General logs: Anti-Faerie campaign in progress.
Log | Contributor | Uploaded on | Views |
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Anti-Faerie campaign in progress. | Nobadii | 2009-06-05 10:39 am | 1142 |
[*]<2996hp 3350sp 2457st>
south
A Maze of Twisty Passages - N NE
(-------------------------------------------------) W <---(M)-D-> E
WARNING: You are in a CHAOTIC PLAYER KILLING room. SW S -
You are in a maze of twisty little passages, all alike.
[*]<2996hp 3350sp 2456st>
down
A Small, Nondescript Cave - - -
(-------------------------------------------------) - <-U-(M)---> -
- - -
You have entered a small cave carved out of some sort of stonelike
etheric material. The walls are translucent; it seems as if you can see
the swirling mists of the Ethereal Void through them. There is absolute
silence here, making it the perfect place for meditation and contemplation
on the mysteries of life. A large triangle drawn with some kind of silvery
paint is in the center of the cave.
**A wisened old man is sitting, legs crossed, in the middle of the triangle.
A wise old hermit's eyes open slowly.
'Welcome, my friend, to Nirvana.' a wise old hermit says to you.
'You seem to have gotten yourself into a bit of a predicament.' a wise old hermit says to you.
'Would you like me to restore you to the world of the living?' a wise old hermit asks you.
[*]<2996hp 3350sp 2454st>
say yes
'Yes' you say.
A wise old hermit says, 'So be it then.'
A wise old hermit raises a withered hand and slowly points it at you...
The Powers take pity on you and restore your soul to your body.
Sanctuary - N -
(-------------------------------------------------) - <---(M)---> E
- S -
This is a rather crowded sanctuary within Lord Maldra's Keep. Various
insignia devoted to the five major Powers decorate the walls. Several small
cots intended for patients sit in the northern half of the room. A large
all-seeing eye adorns the north wall, over which a banner reads, 'The Powers
Are Always Watching'.
You sense a hidden life form in the area.
[Clan 28] **Quintessa I Love you I Hate you I Can't live without you is here.
**Elan Einlhander is here.
[Clan 30] [AWAY] *Sadiri, I'll honk you berra tara den my favorite cheese is resting here.
A cleric stands here healing weary travelers.
A warm, soothing glow surrounds you for a moment, then dissipates.
[*][SAFE]<2043hp 2326sp 1534st>
sta
You scramble to your feet.
[*][SAFE]<2043hp 2326sp 1534st>
hold all
You hold a spellbook bound in blue leather in your left hand.
You hold a serpent wand in your right hand.
You wear a bracelet of the elements around your left wrist.
You dissolve into nothingness.
You wear a witch's cloak on your body.
You wear a burlap sack full of kittens as a shield.
You hold a banner displaying a lolstika.
You wear the cape of terror about your body.
You wear a ring of wizardry on your left finger.
You wear a seashell-covered helm on your head.
You wear the belt of pain about your waist.
You wear the boots of the fish on your feet.
You wear a baldric band on your arms.
You feel a sharp prickling on the back of your neck as your senses are heightened.
You wear the gloves of alchemy on your hands.
You wear a set of splinted cuisses on your legs.
You wear a ring of wizardry on your right finger.
[*][SAFE]<2043hp 2326sp 1534st>
hold all
You wear a holy symbol of Vandyne around your neck.
You begin glowing with a bright light!
[*][SAFE]<2043hp 2326sp 1534st>
i
You are carrying:
an old, battered canteen
( 3) a gnomish miner's bag (new)
a woven gold bag (new)
a yellow silk bag (new)
a black silk bag (new)
a blue silk bag (new)
a red silk bag (new)
Vandemaar's Trunk (new)
A total of 10 items weighing 12 stones, 11 pebbles (168pb gold weight)
You may carry a maximum of 57 items weighing up to 23 st, 0 pb.
[*][SAFE]<2067hp 2576sp 1801st>
eq
You are using:
<used as light> a banner displaying a lolstika (slightly worn) (lit)
<worn on finger> a ring of wizardry (new)
<worn on finger> a ring of wizardry (used)
<worn around neck> (Invisible) a holy symbol of Vandyne (used)
<worn on body> a witch's cloak (falling apart)
<worn on head> a seashell-covered helm (worn)
<worn on legs> a set of splinted cuisses (worn)
<worn on feet> the boots of the fish (slightly worn)
<worn on hands> the gloves of alchemy (slightly worn)
<worn on arms> a baldric band (used)
<worn as shield> a burlap sack full of kittens (new)
<worn about body> the cape of terror (damaged)
<worn about waist> the belt of pain (slightly worn)
<worn around wrist> a bracelet of the elements (used)
<right hand> a serpent wand (new)
<left hand> a spellbook bound in blue leather (new)
Current Armor Resistance (AR):
(Head ) Pierce: 73 Bash: 70 Slash: 72 Exotic: 71
(Torso ) Pierce: 65 Bash: 64 Slash: 66 Exotic: 64
(Arms ) Pierce: 65 Bash: 64 Slash: 66 Exotic: 64
(Legs ) Pierce: 67 Bash: 63 Slash: 66 Exotic: 65
Equipped weapon damage:
With your knowledge of 'hand to hand', you may cause up to 188 points of damage against 0 ar.
Excepting defenses and dynamic modifiers, you will hit 79% of the time.
[*][SAFE]<2067hp 2576sp 1801st>
A friendship-ring with the name Aiyana etched on it Ayri is wearing hums softly for a moment, then quiets down.
[*][SAFE]<2067hp 2576sp 1801st>
where
You are currently in: Maldra Keep
Visible player(s) near you:
Kaine (Walking on Unholy Ground)
Xane (End of a Long Line)
Aerii (A Nicely Lit Hallway)
Damone (End of a Long Line)
Delise (A Nicely Lit Hallway)
[*][SAFE]<2067hp 2576sp 1801st>
sta
You are already standing.
[*][SAFE]<2067hp 2576sp 1801st>
sneak
You attempt to move more silently.
[*][SAFE]<2067hp 2576sp 1801st>
sneak
You attempt to move more silently.
[*][SAFE]<2067hp 2576sp 1801st>
sneak
You're already sneaking whenever possible.
[*][SAFE]<2067hp 2576sp 1801st>
c haste
You begin to speak the words of the spell...
[*][SAFE]<2067hp 2576sp 1801st>
You have completed your casting.
A feather from a roc flares brightly and vanishes!
You begin moving much faster, almost seeming to blur.
[*][SAFE]<2067hp 2516sp 1801st>
c levi
You begin to speak the words of the spell...
[*][SAFE]<2067hp 2516sp 1801st>
You have completed your casting.
A feather from a roc flares brightly and vanishes!
Your feet rise a few inches off the ground.
[*][SAFE]<2067hp 2488sp 1801st>
s
Smokey Room - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Several prophets sit atop high pedestals smoking some sort of plant out
of a community pipe. They claim to see visions and scribe down sketches on
paper and attempt to tell the future. You figure this must be the easiest
job in the world, and look for an application.
A feather from the wing of an angel lies here.
[*]<2067hp 2488sp 1800st>
s
Prophecy Rooms - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Several unimportant priests and apprentice prophets read books and learn
the art of divine visions through the art of inhaling deeply the essence of
the juato plant. A few of the castles guards and guests occassionally pop
their heads in to see what is going on, but for the most part this is a
secluded room.
An enchanted mirror hangs shimmering brilliantly on the wall here.
[*]<2067hp 2488sp 1799st>
e
Smokey Room - N -
(-------------------------------------------------) W <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Several prophets sit atop high pedestals smoking some sort of plant out
of a community pipe. They claim to see visions and scribe down sketches on
paper and attempt to tell the future. You figure this must be the easiest
job in the world, and look for an application.
The sliced off tail of a black unicorn is lying here.
The bloody, severed head of Xane is lying here.
Pieces of a shattered boulder lie scattered about here.
( 2) A small boulder lies on the ground here.
The bloody, severed head of Neostar is lying here.
[*]<2067hp 2488sp 1798st>
sca
A prophet is right here to the north.
A giggling child is right here to the north.
A cyclonic column of air is right here to the north.
A fire elemental is right here to the north.
You don't see anything to the west.
[*]<2069hp 2546sp 1800st>
op east
You open the east door.
[*]<2069hp 2546sp 1800st>
sca
A prophet is right here to the north.
A giggling child is right here to the north.
A cyclonic column of air is right here to the north.
A fire elemental is right here to the north.
A dirty rat is right here to the east.
Damone [Player] is close by to the east.
Xane [Player] is close by to the east.
A young pegasus is close by to the east.
An alert castle guard is close by to the east.
Puruse, the Archon Hunter is close by to the east.
You don't see anything to the west.
[*]<2069hp 2546sp 1800st>
l east
Entrance to the Hall of Prophecy - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is some low chanting coming from the room to the west. Judging
from the sign on the door you figure this is the room where the prophets
meditate, drink strange teas, and inhale fumes to heighten their senses. A
few stories have reported their accuracy at being less than ten percent.
A dirty, smelly, lice infested rat is searching for food here.
[*]<2069hp 2546sp 1800st>
e
Entrance to the Hall of Prophecy - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is some low chanting coming from the room to the west. Judging
from the sign on the door you figure this is the room where the prophets
meditate, drink strange teas, and inhale fumes to heighten their senses. A
few stories have reported their accuracy at being less than ten percent.
A dirty, smelly, lice infested rat is searching for food here.
[*]<2069hp 2546sp 1799st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Three old crones stand here bickering about what colors to weave and what
story to tell as they relentlessly pace on with their tale. You guess they
must be precogs and have been here for many centuries weaving away the story
of the world. From what you see, there is a struggle of power from a mighty
wizard lord against Lord Agrippa. What the ladies argue about is the final
outcome of the battle. Is there anything you can do to stop this from
happening?
A huge boulder covered in ice sits here.
An assistant to the chef races around washing dishes and preparing meals.
A dirty, smelly, lice infested rat is searching for food here.
[*]<2069hp 2546sp 1798st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This wall contains the last part of a three piece storyline woven into
fabric. Bright, beautiful colors were used to depict the fall of Cassandra
and the rise of Lord Agrippa. A few other minor details are woven into the
story, but you see three older ladies to the north weaving a darker more
desolate future for the land. You must see what they fortell for your
world.
*A young pegasus is here, gliding along on an air current.
[*]<2069hp 2546sp 1797st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This section of the hall continues the story of this world, begining with
the druids and leading up to the section of the tapestry in this room.
Here, woven into the story is a battle of the Faerie folk and Riga. From
what you gather he banished the faeries into another plane of existance. A
little further down a mage, the story goes, overthrew Riga and took control
of a book of powerful spells. The end of this piece of tapestry shows the
Faerie folk heading a second attack.
[*]<2069hp 2546sp 1796st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The walls are lavishly adorned with tapestries that depict battles long
since past. As you study the tapestries you see that they seem to show a
story involving some druids, some sort of light colored tower and the twin
moons. There are several older ladies making careful repairs to some places
in the tapestries that have become worn or soiled.
An assistant to the chef races around washing dishes and preparing meals.
*A red robed prophet is here attempting to look all knowing.
[*]<2069hp 2546sp 1795st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. SW S -
There is a dank smelling odor coming from the western passageway. The
door looks like it hasn't been opened in years perhaps. The sign on the
door alerts you to the fact that it is an old storage room, now condemned
because of a severe rat infestation. A faint sound of raking on the door
alerts you to the fact that something is in there and can smell you .
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1794st>
s
A Hallway Lined with Red Carpet - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Red carpet lines the floor of the room and leads to the throne room far
to the north. This section of the keep is heavily patroled by the guards
who are keeping a watchful eye on visitors. There are polished marble
benches with thick cushions on them placed along the walls where persons
desiring an audience with the Lord of the Keep may wait.
[*]<2069hp 2546sp 1793st>
s
A Guarded Set of Double Doors - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To your north are a set of double doors, there are a pair of guards
stationed beside them keeping a sharp eye on those that enter the northern
portion of the hall. You can see another set of doors which are also
guarded to your east. Since the throne rooms are to the north you can
understand the need for guards stationed to watch over those that go near
them.
[*]<2069hp 2546sp 1792st>
s
A Reading Room - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the east children and adults run to get the latest issue or copy of
their favorite book. To the west thieves and beggars hang out waiting for
donations from travelers. To the south several birds and larger creatures
fly around the room. To the north, a room contains a few guards and a set
of double doors.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1791st>
s
Show Room - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This room has a number of very rare birds housed in cages on display.
Some of them are tiny, about the size of your thumb, while others are quite
large and have wicked looking beaks and talons. The birds come in every
color imaginable, many of them have feathers of a single color, yet there
are others that look like a flying rainbow. They all appear to be very well
cared for and there are a couple of attendants who can answer any questions
you might have about the birds.
An assistant to the chef races around washing dishes and preparing meals.
[*]<2069hp 2546sp 1790st>
s
Artist's Corner - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is an artist here making drawings of different people as they pass.
He also has a table set up where he is working on a bust of someone in clay.
A number of drawings and paintings are on display, as you study then you
conclude that this man has a great deal of talent at what he does.
[*]<2069hp 2546sp 1789st>
s
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
[*]<2069hp 2546sp 1788st>
s
You cannot move in that direction.
[*]<2069hp 2546sp 1788st>
s
You cannot move in that direction.
[*]<2069hp 2546sp 1788st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You are immediately north of the entrance to the Keep. This is a fairly
large room with walls of an odd colored stone, you can't recall having seen
anything like this before. There are globes of light set into recesses near
the top of the wall.
[*]<2069hp 2546sp 1787st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You have entered a long hallway that stretches farther than you can see.
The walls are crafted of a shimmering black stone which bears great
resemblance to tourmaline. There are smooth recesses near the ceiling that
contain dim globes of light. Having never seen stone quite like this before
you ponder where it may have come from.
[*]<2069hp 2546sp 1786st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The darkness begins to grow as you venture further from the entrance to
the keep. You notice that the recesses for the dim globes of light are
fewer and farther between than they were in the previous section of hall.
There are various noises echoing all around you, the source of those noises
is impossible to determine just yet.
A small orange ball with a fuse sticking out of it has been dropped here.
A small black ball with a fuse sticking out of it has been dropped here.
[*]<2069hp 2546sp 1785st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The dim light has faded out and the hall is totally dark now. You can
hear various noises from all around but it is impossible to tell what is
making them. Keeping a hand on the wall to help feel your way along is very
necessary. Something on the north wall feels just a bit different than
everything else does.
[*]<2069hp 2546sp 1784st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
As you continue your journey down the hall, you wonder why someone would
want to make it so dark in here. What could someone possibly want to hide
in this hallway? The air here feels heavy with moisture and the walls are
slightly damp. If you don't pay close attention to your footing you may
well find yourself sitting down unexpectedly.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1783st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This section of the hall is quite dark, as if someone were trying to hide
something here. There is the slightest hint of a draft coming from the
north, perhaps locating the source would be a good idea. The southern wall
appears to have suffered some damage in a skirmish at some time. There are
several places where various sized pieces of stone are missing.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1782st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The hallway continues east and west, but now you can see a faint light
comming from the west end of the hallway. The walls are cool and made of
smooth, dark colored stone. You can hear various noises echoing around you
but are unable to determine what might be making them.
[*]<2069hp 2546sp 1781st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The light off to the west is now strong enough to notice that there are
small insects crawling on your body. This is truely a disgusting place.
Once again you are in a section of hallway that has some dim globes of light
set in recessed places near the top of the walls. The walls are cut from a
shining black stone that is quite smooth and cool to the touch. The air in
this area is quite still and smells slightly musty.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1780st>
w
A Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The globes of light in this area are dimly shining off the glistening
black stone of the walls. You can see what appears to be a bend in the hall
a little way to the west. For some reason you feel not quite at ease here
even though there is nothing to suggest that you should be afraid.
[*]<2069hp 2546sp 1779st>
w
A Turn in the Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This is a brightly lit corner in the hall, the walls are shining brightly
from the smooth recessed lights near the top of the ceiling. In each of the
recesses you see a curious looking globe of light, they appear to be magical
in nature. To the north you can hear the sounds of children and animals
among other things.
[*]<2069hp 2546sp 1778st>
A tremendous sonic BOOM shakes the area to its very core.
[*]<2069hp 2546sp 1778st>
where
You are currently in: Maldra Keep
Visible player(s) near you:
Kaine (Standing Before a Large Tarot Card)
Elan (Sanctuary)
Xane (End of a Long Line)
Sadiri (Sanctuary)
Aerii (Standing Before a Large Tarot Card)
Quintessa (Sanctuary)
Damone (End of a Long Line)
Ayri (Sanctuary)
Delise (Standing Before a Large Tarot Card)
Zei (Sanctuary)
[*]<2069hp 2546sp 1778st>
alias
Currently defined aliases:
1. 'waer' performs action 'wear'
2. 'cs' performs action 'c 'counterspell''
3. 'pl' performs action 'c 'plague''
4. 'po' performs action 'c 'poison''
5. 'cc' performs action 'c 'cure critical''
6. 'rr' performs action 'c 'cure light' ixlone'
7. 'sn' performs action 'snare snare'
8. 'ref' performs action 'c 'refresh''
9. 'call' performs action 'c 'call lightning''
10. 'curse' performs action 'c 'curse''
11. 'll' performs action 'c 'cure light''
12. 'tf' performs action 'throw flash'
13. 'bl' performs action 'c 'blindness''
14. 'db' performs action 'drink blind'
15. 'at' performs action 'alliance talk'
16. 'dm' performs action 'c 'dispel magic''
17. 'di' performs action 'cast 'detect invisibility''
18. 'dt' performs action 'drop trap'
19. 'ab' performs action 'c 'acid blast''
20. 'shi' performs action 'combat defense shield'
21. 'warn' performs action 'snare warn'
22. 'rs' performs action 'c 'room shield''
23. 'tg' performs action 'throw glit'
24. 'x' performs action 'c 'heal''
25. 'cp' performs action 'c 'cure poison''
26. 'cd' performs action 'c 'cure disease''
27. 'web' performs action 'c 'web''
28. 'gg' performs action 'put all.root sash'
29. 'rc' performs action 'c 'remove curse''
30. 'heal' performs action 'c 'heal''
31. 'ch' performs action 'c 'heal''
32. 'ie' performs action 'c 'heal''
33. 'cb' performs action 'c 'cure blindness''
34. 'we' performs action 'c 'weaken''
35. 'md' performs action 'c 'magic dart''
36. 'da' performs action 'c 'dispel area''
37. 'tb' performs action 'throw boom'
38. 'soul' performs action 'say Icanda hom ganda standa'
39. 'cop' performs action 'say Free the inner powers of the globe'
40. 'iw' performs action 'c 'ice wind''
41. 'glacier' performs action 'say time is everlasting but evil is not, the evil that grows here must be defeated'
42. 'how' performs action 'c 'hands of wind''
43. 'fw' performs action 'c 'flame wind''
44. 'tele' performs action 'c 'teleport''
45. 'sf' performs action 'ship fire'
46. 'foxxy' performs action 'ct />Foxxy is Supahawt<'
47. 'jj' performs action 'c 'cure light' jorem'
48. 'is' performs action 'c 'ice storm''
49. 'ra' performs action 'c 'read aura''
A total of 49 aliases.
[*]<2069hp 2546sp 1778st>
alias x use wand aerii
Alias 'x' has been realiased to 'use wand aerii'.
[*]<2071hp 2591sp 1782st>
east
A Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The globes of light in this area are dimly shining off the glistening
black stone of the walls. You can see what appears to be a bend in the hall
a little way to the west. For some reason you feel not quite at ease here
even though there is nothing to suggest that you should be afraid.
[*]<2071hp 2591sp 1781st>
east
east
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The light off to the west is now strong enough to notice that there are
small insects crawling on your body. This is truely a disgusting place.
Once again you are in a section of hallway that has some dim globes of light
set in recessed places near the top of the walls. The walls are cut from a
shining black stone that is quite smooth and cool to the touch. The air in
this area is quite still and smells slightly musty.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1780st>
east
east
east
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The hallway continues east and west, but now you can see a faint light
comming from the west end of the hallway. The walls are cool and made of
smooth, dark colored stone. You can hear various noises echoing around you
but are unable to determine what might be making them.
[*]<2071hp 2591sp 1779st>
east
east
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This section of the hall is quite dark, as if someone were trying to hide
something here. There is the slightest hint of a draft coming from the
north, perhaps locating the source would be a good idea. The southern wall
appears to have suffered some damage in a skirmish at some time. There are
several places where various sized pieces of stone are missing.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1778st>
east
east
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
As you continue your journey down the hall, you wonder why someone would
want to make it so dark in here. What could someone possibly want to hide
in this hallway? The air here feels heavy with moisture and the walls are
slightly damp. If you don't pay close attention to your footing you may
well find yourself sitting down unexpectedly.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1777st>
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The dim light has faded out and the hall is totally dark now. You can
hear various noises from all around but it is impossible to tell what is
making them. Keeping a hand on the wall to help feel your way along is very
necessary. Something on the north wall feels just a bit different than
everything else does.
[*]<2071hp 2591sp 1776st>
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The darkness begins to grow as you venture further from the entrance to
the keep. You notice that the recesses for the dim globes of light are
fewer and farther between than they were in the previous section of hall.
There are various noises echoing all around you, the source of those noises
is impossible to determine just yet.
A small orange ball with a fuse sticking out of it has been dropped here.
A small black ball with a fuse sticking out of it has been dropped here.
[*]<2071hp 2591sp 1775st>
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You have entered a long hallway that stretches farther than you can see.
The walls are crafted of a shimmering black stone which bears great
resemblance to tourmaline. There are smooth recesses near the ceiling that
contain dim globes of light. Having never seen stone quite like this before
you ponder where it may have come from.
[*]<2071hp 2591sp 1774st>
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You are immediately north of the entrance to the Keep. This is a fairly
large room with walls of an odd colored stone, you can't recall having seen
anything like this before. There are globes of light set into recesses near
the top of the wall.
[*]<2071hp 2591sp 1773st>
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
[*]<2071hp 2591sp 1772st>
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
[*]<2071hp 2591sp 1771st>
Southeastern Castle Wing - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This eastern section of the southern hallway is lined with castle guards
taking shifts doing their rounds and keeping the general peace. There are
also several various other people passing through the area while going about
their business. The hallway is very well lighted with lanterns hanging from
hooks at regular intervals.
[*]<2071hp 2591sp 1770st>
The Guard Post - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the south is the entrance to the room that the guards refer to as "The
Nest." It is a room where the guards who are assigned to accompany the Lord
of the Keep on any excursions wait until they are summoned. This set of
rooms tends to be rather stuffy and hot which makes the guards within very
short tempered.
[*]<2071hp 2591sp 1769st>
The Guardposts - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There are several guards lounging here, waiting to take their turn on
active duty in the guardpost. Some of them are playing various dice or
board games, others are whittling and one or two are even dozing a bit.
There are tables and chairs set against the wall for them to use while they
wait.
[*]<2071hp 2591sp 1768st>
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Along the wall to the east are spaces in the stone, which you guess are
used for the archers or possibly even sorcerers defending the castle. There
are some charred and jagged sections of the wall leading you to believe that
this castle has been attacked at least once before.
You sense a hidden life form in the area.
[*]<2071hp 2591sp 1767st>
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
You see several work tables set up in small alcoves that are located off
of the main hallway. They are set up for different tasks, some have
whetstones for sharpening weapons or tools, others are set up to make
repairs to armor or leather goods. Guards and various craftsmen are working
in several of the alcoves, many of them look up and nod as you pass them.
*A short female cleric wanders the halls aimlessly.
[*]<2071hp 2591sp 1766st>
where
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This particular section of the corridor is quite dark, someone has either
let the torches burn out or has extinguished them. There are low moans
coming from somewhere close by, you begin to suspect that someone
extinguished the torches. Perhaps it would be wise to move on and leave
whoever is here in peace.
(Pink Aura) *A muscular centaur stands here, staring at you suspiciously.
[*]<2071hp 2591sp 1765st>
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This is where many of the castle guards hang out and play a few rounds of
poker or an odd version of blackjack. When you are spotted, they all stop
their activities and stare at you as you walk by. Some strange feeling that
you can't quite place causes you to feel rather nervous.
[*]<2071hp 2591sp 1764st> You are currently in: Maldra Keep
Visible player(s) near you:
Kaine (Long Hallway)
Elan (Sanctuary)
Xane (End of a Long Line)
Sadiri (Sanctuary)
Aerii (A Torch Lined Hallway)
Quintessa (Sanctuary)
Damone (End of a Long Line)
Ayri (Sanctuary)
Delise (A Torch Lined Hallway)
Zei (Sanctuary)
[*]<2071hp 2591sp 1764st>
east
A Long Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few beggars and their children sit here and pretend to be handicapped
or veterans of battles gone by to get your sympathy. You see through their
ploy almost immediately and warn them to leave before you give them cause to
regret trying to dupe people. The hallway continues to your east and west
and is fairly well lit.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1763st>
east
A Brightly Lit Section of the Hall - # -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
To the north is the bank, you notice that this section of the hallway
seems to be heavily patroled by guards. There are a large number of people
entering and leaving the bank. To the east the hall turns a corner
continues on to the north. A long, somewhat dim corridor, runs to the west.
[*]<2071hp 2591sp 1762st>
east
The End of the Corridor - N -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
To the north you see a shimmering, almost wavering image of a misty
graveyard, complete with skeletons and zombies. They seem to have no
substance though, from this distance at least. To the west there is a
bright light, and you can tell the bank is just around the corner.
[*]<2071hp 2591sp 1761st>
east
east
You cannot move in that direction.
[*]<2071hp 2591sp 1761st>
east
You cannot move in that direction.
[*]<2071hp 2591sp 1761st> You cannot move in that direction.
[*]<2071hp 2591sp 1761st>
north
A Well Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Eerie sounds can be heard both from the north and the south, but it is
hard to tell which sound is comming from the north and which from the south.
You are sure you hear the scraping of bone on wood, or maybe bone on stone.
You also hear the sound of popping and cracking. Judging from what is
around you, you must be in a strange section of the neighborhood.
[*]<2071hp 2591sp 1760st>
north
Walking on Unholy Ground - N -
(-------------------------------------------------) - <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Steam and eldritch vapors rise from the soft ground in this seemingly
outdoors section of the castle, although you know for a fact that you
haven't stepped outside. There must be some powerful illusion at work here.
An unholy aura radiates darkness throughout the area. On the bones of an
unfortunate adventurer is carved a message, perhaps it can prevent what
happened to him from happening to you. Maybe you should read the message.
[*]<2071hp 2591sp 1759st>
north
A Well Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Eerie sounds can be heard both from the north and the south, but it is
hard to tell which sound is comming from the north and which from the south.
You are sure you hear the scraping of bone on wood, or maybe bone on stone.
You also hear the sound of popping and cracking. Judging from what is
around you, you must be in a strange section of the neighborhood.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1758st>
north
A Well Lit Section of the hallway - N -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the west, small colored lights dance and crackle as if they are
dancing to some song that only they can hear. There is carving that looks
like a mischevious imp mounted at eye level on the door. Beside the door is
a sign stating that this is a magic shop. You are quite startled when the
supposed carving speaks up and invites you to enter the shop.
[*]<2071hp 2591sp 1757st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a strong wind coming from an opening in the southern wall,
making it hard to distinguish any smells and odors that may give you a clue
what lies to the north. The southern passage is well lighted with few
people carrying out business in this section of the castle.
One of the local dancers is here showing some wild dance moves.
[*]<2071hp 2591sp 1756st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) # <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the west there is the hospital. The aroma of sanitation and disease
definitely do not mix well. Your attention is more focused to the east
where a large marble door stands. You couldn't quite place it before but
now you know for sure that that smell is. A five pronged green leaf is
etched on the floor. You laugh uncontrollably as you freely inhale the
smoke coming from the room to the east. Before you beat down the door to
get in, why not read the warning sign first?
*One of the draconian architects wanders around looking for a new place to build.
[*]<2071hp 2591sp 1755st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The smell of old people and the hospital are definitely coming from the
south. It makes you a little nauseous thinking about it, so you turn your
focus back to the other enticing smell. You start to giggle a little as you
realize what it is again.
*One of the draconian architects wanders around looking for a new place to build.
[*]<2073hp 2627sp 1764st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a strange mix of odors here. One is the definite odor of a
hospital and old people, the other, you can't quite place yet. You know you
recognize that smell, what on earth can it be, although you rack your brains
you are still unable to think of what it is.
[*]<2073hp 2627sp 1763st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The hallway continues north towards the faint sound of clanging metal,
and south towards a faint smell you recognize, but cant quite place. It is
more like a mix of aromas that should not be mixed together. Your curiosity
piqued, you decide that you must determine either the cause of the sounds or
what that smell is.
A local patron searches for Lord Maldra to discuss business.
[*]<2073hp 2627sp 1762st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the north can be heard the annoying sound of metal striking metal.
That can only mean there is either a training room or a blacksmith close by.
Either way, it is giving you a mild headache. To the east is an extremely
strange door with the carvings of the zodiac signs on it. Upon closer
inspection, libra, the symbol of balance, speaks ever so softly. Maybe you
can read her lips to get the message.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
[*]<2073hp 2627sp 1761st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) # <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The pounding of metal is causing your head to throb and your patience to
wear thin. The noise is not right somehow as a professional would know how
to strike metal in just the right spot as not to cause such an audible
nuisance. You feel compelled to enter the shop and give him a piece of your
mind, or sword.
[*]<2073hp 2627sp 1760st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Clanking and banging can be heard from the southern section of the
hallway, which leads you to believe there is a blacksmith near. To the
north music and singing are heard, and with the mixing of the smithy's
noise, you are begining to get an unbelievable headache, the throbbing in
time with the smithy's hammer hitting the anvil.
[*]<2073hp 2627sp 1759st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a corridor to the west that leads to a staircase. The passages
to the north and south look well lit and rather safe to travel through. You
figure that you will come upon more doors similar to the strange ones you
have already encountered if you take the northern or southern passage. The
western one, however looks interesting as well.
Some drops of blood are on the ground.
*A short female cleric wanders the halls aimlessly.
[*]<2073hp 2627sp 1758st>
north
Standing Before a Large Tarot Card - N -
(-------------------------------------------------) - <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The door to the east is made from a thick waxy form of paper, almost like
a playing card. Drawn beautifully on the card is the image of two lovers,
running in a field. Surrounding the larger card are a number of other cards
depicting wands, cups, pentacles, and swords. Not many have the gift of
tarot reading and you don't even dare try. To your surprise though the
image of the lovers wavers and they step from the card and stand directly in
front of you. You seem to hear a voice in your mind asking you to
concentrate on reading their minds.
[*]<2073hp 2627sp 1757st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This is a nicely lit, relatively clean area of the hall. There is a
small group of minstrels who are singing and telling stories in the hope of
earning enough coin to buy a meal. They are really quite good and you
consider dropping a few small coins into their collection bowl.
*A red robed prophet is here attempting to look all knowing.
[*]<2073hp 2627sp 1756st>
north
Graffiti Room - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Children dart in and out of this room, giggling and laughing. You think
it might be because you have some food caught in your teeth, but you notice
the writing on the walls. This is an area of the castle referred to as the
graffiti room. Random words are scattered on the walls, as are lude
comments about various persons that you have never heard of. There are also
some rather amusing drawings scattered about on the walls.
[*]<2073hp 2627sp 1755st>
north
End of the Hallway - - -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The hallway ends here and turns south and west. To the west you hear
faint voices that can not be distinguished from such a distance. To the
south you hear mixed voices of citizens and guards. The torches to the west
light the way nicely, and to the south mirrors set at angles with torches
reflect the light extremely well. You believe this is called tract
lighting. Some chairs and pillows would fit quite well here.
[*]<2073hp 2627sp 1754st>
north
You cannot move in that direction.
[*]<2073hp 2627sp 1754st>
north
You cannot move in that direction.
[*]<2073hp 2627sp 1754st>
north
You cannot move in that direction.
[*]<2073hp 2627sp 1754st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The hallway to the east is coming to an end. To the west you can hear
the voices of townspeople and castle workers, but you are unsure of what
they are doing. Perhaps you should check it out. You have found yourself
plunged into an inky blackness! From the west come the sounds of people
bustling about and loud hoots of laughter. The darkness seems almost
magical, in fact it makes your skin tingle a bit. Why is this one small
section of hall so very dark? Has something been hidden here?
[*]<2073hp 2627sp 1753st>
west
west
west
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Several people walk past you on their way both east and west. Either
they have their hands full of what appears to be useless junk or apparently
on their way to buy some useless junk. Care to join them ?
[*]<2073hp 2627sp 1752st>
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
You are near the eastern end of an area of the keep commonly known as
"the drag". This is an area where there a number of shops and offices for
the convenience of the locals. People are busily rushing here and there all
around you and shopkeepers are trading bawdy jokes at the top of their
lungs.
[*]<2073hp 2627sp 1751st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You are near the eastern end of an area of the keep commonly called "the
drag". The hall continues to the east and west, to the south is the local
chapter of the guildhall. Here you may receive training in various skills
and in spellcraft.
[*]<2073hp 2627sp 1750st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You can tell, by the smell alone, that the southern door leads to a
tobacco shop. There is a wide assortment of pipes and cigars in the glass
window which you find to be quite interesting. The cloud of smoke drifting
out the door smells rather sweet, there is something strange about it that
you can't quite put your finger on.
[*]<2073hp 2627sp 1749st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a small bakery to the south which sells small cakes and other
baked goods at reasonable prices. Reasonable to the owner that is. The
smell is alluring and you have an overwhelming desire to go in and try the
pastries. The sign on the door reads " Mama Lois's Bakery. Special of the
day, Pecan Pie."
A guest is relaxing in the quarters provided them by the Master of the keep.
[*]<2073hp 2627sp 1748st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
To the south you see the general store where miscellaneous things such as
torches and containers can be purchased. A few broken old boxes litter the
floor in front of the store waiting for the trash collection. There are
more shops to the east and west, you can also smell the scent of alcohol
rather strongly to the west.
A guest is relaxing in the quarters provided them by the Master of the keep.
[*]<2073hp 2627sp 1747st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You step in vomit and are almost knocked over by a fight breaking out
here. By the smell you guess that this is where the bar is, and sure enough
the sign to the south reads " Moe's Tavern ". As you glance over the place
you see some very attractive men and women eying you. If it tickles your
fancy, why not go in for a drink or two ?
[*]<2073hp 2627sp 1746st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
Patrons of the castle and foreigners are crowded around the southern room
to see the new headlines and complaints in the board room to the south.
Perhaps you can push your way through the croud to see what all the
excitement is about.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
[*]<2073hp 2627sp 1745st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
People are coming from the door to the south carrying letters and
packages. Some of them appear to be pleased while others are grumbling and
muttering, they must have recieved bills or some other unwanted item. To
the east and west are merchants selling different little trinkets and greasy
food. There is a sign beside the door that proclaims this to be the post
office.
A castle guard tries to keep alert during his long shift.
[*]<2073hp 2627sp 1744st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
In the southern section of the room there is a barbers candystripe pole
and a few people waiting in a line. The candystripe pole is turning at a
rapid pace, making it almost hypnotic to stare at it for too long. The
patrons here look like they have been charmed by the dancing lights.
A kender vagrant verbally abuses those who pass by.
[*]<2073hp 2627sp 1743st>
west
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This is the western edge of the marketstrip affectionatly referred to by
the commoners as " the drag ". Lesser merchants sit along the side of the
hall setting up shop while others still further down the hall are obviously
open for business. To the south is a room lined with magical storage
lockers.
[*]<2073hp 2627sp 1742st>
west
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few people wander around here with money in hand. You must be getting
close to a marketplace or something of the like. A few ladies show off some
of their new hairstyles or trinkets they've purchased. If you listen
closely you can hear the sound of merchants and shoppers haggling over
prices.
[*]<2073hp 2627sp 1741st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A fog rolls around your feet and up the walls, clinging to everything
with shape or texture. The feeling is eerie at best and almost makes you
want to turn back. You are still curious about where the fog is coming from
and why there would be fog inside the keep.
[*]<2073hp 2627sp 1740st>
west
A Fog Filled Room - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
You have reached the source of the fog. The southern wall is emitting a
slowly rolling fog from the walls that outline the outline of a circular
passageway big enough for a single person to crawl through. There is a
keyhole in the shape of a spider above the outline of the passage.
One of the local dancers is here showing some wild dance moves.
[*]<2073hp 2627sp 1739st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The air becomes a little more difficult to breathe as a fog rolls in. A
chill flows through your body as the fog seems to wrap around your limbs and
tickles your skin. It is an uneasy feeling though, one that is also almost
enticing.
[Clan 108] (Q) ***Delise @~Armov's Gnome~@ is here, mounted on a young pegasus, fighting a fey noble.
[Clan 149] **Aerii *}{I feel you creeping up again, {in my head}{* is here, fighting a fey noble.
a fey noble is here, fighting Aerii.
[*]<2073hp 2627sp 1738st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The castle hallway continues along here with maids and servants wandering
the halls on their spare time. Some speak of a hidden hallway somewhere
near. Their voices quiver and sound uneasy as they speak of the supposed
hidden hallway. Some of them look over their shoulders, as if they suspect
someone of following them.
[*]<2073hp 2627sp 1737st> Your blood freezes as you hear something's death cry from the east.
[*]<2073hp 2627sp 1737st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few of the castle guests walk along the hall and discuss business
matters concerning Lord Maldra. You nod politely to them as you pass, but
they pay you no real attention. You can't see anything out of the ordinary
in this room, yet it gives you a very uneasy feeling for some reason.
[*]<2073hp 2627sp 1736st>
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There are torches placed inside finely crafted sculptures of ogre sized
hands lined along the hall. It makes you feel a little uneasy, but you are
quite confident that they are only sculptures. Although when you look again
you see that some of the hands are holding large rocks - as if to throw
them!
[*]<2073hp 2627sp 1735st>
east
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few of the castle guests walk along the hall and discuss business
matters concerning Lord Maldra. You nod politely to them as you pass, but
they pay you no real attention. You can't see anything out of the ordinary
in this room, yet it gives you a very uneasy feeling for some reason.
[*]<2073hp 2627sp 1734st>
east
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The castle hallway continues along here with maids and servants wandering
the halls on their spare time. Some speak of a hidden hallway somewhere
near. Their voices quiver and sound uneasy as they speak of the supposed
hidden hallway. Some of them look over their shoulders, as if they suspect
someone of following them.
[*]<2073hp 2627sp 1733st>
east
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The air becomes a little more difficult to breathe as a fog rolls in. A
chill flows through your body as the fog seems to wrap around your limbs and
tickles your skin. It is an uneasy feeling though, one that is also almost
enticing.
Some drops of blood are on the ground.
[Clan 108] (Q) ***Delise @~Armov's Gnome~@ is here, mounted on a young pegasus.
[Clan 149] **Aerii *}{I feel you creeping up again, {in my head}{* is here.
[*]<2073hp 2627sp 1732st>
x
You level a serpent wand at Aerii and speak a sharp word of command.
A swirling vortex of prismatic lightning sucks Aerii, shrieking, back into her own plane of existence.
[*]<2073hp 2627sp 1732st>
say :D
':D' you say.
south
A Maze of Twisty Passages - N NE
(-------------------------------------------------) W <---(M)-D-> E
WARNING: You are in a CHAOTIC PLAYER KILLING room. SW S -
You are in a maze of twisty little passages, all alike.
[*]<2996hp 3350sp 2456st>
down
A Small, Nondescript Cave - - -
(-------------------------------------------------) - <-U-(M)---> -
- - -
You have entered a small cave carved out of some sort of stonelike
etheric material. The walls are translucent; it seems as if you can see
the swirling mists of the Ethereal Void through them. There is absolute
silence here, making it the perfect place for meditation and contemplation
on the mysteries of life. A large triangle drawn with some kind of silvery
paint is in the center of the cave.
**A wisened old man is sitting, legs crossed, in the middle of the triangle.
A wise old hermit's eyes open slowly.
'Welcome, my friend, to Nirvana.' a wise old hermit says to you.
'You seem to have gotten yourself into a bit of a predicament.' a wise old hermit says to you.
'Would you like me to restore you to the world of the living?' a wise old hermit asks you.
[*]<2996hp 3350sp 2454st>
say yes
'Yes' you say.
A wise old hermit says, 'So be it then.'
A wise old hermit raises a withered hand and slowly points it at you...
The Powers take pity on you and restore your soul to your body.
Sanctuary - N -
(-------------------------------------------------) - <---(M)---> E
- S -
This is a rather crowded sanctuary within Lord Maldra's Keep. Various
insignia devoted to the five major Powers decorate the walls. Several small
cots intended for patients sit in the northern half of the room. A large
all-seeing eye adorns the north wall, over which a banner reads, 'The Powers
Are Always Watching'.
You sense a hidden life form in the area.
[Clan 28] **Quintessa I Love you I Hate you I Can't live without you is here.
**Elan Einlhander is here.
[Clan 30] [AWAY] *Sadiri, I'll honk you berra tara den my favorite cheese is resting here.
A cleric stands here healing weary travelers.
A warm, soothing glow surrounds you for a moment, then dissipates.
[*][SAFE]<2043hp 2326sp 1534st>
sta
You scramble to your feet.
[*][SAFE]<2043hp 2326sp 1534st>
hold all
You hold a spellbook bound in blue leather in your left hand.
You hold a serpent wand in your right hand.
You wear a bracelet of the elements around your left wrist.
You dissolve into nothingness.
You wear a witch's cloak on your body.
You wear a burlap sack full of kittens as a shield.
You hold a banner displaying a lolstika.
You wear the cape of terror about your body.
You wear a ring of wizardry on your left finger.
You wear a seashell-covered helm on your head.
You wear the belt of pain about your waist.
You wear the boots of the fish on your feet.
You wear a baldric band on your arms.
You feel a sharp prickling on the back of your neck as your senses are heightened.
You wear the gloves of alchemy on your hands.
You wear a set of splinted cuisses on your legs.
You wear a ring of wizardry on your right finger.
[*][SAFE]<2043hp 2326sp 1534st>
hold all
You wear a holy symbol of Vandyne around your neck.
You begin glowing with a bright light!
[*][SAFE]<2043hp 2326sp 1534st>
i
You are carrying:
an old, battered canteen
( 3) a gnomish miner's bag (new)
a woven gold bag (new)
a yellow silk bag (new)
a black silk bag (new)
a blue silk bag (new)
a red silk bag (new)
Vandemaar's Trunk (new)
A total of 10 items weighing 12 stones, 11 pebbles (168pb gold weight)
You may carry a maximum of 57 items weighing up to 23 st, 0 pb.
[*][SAFE]<2067hp 2576sp 1801st>
eq
You are using:
<used as light> a banner displaying a lolstika (slightly worn) (lit)
<worn on finger> a ring of wizardry (new)
<worn on finger> a ring of wizardry (used)
<worn around neck> (Invisible) a holy symbol of Vandyne (used)
<worn on body> a witch's cloak (falling apart)
<worn on head> a seashell-covered helm (worn)
<worn on legs> a set of splinted cuisses (worn)
<worn on feet> the boots of the fish (slightly worn)
<worn on hands> the gloves of alchemy (slightly worn)
<worn on arms> a baldric band (used)
<worn as shield> a burlap sack full of kittens (new)
<worn about body> the cape of terror (damaged)
<worn about waist> the belt of pain (slightly worn)
<worn around wrist> a bracelet of the elements (used)
<right hand> a serpent wand (new)
<left hand> a spellbook bound in blue leather (new)
Current Armor Resistance (AR):
(Head ) Pierce: 73 Bash: 70 Slash: 72 Exotic: 71
(Torso ) Pierce: 65 Bash: 64 Slash: 66 Exotic: 64
(Arms ) Pierce: 65 Bash: 64 Slash: 66 Exotic: 64
(Legs ) Pierce: 67 Bash: 63 Slash: 66 Exotic: 65
Equipped weapon damage:
With your knowledge of 'hand to hand', you may cause up to 188 points of damage against 0 ar.
Excepting defenses and dynamic modifiers, you will hit 79% of the time.
[*][SAFE]<2067hp 2576sp 1801st>
A friendship-ring with the name Aiyana etched on it Ayri is wearing hums softly for a moment, then quiets down.
[*][SAFE]<2067hp 2576sp 1801st>
where
You are currently in: Maldra Keep
Visible player(s) near you:
Kaine (Walking on Unholy Ground)
Xane (End of a Long Line)
Aerii (A Nicely Lit Hallway)
Damone (End of a Long Line)
Delise (A Nicely Lit Hallway)
[*][SAFE]<2067hp 2576sp 1801st>
sta
You are already standing.
[*][SAFE]<2067hp 2576sp 1801st>
sneak
You attempt to move more silently.
[*][SAFE]<2067hp 2576sp 1801st>
sneak
You attempt to move more silently.
[*][SAFE]<2067hp 2576sp 1801st>
sneak
You're already sneaking whenever possible.
[*][SAFE]<2067hp 2576sp 1801st>
c haste
You begin to speak the words of the spell...
[*][SAFE]<2067hp 2576sp 1801st>
You have completed your casting.
A feather from a roc flares brightly and vanishes!
You begin moving much faster, almost seeming to blur.
[*][SAFE]<2067hp 2516sp 1801st>
c levi
You begin to speak the words of the spell...
[*][SAFE]<2067hp 2516sp 1801st>
You have completed your casting.
A feather from a roc flares brightly and vanishes!
Your feet rise a few inches off the ground.
[*][SAFE]<2067hp 2488sp 1801st>
s
Smokey Room - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Several prophets sit atop high pedestals smoking some sort of plant out
of a community pipe. They claim to see visions and scribe down sketches on
paper and attempt to tell the future. You figure this must be the easiest
job in the world, and look for an application.
A feather from the wing of an angel lies here.
[*]<2067hp 2488sp 1800st>
s
Prophecy Rooms - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Several unimportant priests and apprentice prophets read books and learn
the art of divine visions through the art of inhaling deeply the essence of
the juato plant. A few of the castles guards and guests occassionally pop
their heads in to see what is going on, but for the most part this is a
secluded room.
An enchanted mirror hangs shimmering brilliantly on the wall here.
[*]<2067hp 2488sp 1799st>
e
Smokey Room - N -
(-------------------------------------------------) W <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Several prophets sit atop high pedestals smoking some sort of plant out
of a community pipe. They claim to see visions and scribe down sketches on
paper and attempt to tell the future. You figure this must be the easiest
job in the world, and look for an application.
The sliced off tail of a black unicorn is lying here.
The bloody, severed head of Xane is lying here.
Pieces of a shattered boulder lie scattered about here.
( 2) A small boulder lies on the ground here.
The bloody, severed head of Neostar is lying here.
[*]<2067hp 2488sp 1798st>
sca
A prophet is right here to the north.
A giggling child is right here to the north.
A cyclonic column of air is right here to the north.
A fire elemental is right here to the north.
You don't see anything to the west.
[*]<2069hp 2546sp 1800st>
op east
You open the east door.
[*]<2069hp 2546sp 1800st>
sca
A prophet is right here to the north.
A giggling child is right here to the north.
A cyclonic column of air is right here to the north.
A fire elemental is right here to the north.
A dirty rat is right here to the east.
Damone [Player] is close by to the east.
Xane [Player] is close by to the east.
A young pegasus is close by to the east.
An alert castle guard is close by to the east.
Puruse, the Archon Hunter is close by to the east.
You don't see anything to the west.
[*]<2069hp 2546sp 1800st>
l east
Entrance to the Hall of Prophecy - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is some low chanting coming from the room to the west. Judging
from the sign on the door you figure this is the room where the prophets
meditate, drink strange teas, and inhale fumes to heighten their senses. A
few stories have reported their accuracy at being less than ten percent.
A dirty, smelly, lice infested rat is searching for food here.
[*]<2069hp 2546sp 1800st>
e
Entrance to the Hall of Prophecy - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is some low chanting coming from the room to the west. Judging
from the sign on the door you figure this is the room where the prophets
meditate, drink strange teas, and inhale fumes to heighten their senses. A
few stories have reported their accuracy at being less than ten percent.
A dirty, smelly, lice infested rat is searching for food here.
[*]<2069hp 2546sp 1799st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Three old crones stand here bickering about what colors to weave and what
story to tell as they relentlessly pace on with their tale. You guess they
must be precogs and have been here for many centuries weaving away the story
of the world. From what you see, there is a struggle of power from a mighty
wizard lord against Lord Agrippa. What the ladies argue about is the final
outcome of the battle. Is there anything you can do to stop this from
happening?
A huge boulder covered in ice sits here.
An assistant to the chef races around washing dishes and preparing meals.
A dirty, smelly, lice infested rat is searching for food here.
[*]<2069hp 2546sp 1798st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This wall contains the last part of a three piece storyline woven into
fabric. Bright, beautiful colors were used to depict the fall of Cassandra
and the rise of Lord Agrippa. A few other minor details are woven into the
story, but you see three older ladies to the north weaving a darker more
desolate future for the land. You must see what they fortell for your
world.
*A young pegasus is here, gliding along on an air current.
[*]<2069hp 2546sp 1797st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This section of the hall continues the story of this world, begining with
the druids and leading up to the section of the tapestry in this room.
Here, woven into the story is a battle of the Faerie folk and Riga. From
what you gather he banished the faeries into another plane of existance. A
little further down a mage, the story goes, overthrew Riga and took control
of a book of powerful spells. The end of this piece of tapestry shows the
Faerie folk heading a second attack.
[*]<2069hp 2546sp 1796st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The walls are lavishly adorned with tapestries that depict battles long
since past. As you study the tapestries you see that they seem to show a
story involving some druids, some sort of light colored tower and the twin
moons. There are several older ladies making careful repairs to some places
in the tapestries that have become worn or soiled.
An assistant to the chef races around washing dishes and preparing meals.
*A red robed prophet is here attempting to look all knowing.
[*]<2069hp 2546sp 1795st>
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. SW S -
There is a dank smelling odor coming from the western passageway. The
door looks like it hasn't been opened in years perhaps. The sign on the
door alerts you to the fact that it is an old storage room, now condemned
because of a severe rat infestation. A faint sound of raking on the door
alerts you to the fact that something is in there and can smell you .
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1794st>
s
A Hallway Lined with Red Carpet - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Red carpet lines the floor of the room and leads to the throne room far
to the north. This section of the keep is heavily patroled by the guards
who are keeping a watchful eye on visitors. There are polished marble
benches with thick cushions on them placed along the walls where persons
desiring an audience with the Lord of the Keep may wait.
[*]<2069hp 2546sp 1793st>
s
A Guarded Set of Double Doors - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To your north are a set of double doors, there are a pair of guards
stationed beside them keeping a sharp eye on those that enter the northern
portion of the hall. You can see another set of doors which are also
guarded to your east. Since the throne rooms are to the north you can
understand the need for guards stationed to watch over those that go near
them.
[*]<2069hp 2546sp 1792st>
s
A Reading Room - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the east children and adults run to get the latest issue or copy of
their favorite book. To the west thieves and beggars hang out waiting for
donations from travelers. To the south several birds and larger creatures
fly around the room. To the north, a room contains a few guards and a set
of double doors.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1791st>
s
Show Room - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This room has a number of very rare birds housed in cages on display.
Some of them are tiny, about the size of your thumb, while others are quite
large and have wicked looking beaks and talons. The birds come in every
color imaginable, many of them have feathers of a single color, yet there
are others that look like a flying rainbow. They all appear to be very well
cared for and there are a couple of attendants who can answer any questions
you might have about the birds.
An assistant to the chef races around washing dishes and preparing meals.
[*]<2069hp 2546sp 1790st>
s
Artist's Corner - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is an artist here making drawings of different people as they pass.
He also has a table set up where he is working on a bust of someone in clay.
A number of drawings and paintings are on display, as you study then you
conclude that this man has a great deal of talent at what he does.
[*]<2069hp 2546sp 1789st>
s
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
[*]<2069hp 2546sp 1788st>
s
You cannot move in that direction.
[*]<2069hp 2546sp 1788st>
s
You cannot move in that direction.
[*]<2069hp 2546sp 1788st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You are immediately north of the entrance to the Keep. This is a fairly
large room with walls of an odd colored stone, you can't recall having seen
anything like this before. There are globes of light set into recesses near
the top of the wall.
[*]<2069hp 2546sp 1787st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You have entered a long hallway that stretches farther than you can see.
The walls are crafted of a shimmering black stone which bears great
resemblance to tourmaline. There are smooth recesses near the ceiling that
contain dim globes of light. Having never seen stone quite like this before
you ponder where it may have come from.
[*]<2069hp 2546sp 1786st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The darkness begins to grow as you venture further from the entrance to
the keep. You notice that the recesses for the dim globes of light are
fewer and farther between than they were in the previous section of hall.
There are various noises echoing all around you, the source of those noises
is impossible to determine just yet.
A small orange ball with a fuse sticking out of it has been dropped here.
A small black ball with a fuse sticking out of it has been dropped here.
[*]<2069hp 2546sp 1785st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The dim light has faded out and the hall is totally dark now. You can
hear various noises from all around but it is impossible to tell what is
making them. Keeping a hand on the wall to help feel your way along is very
necessary. Something on the north wall feels just a bit different than
everything else does.
[*]<2069hp 2546sp 1784st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
As you continue your journey down the hall, you wonder why someone would
want to make it so dark in here. What could someone possibly want to hide
in this hallway? The air here feels heavy with moisture and the walls are
slightly damp. If you don't pay close attention to your footing you may
well find yourself sitting down unexpectedly.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1783st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This section of the hall is quite dark, as if someone were trying to hide
something here. There is the slightest hint of a draft coming from the
north, perhaps locating the source would be a good idea. The southern wall
appears to have suffered some damage in a skirmish at some time. There are
several places where various sized pieces of stone are missing.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1782st>
w
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The hallway continues east and west, but now you can see a faint light
comming from the west end of the hallway. The walls are cool and made of
smooth, dark colored stone. You can hear various noises echoing around you
but are unable to determine what might be making them.
[*]<2069hp 2546sp 1781st>
w
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The light off to the west is now strong enough to notice that there are
small insects crawling on your body. This is truely a disgusting place.
Once again you are in a section of hallway that has some dim globes of light
set in recessed places near the top of the walls. The walls are cut from a
shining black stone that is quite smooth and cool to the touch. The air in
this area is quite still and smells slightly musty.
A castle guard tries to keep alert during his long shift.
[*]<2069hp 2546sp 1780st>
w
A Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The globes of light in this area are dimly shining off the glistening
black stone of the walls. You can see what appears to be a bend in the hall
a little way to the west. For some reason you feel not quite at ease here
even though there is nothing to suggest that you should be afraid.
[*]<2069hp 2546sp 1779st>
w
A Turn in the Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This is a brightly lit corner in the hall, the walls are shining brightly
from the smooth recessed lights near the top of the ceiling. In each of the
recesses you see a curious looking globe of light, they appear to be magical
in nature. To the north you can hear the sounds of children and animals
among other things.
[*]<2069hp 2546sp 1778st>
A tremendous sonic BOOM shakes the area to its very core.
[*]<2069hp 2546sp 1778st>
where
You are currently in: Maldra Keep
Visible player(s) near you:
Kaine (Standing Before a Large Tarot Card)
Elan (Sanctuary)
Xane (End of a Long Line)
Sadiri (Sanctuary)
Aerii (Standing Before a Large Tarot Card)
Quintessa (Sanctuary)
Damone (End of a Long Line)
Ayri (Sanctuary)
Delise (Standing Before a Large Tarot Card)
Zei (Sanctuary)
[*]<2069hp 2546sp 1778st>
alias
Currently defined aliases:
1. 'waer' performs action 'wear'
2. 'cs' performs action 'c 'counterspell''
3. 'pl' performs action 'c 'plague''
4. 'po' performs action 'c 'poison''
5. 'cc' performs action 'c 'cure critical''
6. 'rr' performs action 'c 'cure light' ixlone'
7. 'sn' performs action 'snare snare'
8. 'ref' performs action 'c 'refresh''
9. 'call' performs action 'c 'call lightning''
10. 'curse' performs action 'c 'curse''
11. 'll' performs action 'c 'cure light''
12. 'tf' performs action 'throw flash'
13. 'bl' performs action 'c 'blindness''
14. 'db' performs action 'drink blind'
15. 'at' performs action 'alliance talk'
16. 'dm' performs action 'c 'dispel magic''
17. 'di' performs action 'cast 'detect invisibility''
18. 'dt' performs action 'drop trap'
19. 'ab' performs action 'c 'acid blast''
20. 'shi' performs action 'combat defense shield'
21. 'warn' performs action 'snare warn'
22. 'rs' performs action 'c 'room shield''
23. 'tg' performs action 'throw glit'
24. 'x' performs action 'c 'heal''
25. 'cp' performs action 'c 'cure poison''
26. 'cd' performs action 'c 'cure disease''
27. 'web' performs action 'c 'web''
28. 'gg' performs action 'put all.root sash'
29. 'rc' performs action 'c 'remove curse''
30. 'heal' performs action 'c 'heal''
31. 'ch' performs action 'c 'heal''
32. 'ie' performs action 'c 'heal''
33. 'cb' performs action 'c 'cure blindness''
34. 'we' performs action 'c 'weaken''
35. 'md' performs action 'c 'magic dart''
36. 'da' performs action 'c 'dispel area''
37. 'tb' performs action 'throw boom'
38. 'soul' performs action 'say Icanda hom ganda standa'
39. 'cop' performs action 'say Free the inner powers of the globe'
40. 'iw' performs action 'c 'ice wind''
41. 'glacier' performs action 'say time is everlasting but evil is not, the evil that grows here must be defeated'
42. 'how' performs action 'c 'hands of wind''
43. 'fw' performs action 'c 'flame wind''
44. 'tele' performs action 'c 'teleport''
45. 'sf' performs action 'ship fire'
46. 'foxxy' performs action 'ct />Foxxy is Supahawt<'
47. 'jj' performs action 'c 'cure light' jorem'
48. 'is' performs action 'c 'ice storm''
49. 'ra' performs action 'c 'read aura''
A total of 49 aliases.
[*]<2069hp 2546sp 1778st>
alias x use wand aerii
Alias 'x' has been realiased to 'use wand aerii'.
[*]<2071hp 2591sp 1782st>
east
A Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The globes of light in this area are dimly shining off the glistening
black stone of the walls. You can see what appears to be a bend in the hall
a little way to the west. For some reason you feel not quite at ease here
even though there is nothing to suggest that you should be afraid.
[*]<2071hp 2591sp 1781st>
east
east
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The light off to the west is now strong enough to notice that there are
small insects crawling on your body. This is truely a disgusting place.
Once again you are in a section of hallway that has some dim globes of light
set in recessed places near the top of the walls. The walls are cut from a
shining black stone that is quite smooth and cool to the touch. The air in
this area is quite still and smells slightly musty.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1780st>
east
east
east
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The hallway continues east and west, but now you can see a faint light
comming from the west end of the hallway. The walls are cool and made of
smooth, dark colored stone. You can hear various noises echoing around you
but are unable to determine what might be making them.
[*]<2071hp 2591sp 1779st>
east
east
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This section of the hall is quite dark, as if someone were trying to hide
something here. There is the slightest hint of a draft coming from the
north, perhaps locating the source would be a good idea. The southern wall
appears to have suffered some damage in a skirmish at some time. There are
several places where various sized pieces of stone are missing.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1778st>
east
east
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
As you continue your journey down the hall, you wonder why someone would
want to make it so dark in here. What could someone possibly want to hide
in this hallway? The air here feels heavy with moisture and the walls are
slightly damp. If you don't pay close attention to your footing you may
well find yourself sitting down unexpectedly.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1777st>
east
east
A Dark Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The dim light has faded out and the hall is totally dark now. You can
hear various noises from all around but it is impossible to tell what is
making them. Keeping a hand on the wall to help feel your way along is very
necessary. Something on the north wall feels just a bit different than
everything else does.
[*]<2071hp 2591sp 1776st>
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The darkness begins to grow as you venture further from the entrance to
the keep. You notice that the recesses for the dim globes of light are
fewer and farther between than they were in the previous section of hall.
There are various noises echoing all around you, the source of those noises
is impossible to determine just yet.
A small orange ball with a fuse sticking out of it has been dropped here.
A small black ball with a fuse sticking out of it has been dropped here.
[*]<2071hp 2591sp 1775st>
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You have entered a long hallway that stretches farther than you can see.
The walls are crafted of a shimmering black stone which bears great
resemblance to tourmaline. There are smooth recesses near the ceiling that
contain dim globes of light. Having never seen stone quite like this before
you ponder where it may have come from.
[*]<2071hp 2591sp 1774st>
A Dimly Lit Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You are immediately north of the entrance to the Keep. This is a fairly
large room with walls of an odd colored stone, you can't recall having seen
anything like this before. There are globes of light set into recesses near
the top of the wall.
[*]<2071hp 2591sp 1773st>
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
[*]<2071hp 2591sp 1772st>
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
[*]<2071hp 2591sp 1771st>
Southeastern Castle Wing - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This eastern section of the southern hallway is lined with castle guards
taking shifts doing their rounds and keeping the general peace. There are
also several various other people passing through the area while going about
their business. The hallway is very well lighted with lanterns hanging from
hooks at regular intervals.
[*]<2071hp 2591sp 1770st>
The Guard Post - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the south is the entrance to the room that the guards refer to as "The
Nest." It is a room where the guards who are assigned to accompany the Lord
of the Keep on any excursions wait until they are summoned. This set of
rooms tends to be rather stuffy and hot which makes the guards within very
short tempered.
[*]<2071hp 2591sp 1769st>
The Guardposts - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There are several guards lounging here, waiting to take their turn on
active duty in the guardpost. Some of them are playing various dice or
board games, others are whittling and one or two are even dozing a bit.
There are tables and chairs set against the wall for them to use while they
wait.
[*]<2071hp 2591sp 1768st>
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Along the wall to the east are spaces in the stone, which you guess are
used for the archers or possibly even sorcerers defending the castle. There
are some charred and jagged sections of the wall leading you to believe that
this castle has been attacked at least once before.
You sense a hidden life form in the area.
[*]<2071hp 2591sp 1767st>
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
You see several work tables set up in small alcoves that are located off
of the main hallway. They are set up for different tasks, some have
whetstones for sharpening weapons or tools, others are set up to make
repairs to armor or leather goods. Guards and various craftsmen are working
in several of the alcoves, many of them look up and nod as you pass them.
*A short female cleric wanders the halls aimlessly.
[*]<2071hp 2591sp 1766st>
where
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This particular section of the corridor is quite dark, someone has either
let the torches burn out or has extinguished them. There are low moans
coming from somewhere close by, you begin to suspect that someone
extinguished the torches. Perhaps it would be wise to move on and leave
whoever is here in peace.
(Pink Aura) *A muscular centaur stands here, staring at you suspiciously.
[*]<2071hp 2591sp 1765st>
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This is where many of the castle guards hang out and play a few rounds of
poker or an odd version of blackjack. When you are spotted, they all stop
their activities and stare at you as you walk by. Some strange feeling that
you can't quite place causes you to feel rather nervous.
[*]<2071hp 2591sp 1764st> You are currently in: Maldra Keep
Visible player(s) near you:
Kaine (Long Hallway)
Elan (Sanctuary)
Xane (End of a Long Line)
Sadiri (Sanctuary)
Aerii (A Torch Lined Hallway)
Quintessa (Sanctuary)
Damone (End of a Long Line)
Ayri (Sanctuary)
Delise (A Torch Lined Hallway)
Zei (Sanctuary)
[*]<2071hp 2591sp 1764st>
east
A Long Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few beggars and their children sit here and pretend to be handicapped
or veterans of battles gone by to get your sympathy. You see through their
ploy almost immediately and warn them to leave before you give them cause to
regret trying to dupe people. The hallway continues to your east and west
and is fairly well lit.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1763st>
east
A Brightly Lit Section of the Hall - # -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
To the north is the bank, you notice that this section of the hallway
seems to be heavily patroled by guards. There are a large number of people
entering and leaving the bank. To the east the hall turns a corner
continues on to the north. A long, somewhat dim corridor, runs to the west.
[*]<2071hp 2591sp 1762st>
east
The End of the Corridor - N -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
To the north you see a shimmering, almost wavering image of a misty
graveyard, complete with skeletons and zombies. They seem to have no
substance though, from this distance at least. To the west there is a
bright light, and you can tell the bank is just around the corner.
[*]<2071hp 2591sp 1761st>
east
east
You cannot move in that direction.
[*]<2071hp 2591sp 1761st>
east
You cannot move in that direction.
[*]<2071hp 2591sp 1761st> You cannot move in that direction.
[*]<2071hp 2591sp 1761st>
north
A Well Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Eerie sounds can be heard both from the north and the south, but it is
hard to tell which sound is comming from the north and which from the south.
You are sure you hear the scraping of bone on wood, or maybe bone on stone.
You also hear the sound of popping and cracking. Judging from what is
around you, you must be in a strange section of the neighborhood.
[*]<2071hp 2591sp 1760st>
north
Walking on Unholy Ground - N -
(-------------------------------------------------) - <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Steam and eldritch vapors rise from the soft ground in this seemingly
outdoors section of the castle, although you know for a fact that you
haven't stepped outside. There must be some powerful illusion at work here.
An unholy aura radiates darkness throughout the area. On the bones of an
unfortunate adventurer is carved a message, perhaps it can prevent what
happened to him from happening to you. Maybe you should read the message.
[*]<2071hp 2591sp 1759st>
north
A Well Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Eerie sounds can be heard both from the north and the south, but it is
hard to tell which sound is comming from the north and which from the south.
You are sure you hear the scraping of bone on wood, or maybe bone on stone.
You also hear the sound of popping and cracking. Judging from what is
around you, you must be in a strange section of the neighborhood.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
[*]<2071hp 2591sp 1758st>
north
A Well Lit Section of the hallway - N -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the west, small colored lights dance and crackle as if they are
dancing to some song that only they can hear. There is carving that looks
like a mischevious imp mounted at eye level on the door. Beside the door is
a sign stating that this is a magic shop. You are quite startled when the
supposed carving speaks up and invites you to enter the shop.
[*]<2071hp 2591sp 1757st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a strong wind coming from an opening in the southern wall,
making it hard to distinguish any smells and odors that may give you a clue
what lies to the north. The southern passage is well lighted with few
people carrying out business in this section of the castle.
One of the local dancers is here showing some wild dance moves.
[*]<2071hp 2591sp 1756st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) # <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the west there is the hospital. The aroma of sanitation and disease
definitely do not mix well. Your attention is more focused to the east
where a large marble door stands. You couldn't quite place it before but
now you know for sure that that smell is. A five pronged green leaf is
etched on the floor. You laugh uncontrollably as you freely inhale the
smoke coming from the room to the east. Before you beat down the door to
get in, why not read the warning sign first?
*One of the draconian architects wanders around looking for a new place to build.
[*]<2071hp 2591sp 1755st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The smell of old people and the hospital are definitely coming from the
south. It makes you a little nauseous thinking about it, so you turn your
focus back to the other enticing smell. You start to giggle a little as you
realize what it is again.
*One of the draconian architects wanders around looking for a new place to build.
[*]<2073hp 2627sp 1764st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a strange mix of odors here. One is the definite odor of a
hospital and old people, the other, you can't quite place yet. You know you
recognize that smell, what on earth can it be, although you rack your brains
you are still unable to think of what it is.
[*]<2073hp 2627sp 1763st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The hallway continues north towards the faint sound of clanging metal,
and south towards a faint smell you recognize, but cant quite place. It is
more like a mix of aromas that should not be mixed together. Your curiosity
piqued, you decide that you must determine either the cause of the sounds or
what that smell is.
A local patron searches for Lord Maldra to discuss business.
[*]<2073hp 2627sp 1762st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the north can be heard the annoying sound of metal striking metal.
That can only mean there is either a training room or a blacksmith close by.
Either way, it is giving you a mild headache. To the east is an extremely
strange door with the carvings of the zodiac signs on it. Upon closer
inspection, libra, the symbol of balance, speaks ever so softly. Maybe you
can read her lips to get the message.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
[*]<2073hp 2627sp 1761st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) # <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The pounding of metal is causing your head to throb and your patience to
wear thin. The noise is not right somehow as a professional would know how
to strike metal in just the right spot as not to cause such an audible
nuisance. You feel compelled to enter the shop and give him a piece of your
mind, or sword.
[*]<2073hp 2627sp 1760st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Clanking and banging can be heard from the southern section of the
hallway, which leads you to believe there is a blacksmith near. To the
north music and singing are heard, and with the mixing of the smithy's
noise, you are begining to get an unbelievable headache, the throbbing in
time with the smithy's hammer hitting the anvil.
[*]<2073hp 2627sp 1759st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a corridor to the west that leads to a staircase. The passages
to the north and south look well lit and rather safe to travel through. You
figure that you will come upon more doors similar to the strange ones you
have already encountered if you take the northern or southern passage. The
western one, however looks interesting as well.
Some drops of blood are on the ground.
*A short female cleric wanders the halls aimlessly.
[*]<2073hp 2627sp 1758st>
north
Standing Before a Large Tarot Card - N -
(-------------------------------------------------) - <---(M)---> #
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The door to the east is made from a thick waxy form of paper, almost like
a playing card. Drawn beautifully on the card is the image of two lovers,
running in a field. Surrounding the larger card are a number of other cards
depicting wands, cups, pentacles, and swords. Not many have the gift of
tarot reading and you don't even dare try. To your surprise though the
image of the lovers wavers and they step from the card and stand directly in
front of you. You seem to hear a voice in your mind asking you to
concentrate on reading their minds.
[*]<2073hp 2627sp 1757st>
north
A Nicely Lit Hallway - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This is a nicely lit, relatively clean area of the hall. There is a
small group of minstrels who are singing and telling stories in the hope of
earning enough coin to buy a meal. They are really quite good and you
consider dropping a few small coins into their collection bowl.
*A red robed prophet is here attempting to look all knowing.
[*]<2073hp 2627sp 1756st>
north
Graffiti Room - N -
(-------------------------------------------------) - <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Children dart in and out of this room, giggling and laughing. You think
it might be because you have some food caught in your teeth, but you notice
the writing on the walls. This is an area of the castle referred to as the
graffiti room. Random words are scattered on the walls, as are lude
comments about various persons that you have never heard of. There are also
some rather amusing drawings scattered about on the walls.
[*]<2073hp 2627sp 1755st>
north
End of the Hallway - - -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The hallway ends here and turns south and west. To the west you hear
faint voices that can not be distinguished from such a distance. To the
south you hear mixed voices of citizens and guards. The torches to the west
light the way nicely, and to the south mirrors set at angles with torches
reflect the light extremely well. You believe this is called tract
lighting. Some chairs and pillows would fit quite well here.
[*]<2073hp 2627sp 1754st>
north
You cannot move in that direction.
[*]<2073hp 2627sp 1754st>
north
You cannot move in that direction.
[*]<2073hp 2627sp 1754st>
north
You cannot move in that direction.
[*]<2073hp 2627sp 1754st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The hallway to the east is coming to an end. To the west you can hear
the voices of townspeople and castle workers, but you are unsure of what
they are doing. Perhaps you should check it out. You have found yourself
plunged into an inky blackness! From the west come the sounds of people
bustling about and loud hoots of laughter. The darkness seems almost
magical, in fact it makes your skin tingle a bit. Why is this one small
section of hall so very dark? Has something been hidden here?
[*]<2073hp 2627sp 1753st>
west
west
west
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Several people walk past you on their way both east and west. Either
they have their hands full of what appears to be useless junk or apparently
on their way to buy some useless junk. Care to join them ?
[*]<2073hp 2627sp 1752st>
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
You are near the eastern end of an area of the keep commonly known as
"the drag". This is an area where there a number of shops and offices for
the convenience of the locals. People are busily rushing here and there all
around you and shopkeepers are trading bawdy jokes at the top of their
lungs.
[*]<2073hp 2627sp 1751st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You are near the eastern end of an area of the keep commonly called "the
drag". The hall continues to the east and west, to the south is the local
chapter of the guildhall. Here you may receive training in various skills
and in spellcraft.
[*]<2073hp 2627sp 1750st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You can tell, by the smell alone, that the southern door leads to a
tobacco shop. There is a wide assortment of pipes and cigars in the glass
window which you find to be quite interesting. The cloud of smoke drifting
out the door smells rather sweet, there is something strange about it that
you can't quite put your finger on.
[*]<2073hp 2627sp 1749st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a small bakery to the south which sells small cakes and other
baked goods at reasonable prices. Reasonable to the owner that is. The
smell is alluring and you have an overwhelming desire to go in and try the
pastries. The sign on the door reads " Mama Lois's Bakery. Special of the
day, Pecan Pie."
A guest is relaxing in the quarters provided them by the Master of the keep.
[*]<2073hp 2627sp 1748st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
To the south you see the general store where miscellaneous things such as
torches and containers can be purchased. A few broken old boxes litter the
floor in front of the store waiting for the trash collection. There are
more shops to the east and west, you can also smell the scent of alcohol
rather strongly to the west.
A guest is relaxing in the quarters provided them by the Master of the keep.
[*]<2073hp 2627sp 1747st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
You step in vomit and are almost knocked over by a fight breaking out
here. By the smell you guess that this is where the bar is, and sure enough
the sign to the south reads " Moe's Tavern ". As you glance over the place
you see some very attractive men and women eying you. If it tickles your
fancy, why not go in for a drink or two ?
[*]<2073hp 2627sp 1746st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
Patrons of the castle and foreigners are crowded around the southern room
to see the new headlines and complaints in the board room to the south.
Perhaps you can push your way through the croud to see what all the
excitement is about.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
[*]<2073hp 2627sp 1745st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
People are coming from the door to the south carrying letters and
packages. Some of them appear to be pleased while others are grumbling and
muttering, they must have recieved bills or some other unwanted item. To
the east and west are merchants selling different little trinkets and greasy
food. There is a sign beside the door that proclaims this to be the post
office.
A castle guard tries to keep alert during his long shift.
[*]<2073hp 2627sp 1744st>
west
The Drag - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
In the southern section of the room there is a barbers candystripe pole
and a few people waiting in a line. The candystripe pole is turning at a
rapid pace, making it almost hypnotic to stare at it for too long. The
patrons here look like they have been charmed by the dancing lights.
A kender vagrant verbally abuses those who pass by.
[*]<2073hp 2627sp 1743st>
west
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This is the western edge of the marketstrip affectionatly referred to by
the commoners as " the drag ". Lesser merchants sit along the side of the
hall setting up shop while others still further down the hall are obviously
open for business. To the south is a room lined with magical storage
lockers.
[*]<2073hp 2627sp 1742st>
west
A Busy Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few people wander around here with money in hand. You must be getting
close to a marketplace or something of the like. A few ladies show off some
of their new hairstyles or trinkets they've purchased. If you listen
closely you can hear the sound of merchants and shoppers haggling over
prices.
[*]<2073hp 2627sp 1741st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A fog rolls around your feet and up the walls, clinging to everything
with shape or texture. The feeling is eerie at best and almost makes you
want to turn back. You are still curious about where the fog is coming from
and why there would be fog inside the keep.
[*]<2073hp 2627sp 1740st>
west
A Fog Filled Room - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
You have reached the source of the fog. The southern wall is emitting a
slowly rolling fog from the walls that outline the outline of a circular
passageway big enough for a single person to crawl through. There is a
keyhole in the shape of a spider above the outline of the passage.
One of the local dancers is here showing some wild dance moves.
[*]<2073hp 2627sp 1739st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The air becomes a little more difficult to breathe as a fog rolls in. A
chill flows through your body as the fog seems to wrap around your limbs and
tickles your skin. It is an uneasy feeling though, one that is also almost
enticing.
[Clan 108] (Q) ***Delise @~Armov's Gnome~@ is here, mounted on a young pegasus, fighting a fey noble.
[Clan 149] **Aerii *}{I feel you creeping up again, {in my head}{* is here, fighting a fey noble.
a fey noble is here, fighting Aerii.
[*]<2073hp 2627sp 1738st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The castle hallway continues along here with maids and servants wandering
the halls on their spare time. Some speak of a hidden hallway somewhere
near. Their voices quiver and sound uneasy as they speak of the supposed
hidden hallway. Some of them look over their shoulders, as if they suspect
someone of following them.
[*]<2073hp 2627sp 1737st> Your blood freezes as you hear something's death cry from the east.
[*]<2073hp 2627sp 1737st>
west
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few of the castle guests walk along the hall and discuss business
matters concerning Lord Maldra. You nod politely to them as you pass, but
they pay you no real attention. You can't see anything out of the ordinary
in this room, yet it gives you a very uneasy feeling for some reason.
[*]<2073hp 2627sp 1736st>
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There are torches placed inside finely crafted sculptures of ogre sized
hands lined along the hall. It makes you feel a little uneasy, but you are
quite confident that they are only sculptures. Although when you look again
you see that some of the hands are holding large rocks - as if to throw
them!
[*]<2073hp 2627sp 1735st>
east
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few of the castle guests walk along the hall and discuss business
matters concerning Lord Maldra. You nod politely to them as you pass, but
they pay you no real attention. You can't see anything out of the ordinary
in this room, yet it gives you a very uneasy feeling for some reason.
[*]<2073hp 2627sp 1734st>
east
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The castle hallway continues along here with maids and servants wandering
the halls on their spare time. Some speak of a hidden hallway somewhere
near. Their voices quiver and sound uneasy as they speak of the supposed
hidden hallway. Some of them look over their shoulders, as if they suspect
someone of following them.
[*]<2073hp 2627sp 1733st>
east
A Torch Lined Hallway - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The air becomes a little more difficult to breathe as a fog rolls in. A
chill flows through your body as the fog seems to wrap around your limbs and
tickles your skin. It is an uneasy feeling though, one that is also almost
enticing.
Some drops of blood are on the ground.
[Clan 108] (Q) ***Delise @~Armov's Gnome~@ is here, mounted on a young pegasus.
[Clan 149] **Aerii *}{I feel you creeping up again, {in my head}{* is here.
[*]<2073hp 2627sp 1732st>
x
You level a serpent wand at Aerii and speak a sharp word of command.
A swirling vortex of prismatic lightning sucks Aerii, shrieking, back into her own plane of existence.
[*]<2073hp 2627sp 1732st>
say :D
':D' you say.
Kingkong | lol |