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Nov 26th, 2015
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  1. [The Crossing, Town Green Southwest]
  2. The hedgerow to the west meets the row of tall lunat trees that separates the Town Green from the commercial traffic on Lunat Shade Road due south. The growth is especially dense here, with no way to slip past either of the living fences. The small thorns on the hedges, to keep out stray livestock in search of prime pasture, look daunting in any case. You also see a small Wayerd pyramid, the Town Pillory and a street urchin.
  3. Also here: Vaniotte, Ailspyth and Stickyz.
  4. Obvious paths: north, northeast, east, west.
  5. >hold sti
  6. You reach over and hold Stickyz's hand.
  7. >
  8. Vaniotte briefly spreads her arms outward as the bands of color and sound seem to swirl with delight.
  9. >e
  10. You go east, leading your group.
  11. [The Crossing, Town Green South]
  12. A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction lie Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures. A few loafers loll on the grass, watching those entering and leaving the Green. Sparrows, jays and other birds call to one another from the treetops, flitting back and forth between their nests and roosts in the dense hedges bordering the park.
  13. Also here: Stickyz.
  14. Obvious paths: north, northeast, east, south, west, northwest.
  15. >n
  16. You go north, leading your group.
  17. [The Crossing, Town Green North]
  18. A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see the town green pond and a public listings board.
  19. Also here: Stickyz.
  20. Obvious paths: north, east, southeast, south, southwest, west.
  21. >n
  22. You go north, leading your group.
  23. [The Crossing, Via Iltesh]
  24. The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.
  25. Also here: Stickyz.
  26. Obvious paths: north, south.
  27. >n
  28. >
  29. You go north, leading your group.
  30. [The Crossing, Via Iltesh]
  31. This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.
  32. Also here: Stickyz.
  33. Obvious paths: north, south.
  34. >n
  35. You go north, leading your group.
  36. [The Crossing, Clanthew Boulevard]
  37. The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
  38. Also here: Stickyz.
  39. Obvious paths: east, south, west.
  40. >e
  41. You go east, leading your group.
  42. [The Crossing, Clanthew Boulevard]
  43. Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes.
  44. Also here: Stickyz.
  45. Obvious paths: east, south, west.
  46. >e
  47. You go east, leading your group.
  48. [The Crossing, Champions' Square]
  49. Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a sturdy stone structure.
  50. Also here: Stickyz.
  51. Obvious paths: north, south, west.
  52. >e
  53. e
  54. You can't go there.
  55. >e
  56. You can't go there.
  57. >e
  58. >n
  59. You can't go there.
  60. >
  61. You can't go there.
  62. >
  63. You go north, leading your group.
  64. [The Crossing, Magen Road]
  65. The whitewashed building before you is stark and functional. A sign mounted on it is hand painted and carved with cunning skill. White-robed figures and all manner of injured and infirm people stream in and out of a double door, leaving thin trails of blood on the spotless pavement. You also see a large wooden barrel and a wide arch.
  66. Also here: Stickyz.
  67. Obvious paths: east, south, west.
  68. >e
  69. You go east, leading your group.
  70. [The Crossing, Magen Road]
  71. Not far off you spot the town walls, which meet at a right angle in this northeast corner of town. This road is kept busy by the traffic to and from the popular haunts crowded into this sector - the Barbarians' Guild, the Champions' Arena, the Empaths' Guild, Martyr Saedelthorp's Healing Hospital, and the convivial Gaethrend's Court Inn. In addition, the Paladins' Guild farther north, and the gate leading out of town to the Warrior Mages' Guild and the wilds all are accessed through this street.
  72. Also here: Stickyz.
  73. Obvious paths: north, east, west.
  74. >e
  75. You go east, leading your group.
  76. [The Crossing, Magen Road]
  77. This bustling junction presents a cross section of the world's inhabitants in various states of health and disrepair. Bloodied adventurers, impaired healers, overextended spellsingers, and other members of the walking wounded lurch their way towards the Healing Hospital to the west. Litters, carts and horses carry those too badly hurt to move under their own power. In striking contrast are the strapping barbarians who swagger by, towards the Arena and Barbarians' Guild southwest.
  78. Also here: Stickyz.
  79. Obvious paths: north, south, west.
  80. >n
  81. You go north, leading your group.
  82. [The Crossing, Boar Alley]
  83. This quaint alley connects Magen Road to the south and Firulf Vista to the north. An ornately carved building with an ancient wooden door is set back from the curb. You would hardly stop and give it a second glance, except that the windows on the second story all seem to glow with soft, pulsating hues that cycle through the colors of the spectrum.
  84. Also here: Stickyz.
  85. Obvious paths: north, east, south.
  86. >e
  87. You run east, leading your group.
  88. [The Crossing, Oralana Ramble]
  89. Oralana Ramble runs along the east wall of town, leading between the Northeast and the Eastern Gates. Somehow, it is relatively calm compared to those roads that lead to the Town Green, Town Hall, the Bank and the other nerve centers of the Crossing. The three towers guarding the temple thrust into the sky to the southwest, their flames a beacon for miles. A bluejay lands on a ledge atop the wall, chasing a pair of mudwrens from their comfy perch into a clump of weeds along the side of the path.
  90. Also here: Stickyz.
  91. Obvious paths: north, south, west.
  92. >n
  93. >e
  94. n
  95. e
  96. Sorry, you may only type ahead 1 command.
  97. >n
  98. Sorry, you may only type ahead 1 command.
  99. >
  100. You run north, leading your group.
  101. [The Crossing, Firulf Vista]
  102. Utter bedlam confronts you as you step out into this street. This is the point where anyone and everyone who passes through the Northeast Gate either leaving town or arriving must cross paths. You quickly conclude this is no spot to stop and admire the scenery of the regions of the Eastern Tier beyond, nor to study the local architecture around you, since the momentum of the crowd carries you along, almost without your realizing it. You also see a town guard and a stone stairway.
  103. Also here: Stickyz.
  104. Obvious paths: east, south, west.
  105. >
  106. You run east, leading your group.
  107. [The Crossing, Northeast Customs]
  108. Here stands the Northeast Gate, two massive doors of steel-banded ironwood securely attached to the masonry of the town walls. The traffic here is thick with travelers, and the Customs Officers are alert to any sign of trouble. You also see a winding trail.
  109. Also here: Stickyz.
  110. Obvious paths: west.
  111. >
  112. You can't go there.
  113. >go gate
  114. [Northeast Wilds, Outside Northeast Gate]
  115. You are before the Northeast Gate of the Crossing, surrounded by wayfarers and adventurers also in mid-journey. Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors. Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves. You also see a braided lead rope, a braided lead rope, some braided vines, a steel striker, some grass, some braided grass, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate, a narrow footpath and some junk.
  116. Also here: Emaret, Miniature Xakan and Korsin.
  117. Obvious paths: north, east, southeast.
  118. Stickyz followed.
  119. >
  120. Emaret gestures.
  121. Emaret's cambrinth anklet emits a loud *snap*.
  122. Emaret's face grows stoic, his body steady and vigilant.
  123. >n
  124. You go north, leading your group.
  125. [Northern Trade Road, Farmlands]
  126. Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see a sturdy caravan with a few things on it and an onager.
  127. Also here: Stickyz, Reverend Tuhk and Trader Tindle.
  128. Obvious paths: north, south.
  129. >n
  130. You go north, leading your group.
  131. [Northern Trade Road, Farmlands]
  132. The scent of freshly-tilled earth rises from the farms on both sides of the road. Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river. You note an amazing variety of races and types that are driving their goods into the town. You also see a freshly-planted pathway.
  133. Also here: Stickyz.
  134. Obvious paths: north, south.
  135. >n
  136. You go north, leading your group.
  137. [Northern Trade Road, Farmlands]
  138. Neatly planted rows of grain mingle with tidy plots of vegetables covering the rich earth of well-tended farms along the wide road as it wanders across the land. A farmer waves at you as he toils along behind a yoke of sturdy oxen that pull a heavy iron plow through the fertile soil. You also see a winding trail.
  139. Also here: Stickyz.
  140. Obvious paths: northeast, south.
  141. >ne
  142. You go northeast, leading your group.
  143. [Northern Trade Road, Farmlands]
  144. Open grassland mingles with small farmsteads as the wide road passes through a cut where a low hill rises. The road is edged with tall hedges, apparently to keep cattle from wandering into the orchards and vegetable plots you see beyond the heavy, guarding branches. Some distance to the south, you see the smoke and haze of a city of some size. Northwards, low hills rise against the sky.
  145. Also here: Stickyz.
  146. Obvious paths: northeast, southwest.
  147. >sw
  148. You go southwest, leading your group.
  149. [Northern Trade Road, Farmlands]
  150. Neatly planted rows of grain mingle with tidy plots of vegetables covering the rich earth of well-tended farms along the wide road as it wanders across the land. A farmer waves at you as he toils along behind a yoke of sturdy oxen that pull a heavy iron plow through the fertile soil. You also see a winding trail.
  151. Also here: Stickyz.
  152. Obvious paths: northeast, south.
  153. >s
  154. You go south, leading your group.
  155. [Northern Trade Road, Farmlands]
  156. The scent of freshly-tilled earth rises from the farms on both sides of the road. Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river. You note an amazing variety of races and types that are driving their goods into the town. You also see a freshly-planted pathway.
  157. Also here: Stickyz.
  158. Obvious paths: north, south.
  159. >s
  160. You go south, leading your group.
  161. [Northern Trade Road, Farmlands]
  162. Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see an onager.
  163. Also here: Stickyz.
  164. Obvious paths: north, south.
  165. >s
  166. s
  167. You go south, leading your group.
  168. [Northeast Wilds, Outside Northeast Gate]
  169. You are before the Northeast Gate of the Crossing, surrounded by wayfarers and adventurers also in mid-journey. Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors. Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves. You also see a sturdy caravan with a few things on it, a braided lead rope, a braided lead rope, some braided vines, a steel striker, some grass, some braided grass, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate, a narrow footpath and some junk.
  170. Also here: Stickyz, Reverend Tuhk, Trader Tindle, Emaret, Miniature Xakan and Korsin.
  171. Obvious paths: north, east, southeast.
  172. >You can't go there.
  173. >n
  174. You go north, leading your group.
  175. [Northern Trade Road, Farmlands]
  176. Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see an onager.
  177. Also here: Stickyz.
  178. Obvious paths: north, south.
  179. >n
  180. You go north, leading your group.
  181. [Northern Trade Road, Farmlands]
  182. The scent of freshly-tilled earth rises from the farms on both sides of the road. Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river. You note an amazing variety of races and types that are driving their goods into the town. You also see a freshly-planted pathway.
  183. Also here: Stickyz.
  184. Obvious paths: north, south.
  185. >s
  186. You go south, leading your group.
  187. [Northern Trade Road, Farmlands]
  188. Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see an onager.
  189. Also here: Stickyz.
  190. Obvious paths: north, south.
  191. >s
  192. s
  193. You go south, leading your group.
  194. [Northeast Wilds, Outside Northeast Gate]
  195. You are before the Northeast Gate of the Crossing, surrounded by wayfarers and adventurers also in mid-journey. Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors. Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves. You also see a massive horse-drawn carriage, a sturdy caravan with a few things on it, a braided lead rope, a braided lead rope, some braided vines, a steel striker, some grass, some braided grass, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate, a narrow footpath and some junk.
  196. Also here: Stickyz, Reverend Tuhk, Trader Tindle, Emaret, Miniature Xakan and Korsin.
  197. Obvious paths: north, east, southeast.
  198. >You can't go there.
  199. >n
  200. You go north, leading your group.
  201. [Northern Trade Road, Farmlands]
  202. Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see an onager.
  203. Also here: Stickyz.
  204. Obvious paths: north, south.
  205. >n
  206. >
  207. You feel Eillie's Cry dissipate, leaving you before it could be expressed.
  208. >n
  209. You go north, leading your group.
  210. [Northern Trade Road, Farmlands]
  211. The scent of freshly-tilled earth rises from the farms on both sides of the road. Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river. You note an amazing variety of races and types that are driving their goods into the town. You also see a freshly-planted pathway.
  212. Also here: Stickyz.
  213. Obvious paths: north, south.
  214. >
  215. You go north, leading your group.
  216. [Northern Trade Road, Farmlands]
  217. Neatly planted rows of grain mingle with tidy plots of vegetables covering the rich earth of well-tended farms along the wide road as it wanders across the land. A farmer waves at you as he toils along behind a yoke of sturdy oxen that pull a heavy iron plow through the fertile soil. You also see a winding trail.
  218. Also here: Stickyz.
  219. Obvious paths: northeast, south.
  220. >go trail
  221. [Northeast Vineyard, Farmhouse]
  222. Nestled at the base of a terraced hillside, a small stone farmhouse seems caught in a struggle with the tendrils of ivy which seek to pull it down. Though the farmhouse survives, the outcome of the battle is really not in doubt. The ivy has already pulled over half the chimney, now a pile of rust-colored bricks lying in an untidy heap on the west side of the house. To the north, a path leads to a small building behind the house, while a trail to the south leads back into the forest.
  223. Obvious paths: north.
  224. Stickyz followed.
  225. >climb hill
  226. [Northeast Vineyards]
  227. Green grass and tufts of wildflowers blanket the southern exposure of the steep hill. Terraces cut into the hillside allow the grape vines to flourish on their trellises without risking the health of the workers who tend them. A path to the east wends its way through the lowest level of the terrace, while a steep climb downhill leads to the farmyard below.
  228. Obvious paths: east.
  229. Stickyz followed.
  230. >e
  231. You go east, leading your group.
  232. [Northeast Vineyards]
  233. A warm breeze wafts along the terrace, rustling the leaves around you, and carrying with it the scent of grapes and growing things. Footprints leave faint scuff marks on the smooth green of the grass as you pass through the lush rows of grapevines which border the terrace.
  234. Also here: Stickyz.
  235. Obvious paths: east, west.
  236. >dis
  237. Defaulting to GROUP disband. Type DISBAND HELP for more info.
  238. You disband Stickyz.
  239. >'Have fun!
  240. You feel fully rested.
  241. >
  242. You exclaim, "Have fun!"
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