128) movement points. You have scored 19229799 experience points and 51 quest points. You need 1770201 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Beaten SP:Trickling MV:Tiring > Thuggar chats 'i be waiting for in yandor' * HP:Beaten SP:Trickling MV:Tiring > Thuggar chats 'lick paste' * HP:Beaten SP:Trickling MV:Tiring > The raven master tries to hit you, but you deflect the blow. You try to pierce the raven master, but it parries successfully. The raven master hits your body hard. You wish that your wounds would stop BLEEDING so much! You flee head over heels! PANIC! You couldn't escape! * HP:Beaten SP:Fading MV:Tiring - the raven master: Healthy > st Do you not consider fighting as standing? * HP:Beaten SP:Fading MV:Tiring - the raven master: Healthy > Ravens slip through the window bearing messages for its master. * HP:Beaten SP:Fading MV:Tiring - the raven master: Healthy > You try to pierce the raven master, but it parries successfully. The raven master tries to hit you, but you deflect the blow. * HP:Beaten SP:Fading MV:Tiring - the raven master: Healthy > op obsidiandoor You pierce the raven master's body. The raven master tickles your body with its hit. You wish that your wounds would stop BLEEDING so much! * HP:Beaten SP:Fading MV:Tiring - the raven master: Scratched > Ok. * HP:Beaten SP:Fading MV:Tiring - the raven master: Scratched > cw [ch mood wimpy] Mood changed to: Wimpy * HP:Beaten SP:Fading MV:Tiring - the raven master: Scratched > You try to pierce the raven master, but it parries successfully. The raven master hits your body. You wish that your wounds would stop BLEEDING so much! You flee head over heels! You panic and attempt to flee! You flee head over heels. Second Floor of the Southern Gatekeep This floor is free of skeltons, but blood covers the walls in a gruesome display of anarchy. Phallic symbols are numerous as are oaths to the people of Manetheren. Arrow slits cover the walls allowing archers to shoot both into the courtyard and outside of the castle walls. [ obvious exits: S U D ] Falling silent, a muzzled trolloc tests the wind... and begins to growl. * HP:Critical SP:Fading MV:Tiring > A muzzled trolloc leaves down. u * HP:Critical SP:Fading MV:Tiring > Top of the Southern Gatekeep From this southern tower merlins and crenelations form a protective barrier to the soldiers that long ago dropped burning pitch and rocks upon the enemies. From this height any approaching enemies can be seen clearly. [ obvious exits: N D ] A red-eyed raven is perched nearby, staring silently at you. A beaked trolloc is here, scouting. A massive, horned trolloc heaves a huge boulder above his head. * HP:Critical SP:Fading MV:Tiring > d Second Floor of the Southern Gatekeep This floor is free of skeltons, but blood covers the walls in a gruesome display of anarchy. Phallic symbols are numerous as are oaths to the people of Manetheren. Arrow slits cover the walls allowing archers to shoot both into the courtyard and outside of the castle walls. [ obvious exits: S U D ] * HP:Critical SP:Fading MV:Tiring > emb fd You feel the flows of saidar coursing through your body. [channel 'travel' elixyzxersrasle] You begin to weave the appropriate flows... +rc Cancelled. [channel 'travel' poghonjuceliego] You begin to weave the appropriate flows... * Kinus chats 'heheh' - Deslya tells you 'woohoo! congrats!!' - Ok. You are unable to leave this place. ** Started to get a bit worried at this point :) * HP:Critical SP:Fading MV:Tiring > rel l Ok. * HP:Critical SP:None MV:Tiring > Second Floor of the Southern Gatekeep This floor is free of skeltons, but blood covers the walls in a gruesome display of anarchy. Phallic symbols are numerous as are oaths to the people of Manetheren. Arrow slits cover the walls allowing archers to shoot both into the courtyard and outside of the castle walls. [ obvious exits: S U D ] * HP:Critical SP:None MV:Tiring > al 4 op gate r Ok. * HP:Critical SP:None MV:Tiring > dra You sit down and rest your tired bones. You sheath an ivory-hilted stiletto into a dark, hooded cloak. * HP:Critical SP:None MV:Tiring > whe You try to quietly draw an ivory-hilted stiletto from a dark, hooded cloak. * HP:Critical SP:None MV:Tiring > Players in your Zone -------------------- Thera - Second Floor of the Southern Gatekeep * HP:Critical SP:None MV:Tiring > ` [sc ] You have 22(177) hit and 87(128) movement points. You have scored 19229925 experience points and 51 quest points. You need 1770075 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Critical SP:None MV:Tiring > Thuggar chats 'you mr dope man you think youre slick ' * HP:Critical SP:None MV:Tiring > ` [sc ] You have 22(177) hit and 87(128) movement points. You have scored 19229925 experience points and 51 quest points. You need 1770075 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Critical SP:None MV:Tiring > ` [sc ] You have 22(177) hit and 87(128) movement points. You have scored 19229925 experience points and 51 quest points. You need 1770075 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Critical SP:None MV:Tiring > ti It is 8 o'clock am, on the 12th day of the month of Shaldine, year 375. According to legend and prophecy, this is the First Turn of the Wheel. The Dark Lord annoints his new Runners, and the lands shake with fear. (Server: Fri Dec 22 06:12:13 2000 EST, up for 24 minutes) * HP:Critical SP:None MV:Tiring > Thuggar chats 'sold crack to my sister and now shes sick' * HP:Critical SP:None MV:Tiring > Kinus chats 'ROFL' * HP:Beaten SP:Trickling MV:Strong > Efrin chats 'That's.. not.. very ... funny...' Kinus chats 'ahh..the memories' * HP:Beaten SP:Trickling MV:Strong > Thuggar chats 'but if she dies of youre drug , i putting in youre culo a .38 slug' * HP:Beaten SP:Trickling MV:Strong > l Second Floor of the Southern Gatekeep This floor is free of skeltons, but blood covers the walls in a gruesome display of anarchy. Phallic symbols are numerous as are oaths to the people of Manetheren. Arrow slits cover the walls allowing archers to shoot both into the courtyard and outside of the castle walls. [ obvious exits: S U D ] * HP:Beaten SP:Trickling MV:Strong > scan d Falling silent, a muzzled trolloc tests the wind... and begins to growl. * HP:Beaten SP:Trickling MV:Strong > scan u A red-eyed raven is perched nearby, staring silently at you. A beaked trolloc is here, scouting. A massive, horned trolloc heaves a huge boulder above his head. * HP:Beaten SP:Trickling MV:Strong > scan s A lithe trolloc, dressed in a large cloak made of feathers listens to his pets. * HP:Beaten SP:Trickling MV:Strong > Kinus chats 'thug always representin' * HP:Beaten SP:Trickling MV:Strong > st You stop resting, and stand up. * HP:Beaten SP:Trickling MV:Strong > d e n w op gate w w w Inside the Southern Gatekeep The grumbling walls of the tower barely support the massive weight of the second floor. Blood covers the walls, some streaks forming crude drawings, others insults in Trolloc. A stairway leads up to the second floor. [ obvious exits: E U ] Falling silent, a muzzled trolloc tests the wind... and begins to growl. * HP:Beaten SP:Trickling MV:Strong > The Old Stables A musty smell and the stench of rotting hay linger in the air here. The wood that makes up the stables is rotten and seems to begin to crumble at very footstep. Rodents can be seen running around in the hay searching for some sign of food. At the base of the south wall, what remains of the head of a horse can be seen. The courtyard continues to the north. To the west, the southern tower of the gatekeep rises. [ obvious exits: N W ] A massive battering ram adorned with shields and moving on wheels is here. A black shadow stallion paws the ground here, fiery-red eyes shining with evil. A hooved trolloc anxiously stamps its feet. A black shadow stallion paws the ground here, fiery-red eyes shining with evil. A group of grizzly trollocs are here. A cruel grizzly trolloc is here cracking his whip. * HP:Beaten SP:Trickling MV:Strong > Entrance to the Courtyard It is now obvious just how run down this castle is. The walls surrounding the castle have become piles of rubble in many places or are nearly completely covered by large thorny vines. Most of the towers on the wall have collapsed rendering them totally useless. The ceilings of both keeps have also fallen in on themselves totally destroying the top level of each. To the east are the twin keeps, and the courtyard continues in all directions. [ obvious exits: N E S W ] A trolloc is here commanding a fist of troops. * HP:Beaten SP:Trickling MV:Strong > The Gatekeep Two large round towers lie to the west and the same to the east. This area is enclosed by great walls connecting all four towers, with portcullises in between the towers to the east and west. The portcullis to the west is jammed half way down. The portcullis to the east has a large hole ripped through the iron bars. Beyond the east portcullis lie the main gates to the castle courtyard. These monstrous oak doors are wide open leaving the castle totally unprotected. A path runs westward away from the castle. [ obvious exits: E W ] *Rhugauth* is resting here. A burly trolloc stands here, eying the surroundings. *Smorrg* is standing here. <----- TAUNT LAUGH WHO FEELS STUPID!! :) Falling silent, a muzzled trolloc tests the wind... and begins to growl. A burly trolloc stands here, eying the surroundings. Falling silent, a muzzled trolloc tests the wind... and begins to growl. Falling silent, a muzzled trolloc tests the wind... and begins to growl. Falling silent, a muzzled trolloc tests the wind... and begins to growl. Falling silent, a muzzled trolloc tests the wind... and begins to growl. A tall, ramshorned trolloc is here, commanding. A tall, ramshorned trolloc is here, commanding. A tall, ramshorned trolloc is here, commanding. * HP:Beaten SP:Trickling MV:Strong > Ok. * HP:Beaten SP:Trickling MV:Strong > In Front of the Castle Rotten skeletons lie on either side of the castle entrance. The huge oak doors lie on the ground apparently broken off from their hinges, and the portcullis is rusted fast about five feet from the ground. However, newly crafted stone gates stand before you. Four round towers loom high above providing excellent protection for the main entrance to the fortress. The stones that make up the tower have been cut from a very dull red marble giving a sense of age. A path leads west, away from the castle. [ obvious exits: E W ] An iron lantern hangs from the wall above the gate. * HP:Beaten SP:Trickling MV:Strong > The Bridge At this point a huge suspension bridge stretches across the vastness of the ravine. The bridge has become rotten with age but still seems useable. The sound of a raging river can be heard from the depths of the canyon below. To the north a monstrous waterfall can be seen plummeting to the depths of the canyon. The waterfall has formed a stair-like ridge where the water has eroded the rock face of one of the cliffs. The bridge continues towards a castle to the east and through the mountains to the west. [ obvious exits: E W ] * HP:Beaten SP:Trickling MV:Strong > Near a Bridge Here the path drastically changes. It is now lined with tall slender poles with the skulls of various types of creatures placed atop them. The trees have become nearly nonexistent. The only things that remain of the trees are the trunks that once held them high in the sky. The dirt of the path has become an unnatural color of black, and the cracks in it are lined with moss and mold. To the east a bridge can be seen crossing a large canyon. The path continues to the east over the bridge and to the west, away from the castle. [ obvious exits: E W ] * HP:Beaten SP:Trickling MV:Tiring > w w w w Rotten Vegetation The trees and plants that line the path have become very decrepit and weak. The plants are wilting, and the trees are slumped over. The dirt of the path has become a dull gray, and large cracks run through it. Moss and mold have started to grow in the cracks of the path making it quite slippery. From here, the castle looks very old and in disrepair. Large scavenger birds can be seen circling high above the castle walls. [ obvious exits: E W ] * HP:Beaten SP:Trickling MV:Tiring > Path to the Blight The terrain here is rocky and slopes upwards through the outskirts of the Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears unusually large and ripe. Looming to the east are the ruined remains of an ancient castle. The path continues towards the castle and away to the west. [ obvious exits: E W ] s * HP:Beaten SP:Trickling MV:Tiring > A Path to the Blight From here, with closer observation, it can be seen that the castle roof has collapsed in on itself, thus destroying the entire top level. Many sounds of nature can be heard from all around. The dirt on the path has become slightly drier than to the west. Also, the trees here are becoming less abundant than before. The path continues to the east and west. [ obvious exits: E W ] * HP:Beaten SP:Trickling MV:Tiring > s s w s Bend in the Path From here the abandoned castle can be seen set deep within the mountain reaches to the east. Large ravens can be seen circling high above the castle walls. The castle has obviously fallen into disrepair. The walls seem to have collapsed in several areas, and the roof of the northwest tower has fallen in on itself. There appear to be newly built stone gates, however. The path continues south towards the Blight and east towards the castle. [ obvious exits: E S ] * HP:Beaten SP:Fading MV:Tiring > Path to a Castle This twisted path through the Blight has grown rough and rocky as it approaches the Mountains of Dhoom. The slope rises through the mutantous vegetation of the Blight towards a dark and gloomy castle which towers ahead. [ obvious exits: N S ] s s * HP:Beaten SP:Fading MV:Tiring > Twisted Path in the Blight This path winds up a slope to an apparently dark and deserted castle. Two columns of tall, slender spruce trees line both sides of the steep path. Over the tops of the trees to the left, the white, jagged peaks of the Mountains of Dhoom can be seen. The terrain is rough and rocky, and the sickly air of the Blight is warm and humid. [ obvious exits: N S ] s * HP:Beaten SP:Fading MV:Tiring > The Blight Here the Blight opens right upon the very edge of the Mountains of Dhoom. The mountain range dwarfs you, and covers the sky as far as you can see along the horizon. The smallest of the peaks rise in front of you, but the base of the mountains are completely unclimbable. [ obvious exits: N S W ] * HP:Beaten SP:Fading MV:Tiring > Dying Plains in the Blight These plains squish in a disgusting manner with even the slightest pressure. A small and faint ooze leaks from the ground where too much weight creates furrows in the ground. To the east the Blight appears lusher and riper, although the death and decay that permeates the air here is replaced there by a sickly sweet odor that is no more healthy. [ obvious exits: N E W ] e * HP:Beaten SP:Fading MV:Tiring > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Tiring > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Tiring > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Tiring > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Tiring > The Blight Here the Blight opens right upon the very edge of the Mountains of Dhoom. The mountain range dwarfs you, and covers the sky as far as you can see along the horizon. The smallest of the peaks rise in front of you, but the base of the mountains are completely unclimbable. [ obvious exits: N S W ] * HP:Beaten SP:Fading MV:Tiring > s e e The Blight The Blight is beginning to thin somewhat here, and the twisted trees and roots don't strain as eagerly in your direction. The Mountains of Dhoom are clearly visible through the sparse trees, and the peaks tower above you. The terrain is growing somewhat rougher here, and becomes rockier still as you continue north. [ obvious exits: N E S ] A black tree with bloated leaves sprouts from the ground, branches quivering. A black tree with bloated leaves sprouts from the ground, branches quivering. e * HP:Beaten SP:Fading MV:Tiring > e Thuggar chats 'not meant to be funny eleba *stare*' The Blight The waste of the Blight surrounds you. Trees and flowers grow here, but they are bloated and sickly. Flowers hang on trees and weeds in a parody of spring, pale and pulpy, waxen things that appear to decay while you watch them. The air is ripe with the sweet stench of decay, and it is difficult to avoid gagging when you breathe. [ obvious exits: E S W ] e * HP:Beaten SP:Fading MV:Tiring > The Blight The flowers and bushes spread open here, and a small cave is evident to the north. The Blight thickens on all sides, and you have no idea how far within its borders you have come. The peaks of the Mountains of Dhoom rise to the north, and extend along the horizon. [ obvious exits: N S W ] A spider-legged beast is here, most of it teeth. * HP:Beaten SP:Fading MV:Tiring > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Tiring > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Tiring > s Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Tiring > e e e The Blight You are on a small hilltop, over-looking the tops of the trees. From this vantage point you can see the Blight spreading far around you. To the south- west, you can see a clear blue lake which would be a delightful rest from this foul forest. The Mountains of Dhoom tower above to the north, and the sickly colors of the blight stretch to the horizons. To the east a few crumbled towers can be seen in the distance, apparently the last remains of some forgotten city. [ obvious exits: N E S W ] * HP:Beaten SP:Fading MV:Winded > The Blight The ruins of the Blight surround you. Vegetation abounds, but everything is over-ripe and appears ready to burst open with a spray of pus. The Blight opens a bit to the east, and what appears to be the remains of a city are evident. Apparently one of the fallen kingdoms reknowned to be swallowed by the Blight has yet to be fully devoured. [ obvious exits: N E S W ] A black tree with bloated leaves sprouts from the ground, branches quivering. A black tree with bloated leaves sprouts from the ground, branches quivering. * HP:Beaten SP:Fading MV:Winded > Entrance to a Ruined City You find yourself standing before the vague remains of a city fallen long ago to the ever advancing Blight. By the rundown state of things, it has been forsaken a very long time. The lichen-covered rubble of seven-foot thick walls look like they once supported a height of perhaps thirty feet, but now have been reduced to nearly two and a half. The rest of the city, which extends farther than you can see in the limiting haze of the Blight, is little better. The shells of a few buildings are all that has seemed to survive the corrosion. [ obvious exits: E W ] A red-eyed raven is visible flying high in the sky. * HP:Beaten SP:Fading MV:Winded > Inside the City All around you there has been a complete leveling of what was man-made. The walls of the few buildings still standing are scattered and unconnected. Sometimes you'll see a flight of stairs that climb up to a pile of rubble twenty feet below it, and the grey rock that most everything had been built of is covered with lichen and a wet, nasty-looking black mold. The torrid humidity of the Blight is still present here, but the heavy stench of its vegetation has been left behind. [ obvious exits: E W ] * HP:Beaten SP:Fading MV:Winded > e e e Old Weathered Avenue As you casually sidestep a large pothole in the pavement, you start down the main street of the city. Every alley, road and park are strewn with thousands of worn-down bits of rock along their floors, and many of the walls you pass have deep rends along their faces where the black mold has taken its root. Sizeable mounds of stone hail to you from both sides of the road, undoubtedly where great structures once held to their foundations, too, before they had finally fallen to that same mold. [ oe bvious exits: E S W ] * HP:Beaten SP:Fading MV:Winded > Old Weathered Avenue You begin to notice that the avenue is becoming slightly more stable and whole the closer you get to the heart of the city. As your vision continues up the road to the east, you see a large clearing amongst all the crumbling rock. [ obvious exits: E W ] * HP:Beaten SP:Fading MV:Winded > A Broad Plaza This city must have once been a bustling place for its time, judging by the sheer expanse of this marketplace. Underfoot, massive stone tiles make up a perfectly symmetrical grid of the plaza's floor expanding far out to the east, even though some of the tiles are missing or broken. [ obvious exits: E W ] * HP:Beaten SP:Fading MV:Winded > Central Square In the center of this marketplace, you are met by the most amount of completely cleared space surrounding you since entering the Blight - a good hundred and fifty yard radius in each direction. The sheer weight of the devastation wrought here by the Great Blight, much like the patient, thorough weathering of the tide, becomes evident from this vantage point. [ obvious exits: N E S W ] A ruined fountain holds a pool of dark water within its wide basin. * HP:Beaten SP:Fading MV:Winded > e e e A Broad Plaza Here you find a couple of broken-topped buildings, probably once belonging to the wealthier traders who could afford such permanent quarters. In the eastern distance you can see a nearly decimated castle with a lone pair of towers rising high out of the rubble. [ obvious exits: E W ] e * HP:Beaten SP:Fading MV:Winded > Flagstone Walk This winding road looks like it had been beautiful once. The flagstones are still fairly well meshed together, if their rose-color has pretty much faded away, and lead up to the mostly collapsed fortress of this proud and rugged Borderland of long ago. [ obvious exits: E S W ] A group of gray flies are here, buzzing maliciously around you. * HP:Beaten SP:Fading MV:Winded > Flagstone Walk As you continue traveling up the road, it widens and branches out to encircle the ruined castle to the east. From here it looks like someone has taken a huge sword to the castle and cut the top half of it off, leaving the honeycombed interior bare. [ obvious exits: E W ] * HP:Beaten SP:Fading MV:Winded > Before the Ruins of a Castle At a guess, little more than two whole stories of height are left on the dubious foundations of this grey-black castle. It would appear that two square towers had once been built at each of the four corners of the fortress, though upon having succumbed into the thrall of the Blight only one such pair at the south-east corner stand fully enough to be explored. [ obvious exits: E S W ] * HP:Beaten SP:Fading MV:Weary > e e n Within the Castle The large doorway that you are standing in is broad enough for four men to walk abreast but is hardly much of a greeting since its bricks do not even stack up to one man anymore. To the north is a hallway with a view of the sky as the chunks of stone long spilled over its floor are all that is left of its ceiling, and continuing east is what would appear to be the formal entryway. Little of this place seems truly solid. [ obvious exits: N E W ] * HP:Beaten SP:Fading MV:Weary > The Main Corridor The halls here and stretching out further east are high and stout and allow a great berth for movement. Some of the iron supports in the stone walls have surfaced through the impossible and very strange weathering at the castle's rock, and they now are reduced to little more than ruddy veins of powder. [ obvious exits: E W ] * HP:Beaten SP:Fading MV:Weary > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Weary > e n The Main Corridor Continuing through the hall you see little of interest. After all, every decoration or sparsely placed bit of furniture must have disintegrated centuries ago. The air is becoming marginally cooler, although it is taking on a more stagnant quality. [ obvious exits: E W ] * HP:Beaten SP:Fading MV:Weary > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Weary > e n Chamber of Audiences Before being received by the lord or king of the land, petitioners and foreign emissaries probably awaited their summons in this room; there is ample space for sitting on chairs or sofas or cushions before the spacious hearths. The room is barren now, of course, but it still feels secure being near the heart of the remaining castle, even inside the Blight. [ obvious exits: E W ] * HP:Beaten SP:Fading MV:Weary > Alas, you cannot go that way... * HP:Beaten SP:Fading MV:Weary > e n Western Assembly Hall Large on the point of understatement, this great room survives virtually unscathed. Every wall is barren, and no furniture exists save a colossal throne wrought of polished marble far to the east. [ obvious exits: N E S W ] * HP:Beaten SP:Fading MV:Weary > Northwest Corner of the Assembly Hall Less faded patches, ranging in form from rectangular to circular, superimposed on the tall dark walls suggest the resting place of banners, hangings and other ornaments used to liven up the drab interior of the castle. Not even a scrap of it all remains. [ obvious exits: E S ] * HP:Beaten SP:Fading MV:Weary > Thuggar chats 'WESTSIDE!!!!!' r * HP:Beaten SP:Fading MV:Weary > You sit down and rest your tired bones. You sheath an ivory-hilted stiletto into a dark, hooded cloak. dra * HP:Beaten SP:Fading MV:Weary > You try to quietly draw an ivory-hilted stiletto from a dark, hooded cloak. whe * HP:Beaten SP:Fading MV:Weary > Players in your Zone -------------------- Thera - Northwest Corner of the Assembly Hall * HP:Beaten SP:Fading MV:Weary > Efrin chats 'Well.. someones chatted "ROFL"' * HP:Beaten SP:Fading MV:Weary > t deslya couldn't port out of keep had to spam back out with gate closed. hands shaking LOTS :) You tell Deslya 'couldn't port out of keep had to spam back out with gate closed. hands shaking LOTS :)' * HP:Beaten SP:Fading MV:Weary > whe Players in your Zone -------------------- Thera - Northwest Corner of the Assembly Hall st * HP:Beaten SP:Fading MV:Weary > emb You stop resting, and stand up. * HP:Beaten SP:Fading MV:Weary > fd You feel the flows of saidar coursing through your body. [channel 'travel' elixyzxersrasle] You begin to weave the appropriate flows... * Kinus chats 'ROFL' - You lost control of Saidar! * HP:Beaten SP:Fading MV:Weary > rel Ok. l * HP:Beaten SP:None MV:Weary > Northwest Corner of the Assembly Hall Less faded patches, ranging in form from rectangular to circular, superimposed on the tall dark walls suggest the resting place of banners, hangings and other ornaments used to liven up the drab interior of the castle. Not even a scrap of it all remains. [ obvious exits: E S ] * HP:Beaten SP:None MV:Weary > e e Upper North Corner of the Assembly Hall Underfoot, immense grey tiles cover the floor in a style reminiscent of the city plaza, and doors of varied sizes show on every wall. There is nothing around you of interest this long after the city's passing. [ obvious exits: N E S W ] * HP:Beaten SP:None MV:Weary > Northeast Corner of the Assembly Hall Deep, jagged cracks almost touching as high as the ceiling fork across the north wall's face like lightning and make apparent the fact that it has come under great stress in recent centuries or, at the very least, has suffered extreme structural fatigue in its rock. [ obvious exits: E S W ] * HP:Beaten SP:None MV:Weary > Kinus chats '<--- :P' * HP:Beaten SP:None MV:Weary > w n Thuggar chats 'eleba no have a clue huh' Efrin chats 'Yeah, thats it.' Upper North Corner of the Assembly Hall Underfoot, immense grey tiles cover the floor in a style reminiscent of the city plaza, and doors of varied sizes show on every wall. There is nothing around you of interest this long after the city's passing. [ obvious exits: N E S W ] * HP:Beaten SP:None MV:Weary > Entry to the Assembly Not much of a room, more like a short hallway, this place served to guide the constant flow of people more discreetly from kitchen to Assembly or Assembly to reception gallery. Its small design left little room for decor, but then again if present day Borderland tastes are any direction to those of the past then little decor was used anywhere. [ obvious exits: N S W ] * HP:Beaten SP:None MV:Weary > not l You start paying increased attention to your surroundings. * HP:Beaten SP:None MV:Weary > Entry to the Assembly Not much of a room, more like a short hallway, this place served to guide the constant flow of people more discreetly from kitchen to Assembly or Assembly to reception gallery. Its small design left little room for decor, but then again if present day Borderland tastes are any direction to those of the past then little decor was used anywhere. [ obvious exits: N S W ] * HP:Beaten SP:None MV:Weary > not r You stop paying increased attention to your surroundings. dra * HP:Beaten SP:None MV:Weary > You sit down and rest your tired bones. You sheath an ivory-hilted stiletto into a dark, hooded cloak. * HP:Beaten SP:None MV:Weary > whe You try to quietly draw an ivory-hilted stiletto from a dark, hooded cloak. * HP:Beaten SP:None MV:Weary > Players in your Zone -------------------- Thera - Entry to the Assembly * HP:Beaten SP:None MV:Weary > ` [sc ] You have 43(177) hit and 28(128) movement points. You have scored 19229925 experience points and 51 quest points. You need 1770075 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Beaten SP:None MV:Weary > t deslya failed port *STARE* You tell Deslya 'failed port *STARE*' * HP:Battered SP:Trickling MV:Winded > whe * HP:Battered SP:Trickling MV:Winded > Players in your Zone -------------------- Thera - Entry to the Assembly st * HP:Battered SP:Trickling MV:Winded > You stop resting, and stand up. n * HP:Battered SP:Trickling MV:Winded > n A Spacious Gallery Carefully planned away from the once-rushed atmosphere of kitchens to the south, this great room likely served as a reception area before and after meals. There are small rectangles cut across from each other in the eastern and western faces of the room for fireplaces, and the two exits' doorframes show empty places where hinges used to hold thick doors. [ obvious exits: S U ] * HP:Battered SP:Trickling MV:Winded > Alas, you cannot go that way... * HP:Battered SP:Trickling MV:Winded > * HP:Battered SP:Trickling MV:Winded > emb sc You feel the flows of saidar coursing through your body. * HP:Battered SP:Good MV:Winded > [scalp ] You don't see that here. * HP:Battered SP:Good MV:Winded > rel Ok. * HP:Battered SP:None MV:Winded > emb Deslya tells you 'eep! you in a safe place?' * HP:Battered SP:None MV:Winded > score You feel the flows of saidar coursing through your body. * HP:Battered SP:Good MV:Winded > rel You have 54(177) hit, 67(156) saidar and 46(128) movement points. You have scored 19229925 experience points and 51 quest points. You need 1770075 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are standing. * HP:Battered SP:Good MV:Winded > whe Ok. * HP:Battered SP:None MV:Winded > Players in your Zone -------------------- Thera - A Spacious Gallery * HP:Battered SP:None MV:Winded > * HP:Battered SP:None MV:Winded > t deslya rc You tell Deslya 'rc' emb * HP:Battered SP:None MV:Winded > You feel the flows of saidar coursing through your body. ** ARGH now who feels silly :) always keep calm... yeah, calm...... :P * HP:Battered SP:Good MV:Winded > rc [channel 'travel' poghonjuceliego] You begin to weave the appropriate flows... - Ok. A flash of bright white light appears, and suddenly envelopes you. Central Square In the center of this marketplace, you are met by the most amount of completely cleared space surrounding you since entering the Blight - a good hundred and fifty yard radius in each direction. The sheer weight of the devastation wrought here by the Great Blight, much like the patient, thorough weathering of the tide, becomes evident from this vantage point. [ obvious exits: N E S W ] A ruined fountain holds a pool of dark water within its wide basin. * HP:Battered SP:Fading MV:Winded > emb fd You are already in touch with saidar, can't you feel it? [channel 'travel' elixyzxersrasle]> You begin to weave the appropriate flows... rel -e e Cancelled. Ok. * HP:Battered SP:None MV:Winded > A Broad Plaza Here you find a couple of broken-topped buildings, probably once belonging to the wealthier traders who could afford such permanent quarters. In the eastern distance you can see a nearly decimated castle with a lone pair of towers rising high out of the rubble. [ obvious exits: E W ] * HP:Battered SP:None MV:Winded > Flagstone Walk This winding road looks like it had been beautiful once. The flagstones are still fairly well meshed together, if their rose-color has pretty much faded away, and lead up to the mostly collapsed fortress of this proud and rugged Borderland of long ago. [ obvious exits: E S W ] A group of gray flies are here, buzzing maliciously around you. * HP:Battered SP:None MV:Winded > e e A group of gray flies tries to hit you, but you deflect the blow. You pierce a group of gray flies's left arm. A group of gray flies tries to hit you, but you dodge the attack. No way! You're fighting for your life! n * HP:Battered SP:None MV:Winded - a group of gray flies: Scratched > No way! You're fighting for your life! * HP:Battered SP:None MV:Winded - a group of gray flies: Scratched > No way! You're fighting for your life! f * HP:Battered SP:None MV:Winded - a group of gray flies: Scratched > e e You panic and attempt to flee! You flee head over heels. Cobbled Pathway It is hard to keep from tripping on this uneven pavement. Most of its cobbles are chipped, worn down or pushed awry by whatever is growing beneath the surface. To the south you see a couple buildings that are still erect. [ obvious exits: N S ] A group of gray flies are here, buzzing maliciously around you. Alas, you cannot go that way... * HP:Battered SP:None MV:Winded > Alas, you cannot go that way... * HP:Battered SP:None MV:Winded > n Flagstone Walk This winding road looks like it had been beautiful once. The flagstones are still fairly well meshed together, if their rose-color has pretty much faded away, and lead up to the mostly collapsed fortress of this proud and rugged Borderland of long ago. [ obvious exits: E S W ] A group of gray flies are here, buzzing maliciously around you. s * HP:Battered SP:None MV:Weary > s Cobbled Pathway It is hard to keep from tripping on this uneven pavement. Most of its cobbles are chipped, worn down or pushed awry by whatever is growing beneath the surface. To the south you see a couple buildings that are still erect. [ obvious exits: N S ] A group of gray flies are here, buzzing maliciously around you. e * HP:Battered SP:None MV:Weary > e Before a Crumbled Garrison The treacherous pavement of the north gives way here to a smoothly levelled portico which connects the two buildings south and west of here in an arcing colonnade of scarred white marble. The building to the south, however, particularly catches your eye as it seems to have completely escaped the wear of time and the Blight. [ obvious exits: N S W ] * HP:Battered SP:None MV:Weary > Alas, you cannot go that way... * HP:Battered SP:None MV:Weary > Alas, you cannot go that way... * HP:Battered SP:None MV:Weary > s e e The BleachedDoor seems to be closed. * HP:Battered SP:None MV:Weary > Alas, you cannot go that way... * HP:Battered SP:None MV:Weary > Alas, you cannot go that way... * HP:Battered SP:None MV:Weary > r dra You sit down and rest your tired bones. You sheath an ivory-hilted stiletto into a dark, hooded cloak. * HP:Battered SP:None MV:Weary > You try to quietly draw an ivory-hilted stiletto from a dark, hooded cloak. whe * HP:Battered SP:None MV:Weary > Players in your Zone -------------------- Thera - Before a Crumbled Garrison * HP:Battered SP:None MV:Weary > whe A group of gray flies has arrived from the north. A group of gray flies tries to hit you, but you deflect the blow. You pierce a group of gray flies's body. You swiftly dodge a group of gray flies's attempt to hit you. You are thirsty. Players in your Zone -------------------- Thera - Before a Crumbled Garrison * HP:Battered SP:Trickling MV:Winded - a group of gray flies: Healthy > rem skin ds ds You pierce a group of gray flies's body. You swiftly dodge a group of gray flies's attempt to hit you. You stop using a water skin. * HP:Battered SP:Trickling MV:Winded - a group of gray flies: Scratched > [drin skin] You drink the water. * HP:Battered SP:Trickling MV:Winded - a group of gray flies: Scratched > [drin skin] You drink the water. You don't feel thirsty any more. * HP:Battered SP:Trickling MV:Winded - a group of gray flies: Scratched > wear skin You put a water skin on your belt. * HP:Battered SP:Trickling MV:Winded - a group of gray flies: Scratched > cw You try to pierce a group of gray flies, but it parries successfully. A group of gray flies tries to hit you, but you dodge the attack. f * HP:Battered SP:Trickling MV:Winded - a group of gray flies: Scratched > [ch mood wimpy] Mood changed to: Wimpy You panic and attempt to flee! You flee head over heels. An Old Storeroom The door to this place, probably wooden, rotted out some time ago along with any furnishings or supplies this sizeable room once housed. Practical in its design, the old military garrison is long and squat and dug somewhat into the ground. Only a few bits of rusted metal cling to the floor, which is riddled with cracks where a strange-looking fungus has managed to push up through the rock. [ obvious exits: E ] * HP:Battered SP:Trickling MV:Winded > emb score You feel the flows of saidar coursing through your body. * HP:Battered SP:Good MV:Winded > rel You have 64(177) hit, 62(156) saidar and 51(128) movement points. You have scored 19230076 experience points and 51 quest points. You need 1769924 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are standing. * HP:Battered SP:Good MV:Winded > Ok. * HP:Battered SP:None MV:Winded > emb fd You feel the flows of saidar coursing through your body. [channel 'travel' elixyzxersrasle] You begin to weave the appropriate flows... - Ok. A flash of bright white light appears, and suddenly envelopes you. The Crossing Northward along the thoroughfare lies the great keep of Fal Dara. Running to the east and west is the row of shops where local merchants ply their trades. The ceaseless banging of a smithy comes from the east, while the equally unmistakeable sounds of a tavern come from the west. [ obvious exits: N E S W ] A large slab of meat has been placed here. [4] An oil lamp, set in a steel cage, hangs from a high wooden pole. The waters of a marble fountain pour forth here. A man is here. An elite Shienaran guard patrols the streets of Fal Dara. A young woman walks by. Deslya al'Miere, Tower Accepted is standing here. Phathom per'Kismet, the Tower Accepted is standing here. * HP:Battered SP:Fading MV:Winded > rel A woman leaves south. Ok. * HP:Battered SP:None MV:Winded > sav Saving Thera. * HP:Battered SP:None MV:Winded > howl You howl triumphantly. * HP:Battered SP:None MV:Winded > Deslya explodes with whistles and cheers. * HP:Battered SP:None MV:Winded > i You are carrying: the death scalp of the raven master [3] a large slab of meat * HP:Battered SP:None MV:Winded > Deslya hugs you. * HP:Battered SP:None MV:Winded > show scalp deslya sm You show the death scalp of the raven master to Deslya. * HP:Battered SP:None MV:Winded > You smile happily. * HP:Battered SP:None MV:Winded > show scalp phathom You show the death scalp of the raven master to Phathom. * HP:Battered SP:None MV:Winded > Deslya claps you on the back. * HP:Battered SP:None MV:Winded > Deslya says 'congrats!' say ok I'm going to lie down and die of a heart attack now :) * HP:Battered SP:None MV:Winded > r You say 'ok I'm going to lie down and die of a heart attack now :)' * HP:Battered SP:None MV:Winded > dra You sit down and rest your tired bones. You sheath an ivory-hilted stiletto into a dark, hooded cloak. * HP:Battered SP:None MV:Winded > You try to quietly draw an ivory-hilted stiletto from a dark, hooded cloak. * HP:Battered SP:None MV:Winded > na Raven master RIP You narrate 'Raven master RIP' * HP:Battered SP:None MV:Winded > A soldier has arrived from the west. A soldier has arrived from the west. * HP:Battered SP:None MV:Winded > Sethalin narrates 'woo!!' * HP:Battered SP:None MV:Winded > Deslya looks at you. * HP:Battered SP:None MV:Winded > ` A soldier leaves north. [sc ] You have 74(177) hit and 68(128) movement points. You have scored 19230076 experience points and 51 quest points. You need 1769924 exp to level and 24 qp to rank. You have amassed 6 Turn points to date. You have played 5 days and 11 hours (real time). This ranks you as Thera the Journey Accepted [Aes Sedai 3] (Level 31). You are resting. * HP:Battered SP:Trickling MV:Tiring > wh f Females --------- Phathom per'Kismet, the Tower Accepted [Aes Sedai] Cordelia the channeler of Tarabon Sethalin the Smobaholic Accepted [Aes Sedai] Edea the Wearied Novice [Aes Sedai] Deslya al'Miere, Tower Accepted [Aes Sedai] Thera Lasair the Journey Accepted [Aes Sedai] 6 players displayed. * HP:Battered SP:Trickling MV:Tiring > Efrin tells you 'Scalp him?' * HP:Battered SP:Trickling MV:Tiring > Deslya says 'light!' * HP:Battered SP:Trickling MV:Tiring > Sethalin tells you 'where did you find him?' * HP:Battered SP:Trickling MV:Tiring > t efrin yep You tell Efrin 'yep' * HP:Battered SP:Trickling MV:Tiring > Deslya says 'what was it like?' * HP:Battered SP:Trickling MV:Tiring > t sethalin inside keep You tell Sethalin 'inside keep' * HP:Battered SP:Trickling MV:Tiring > Phathom says 'i bet, now everyone and their dog will be asking how to do it.' * HP:Battered SP:Trickling MV:Tiring > say ok that was scary You say 'ok that was scary' * HP:Battered SP:Trickling MV:Tiring > The hunter for the horn has arrived from the north. Auto-save complete. * HP:Battered SP:Fading MV:Tiring > say first thing went wrong was he KICKED my ass You say 'first thing went wrong was he KICKED my ass' * HP:Battered SP:Fading MV:Tiring > The hunter for the horn leaves east. * HP:Battered SP:Fading MV:Tiring > say second thing was I couldn't port out You say 'second thing was I couldn't port out' * HP:Battered SP:Fading MV:Tiring > Phathom looks at you. * HP:Battered SP:Fading MV:Tiring > Thuggar chats 'cruisin down the seranda street on my warhorse' * HP:Battered SP:Fading MV:Tiring > say third thing was he REPOPPED on me You say 'third thing was he REPOPPED on me' * HP:Battered SP:Fading MV:Tiring > say when I was beaten Wallace narrates 'where my suckas at?' You say 'when I was beaten' * HP:Battered SP:Fading MV:Tiring > say then fourth thing... You say 'then fourth thing...' shiv * HP:Battered SP:Fading MV:Tiring > Brrrrrrrrr. * HP:Battered SP:Fading MV:Tiring > Kinus narrates 'all over' * HP:Battered SP:Fading MV:Tiring > Deslya says 'eep!' * HP:Battered SP:Fading MV:Tiring > A soldier leaves west. A soldier has arrived from the south. * HP:Battered SP:Fading MV:Tiring > say it became day time and gatekeep closes at day You say 'it became day time and gatekeep closes at day' * HP:Battered SP:Fading MV:Tiring > say so I had to op gate in my spam going out You say 'so I had to op gate in my spam going out' * HP:Battered SP:Fading MV:Tiring > Tularis narrates 'how do I know how much money I have? forgive my ignorance :P' * HP:Battered SP:Fading MV:Tiring > say and there was a PC sitting there :P You say 'and there was a PC sitting there :P' * HP:Battered SP:Fading MV:Tiring > Thuggar chats 'what do i see ?...eleba rollin up on a fresh donkey' * HP:Battered SP:Fading MV:Tiring > Deslya shivers uncomfortably. * HP:Battered SP:Fading MV:Tiring >