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  1. [workorders]>ask Yalda for challenging blacksmithing work
  2. Yalda shuffles through some notes and says, "Alright, this is an order for a short metal drawknife. I need 3 of superior quality, made from any material and due in 80 roisaen. Please complete the items, bundle them with your logbook and then give me the logbook to complete this order. Good luck!"
  3.  
  4. You seem to recall this item being somewhere in chapter 3 of the instruction book.
  5. >
  6. [workorders]>put my logbook in my backpack
  7. You put your logbook in your mink backpack.
  8. >
  9. [workorders]>wealth kronars
  10. No Kronars.
  11. >
  12. --- Lich: go2 active.
  13. [go2: ETA: 0:00:03 (15 rooms to move through)]
  14. [go2]>east
  15. You go east.
  16. [Forging Society, Lobby and Maker's Mark Ordering]
  17. A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign.
  18. Obvious exits: north, east, south, west.
  19. >
  20. [go2]>north
  21. You go north.
  22. [Forging Society, Book Store]
  23. Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a large sign and a prestige board.
  24. Also here: Juux who is darkened by an unnatural shadow.
  25. Obvious exits: south.
  26. >
  27. [go2]>go door
  28. [The Crossing, Trothfang Street]
  29. Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see a ruby-inlaid round table crafted to resemble Yavash with several things on it, a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil with an unfinished shallow bronze cup on it and the Crossing Forging Society Building.
  30. Also here: Volklak.
  31. Obvious paths: north, east.
  32. >
  33. [go2]>north
  34. You go north.
  35. [The Crossing, Champions' Square]
  36. 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.
  37. Obvious paths: north, south, west.
  38. >
  39. [go2]>west
  40. You go west.
  41. [The Crossing, Clanthew Boulevard]
  42. 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. You also see a city meeting hall.
  43. Obvious paths: east, south, west.
  44. >
  45. [go2]>west
  46. You go west.
  47. [The Crossing, Clanthew Boulevard]
  48. 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 grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
  49. Obvious paths: east, south, west.
  50. >
  51. [go2]>south
  52. >
  53. You go south.
  54. [The Crossing, Via Iltesh]
  55. 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. You also see an old blind beggar that is sitting.
  56. Obvious paths: north, south.
  57. >
  58. [go2]>south
  59. You go south.
  60. [The Crossing, Via Iltesh]
  61. 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.
  62. Obvious paths: north, south.
  63. >
  64. [go2]>south
  65. You go south.
  66. [The Crossing, Town Green North]
  67. 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 a public listings board and the town green pond.
  68. Obvious paths: north, east, southeast, south, southwest, west.
  69. >
  70. [go2]>south
  71. You go south.
  72. [The Crossing, Town Green South]
  73. 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.
  74. Obvious paths: north, northeast, east, south, west, northwest.
  75. >
  76. [go2]>south
  77. You go south.
  78. [The Crossing, Lunat Shade Road]
  79. Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.
  80. Obvious paths: north, east, south.
  81. >
  82. [go2]>south
  83. You go south.
  84. [The Crossing, Alamhif Trace]
  85. This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see the Carousel square.
  86. Obvious paths: north, southeast, west.
  87. >
  88. [go2]>southeast
  89. You run southeast.
  90. [The Crossing, Hodierna Way]
  91. The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
  92. Obvious paths: east, southwest, northwest.
  93. >
  94. [go2]>go bank
  95. [First Provincial Bank, Lobby]
  96. Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
  97. Obvious exits: out.
  98. >
  99. [go2]>go window
  100. [Provincial Bank, Teller]
  101. A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over. You also see a freshly painted sign.
  102. Also here: Tirost who has a stony visage, Sensitive Sylanvei, Scaredy Cat Gigondas and Monedero.
  103. Obvious exits: out.
  104. >
  105. [go2: travel time: 0:00:08]
  106. --- Lich: go2 has exited.
  107. [workorders]>withdraw 5 gold
  108. The clerk counts out 5 gold Kronars and hands them over, making a notation in her ledger.
  109. >
  110. --- Lich: go2 active.
  111. [go2: ETA: 0:00:03 (15 rooms to move through)]
  112. [go2]>out
  113. >
  114. You go out.
  115. [First Provincial Bank, Lobby]
  116. Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
  117. Obvious exits: out.
  118. >
  119. [go2]>out
  120. You go out.
  121. [The Crossing, Hodierna Way]
  122. The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
  123. Obvious paths: east, southwest, northwest.
  124. >
  125. [go2]>northwest
  126. You go northwest.
  127. [The Crossing, Alamhif Trace]
  128. This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see the Carousel square.
  129. Obvious paths: north, southeast, west.
  130. >
  131. [go2]>north
  132. You go north.
  133. [The Crossing, Lunat Shade Road]
  134. Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.
  135. Obvious paths: north, east, south.
  136. >
  137. [go2]>north
  138. You go north.
  139. [The Crossing, Town Green South]
  140. 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.
  141. Obvious paths: north, northeast, east, south, west, northwest.
  142. >
  143. [go2]>north
  144. Abius just arrived.
  145. >
  146. You go north.
  147. [The Crossing, Town Green North]
  148. 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 a public listings board and the town green pond.
  149. Obvious paths: north, east, southeast, south, southwest, west.
  150. >
  151. [go2]>north
  152. You go north.
  153. [The Crossing, Via Iltesh]
  154. 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.
  155. Obvious paths: north, south.
  156. >
  157. [go2]>north
  158. You go north.
  159. [The Crossing, Via Iltesh]
  160. 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. You also see an old blind beggar that is sitting.
  161. Obvious paths: north, south.
  162. >
  163. [go2]>north
  164. You run north.
  165. [The Crossing, Clanthew Boulevard]
  166. 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 grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
  167. Obvious paths: east, south, west.
  168. >
  169. [go2]>east
  170. You run east.
  171. [The Crossing, Clanthew Boulevard]
  172. 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. You also see a town guard and a city meeting hall.
  173. Obvious paths: east, south, west.
  174. >
  175. [go2]>east
  176. >
  177. You run east.
  178. [The Crossing, Champions' Square]
  179. 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.
  180. Obvious paths: north, south, west.
  181. >
  182. [go2]>south
  183. You run south.
  184. [The Crossing, Trothfang Street]
  185. Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see a ruby-inlaid round table crafted to resemble Yavash with several things on it, a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil with an unfinished shallow bronze cup on it and the Crossing Forging Society Building.
  186. Also here: Volklak.
  187. Obvious paths: north, east.
  188. >
  189. [go2]>go building
  190. [Forging Society, Book Store]
  191. Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a large sign and a prestige board.
  192. Also here: Juux who is darkened by an unnatural shadow.
  193. Obvious exits: south.
  194. >
  195. [go2]>south
  196. You run south.
  197. [Forging Society, Lobby and Maker's Mark Ordering]
  198. A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign.
  199. Obvious exits: north, east, south, west.
  200. >
  201. [go2]>south
  202. You run south.
  203. [Forging Society, Supplies]
  204. A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see an eastern arch, a western arch, a central arch and a large sign.
  205. Obvious exits: north.
  206. >
  207. [go2: travel time: 0:00:06]
  208. --- Lich: go2 has exited.
  209. >;chat nopew
  210. [workorders]>order 11
  211. The attendant says, "You can purchase a huge bronze ingot for 562 Kronars. Just order it again and we'll see it done!"
  212. >
  213. [workorders]>order 11
  214. The attendant takes some coins from you and hands you a huge bronze ingot.
  215. >
  216. [workorders]>stow left
  217. You put your ingot in your mink backpack.
  218. >
  219. [smith]>wealth kronars
  220. Abius just arrived.
  221. >
  222. 4 gold, 4 silver, 3 bronze, and 8 copper Kronars (4,438 copper Kronars).
  223. >
  224. [smith]>tap my short.pole
  225. I could not find what you were referring to.
  226. >
  227. [smith]>buy short.pole
  228. You can't order anything here.
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