LOGS FORUM ARCHIVE, April 2002

Date / time : 20.04.2002 19:56
Author      : Fatahaka
Title       : Welcome to the Solamnic Knights, please enjoy your stay
Plain size  : 131,5 Kb

<-- Here we go.. some waiting at a crator for him to show up to no luck -->

>615hp 443m 304mv 300916 exits:NS|<
< > Before Briarwood
  The air here seems to hum with life. To your south the Vingaard
Mountains pierce the sky, barely clearing the treetops. As you
look up you notice the small shapes of the Vingaard Mountains off
to the distant south. Birds do not chirp in this place however, for
reasons yet to be known. A sweet smell of nectar fills the air, as
the trail continues to the south.

[Exits: north south]
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
     A magical spring flows from the ground here.
     A ring carved out of wood covered in tiny runes.
A warhorse has arrived.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>615hp 443m 303mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    Before Briarwood
(PK) Fatahaka   Before Briarwood

>616hp 443m 303mv 300916 exits:NS|<
< > Beneath the Canopy
  Tall trees arch high above sight toward the sky. Rocks glisten in a
fresh dew at your feet. Sunlight glints brightly off of the grass
and leaves upon the ground. Off in the far south the peaks of the
Vingaard Mountains scrape precariously at the sky like the fingers
of a god. The forest is teaming full of life all around you.

[Exits: north east south west]
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
     (Humming) An iron shield, dented and worn, sits up on its point here.
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.
A warhorse has arrived.

>616hp 443m 302mv 300916 exits:NESW|<
< > w
w
w
wher
Beneath the Canopy
  Gurgling sounds of a stream reach your ears to the west. Goblins
screech shrilly in sharp notes of a most annoying nature. A moist
dank smell permeates the air. To your west a stream glistens in the
sun. The grass feels wet and dew covered even now that it is past
morning. Ogres grunts can be heard. A small path leads off to the
south toward a tree.

[Exits: east south west]
( 4) (Humming) An iron shield, dented and worn, sits up on its point here.
( 4) A ring carved out of wood covered in tiny runes.
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
A warhorse has arrived.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>616hp 443m 301mv 300916 exits:ESW|<
< > n
At a stream
  A stream gurgles through the area swiftly, swirling around the
land. The grass is slippery here, almost causing a slip. Tall
trees floursish here in the wetness. A large willow leans close
to the river, it's limbs in the water. To your west the trail
continues onward.

[Exits: east west]
     This saber is quite sharp and heavy.
( 8) (Humming) An iron shield, dented and worn, sits up on its point here.
     A shiny metallic pair of silver boots rest here.
( 7) A ring carved out of wood covered in tiny runes.
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
     (Humming) A beautiful spring has spurted up from the ground.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.
A warhorse has arrived.

>616hp 443m 300mv 300916 exits:EW|<
< > w
Before the Emerald Glade
  The trees thicken here making travel limited to only the west or
east. Mountains jut up toward the Emerald Forest. Shades of green
fill the area and blot out the last traces of luminescence. The sky
is barely visible through the trees.

[Exits: east west]
( 2) (Humming) An iron shield, dented and worn, sits up on its point here.
( 3) A ring carved out of wood covered in tiny runes.
     The muck on these boots is rank with the smell of swamp gas.
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
A goblin monger wanders mindlessly.
A warhorse has arrived.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>616hp 443m 299mv 300916 exits:EW|<
< > Players near you:
(PK) Shtarkh    Before the Emerald Glade
(PK) Fatahaka   Before the Emerald Glade

>616hp 443m 299mv 300916 exits:EW|<
< > Alas, you cannot go that way.

>616hp 443m 299mv 300916 exits:EW|<
< > A Fog-Shrouded Trail
  You are on a fog-shrouded trail which runs up the side of this dark
mountain.  The ground is wet and muddy with melted snow, and the path
which should lead to the Miden'nir disappears amongst the mist and the
trees.  There is nothing for you to do but follow the trail that twists
up towards the broken, snow-covered heights of the mountain range. 
An old stone tablet with inscriptions stands beside a bush in the
corner.

[Exits: east up]
A ranger stands here, inspecting the ground.
A beautiful lady is talking to some animals here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.
A warhorse has arrived.

>616hp 443m 298mv 300916 exits:EU|<
< > e
e
e
Before the Emerald Glade
  The trees thicken here making travel limited to only the west or
east. Mountains jut up toward the Emerald Forest. Shades of green
fill the area and blot out the last traces of luminescence. The sky
is barely visible through the trees.

[Exits: east west]
( 2) (Humming) An iron shield, dented and worn, sits up on its point here.
( 3) A ring carved out of wood covered in tiny runes.
     The muck on these boots is rank with the smell of swamp gas.
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
A goblin monger wanders mindlessly.
A warhorse has arrived.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 312mv 300916 exits:EW|<
< > At a stream
  A stream gurgles through the area swiftly, swirling around the
land. The grass is slippery here, almost causing a slip. Tall
trees floursish here in the wetness. A large willow leans close
to the river, it's limbs in the water. To your west the trail
continues onward.

[Exits: east west]
     This saber is quite sharp and heavy.
( 8) (Humming) An iron shield, dented and worn, sits up on its point here.
     A shiny metallic pair of silver boots rest here.
( 7) A ring carved out of wood covered in tiny runes.
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
     (Humming) A beautiful spring has spurted up from the ground.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.
A warhorse has arrived.

>624hp 486m 311mv 300916 exits:EW|<
< > Beneath the Canopy
  Gurgling sounds of a stream reach your ears to the west. Goblins
screech shrilly in sharp notes of a most annoying nature. A moist
dank smell permeates the air. To your west a stream glistens in the
sun. The grass feels wet and dew covered even now that it is past
morning. Ogres grunts can be heard. A small path leads off to the
south toward a tree.

[Exits: east south west]
( 4) (Humming) An iron shield, dented and worn, sits up on its point here.
( 4) A ring carved out of wood covered in tiny runes.
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
A warhorse has arrived.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 310mv 300916 exits:ESW|<
< > ;i summon, you attack?
e
where
You tell the group '
i summon, you attack?'

>624hp 486m 310mv 300916 exits:ESW|<
< > s
Beneath the Canopy
  Tall trees arch high above sight toward the sky. Rocks glisten in a
fresh dew at your feet. Sunlight glints brightly off of the grass
and leaves upon the ground. Off in the far south the peaks of the
Vingaard Mountains scrape precariously at the sky like the fingers
of a god. The forest is teaming full of life all around you.

[Exits: north east south west]
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
     (Humming) An iron shield, dented and worn, sits up on its point here.
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.
A warhorse has arrived.

>624hp 486m 309mv 300916 exits:NESW|<
< > mount
Players near you:
(PK) Shtarkh    Beneath the Canopy
(PK) Fatahaka   Beneath the Canopy

>624hp 486m 309mv 300916 exits:NESW|<
< > Beneath the canopy
  Tall trees arch high above sight toward the sky. Rocks glisten in a
fresh dew at your feet. Sunlight glints brightly off of the grass
and leaves upon the ground. Small alcoves lead to the west and east.

[Exits: north east south west]
(18) Blood smeared all over this paper weight suggests it is a weapon.
(19) A pair of broken glasses sit lopsidedly on the ground.
(19) This hide smells as if it's been buried in feces for days.
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
     A blackened leather wristguard lies here before you.
( 2) This saber is quite sharp and heavy.
( 3) A shiny metallic pair of silver boots rest here.
( 4) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 6) (Humming) An iron shield, dented and worn, sits up on its point here.
     A ring carved out of wood covered in tiny runes.
( 3) A steel staff with a sharp point rests gently here.
     A samite robe rests here, floating in the air.
An ogre speaks in intelligible tones.
A warhorse has arrived.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 308mv 300916 exits:NESW|<
< > w
w
You pull yourself up onto a warhorse and mount him.

>624hp 486m 308mv 300916 exits:NESW|<
< > w
wher
You ride a warhorse west.
A gathering of trees
  Trees thickly gather here, blocking further travel except to the
east. A small spring has sprung up. The ground is moist with it's
overflow. The sky gleams brilliantly above, as a swift breeze blows.
The roar of cannons breaks the silence, much to the dismay of all.
A thin trail leads toward the thundering to the north.

[Exits: north east]
(16) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
(13) A samite robe rests here, floating in the air.
(11) A ring carved out of wood covered in tiny runes.
     A steel staff with a sharp point rests gently here.
( 2) (Humming) An iron shield, dented and worn, sits up on its point here.
     (Humming) A beautiful spring has spurted up from the ground.
An ogre runs around, stabbing at things.
An ogre commander yells out orders to his troops.
An ogre runs around, stabbing at things.
An ogre artillerist sits and loads a cannon.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

<-- no luck, so lets find them -->

>624hp 486m 307mv 300916 exits:NE|<
< > n
Alas, you cannot go that way.

>624hp 486m 307mv 300916 exits:NE|<
< > Alas, you cannot go that way.

>624hp 486m 307mv 300916 exits:NE|<
< > w
Players near you:
(PK) Shtarkh    A gathering of trees
(PK) Fatahaka   A gathering of trees

>624hp 486m 307mv 300916 exits:NE|<
< > You ride a warhorse north.
Demolished Forest
  All around the trees have been knocked to the ground as if by some
massive explosion. The distinct smell of gun powder hangs like a
perfume filling the air. The thundering is still louder to the west,
or you may go back south to the forest

[Exits: south west]
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 2) (Humming) An iron shield, dented and worn, sits up on its point here.
     This saber is quite sharp and heavy.
     This hide smells as if it's been buried in feces for days.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 306mv 300916 exits:SW|<
< > w
You ride a warhorse west.
Devasted woodlands
  Trees shattered as if frozen by ice, stand here in shards. On the
ground a pile of bones have been scattered about by whatever caused
this. To the west there's the faint outline of a deep hole in the
ground. Maybe there lies the answer for the destruction.

[Exits: north east west]
( 2) This saber is quite sharp and heavy.
( 3) (Humming) An iron shield, dented and worn, sits up on its point here.
( 2) This hide smells as if it's been buried in feces for days.
( 3) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 2) A samite robe rests here, floating in the air.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 486m 305mv 300916 exits:NEW|<
< > w
You ride a warhorse west.
Adjacent to a crater
  The trees are still knocked over even here. Then you notice the crater
in the ground. It must be about twenty feet deep and about twelve feet
wide. Only a massive explosion could have made a hole that wide and
demolished the forest.

[Exits: east west]
( 8) A steel staff with a sharp point rests gently here.
( 8) A ring carved out of wood covered in tiny runes.
An ogre artillerist sits and loads a cannon.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 304mv 300916 exits:EW|<
< > You ride a warhorse west.
Above a crater
  Down into the darkness there is a small light. It appears to be so
dark that no light could penetrate it and yet a frail trace of light
does penetrate it. The hole is acutually quite shallower than once
thought. With plenty of handholds to grab on to.

[Exits: east down]
     This saber is quite sharp and heavy.
     (Humming) An iron shield, dented and worn, sits up on its point here.
     This hide smells as if it's been buried in feces for days.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 486m 303mv 300916 exits:ED|<
< > d
d
where
You ride a warhorse down.
Descending a crater
  Darkness all around as the sandstone cliffs crumble beneath your
clawing and crawling. Hand grips built into the rocks are quite
solid for being natural. It would seem almost unthinkable to slip
and fall the long fall downward. A dark smell of gunpowder wafts
up from below. Ash still thickly coats the walls and floats
through the air.

[Exits: up down]
     The torn remains of Satrion are here on a cross.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 302mv 300916 exits:UD|<
< > You ride a warhorse down.
Descending a crater
  Darkness all around as the sandstone cliffs crumble beneath your
clawing and crawling. Hand grips built into the rocks are quite
solid for being natural. It would seem almost unthinkable to slip
and fall the long fall downward. A dark smell of gunpowder wafts
up from below. Ash still thickly coats the walls and floats
through the air.

[Exits: up down]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 486m 301mv 300916 exits:UD|<
< > Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 486m 301mv 300916 exits:UD|<
< > grin
who

You grin evilly.

>624hp 486m 301mv 300916 exits:UD|<
< >
-=-=-=-= Visible players in the realms =-=-=-=-
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Tasu the male dwarf, Knight of the Crown
                 Nostr the male human, Shadow of Heretics
                 Liokhat the male minotaur
                 Folgenach the male kender
                 Korus the male minotaur
                 Dren the male dark elf
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
                 Illiet the female dark elf, Captain of Guardians
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
            (PK) Deiplak the male half-elf
[Hit Return to continue]
                 Taves the male minotaur, Knight of the Lily

Players found: 21

>624hp 486m 301mv 300916 exits:UD|<
< > order all berserk
Ok.

>624hp 486m 301mv 300916 exits:UD|<
< > order all berserk
The zombie gets a wild look in his eyes.
Ok.

>624hp 486m 301mv 300916 exits:UD|<
< >
Shtarkh tells the group '
He won't come'

>624hp 486m 301mv 300916 exits:UD|<
< > where
who
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 486m 301mv 300916 exits:UD|<
< >
-=-=-=-= Visible players in the realms =-=-=-=-
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Akrglgont the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Tasu the male dwarf, Knight of the Crown
                 Nostr the male human, Shadow of Heretics
                 Liokhat the male minotaur
                 Folgenach the male kender
                 Korus the male minotaur
                 Dren the male dark elf
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
                 Illiet the female dark elf, Captain of Guardians
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
[Hit Return to continue]
            (PK) Deiplak the male half-elf
                 Taves the male minotaur, Knight of the Lily

Players found: 22

>624hp 486m 301mv 300916 exits:UD|<
< > where
who
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 486m 301mv 300916 exits:UD|<
< > -=-=-=-= Visible players in the realms =-=-=-=-
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Akrglgont the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Tasu the male dwarf, Knight of the Crown
                 Nostr the male human, Shadow of Heretics
                 Liokhat the male minotaur
                 Folgenach the male kender
                 Korus the male minotaur
                 Dren the male dark elf
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
                 Illiet the female dark elf, Captain of Guardians
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
[Hit Return to continue]

            (PK) Deiplak the male half-elf
                 Taves the male minotaur, Knight of the Lily

Players found: 22

>624hp 486m 301mv 300916 exits:UD|<
< > wher
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 486m 301mv 300916 exits:UD|<
< > l sht
where
You see a beast before you, a Bozak draconian. Green scales cover its
huge body. This dragonman is about seven feet tall; its muscular limbs
are really strong. Short wings let it glide easily, and a massive tail
is a powerful weapon in a close combat. This is Shtarkh, also known as
the Adept of Lies. A brown hood covers his muzzle, but you can see
little black eyes. Long sleeves cover his claws. The tail leaves a
track on the ground as he walks, but he prefers to glide. His manner
of wielding a mace let others know that he is an experienced warrior.
But this is not the only weapon he can use. There is something more
powerful in his possession. The aura of darkness surrounds this
creature, the blessing from the abyss. Who grants such a protection to
him? You notice many different amulets on his neck, heavy magic rings
on his thick fingers... Runes of all kinds cover his clothes. There
are two tattoos, one is almost unnoticeable, a little mark on his
neck... But it certainly means something. The second tattoo is
strange, it is glowing... Mortals do not make such tattoos...
It is obvious that something is wrong about this draconian. His soul,
stolen by the Dark Queen from Paladine, no longer belongs to Her. How
could that happen? Questions come into your mind, but answers are
hidden beneath the brown hood.
Shtarkh is in perfect condition.

Shtarkh is using:
<worn on finger>    a colorful stone ring
<worn on finger>    an studded ogre-ring
<worn around neck>  (Invis) (Glowing) a wisp of ether
<worn around neck>  (Glowing) silver amulet
<worn on torso>     a pallid steel body armor
<worn on head>      a helm tassled with grey feather
<worn on legs>      the Hi-Kane-Do battle leggings
<worn on feet>      a pair of red silken boots
<worn on hands>     a pair of soft green gloves
<worn on arms>      (Humming) a pair of steel armbands
<worn as shield>    a small metal shield
<worn on body>      (Glowing) some blue and white robes
<worn on waist>     (Glowing) an ulrician belt
<worn around wrist> a bracelet with a steel engraving
<wielded>           a heavy spiked wooden club
<tattooed>          (Glowing) a two faced gold coin
<bearing>           a sign of the two-faced gold coin

>624hp 486m 301mv 300916 exits:UD|<
< > Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 486m 301mv 300916 exits:UD|<
< > order all berserk
Ok.

>624hp 486m 301mv 300916 exits:UD|<
< > where
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > where
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > where
where
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > where
where
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > where
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > who
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< >
-=-=-=-= Visible players in the realms =-=-=-=-
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Akrglgont the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Frael the male human
            (PK) Tasu the male dwarf, Knight of the Crown
                 Liokhat the male minotaur
                 Korus the male minotaur
                 Dren the male dark elf
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
                 Illiet the female dark elf, Captain of Guardians
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
            (PK) Deiplak the male half-elf
[Hit Return to continue]
                 Taves the male minotaur, Knight of the Lily

Players found: 21

>624hp 515m 313mv 300916 exits:UD|<
< > wher
i
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > You are carrying:
     a coarsly woven rug
     a ranger's knapsack
     a huge hammer with a jagged head
     a spiked club of ebonwood
     an invitation to the Royal courts

<-- notice my equipment and look afterwards -->

>624hp 515m 313mv 300916 exits:UD|<
< > where
where
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > where
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< > Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< >
Shtarkh tells the group '
Let's move to their keep?'

>624hp 515m 313mv 300916 exits:UD|<
< > where
who
Players near you:
(PK) Shtarkh    Descending a crater
(PK) Fatahaka   Descending a crater

>624hp 515m 313mv 300916 exits:UD|<
< >

-=-=-=-= Visible players in the realms =-=-=-=-
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Akrglgont the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Frael the male human
            (PK) Tasu the male dwarf, Knight of the Crown
                 Liokhat the male minotaur
                 Folgenach the male kender
                 Korus the male minotaur
                 Dren the male dark elf
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
                 Illiet the female dark elf, Captain of Guardians
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
[Hit Return to continue]
            (PK) Deiplak the male half-elf
                 Taves the male minotaur, Knight of the Lily

Players found: 22

>624hp 515m 313mv 300916 exits:UD|<
< > up
up
where
You ride a warhorse up.
Descending a crater
  Darkness all around as the sandstone cliffs crumble beneath your
clawing and crawling. Hand grips built into the rocks are quite
solid for being natural. It would seem almost unthinkable to slip
and fall the long fall downward. A dark smell of gunpowder wafts
up from below. Ash still thickly coats the walls and floats
through the air.

[Exits: up down]
     The torn remains of Satrion are here on a cross.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 515m 312mv 300916 exits:UD|<
< > nod
You ride a warhorse up.
Above a crater
  Down into the darkness there is a small light. It appears to be so
dark that no light could penetrate it and yet a frail trace of light
does penetrate it. The hole is acutually quite shallower than once
thought. With plenty of handholds to grab on to.

[Exits: east down]
     This saber is quite sharp and heavy.
     (Humming) An iron shield, dented and worn, sits up on its point here.
     This hide smells as if it's been buried in feces for days.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 515m 311mv 300916 exits:ED|<
< > s
Players near you:
(PK) Shtarkh    Above a crater
(PK) Fatahaka   Above a crater

>624hp 515m 311mv 300916 exits:ED|<
< > e
You nod.

>624hp 515m 311mv 300916 exits:ED|<
< > e
Alas, you cannot go that way.

>624hp 515m 311mv 300916 exits:ED|<
< > You ride a warhorse east.
Adjacent to a crater
  The trees are still knocked over even here. Then you notice the crater
in the ground. It must be about twenty feet deep and about twelve feet
wide. Only a massive explosion could have made a hole that wide and
demolished the forest.

[Exits: east west]
( 8) A steel staff with a sharp point rests gently here.
( 8) A ring carved out of wood covered in tiny runes.
An ogre artillerist sits and loads a cannon.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 515m 310mv 300916 exits:EW|<
< > You ride a warhorse east.
Devasted woodlands
  Trees shattered as if frozen by ice, stand here in shards. On the
ground a pile of bones have been scattered about by whatever caused
this. To the west there's the faint outline of a deep hole in the
ground. Maybe there lies the answer for the destruction.

[Exits: north east west]
( 2) This saber is quite sharp and heavy.
( 3) (Humming) An iron shield, dented and worn, sits up on its point here.
( 2) This hide smells as if it's been buried in feces for days.
( 3) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 2) A samite robe rests here, floating in the air.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 515m 309mv 300916 exits:NEW|<
< > ;if one of us gets disarmed, pick the weapon up
e
e
where
You tell the group '
if one of us gets disarmed, pick the weapon up'

>624hp 515m 309mv 300916 exits:NEW|<
< > You ride a warhorse east.
Demolished Forest
  All around the trees have been knocked to the ground as if by some
massive explosion. The distinct smell of gun powder hangs like a
perfume filling the air. The thundering is still louder to the west,
or you may go back south to the forest

[Exits: south west]
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 2) (Humming) An iron shield, dented and worn, sits up on its point here.
     This saber is quite sharp and heavy.
     This hide smells as if it's been buried in feces for days.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 515m 308mv 300916 exits:SW|<
< >
Shtarkh stops using a small metal shield.
Alas, you cannot go that way.

>624hp 515m 308mv 300916 exits:SW|<
< > Players near you:
(PK) Shtarkh    Demolished Forest
(PK) Fatahaka   Demolished Forest

>624hp 515m 308mv 300916 exits:SW|<
< > s
e
e
You ride a warhorse south.
A gathering of trees
  Trees thickly gather here, blocking further travel except to the
east. A small spring has sprung up. The ground is moist with it's
overflow. The sky gleams brilliantly above, as a swift breeze blows.
The roar of cannons breaks the silence, much to the dismay of all.
A thin trail leads toward the thundering to the north.

[Exits: north east]
(16) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
(13) A samite robe rests here, floating in the air.
(11) A ring carved out of wood covered in tiny runes.
     A steel staff with a sharp point rests gently here.
( 2) (Humming) An iron shield, dented and worn, sits up on its point here.
     (Humming) A beautiful spring has spurted up from the ground.
An ogre runs around, stabbing at things.
An ogre commander yells out orders to his troops.
An ogre artillerist sits and loads a cannon.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 515m 307mv 300916 exits:NE|<
< > where
You ride a warhorse east.
Beneath the canopy
  Tall trees arch high above sight toward the sky. Rocks glisten in a
fresh dew at your feet. Sunlight glints brightly off of the grass
and leaves upon the ground. Small alcoves lead to the west and east.

[Exits: north east south west]
(18) Blood smeared all over this paper weight suggests it is a weapon.
(19) A pair of broken glasses sit lopsidedly on the ground.
(19) This hide smells as if it's been buried in feces for days.
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
     A blackened leather wristguard lies here before you.
( 2) This saber is quite sharp and heavy.
( 3) A shiny metallic pair of silver boots rest here.
( 4) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 6) (Humming) An iron shield, dented and worn, sits up on its point here.
     A ring carved out of wood covered in tiny runes.
( 3) A steel staff with a sharp point rests gently here.
     A samite robe rests here, floating in the air.
An ogre runs around, stabbing at things.
An ogre speaks in intelligible tones.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 515m 306mv 300916 exits:NESW|<
< > You ride a warhorse east.
At a bench
  A small bench rests here, begging to be slept upon. The aura of this
alcove is very peaceful.  The feeling that you must kill everything
just seems to leave quietly without a notice. Deeply inhaling the
air a scent of the sweet nectar fills your nostrils. Trees tower,
ever taller, and claw at the sky.

[Exits: south west]
( 4) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 5) (Humming) An iron shield, dented and worn, sits up on its point here.
( 3) A steel staff with a sharp point rests gently here.
( 3) A samite robe rests here, floating in the air.
     This saber is quite sharp and heavy.
( 2) A shiny metallic pair of silver boots rest here.
     A wooden bench rests comfortably here.
A goblin monger wanders mindlessly.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 515m 305mv 300916 exits:SW|<
< > s
Players near you:
(PK) Shtarkh    At a bench
(PK) Fatahaka   At a bench

>624hp 515m 305mv 300916 exits:SW|<
< >
Shtarkh holds a walking stick in his hands.

>624hp 515m 305mv 300916 exits:SW|<
< > w
w
You ride a warhorse south.
Silent clearing
  Unreal is the word that comes to mind when thinking of the silence
in the forest. It's not quite a frightening silence as much as it
is a total silence. The only sound to be heard is the occasional
whispering of the wind and a faint rumbling of distant thunder.

[Exits: north east south]
( 4) The muck on these boots is rank with the smell of swamp gas.
( 4) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 5) A ring carved out of wood covered in tiny runes.
     This saber is quite sharp and heavy.
     (Humming) An iron shield, dented and worn, sits up on its point here.
( 2) A shiny metallic pair of silver boots rest here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 515m 304mv 300916 exits:NES|<
< > Alas, you cannot go that way.

>624hp 515m 304mv 300916 exits:NES|<
< > Alas, you cannot go that way.

>624hp 515m 304mv 300916 exits:NES|<
< > e

You are hungry.
Your shroud wisps away into nothing.

>624hp 566m 313mv 300916 exits:NES|<
< > e
You ride a warhorse east.
Strolling through Briarwood
  As the sky blows by with a gentle breeze, the intensity of the
silence seems to build, almost eerily so. Trees still proudly stand
tall and vigilant over the trail, guarding the sun away from the
people. No longer does the sound of thunder reach you here.

[Exits: east west]
An ogre commander yells out orders to his troops.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 566m 312mv 300916 exits:EW|<
< > You ride a warhorse east.
Strolling through Brairwood
  Smells of beautiful flowers lining the trail fill your nose with
their sweet fragrance as they gently sway in the breeze. Water
trickles beneath them giving the earth a moist feel to it beneath
your feet. Once more the silence surounds and fills, almost all
consuming.

[Exits: east west]
     This saber is quite sharp and heavy.
     A shiny metallic pair of silver boots rest here.
     A small hunting knife has been left here.
     The muck on these boots is rank with the smell of swamp gas.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 566m 311mv 300916 exits:EW|<
< > where
e
c 'shroud'
Players near you:
(PK) Shtarkh    Strolling through Brairwood
(PK) Fatahaka   Strolling through Brairwood

>624hp 566m 311mv 300916 exits:EW|<
< > You ride a warhorse east.
A majestic fork
  Here a beautiful view of the valley to the east exists. Although
the cliff is much to steep to climb, the view is beautiful. It must've
been one of the few places Ogres and Goblins missed. Beautiful
indigo buntings flutter about, chirping their cheery song. A creek
lazily flows through the center giving all the wildlife some water
to drink of. Trails continue to the north and south.

[Exits: north south west]
( 3) This saber is quite sharp and heavy.
( 3) A shiny metallic pair of silver boots rest here.
     (Humming) An iron shield, dented and worn, sits up on its point here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 566m 310mv 300916 exits:NSW|<
< > You concentrate a moment and pray to your deity.
You feel yourself shrouded in a blessing from the abyss.

>624hp 506m 310mv 300916 exits:NSW|<
< > n
n
n
You ride a warhorse north.
Strolling through Briarwood
  Trees creak and groan under the weight of a terrential rain. Mud
slops squishly beneath your weight. The most beautiful sky of all
time makes it known that it will not be ignored. The valley stretches
far and wide to the east with lizards crawling up trees.

[Exits: south]
( 3) This saber is quite sharp and heavy.
( 2) A shiny metallic pair of silver boots rest here.
     (Humming) An iron shield, dented and worn, sits up on its point here.
An ogre commander yells out orders to his troops.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 309mv 300916 exits:S|<
< > Alas, you cannot go that way.

>624hp 506m 309mv 300916 exits:S|<
< > s
Alas, you cannot go that way.

>624hp 506m 309mv 300916 exits:S|<
< > w
You ride a warhorse south.
A majestic fork
  Here a beautiful view of the valley to the east exists. Although
the cliff is much to steep to climb, the view is beautiful. It must've
been one of the few places Ogres and Goblins missed. Beautiful
indigo buntings flutter about, chirping their cheery song. A creek
lazily flows through the center giving all the wildlife some water
to drink of. Trails continue to the north and south.

[Exits: north south west]
( 3) This saber is quite sharp and heavy.
( 3) A shiny metallic pair of silver boots rest here.
     (Humming) An iron shield, dented and worn, sits up on its point here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 308mv 300916 exits:NSW|<
< > w
You ride a warhorse west.
Strolling through Brairwood
  Smells of beautiful flowers lining the trail fill your nose with
their sweet fragrance as they gently sway in the breeze. Water
trickles beneath them giving the earth a moist feel to it beneath
your feet. Once more the silence surounds and fills, almost all
consuming.

[Exits: east west]
     This saber is quite sharp and heavy.
     A shiny metallic pair of silver boots rest here.
     A small hunting knife has been left here.
     The muck on these boots is rank with the smell of swamp gas.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 307mv 300916 exits:EW|<
< > You ride a warhorse west.
Strolling through Briarwood
  As the sky blows by with a gentle breeze, the intensity of the
silence seems to build, almost eerily so. Trees still proudly stand
tall and vigilant over the trail, guarding the sun away from the
people. No longer does the sound of thunder reach you here.

[Exits: east west]
An ogre commander yells out orders to his troops.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 306mv 300916 exits:EW|<
< > w
where
You ride a warhorse west.
Silent clearing
  Unreal is the word that comes to mind when thinking of the silence
in the forest. It's not quite a frightening silence as much as it
is a total silence. The only sound to be heard is the occasional
whispering of the wind and a faint rumbling of distant thunder.

[Exits: north east south]
( 4) The muck on these boots is rank with the smell of swamp gas.
( 4) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 5) A ring carved out of wood covered in tiny runes.
     This saber is quite sharp and heavy.
     (Humming) An iron shield, dented and worn, sits up on its point here.
( 2) A shiny metallic pair of silver boots rest here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 305mv 300916 exits:NES|<
< > Players near you:
(PK) Shtarkh    Silent clearing
(PK) Fatahaka   Silent clearing

>624hp 506m 305mv 300916 exits:NES|<
< > n
n
You ride a warhorse north.
At a bench
  A small bench rests here, begging to be slept upon. The aura of this
alcove is very peaceful.  The feeling that you must kill everything
just seems to leave quietly without a notice. Deeply inhaling the
air a scent of the sweet nectar fills your nostrils. Trees tower,
ever taller, and claw at the sky.

[Exits: south west]
( 4) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 5) (Humming) An iron shield, dented and worn, sits up on its point here.
( 3) A steel staff with a sharp point rests gently here.
( 3) A samite robe rests here, floating in the air.
     This saber is quite sharp and heavy.
( 2) A shiny metallic pair of silver boots rest here.
     A wooden bench rests comfortably here.
A goblin monger wanders mindlessly.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 304mv 300916 exits:SW|<
< > Alas, you cannot go that way.

>624hp 506m 304mv 300916 exits:SW|<
< > w
where
s
You ride a warhorse west.
Beneath the canopy
  Tall trees arch high above sight toward the sky. Rocks glisten in a
fresh dew at your feet. Sunlight glints brightly off of the grass
and leaves upon the ground. Small alcoves lead to the west and east.

[Exits: north east south west]
(18) Blood smeared all over this paper weight suggests it is a weapon.
(19) A pair of broken glasses sit lopsidedly on the ground.
(19) This hide smells as if it's been buried in feces for days.
     A jar of nectar is glowing with a yellow hue, transparent and beautiful.
     A blackened leather wristguard lies here before you.
( 2) This saber is quite sharp and heavy.
( 3) A shiny metallic pair of silver boots rest here.
( 4) (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 6) (Humming) An iron shield, dented and worn, sits up on its point here.
     A ring carved out of wood covered in tiny runes.
( 3) A steel staff with a sharp point rests gently here.
     A samite robe rests here, floating in the air.
An ogre runs around, stabbing at things.
An ogre speaks in intelligible tones.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 303mv 300916 exits:NESW|<
< > Players near you:
(PK) Shtarkh    Beneath the canopy
(PK) Fatahaka   Beneath the canopy

>624hp 506m 303mv 300916 exits:NESW|<
< > s
s
s
You ride a warhorse south.
On a traveled trail
  As the trail leads away, the sky seems to brighten. Trees have
thinned out swiftly to the point of almost none-existence. Sour
pungent smells of moist earth still linger though. The Vingaard
Mountains loom above in all of their beauty and triumph to the
south. Their shades or purple glow majestically in the light.
The peaks reach up beyond vision or even comprehension.

[Exits: north south]
     (Glowing) An iron dagger, glinting unnaturally in the light, rests here in a sheath.
( 4) A steel staff with a sharp point rests gently here.
( 4) A samite robe rests here, floating in the air.
     A clay jug filled to the brim rests heavily.
     (Glowing) A pipe sits on the ground with music playing in it.
     A pair of hooves seem to be still moving.
An ogre runs around, stabbing at things.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 302mv 300916 exits:NS|<
< > where
You ride a warhorse south.
Before the Vingaard Mountains
  The trail gets quickly hilly and raises up to the south, leading
to the Vingaard Mountains. The sounds of the forest have gradually
lessened, as have the sweet smells and pungent aromas therein.

[Exits: north south]
A goblin monger wanders mindlessly.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 301mv 300916 exits:NS|<
< > who pk
s
You ride a warhorse south.
At the beginning of the Vingaard mountains
  You are at the beginning of a narrow road leading south into the Vingaard
mountains. The ravines between the mountains protect travellers from the
harsh winds, while Solamnic knights guard the road from the less natural
hazards.  All around you the rocky blocks rise up high towards the sky,
with the only clear path the road which continues north and south.

[Exits: north south]
     A steel staff with a sharp point rests gently here.
     A samite robe rests here, floating in the air.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 300mv 300916 exits:NS|<
< > s

Shtarkh tells the group '
If you'll see him - you summon, I sleep him'
You ride a warhorse south.
On the road through the Vingaard mountains
  You are at the beginning of a narrow road leading south into the Vingaard
mountains. The ravines between the mountains protect travellers from the
harsh winds, while Solamnic knights guard the road from the less natural
hazards. All around you the rocky blocks rise up high towards the sky, the
solamnic south road continues north and south through the mountain pass.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 299mv 300916 exits:NS|<
< > s
s
Players near you:
(PK) Shtarkh    On the road through the Vingaard mountains
(PK) Tasu       In the Vingaard Mountains
(PK) Fatahaka   On the road through the Vingaard mountains


<-- hi lo Tasu -->

>624hp 506m 299mv 300916 exits:NS|<
< > -=-=-=-= Visible players in the realms =-=-=-=-
            (PK) Ghaeck the male minotaur, Fist of Heretics
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
            (PK) Frael the male human
            (PK) Tasu the male dwarf, Knight of the Crown
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
            (PK) Sillior the male human, Knight of the Crown
            (PK) Deiplak the male half-elf

Players found: 9

>624hp 506m 299mv 300916 exits:NS|<
< > s
You ride a warhorse south.
On the road through the Vingaard mountains
  You near the beginning of a narrow road leading south into the Vingaard
mountains. The ravines between the mountains protect travellers from the
harsh winds, while Solamnic knights guard the road from the less natural
hazards.  All around you the rocky blocks rise up high towards the sky,
with the only clear path the road which continues north and south.

[Exits: north south]
A knight standing here, watching for signs of evil.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 298mv 300916 exits:NS|<
< > s
You ride a warhorse south.
On the road through the Vingaard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers. To the east you can see a small,  barren path
leading between the rocks and into the mountains. The main solamnic road
continues to the north and south.

[Exits: north east south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 297mv 300916 exits:NES|<
< > You ride a warhorse south.
On the road through the Vingaard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to the
east and west, while the main road continues north and south.

[Exits: north east south west]
     A small steel sword is lying here.
A sheep standing here, looking for grass.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 296mv 300916 exits:NESW|<
< > You ride a warhorse south.
Walking through solid blocks of stones
  You are walking through enormous sized stones, placed here by nature. A
white fog swirls around you, partially obscuring the stone walls that
surround you. The road continues north and south through the blocks.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 295mv 300916 exits:NS|<
< > You ride a warhorse south.
Walking through solid blocks of stones
  You are walking through enormous sized stones, placed here by nature. A
white fog swirls around you, partially obscuring the stone walls that
surround you. To the east is a narrow path leading into the mountains,
while the main road continues north and south through the blocks.

[Exits: north east south]
A knight dressed in light steel plate stands here watchful.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 294mv 300916 exits:NES|<
< > ;tasu
where
You ride a warhorse south.
Walking through solid blocks of stones
  You are walking through enormous sized stones, placed here by nature. A
white fog swirls around you, partially obscuring the stone walls that
surround you. The road continues north and west through the blocks.

[Exits: north west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 293mv 300916 exits:NW|<
< > You tell the group '
tasu'

>624hp 506m 293mv 300916 exits:NW|<
< > ;sleep him
Players near you:
(PK) Shtarkh    Walking through solid blocks of stones
(PK) Fatahaka   Walking through solid blocks of stones

>624hp 506m 293mv 300916 exits:NW|<
< > Shtarkh tells the group '
Tasu'

>624hp 506m 293mv 300916 exits:NW|<
< > You tell the group '
sleep him'

>624hp 506m 293mv 300916 exits:NW|<
< > grin
s
w
You grin evilly.

>624hp 506m 293mv 300916 exits:NW|<
< > where
Alas, you cannot go that way.

>624hp 506m 293mv 300916 exits:NW|<
< > s
You ride a warhorse west.
The intersection of mountain pathes
  You are standing at a rocky intersection in the southern Solamnic
mountains. The solamnic road continues north and south through the pass,
and to the east and west lie the less travelled mountain paths.

[Exits: north east south west]
A knight stands here guiding travellers along the mountain road.
A Solamnic knight nods at you and indicates the road continues south.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 292mv 300916 exits:NESW|<
< > s
Players near you:
(PK) Shtarkh    The intersection of mountain pathes
(PK) Fatahaka   The intersection of mountain pathes

<-- missed him, damn -->

>624hp 506m 292mv 300916 exits:NESW|<
< > s
s
You ride a warhorse south.
Southern road through the Vinagard mountains
  You are walking on the southern road leading deep into the Vingaard
mountains. The east and west is blocked by enormous pieces of rock,
impossible to pass through. But north and south the road continues,
allowing travellers to pass through.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 291mv 300916 exits:NS|<
< > where
You ride a warhorse south.
Southern road through the Vinagard mountains
  You are on the main road through the Vingaard mountains.  The way east is
blocked by huge rock walls, but a pathway turns here to the west, and
the main road continues north and south.

[Exits: north south west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 290mv 300916 exits:NSW|<
< > You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road continues north and south.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 289mv 300916 exits:NS|<
< > e
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road continues north and east.

[Exits: north east]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 288mv 300916 exits:NE|<
< > Players near you:
(PK) Shtarkh    Southern road through the Vinagard mountains
(PK) Fatahaka   Southern road through the Vinagard mountains

>624hp 506m 288mv 300916 exits:NE|<
< > s
s
You ride a warhorse east.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road continues south and west.

[Exits: south west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 287mv 300916 exits:SW|<
< > s
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road heads north and south between the
mountains ranges..

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 286mv 300916 exits:NS|<
< > s
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  You can go west into what looks like a small
platform of rocks, or follow the road north or south.

[Exits: north south west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 285mv 300916 exits:NSW|<
< > You ride a warhorse south.
Southern road through the Vinagard mountains
  Cold, massive blocks of stone surrounds you in all directions. Harsh,
chilling wind blows from above, blowing heavily upon the sparse trees
that still survive in the mountains. You can head north and east.

[Exits: north east]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 284mv 300916 exits:NE|<
< > Alas, you cannot go that way.

>624hp 506m 284mv 300916 exits:NE|<
< > e
e
where
You ride a warhorse east.
Southern road through the Vinagard mountains
  Cold, massive blocks of stone surrounds you in all directions. Harsh,
chilling wind blows from above, blowing heavily upon the sparse trees
that still survive in the mountains. You can head east and west.

[Exits: east west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 506m 283mv 300916 exits:EW|<
< > who pk
You ride a warhorse east.
Southern road through the Vinagard mountains
  Cold, massive blocks of stone surrounds you in all directions. Harsh,
chilling wind blows from above, blowing heavily upon the sparse trees
that still survive in the mountains. You can head east and west.

[Exits: east west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 506m 282mv 300916 exits:EW|<
< > e
Players near you:
(PK) Shtarkh    Southern road through the Vinagard mountains
(PK) Fatahaka   Southern road through the Vinagard mountains

>624hp 506m 282mv 300916 exits:EW|<
< > s
-=-=-=-= Visible players in the realms =-=-=-=-
            (PK) Ghaeck the male minotaur, Fist of Heretics
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
            (PK) Tasu the male dwarf, Knight of the Crown
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
            (PK) Sillior the male human, Knight of the Crown
            (PK) Deiplak the male half-elf

Players found: 8
The silvery light of Solinari fades from the sky.
You are hungry.

>624hp 554m 306mv 300916 exits:EW|<
< > s
You ride a warhorse east.
Southern road through the Vinagard mountains
  Cold, massive blocks of stone surrounds you in all directions. Harsh,
chilling wind blows from above, blowing heavily upon the sparse trees
that still survive in the mountains. You can head east and west.

[Exits: east west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 554m 305mv 300916 exits:EW|<
< > Alas, you cannot go that way.

>624hp 554m 305mv 300916 exits:EW|<
< > e
Alas, you cannot go that way.

>624hp 554m 305mv 300916 exits:EW|<
< > c 'create food'
You ride a warhorse east.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to
the north, while the main road continues south and west.

[Exits: north south west]
(White Aura) A knight stands here guiding travellers along the mountain road.
A Solamnic knight nods at you and gestures that the road continues south.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 554m 304mv 300916 exits:NSW|<
< > You draw upon the powers granted by your god.
A Magic Mushroom suddenly appears.

>624hp 549m 304mv 300916 exits:NSW|<
< > get mush
eat mush
s
s
s
You get a Magic Mushroom.

>624hp 549m 304mv 300916 exits:NSW|<
< > s
You eat a Magic Mushroom.
You are no longer hungry.

>624hp 549m 304mv 300916 exits:NSW|<
< > s
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The main road continues north and south.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 303mv 300916 exits:NS|<
< > s
s
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road continues north and south.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 302mv 300916 exits:NS|<
< > where

Shtarkh tells the group '
Ready.'
You ride a warhorse south.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 301mv 300916 exits:NS|<
< > s
You ride a warhorse south.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 300mv 300916 exits:NS|<
< > You ride a warhorse south.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 299mv 300916 exits:NS|<
< > You ride a warhorse south.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 298mv 300916 exits:NS|<
< > You ride a warhorse south.
Way of the southern Solamnic road
  You are at the southern end of the Solamnic road through the Vinagard
mountains. To the north you can see the inspiring mountain ranges which
seperate Solamnia from the southern plains.  The majestic mountains rise
up towards the sky, providing a natural barricade against invaders.  To
the south you can see the High Clerist's Tower, erected at the entrance to
the Vingaard mountains as a defence against invasion.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 297mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    Way of the southern Solamnic road
(PK) Fatahaka   Way of the southern Solamnic road

>624hp 549m 297mv 300916 exits:NS|<
< > You ride a warhorse south.
Way on the Southern Solamnic road
  You stand at a crossroads through the Southern Solamnic road. Clearly,
the High Clerist's Tower is to the south. You can see its immense form
rising up over the horizon, and have been able to for some time. To
the east and west ... who knows? They look like untamed wilderness,
though.

[Exits: north east south west]
A knight dressed in a white scale mail shirt is standing here, watching over the mountains.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 296mv 300916 exits:NESW|<
< > where
s
s
s
Players near you:
(PK) Shtarkh    Way on the Southern Solamnic road
(PK) Fatahaka   Way on the Southern Solamnic road

>624hp 549m 296mv 300916 exits:NESW|<
< > open s
You ride a warhorse south.
The Pass
  The tall walls of the Vingaard Mountains rise high above to a dizzying
height. The peaks are covered with snow and shrouded with clouds. Strong,
cold winds blow through the pass, creating an eerie howling sound. The pass
continues to the north. In a distance to the south, a tower made of white
stone rises majestically against the sky.

[Exits: north south]
     (Humming) A small iron knife with a bone hilt lies in the dirt.
A tall man wearing a solamnic armor standing here, protecting a peace.
A silent, tiny kender tries to hide from your eyes.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 295mv 300916 exits:NS|<
< > where
You ride a warhorse south.
Near the Tower
  You find yourself at a mountain clearing with an outpost before a
massive tower in the mountains. To the south, you can see a large gate
maded from solid bronze blocks, while at the north path returns you deep
into the Vingaard Mountains.

[Exits: north south]
A knight clad in shiny steel armor stands here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 294mv 300916 exits:NS|<
< > s
You ride a warhorse south.
Before gates of the High Clerist Tower
  The massive gate stands near a hundred feet, dwarving everyone standing
nearby. Highly trained knights guard the entrance to the High Clerist
Tower, ready to spring into action at the first sign of trouble. You may
proceed southward into the belly of the tower. In a distance to the north,
you see a pass leading into the mountains.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 293mv 300916 exits:NS|<
< > It's already open.

>624hp 549m 293mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    Before gates of the High Clerist Tower
(PK) Fatahaka   Before gates of the High Clerist Tower
(PK) Deiplak    The Southern hallway of the tower

>624hp 549m 293mv 300916 exits:NS|<
< > wher
You ride a warhorse south.
Entering into the High Clerist Tower
  Passing through the gates you find yourself in some kind of tunnel leading
you into a large courtyard of the mountain outpost. You can advance to the
courtyard at the south or return back to the mountains on the north.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 292mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    Entering into the High Clerist Tower
(PK) Fatahaka   Entering into the High Clerist Tower
(PK) Deiplak    The Southern hallway of the tower

>624hp 549m 292mv 300916 exits:NS|<
< > s
where
You ride a warhorse south.
In the Courtyard
  The courtyard is filled with knights from all ranks, mixed with bewildered
travelers from all over the land. High above, you see the battlements,
patroled with vigilant guards. To the north, you can spot the entrance to
the tower. The courtyard extends eastward and westward from here.

[Exits: north east south west]
A guard of the crown patrols the courtyards here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

<-- some searching through the HCT, looking for them -->

>624hp 549m 291mv 300916 exits:NESW|<
< > Players near you:
(PK) Shtarkh    In the Courtyard
(PK) Fatahaka   In the Courtyard
(PK) Deiplak    The Southern hallway

>624hp 549m 291mv 300916 exits:NESW|<
< > ;deiplak?
where
who
You tell the group '
deiplak?'

>624hp 549m 291mv 300916 exits:NESW|<
< >
Players near you:
(PK) Shtarkh    In the Courtyard
(PK) Fatahaka   In the Courtyard
(PK) Deiplak    The Southern hallway

>624hp 549m 291mv 300916 exits:NESW|<
< > -=-=-=-= Visible players in the realms =-=-=-=-
                 Darim the male minotaur
                 Dren the male dark elf
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Akrglgont the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Tasu the male dwarf, Knight of the Crown
                 Nostr the male human, Shadow of Heretics
                 Liokhat the male minotaur
                 Folgenach the male kender
                 Korus the male minotaur
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
[Hit Return to continue]
            (PK) Deiplak the male half-elf
                 Taves the male minotaur, Knight of the Lily

Players found: 22

>624hp 549m 291mv 300916 exits:NESW|<
< >
wher

>624hp 549m 291mv 300916 exits:NESW|<
< > Players near you:
(PK) Shtarkh    In the Courtyard
(PK) Fatahaka   In the Courtyard
(PK) Deiplak    At the Southern Gates of High Clerist Tower

>624hp 549m 291mv 300916 exits:NESW|<
< >
Shtarkh shrugs helplessly.

>624hp 549m 291mv 300916 exits:NESW|<
< > e
where
e
You ride a warhorse east.
At the courtyard of High Clerist Tower
  The tough walls of the Solamnic keep have been erected at the north side
of you. The walls still appears strong, even after so much years had pass.
Years of invasion and breath of ragging dragons have not decimate the walls
and they remain as strong as they were when they were first built. You can
walk to the west and east across the courtyard.

[Exits: east south west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 290mv 300916 exits:ESW|<
< > e
Players near you:
(PK) Shtarkh    At the courtyard of High Clerist Tower
(PK) Fatahaka   At the courtyard of High Clerist Tower

>624hp 549m 290mv 300916 exits:ESW|<
< > e
e
You ride a warhorse east.
At the courtyard of High Clerist Tower
  The tough walls of the Solamnic keep have been erected at the north side
of you. The walls still appears strong, even after so much years had pass.
Years of invasion and breath of ragging dragons have not decimate the walls
and they remain as strong as they were when they were first built. You can
walk to the west and south across the courtyard.

[Exits: east south west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 289mv 300916 exits:ESW|<
< > e
You ride a warhorse east.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: east south west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 288mv 300916 exits:ESW|<
< > e
You ride a warhorse east.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: east south west]
A guard of the crown patrols the courtyards here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 287mv 300916 exits:ESW|<
< > You ride a warhorse east.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: east south west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 286mv 300916 exits:ESW|<
< > You ride a warhorse east.
Before the entrance on the north-eastern watchtower
  A small arch stands over the entrance into the north-eastern watchtower.
As you inspect the entrance carefully, not a trace of cobwebs spun by
spiders are around. And this is not surprising, for the Solamnic knights
and guards use the entrance day in and day out. The day when you see
cobwebs hung around the entrance would most probably be the day when
the Tower of High Clerist falls.....

[Exits: south west up]
A knight clad in shiny steel armor stands here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 285mv 300916 exits:SWU|<
< > Alas, you cannot go that way.

>624hp 549m 285mv 300916 exits:SWU|<
< > ;lets ignore him for now
s
s
where
You tell the group '
lets ignore him for now'

<-- don't want to be annoyed by more knights -->

>624hp 549m 285mv 300916 exits:SWU|<
< > You ride a warhorse south.
At the courtyard of High Clerist Tower
  The tough walls of the Solamnic keep have been erected at the north side
of you. The walls still appears strong, even after so much years had pass.
Years of invasion and breath of ragging dragons have not decimate the walls
and they remain as strong as they were when they were first built. You can
walk to the west and south across the courtyard.

[Exits: north east south west]
     (Humming) A small loop of wood is lying here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 284mv 300916 exits:NESW|<
< > s
You ride a warhorse south.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels 
of water stands not far from you, forging the sense of a fortress in war.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 283mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    At the courtyard of High Clerist Tower
(PK) Fatahaka   At the courtyard of High Clerist Tower

>624hp 549m 283mv 300916 exits:NS|<
< > where
s
You ride a warhorse south.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: north east south]
A tall knight bearing an armor of solamnic order watching for order carefully.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 282mv 300916 exits:NES|<
< > s
Players near you:
(PK) Shtarkh    At the courtyard of High Clerist Tower
(PK) Fatahaka   At the courtyard of High Clerist Tower

>624hp 549m 282mv 300916 exits:NES|<
< > scan e
You ride a warhorse south.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and west, and you can turn back to north to the battlements.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 281mv 300916 exits:NS|<
< > You ride a warhorse south.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and you can turn back to north to the battlements.

[Exits: north south]
A guard of the crown patrols the courtyards here.
A tall knight bearing an armor of solamnic order watching for order carefully.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 549m 280mv 300916 exits:NS|<
< > s
You peer intently east.

>624hp 549m 280mv 300916 exits:NS|<
< > scan e
You ride a warhorse south.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and you can turn back to north to the battlements.

[Exits: north east south]
     A small stone cup is half-filled with green liquid.
     A small silver bracelet gleams in the light.
     A rather short spear is lying on the ground.
     A magical spring flows from the ground here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 549m 279mv 300916 exits:NES|<
< > You peer intently east.
 **** 1 east ****
A powerful knight stands his vigilant guard over the Keep.

 **** 2 east ****


>624hp 549m 279mv 300916 exits:NES|<
< > e
Something from above smashes you, sending you to the ground.
You fall down from your mount.
Your bash
grazes you.

>621hp 549m 279mv 300916 exits:NES|<
< > mutter

Shtarkh peers intently east.

>621hp 549m 279mv 300916 exits:NES|<
< > e
You mutter under your breath.
The day has begun.
Your protective shield fades away.

>624hp 589m 303mv 300916 exits:NES|<
< > where
Before a towering iron portcullis
  You stand before an enormous iron portcullis, beyond which lies a small
isolated keep. There is a tranquil but strong quality about this place.
To the east the keep extends into a small courtyard.

[Exits: east west]
A powerful knight stands his vigilant guard over the Keep.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.
A warhorse has arrived.

>624hp 589m 302mv 300916 exits:EW|<
< > w
n
Players near you:
(PK) Shtarkh    Before a towering iron portcullis
(PK) Fatahaka   Before a towering iron portcullis

>624hp 589m 302mv 300916 exits:EW|<
< > The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and you can turn back to north to the battlements.

[Exits: north east south]
     A small stone cup is half-filled with green liquid.
     A small silver bracelet gleams in the light.
     A rather short spear is lying on the ground.
     A magical spring flows from the ground here.
A warhorse has arrived.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 589m 301mv 300916 exits:NES|<
< > c 'protective shield'
where
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and you can turn back to north to the battlements.

[Exits: north south]
A guard of the crown patrols the courtyards here.
A tall knight bearing an armor of solamnic order watching for order carefully.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.
A warhorse has arrived.

>624hp 589m 300mv 300916 exits:NS|<
< >
Shtarkh concentrates for a moment of prayer.
An unholy blessing from the abyss shrouds Shtarkh in black mist.

>624hp 589m 300mv 300916 exits:NS|<
< > You utter a prayer to your deity.
You lost your concentration.

>624hp 564m 300mv 300916 exits:NS|<
< > mount

Shtarkh concentrates for a moment of prayer.
Shtarkh is surrounded by a protective shield.

>624hp 564m 300mv 300916 exits:NS|<
< > where
Players near you:
(PK) Shtarkh    The eastern part of courtyard
(PK) Fatahaka   The eastern part of courtyard

>624hp 564m 300mv 300916 exits:NS|<
< > c 'protective shield'
You pull yourself up onto a warhorse and mount him.

>624hp 564m 300mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    The eastern part of courtyard
(PK) Fatahaka   The eastern part of courtyard

>624hp 564m 300mv 300916 exits:NS|<
< > You utter a prayer to your deity.
You are surrounded by a protective shield.

>624hp 514m 300mv 300916 exits:NS|<
< > ;maybe they have gone to the sla mori
s
s
s
where
You tell the group '
maybe they have gone to the sla mori'

>624hp 514m 300mv 300916 exits:NS|<
< > s
You ride a warhorse south.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and you can turn back to north to the battlements.

[Exits: north east south]
     A small stone cup is half-filled with green liquid.
     A small silver bracelet gleams in the light.
     A rather short spear is lying on the ground.
     A magical spring flows from the ground here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 299mv 300916 exits:NES|<
< > s
s
You ride a warhorse south.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and west, and you can turn back to north to the battlements.

[Exits: north south west]
     The torn remains of Tschuk are here on a cross.
A cleric novice stands here, studying books of divine order.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 298mv 300916 exits:NSW|<
< > s
You ride a warhorse south.
Before the entrance on the south-east watchtower
  A small arch stands over the entrance into the south-eastern watchtower. As
you inspect the entrance carefully, not a trace of cobwebs spun by spiders
are around. And this is not surprising, for the Solamnic knights and guards
use the entrance day in and day out. The day when you see cobwebs hung around
the entrance would most probably be the day when the Tower of High Clerist
falls.....

[Exits: north west up]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 297mv 300916 exits:NWU|<
< > s
w
w
wher
Players near you:
(PK) Shtarkh    Before the entrance on the south-east watchtower
(PK) Fatahaka   Before the entrance on the south-east watchtower

>624hp 514m 297mv 300916 exits:NWU|<
< > Alas, you cannot go that way.

>624hp 514m 297mv 300916 exits:NWU|<
< > Alas, you cannot go that way.

>624hp 514m 297mv 300916 exits:NWU|<
< > Alas, you cannot go that way.

>624hp 514m 297mv 300916 exits:NWU|<
< > Alas, you cannot go that way.

>624hp 514m 297mv 300916 exits:NWU|<
< > who
Alas, you cannot go that way.

>624hp 514m 297mv 300916 exits:NWU|<
< > You ride a warhorse west.
Southern Part of Courtyard
  You are walking under the protection of the southern battlements. The
walls have not been destroyed in any way. As the Solamnic order has been
keeping their vigilance here, all around looks in good order. A courtyard
lies all around.

[Exits: north east west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 296mv 300916 exits:NEW|<
< > You ride a warhorse west.
Southern Part of Courtyard
  You are walking under the protection of the southern battlements. The
walls have not been destroyed in any way. As the Solamnic order has been
keeping their vigilance here, all around looks in good order. A courtyard
lies all around.

[Exits: north east west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 295mv 300916 exits:NEW|<
< > Players near you:
(PK) Shtarkh    Southern Part of Courtyard
(PK) Fatahaka   Southern Part of Courtyard

>624hp 514m 295mv 300916 exits:NEW|<
< >
-=-=-=-= Visible players in the realms =-=-=-=-
                 Darim the male minotaur
                 Dren the male dark elf
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Akrglgont the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Tasu the male dwarf, Knight of the Crown
                 Nostr the male human, Shadow of Heretics
                 Liokhat the male minotaur
                 Folgenach the male kender
                 Korus the male minotaur
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
[Hit Return to continue]
Shtarkh shakes his head negatively.
[Hit Return to continue]

            (PK) Deiplak the male half-elf
                 Taves the male minotaur, Knight of the Lily

Players found: 22

>624hp 514m 295mv 300916 exits:NEW|<
< >
>624hp 514m 295mv 300916 exits:NEW|<
< > e
e
e
e
You ride a warhorse east.
Southern Part of Courtyard
  You are walking under the protection of the southern battlements. The
walls have not been destroyed in any way. As the Solamnic order has been
keeping their vigilance here, all around looks in good order. A courtyard
lies all around.

[Exits: north east west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 294mv 300916 exits:NEW|<
< > n
You ride a warhorse east.
Before the entrance on the south-east watchtower
  A small arch stands over the entrance into the south-eastern watchtower. As
you inspect the entrance carefully, not a trace of cobwebs spun by spiders
are around. And this is not surprising, for the Solamnic knights and guards
use the entrance day in and day out. The day when you see cobwebs hung around
the entrance would most probably be the day when the Tower of High Clerist
falls.....

[Exits: north west up]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 293mv 300916 exits:NWU|<
< > n
Alas, you cannot go that way.

>624hp 514m 293mv 300916 exits:NWU|<
< > n
Alas, you cannot go that way.

>624hp 514m 293mv 300916 exits:NWU|<
< > n
n
You ride a warhorse north.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and west, and you can turn back to north to the battlements.

[Exits: north south west]
     The torn remains of Tschuk are here on a cross.
A cleric novice stands here, studying books of divine order.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 292mv 300916 exits:NSW|<
< > n
You ride a warhorse north.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and you can turn back to north to the battlements.

[Exits: north east south]
     A small stone cup is half-filled with green liquid.
     A small silver bracelet gleams in the light.
     A rather short spear is lying on the ground.
     A magical spring flows from the ground here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 291mv 300916 exits:NES|<
< > where

Shtarkh shrugs helplessly.
You ride a warhorse north.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and you can turn back to north to the battlements.

[Exits: north south]
A guard of the crown patrols the courtyards here.
A tall knight bearing an armor of solamnic order watching for order carefully.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 290mv 300916 exits:NS|<
< > You ride a warhorse north.
The eastern part of courtyard
  The large wall of solid stone has been erected from west, protecting
the courtyard of the High Clerist Tower from blasting winds. Over the
east, a large tower made from pure white stone raises up to the sky,
enchanting you with its majestic sight. A walkway continues to the south
and west, and you can turn back to north to the battlements.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 289mv 300916 exits:NS|<
< > n
n
You ride a warhorse north.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: north east south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 288mv 300916 exits:NES|<
< > n
You ride a warhorse north.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels 
of water stands not far from you, forging the sense of a fortress in war.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 287mv 300916 exits:NS|<
< > n
Players near you:
(PK) Shtarkh    At the courtyard of High Clerist Tower
(PK) Fatahaka   At the courtyard of High Clerist Tower

>624hp 514m 287mv 300916 exits:NS|<
< > You ride a warhorse north.
At the courtyard of High Clerist Tower
  The tough walls of the Solamnic keep have been erected at the north side
of you. The walls still appears strong, even after so much years had pass.
Years of invasion and breath of ragging dragons have not decimate the walls
and they remain as strong as they were when they were first built. You can
walk to the west and south across the courtyard.

[Exits: north east south west]
     (Humming) A small loop of wood is lying here.
A tall knight bearing an armor of solamnic order watching for order carefully.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 286mv 300916 exits:NESW|<
< > n
You ride a warhorse north.
Before the entrance on the north-eastern watchtower
  A small arch stands over the entrance into the north-eastern watchtower.
As you inspect the entrance carefully, not a trace of cobwebs spun by
spiders are around. And this is not surprising, for the Solamnic knights
and guards use the entrance day in and day out. The day when you see
cobwebs hung around the entrance would most probably be the day when
the Tower of High Clerist falls.....

[Exits: south west up]
A knight clad in shiny steel armor stands here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 285mv 300916 exits:SWU|<
< > w
Alas, you cannot go that way.

>624hp 514m 285mv 300916 exits:SWU|<
< > Alas, you cannot go that way.

>624hp 514m 285mv 300916 exits:SWU|<
< > w
Alas, you cannot go that way.

>624hp 514m 285mv 300916 exits:SWU|<
< > w
w
You ride a warhorse west.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: east south west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 284mv 300916 exits:ESW|<
< > You ride a warhorse west.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: east south west]
A guard of the crown patrols the courtyards here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 283mv 300916 exits:ESW|<
< > You ride a warhorse west.
At the courtyard of High Clerist Tower
  A large, cleared courtyard lies across you from all directions. All
around looks prepared for a long siege. Wagons of weapons and barrels
of water stands not far from you, forging the sense of a fortress in war.

[Exits: east south west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 282mv 300916 exits:ESW|<
< > You ride a warhorse west.
At the courtyard of High Clerist Tower
  The tough walls of the Solamnic keep have been erected at the north side
of you. The walls still appears strong, even after so much years had pass.
Years of invasion and breath of ragging dragons have not decimate the walls
and they remain as strong as they were when they were first built. You can
walk to the west and south across the courtyard.

[Exits: east south west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 281mv 300916 exits:ESW|<
< > w
where
who
You ride a warhorse west.
At the courtyard of High Clerist Tower
  The tough walls of the Solamnic keep have been erected at the north side
of you. The walls still appears strong, even after so much years had pass.
Years of invasion and breath of ragging dragons have not decimate the walls
and they remain as strong as they were when they were first built. You can
walk to the west and east across the courtyard.

[Exits: east south west]
A guard of the crown patrols the courtyards here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 280mv 300916 exits:ESW|<
< > Players near you:
(PK) Shtarkh    At the courtyard of High Clerist Tower
(PK) Fatahaka   At the courtyard of High Clerist Tower
(PK) Deiplak    At the Southern Gates of High Clerist Tower

>624hp 514m 280mv 300916 exits:ESW|<
< > w
-=-=-=-= Visible players in the realms =-=-=-=-
                 Darim the male minotaur
                 Dren the male dark elf
            (PK) Ghaeck the male minotaur, Fist of Heretics
                 Derketto the female half-elf
            (PK) Shtarkh the male draconian, Adept of Lies
            (PK) Ravalr the male human
                 Akrglgont the male human
                 Bentley the male minotaur
                 Deigon the male draconian
            (PK) Tasu the male dwarf, Knight of the Crown
                 Nostr the male human, Shadow of Heretics
                 Liokhat the male minotaur
                 Folgenach the male kender
                 Korus the male minotaur
            (PK) Fatahaka the female draconian
            (PK) Daeglor the male human, Magistrate of Justice
                 Dellenci the male wild elf
            (PK) Sillior the male human, Knight of the Crown
                 Thourn the male minotaur
                 Wzardriya the female wild elf
[Hit Return to continue]
w
w

>624hp 514m 280mv 300916 exits:ESW|<
< > wher
You ride a warhorse west.
In the Courtyard
  The courtyard is filled with knights from all ranks, mixed with bewildered
travelers from all over the land. High above, you see the battlements,
patroled with vigilant guards. To the north, you can spot the entrance to
the tower. The courtyard extends eastward and westward from here.

[Exits: north east south west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 514m 279mv 300916 exits:NESW|<
< > n
You ride a warhorse west.
At the courtyard of High Clerist Tower
  The tough walls of the Solamnic keep have been erected at the north side
of you. The walls still appears strong, even after so much years had pass.
Years of invasion and breath of ragging dragons have not decimate the walls
and they remain as strong as they were when they were first built. You can
walk to the west and east across the courtyard.

[Exits: east south west]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 514m 278mv 300916 exits:ESW|<
< > e
Players near you:
(PK) Shtarkh    At the courtyard of High Clerist Tower
(PK) Fatahaka   At the courtyard of High Clerist Tower

>624hp 514m 278mv 300916 exits:ESW|<
< > n

The sun rises in the east.

>624hp 561m 302mv 300916 exits:ESW|<
< > n
Alas, you cannot go that way.

>624hp 561m 302mv 300916 exits:ESW|<
< > n
You ride a warhorse east.
In the Courtyard
  The courtyard is filled with knights from all ranks, mixed with bewildered
travelers from all over the land. High above, you see the battlements,
patroled with vigilant guards. To the north, you can spot the entrance to
the tower. The courtyard extends eastward and westward from here.

[Exits: north east south west]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 561m 301mv 300916 exits:NESW|<
< > n
You ride a warhorse north.
Entering into the High Clerist Tower
  Passing through the gates you find yourself in some kind of tunnel leading
you into a large courtyard of the mountain outpost. You can advance to the
courtyard at the south or return back to the mountains on the north.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 561m 300mv 300916 exits:NS|<
< > wher
You ride a warhorse north.
Before gates of the High Clerist Tower
  The massive gate stands near a hundred feet, dwarving everyone standing
nearby. Highly trained knights guard the entrance to the High Clerist
Tower, ready to spring into action at the first sign of trouble. You may
proceed southward into the belly of the tower. In a distance to the north,
you see a pass leading into the mountains.

[Exits: north south]
A knight clad in shiny steel armor stands here.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 561m 299mv 300916 exits:NS|<
< > n
n
You ride a warhorse north.
Near the Tower
  You find yourself at a mountain clearing with an outpost before a
massive tower in the mountains. To the south, you can see a large gate
maded from solid bronze blocks, while at the north path returns you deep
into the Vingaard Mountains.

[Exits: north south]
A tall man wearing a solamnic armor standing here, protecting a peace.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 561m 298mv 300916 exits:NS|<
< > n
You ride a warhorse north.
The Pass
  The tall walls of the Vingaard Mountains rise high above to a dizzying
height. The peaks are covered with snow and shrouded with clouds. Strong,
cold winds blow through the pass, creating an eerie howling sound. The pass
continues to the north. In a distance to the south, a tower made of white
stone rises majestically against the sky.

[Exits: north south]
     (Humming) A small iron knife with a bone hilt lies in the dirt.
(White Aura) Tasu the male dwarf is here.
(White Aura) Sillior the male human is here riding a young bronze dragon.
A silent, tiny kender tries to hide from your eyes.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 561m 297mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    The Pass
(PK) Tasu       The Pass
(PK) Fatahaka   The Pass
(PK) Sillior    The Pass

<//// Here we go!#@ ///>

>624hp 561m 297mv 300916 exits:NS|<
< > n
You ride a warhorse north.
Way on the Southern Solamnic road
  You stand at a crossroads through the Southern Solamnic road. Clearly,
the High Clerist's Tower is to the south. You can see its immense form
rising up over the horizon, and have been able to for some time. To
the east and west ... who knows? They look like untamed wilderness,
though.

[Exits: north east south west]
A knight dressed in a white scale mail shirt is standing here, watching over the mountains.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 561m 296mv 300916 exits:NESW|<
< > You ride a warhorse north.
Way of the southern Solamnic road
  You are at the southern end of the Solamnic road through the Vinagard
mountains. To the north you can see the inspiring mountain ranges which
seperate Solamnia from the southern plains.  The majestic mountains rise
up towards the sky, providing a natural barricade against invaders.  To
the south you can see the High Clerist's Tower, erected at the entrance to
the Vingaard mountains as a defence against invasion.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 561m 295mv 300916 exits:NS|<
< > ;there
You ride a warhorse north.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 561m 294mv 300916 exits:NS|<
< > You ride a warhorse north.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 561m 293mv 300916 exits:NS|<
< > n
You tell the group '
there'

>624hp 561m 293mv 300916 exits:NS|<
< > You ride a warhorse north.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 561m 292mv 300916 exits:NS|<
< > ;sillior first
You tell the group '
sillior first'

>624hp 561m 292mv 300916 exits:NS|<
< > c 'summon' sillior
You draw upon the powers granted by your god.
You lost your concentration.

>624hp 536m 292mv 300916 exits:NS|<
< > c 'summon' sillior
You concentrate a moment and pray to your deity.
You failed.

>624hp 486m 292mv 300916 exits:NS|<
< > n
n
where
n
n
You ride a warhorse north.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 291mv 300916 exits:NS|<
< > n
You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road continues north and south.

[Exits: north south]
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 486m 290mv 300916 exits:NS|<
< > where
Players near you:
(PK) Shtarkh    Southern road through the Vinagard mountains
(PK) Fatahaka   Southern road through the Vinagard mountains

>624hp 486m 290mv 300916 exits:NS|<
< > You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The main road continues north and south.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 289mv 300916 exits:NS|<
< >
Shtarkh nods.
You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to
the north, while the main road continues south and west.

[Exits: north south west]
(White Aura) A knight stands here guiding travellers along the mountain road.
A Solamnic knight nods at you and gestures that the road continues west.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 486m 288mv 300916 exits:NSW|<
< > s
s
You ride a warhorse north.
Deep in the Vingaard Mountains
  Cold, massive blocks of stone surrounds you in all directions. Harsh,
chilling wind blows from above, blowing heavily upon the sparse trees that
still survive in the mountains. You can continue east into the mountains,
or south towards a well travelled road.

[Exits: east south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 287mv 300916 exits:ES|<
< > Players near you:
(PK) Shtarkh    Deep in the Vingaard Mountains
(PK) Tasu       Southern road through the Vinagard mountains
(PK) Fatahaka   Deep in the Vingaard Mountains
(PK) Sillior    Southern road through the Vinagard mountains

>624hp 486m 287mv 300916 exits:ES|<
< > n
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to
the north, while the main road continues south and west.

[Exits: north south west]
(White Aura) A knight stands here guiding travellers along the mountain road.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 486m 286mv 300916 exits:NSW|<
< > You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The main road continues north and south.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 486m 285mv 300916 exits:NS|<
< > c 'summon' sillior

Sillior rides in on a young bronze dragon.
Tasu has arrived.

< >
Shtarkh zaps Sillior with a walking stick.
Sillior slowly topples from a young bronze dragon and onto the ground.
Sillior goes to sleep.

</// Holy shit that was fast, I didn't even notice them =) ///>

You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to
the north, while the main road continues south and west.

[Exits: north south west]
(White Aura) A knight stands here guiding travellers along the mountain road.
A Solamnic knight nods at you and gestures that the road continues west.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 486m 284mv 300916 exits:NSW|<
< > You concentrate a moment and pray to your deity.
You lost your concentration.

>624hp 461m 284mv 300916 exits:NSW|<
< > s
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The main road continues north and south.

[Exits: north south]
(White Aura) Tasu the male dwarf is here.
(White Aura) Sillior the male human is sleeping here.
(Charmed) A young bronze dragon is here awaiting her master's command.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 461m 283mv 300916 exits:NS|<
< >
Tasu concentrates for a moment of prayer.

</// What is he doing? Awakening? noo =D ///>

>624hp 461m 283mv 300916 exits:NS|<
< > c 'faerie fire' tasu

Shtarkh concentrates for a moment of prayer.

>624hp 461m 283mv 300916 exits:NS|<
< > You concentrate a moment and pray to your deity.
Tasu yells '
Die, Fatahaka you sorcerous dog!'
Tasu is surrounded by a pink outline.
You parry Tasu's crush.
Tasu is in perfect condition.

>624hp 456m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: perfect condition >
< >
You parry Tasu's crush.
Tasu parries your crush.
Shtarkh's pound
mauls Tasu.
Tasu has a few scratches.

>624hp 456m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: a few scratches >
< > c 'blindness'
You concentrate a moment and pray to your deity.
Tasu appears to be blinded.
Tasu has a few scratches.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: a few scratches >
< >
Shtarkh's pound
mauls Tasu.
You parry Tasu's crush.
A solamnic mace glows with silver light!
The shadow of a merman guard's chill
decimates Tasu.
The shadow of a merman guard's chill
mauls Tasu.
Tasu parries your crush.
Your downward crush
misses Tasu.
Tasu has a few scratches.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: a few scratches >
< > swing

Shtarkh concentrates for a moment of prayer.
Shtarkh calls forth a plague of the apocalypse upon Tasu.
Shtarkh's decay
mauls Tasu.
Tasu drops a solamnic mace.
Tasu looks tired and frail.
Tasu has some small wounds.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: small wounds >
< > Your crushing blow
devastates Tasu!
Tasu has some small wounds.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: small wounds >
< > swing

The zombie's pound
mauls Tasu.
You parry Tasu's punch.
The shadow of a merman guard's chill
mauls Tasu.
Your downward crush
mauls Tasu.
Tasu is covered in bleeding wounds.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: bleeding wounds >
< >
Tasu concentrates for a moment of prayer.
Tasu is no longer blinded.
Tasu is covered in bleeding wounds.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: bleeding wounds >
< >
Shtarkh concentrates for a moment of prayer.
Tasu is covered in bleeding wounds.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: bleeding wounds >
< > You smash Tasu's head, sending him crashing to the ground.
Your crushing blow
decimates Tasu.
The zombie's pound
mauls Tasu.
The zombie's pound
mauls Tasu.
You shield block Tasu's punch.
The shadow of a merman guard's chill
decimates Tasu.
Your downward crush
mauls Tasu.
Tasu is gushing blood.

>624hp 451m 283mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: gushing blood >
< > c 'curse'

You feel less armored.
You feel less protected.
Tasu is covered in bleeding wounds.

>624hp 476m 307mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: bleeding wounds >
< >
Shtarkh's pound
devastates Tasu.
The zombie's pound
mauls Tasu.
The zombie's pound
mauls Tasu.
You shield block Tasu's punch.
The shadow of a merman guard's chill
decimates Tasu.
The shadow of a merman guard's chill
decimates Tasu.
Your downward crush
mauls Tasu.
Tasu is gushing blood.

>624hp 476m 307mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: gushing blood >
< > You concentrate a moment and pray to your deity.
You lost your concentration.
Tasu is gushing blood.

>624hp 466m 307mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: gushing blood >
< > c 'curse'

Tasu leaves north.
Tasu has fled!

>624hp 466m 307mv 300916 exits:NS|<
< > n
swing tasu

Tasu has arrived.
Cast the spell on whom?

>624hp 466m 307mv 300916 exits:NS|<
< > s

Tasu concentrates for a moment of prayer.
You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to
the north, while the main road continues south and west.

[Exits: north south west]
(White Aura) A knight stands here guiding travellers along the mountain road.
A Solamnic knight nods at you and gestures that the road continues west.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 466m 306mv 300916 exits:NSW|<
< > swing tasu
They aren't here.

>624hp 466m 306mv 300916 exits:NSW|<
< > You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The main road continues north and south.

[Exits: north south]
(Pink Aura) (White Aura) Tasu the male dwarf is here.
(White Aura) Sillior the male human is sleeping here.
(Charmed) A young bronze dragon is here awaiting her master's command.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 466m 305mv 300916 exits:NS|<
< > Tasu yells '
Help! Fatahaka is smashing me!'
Your crushing blow
devastates Tasu!
Tasu is writhing in agony.

>624hp 466m 305mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: writhing >
< >
You parry Tasu's punch.
Your downward crush
mauls Tasu.
The shadow of a merman guard's chill
decimates Tasu.
The shadow of a merman guard gets a wild look in its eyes.
A warhorse's pound
decimates Tasu.
Tasu is convulsing on the ground.

>624hp 466m 305mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: convulsing >
< > swing tasu

Tasu concentrates for a moment of prayer.
Tasu is convulsing on the ground.

>624hp 466m 305mv 300916 exits:NS|<
< T: Fatahaka TC: perfect condition E: Tasu EC: convulsing >
< >
Tasu leaves north.
Tasu has fled!

>624hp 466m 305mv 300916 exits:NS|<
< > swing tasu
swing tasu
They aren't here.

>624hp 466m 305mv 300916 exits:NS|<
< > swing tasu
n
They aren't here.

>624hp 466m 305mv 300916 exits:NS|<
< > They aren't here.

>624hp 466m 305mv 300916 exits:NS|<
< > swing tasu
They aren't here.

>624hp 466m 305mv 300916 exits:NS|<
< > You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to
the north, while the main road continues south and west.

[Exits: north south west]
(Pink Aura) (White Aura) Tasu the male dwarf is here.
(White Aura) A knight stands here guiding travellers along the mountain road.
A Solamnic knight nods at you and gestures that the road continues west.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 466m 304mv 300916 exits:NSW|<
< >
Shtarkh concentrates for a moment of prayer.
Tasu yells '
Die, Shtarkh you sorcerous dog!'
Shtarkh calls forth a plague of the apocalypse upon Tasu.
Shtarkh's decay
decimates Tasu.
Tasu leaves south.
Tasu has fled!
They aren't here.

>624hp 466m 304mv 300916 exits:NSW|<
< > s
swing tasu
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The main road continues north and south.

[Exits: north south]
(White Aura) Sillior the male human is sleeping here.
(Charmed) A young bronze dragon is here awaiting her master's command.
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 466m 303mv 300916 exits:NS|<
< > They aren't here.

>624hp 466m 303mv 300916 exits:NS|<
< > s
swing tasu
where
You ride a warhorse south.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road continues north and south.

[Exits: north south]
(Pink Aura) (White Aura) Tasu the male dwarf is here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 466m 302mv 300916 exits:NS|<
< > s

Shtarkh concentrates for a moment of prayer.
Tasu yells '
Die, Shtarkh you sorcerous dog!'
Shtarkh calls forth a plague of the apocalypse upon Tasu.
Shtarkh's decay
maims Tasu!
Tasu is DEAD!!
You hear Tasu's death cry.
The gods protect Tasu from Shtarkh.
They aren't here.

</// Booya, one dwarven cleric of Paladine powerseeker gone, now... ///>

>624hp 466m 302mv 300916 exits:NS|<
< > Players near you:
(PK) Shtarkh    Southern road through the Vinagard mountains
(PK) Fatahaka   Southern road through the Vinagard mountains
(PK) Sillior    Southern road through the Vinagard mountains

>624hp 466m 302mv 300916 exits:NS|<
< > n
You ride a warhorse south.
Southern road through the Vinagard mountains
  You are walking on the main road through the Vingaard mountains.  Rocky
slopes surround you on the left and right, leaving little choice but to
travel north or south along the road.

[Exits: north south]
The zombie has arrived.
The shadow of a merman guard has arrived.
Shtarkh has arrived.

>624hp 466m 301mv 300916 exits:NS|<
< > You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  The road continues north and south.

[Exits: north south]
     The corpse of Tasu is lying here.
Shtarkh has arrived.
The shadow of a merman guard has arrived.
The zombie has arrived.

>624hp 466m 300mv 300916 exits:NS|<
< > get all corpse
put all in sack
You get white shaman robe from the corpse of Tasu.
You get an emerald jeweled ring from the corpse of Tasu.
You get a kender made wooden bracelet from the corpse of Tasu.
You get a bracelet with a steel engraving from the corpse of Tasu.
You get a carved silver ring from the corpse of Tasu.
You get an emerald necklace from the corpse of Tasu.
You get an ivory sceptre from the corpse of Tasu.
Holy: you can't carry that many items.
Helm: you can't carry that many items.
Knapsack: you can't carry that many items.
Golden: you can't carry that many items.
Gauntlets: you can't carry that many items.
Mayor's: you can't carry that many items.
Solamnic: you can't carry that many items.
Mace: you can't carry that many items.
Mace: you can't carry that many items.
You get 13255 silver coins and 125 gold coins from the corpse of Tasu.

>624hp 466m 300mv 300916 exits:NS|<
< > get all corpse
put all in sack
You put an emerald necklace in a ranger's knapsack.
You put a carved silver ring in a ranger's knapsack.
You put a bracelet with a steel engraving in a ranger's knapsack.
You put a kender made wooden bracelet in a ranger's knapsack.
You put an emerald jeweled ring in a ranger's knapsack.
You put white shaman robe in a ranger's knapsack.
You put a coarsly woven rug in a ranger's knapsack.

>624hp 466m 300mv 300916 exits:NS|<
< > You get the holy symbol of Paladine from the corpse of Tasu.
You get a helm with a green plume from the corpse of Tasu.
You get a ranger's knapsack from the corpse of Tasu.
You get a golden shield bearing the Naiadian crest from the corpse of Tasu.
You get a pair of ivory gauntlets from the corpse of Tasu.
You get the mayor's ring from the corpse of Tasu.
You get a suit of platemail bearing the mark of Solamnia from the corpse of Tasu.
Mace: you can't carry that many items.
Mace: you can't carry that many items.

>624hp 466m 300mv 300916 exits:NS|<
< > You put a suit of platemail bearing the mark of Solamnia in a ranger's knapsack.
You put the mayor's ring in a ranger's knapsack.
You put a pair of ivory gauntlets in a ranger's knapsack.
You put a golden shield bearing the Naiadian crest in a ranger's knapsack.
You put a helm with a green plume in a ranger's knapsack.

<-- dispel + spell up on Sillior -->

>624hp 380m 313mv 300916 exits:NS|<
< > ;ready?

<// This guy is fast, fucking quickhands of the East =D ///>

Shtarkh concentrates for a moment of prayer.
Sillior yells '
Die, someone you sorcerous dog!'
Shtarkh calls forth a plague of the apocalypse upon Sillior.
Shtarkh's decay
MANGLES Sillior!
Sillior drops a solamnic sword.
Sillior looks tired and frail.

>624hp 380m 313mv 300916 exits:NS|<
< T: Shtarkh TC: perfect condition E: Sillior EC: small wounds >
< > swing sillior

Shtarkh's pound
MANGLES Sillior!
Sillior's solamnic plate deflects your crush.
Sillior defensively shield blocks your crush.
A warhorse's pound
MUTILATES Sillior!
The shadow of a merman guard's chill
MASSACRES Sillior!
The zombie's pound
misses Sillior.
The zombie's pound
MUTILATES Sillior!
The zombie's pound
maims Sillior!
Sillior shield blocks your crush.
Sillior brings up his shield and strikes you with it!
Sillior's shield
wounds you.
Sillior is gushing blood.

>612hp 380m 313mv 300916 exits:NS|<
< T: Shtarkh TC: perfect condition E: Sillior EC: gushing blood >
< > You tell the group '
ready?'
Sillior is gushing blood.

>612hp 380m 313mv 300916 exits:NS|<
< T: Shtarkh TC: perfect condition E: Sillior EC: gushing blood >
< > Your crushing blow
MANGLES Sillior!
Sillior leaves north.
Sillior has fled!

>612hp 380m 313mv 300916 exits:NS|<
< >
Tasu has arrived.

>612hp 380m 313mv 300916 exits:NS|<
< > n
swing sillior

Tasu leaves north.

>612hp 380m 313mv 300916 exits:NS|<
< >
Shtarkh leaves north.

>612hp 380m 313mv 300916 exits:NS|<
< > You ride a warhorse north.
Southern road through the Vinagard mountains
  A cold wind blows down from mountains, sending shivers across your skin.
White fog passes pasively beneath your feet. The stones on the ground are
sharp and  rough, making the journey tiring, even on the road which has
been made for travellers.  Narrow paths lead off into the mountains to
the north, while the main road continues south and west.

[Exits: north south west]
(Black aura) Shtarkh the male draconian is here.
(Translucent) Tasu the male dwarf is here.
Sillior the male human is here.
(Invis) Frael the male human is here.
(White Aura) A knight stands here guiding travellers along the mountain road.
A Solamnic knight nods at you and gestures that the road continues west.
The shadow of a merman guard has arrived.
The zombie has arrived.

>612hp 380m 312mv 300916 exits:NSW|<
< > Shtarkh concentrates for a moment of prayer.
Sillior yells '
Die, someone you sorcerous dog!'
Shtarkh calls forth a plague of the apocalypse upon Sillior.
Shtarkh's decay
*** DEMOLISHES *** Sillior!

>612hp 380m 312mv 300916 exits:NSW|<
< T: Shtarkh TC: perfect condition E: Sillior EC: writhing >
< > Sillior yells '
Help! someone is smashing me!'
You smash Sillior's head, sending him crashing to the ground.
Your crushing blow
MASSACRES Sillior!
Sillior is writhing in agony.

>612hp 380m 312mv 300916 exits:NSW|<
< T: Shtarkh TC: perfect condition E: Sillior EC: writhing >
< > swing sillior

Sillior's shield
injures Shtarkh.
The zombie's pound
maims Sillior!
The shadow of a merman guard's chill
MANGLES Sillior!
Sillior is DEAD!!
Blood and bone splatter as Sillior's arm is sliced from his dead body.
The gods protect Sillior from you.
The gods protect Sillior from Shtarkh.

<-- me dropping the things I looted -->

>624hp 307m 313mv 300916 exits:NES|<
< > You are carrying:
( 2) a ranger's knapsack
     (Glowing) (Humming) the holy symbol of Paladine
     (Humming) an ivory sceptre
     a huge hammer with a jagged head
     a spiked club of ebonwood
     an invitation to the Royal courts
Shtarkh tells the group '
But did not return mine'

>624hp 307m 313mv 300916 exits:NES|<
< > You drop a ranger's knapsack.

>624hp 307m 313mv 300916 exits:NES|<
< > drop sym
You drop the holy symbol of Paladine.

>624hp 307m 313mv 300916 exits:NES|<
< > nod
You nod.

>624hp 307m 313mv 300916 exits:NES|<
< > ;drop some at least
where
who
You tell the group '
drop some at least'
Shtarkh tells the group '
No.'

<-- so he didn't drop that, ah well. I returned my favour back -->

        +++++Welcome Sillior and Tasu.+++++


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