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Sep 25th, 2018
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  1. You go northwest.
  2. [The Crossing, Alamhif Trace]
  3. This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see the Carousel square.
  4. Obvious paths: north, southeast, west.
  5. Room Number: 733
  6. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop'/>
  7. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop' ifClosed='' resident='true'/>
  8. [go2]>north
  9. You go north.
  10. [The Crossing, Lunat Shade Road]
  11. 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.
  12. Obvious paths: north, east, south.
  13. Room Number: 753
  14. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop'/>
  15. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop' ifClosed='' resident='true'/>
  16. [go2]>north
  17. You go north.
  18. [The Crossing, Town Green South]
  19. A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience. You also see a town guard.
  20. Obvious paths: north, northeast, east, south, west, northwest.
  21. Room Number: 792
  22. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop'/>
  23. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop' ifClosed='' resident='true'/>
  24. [go2]>north
  25. You go north.
  26. [The Crossing, Town Green North]
  27. 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 town guard, the town green pond and a public listings board.
  28. Obvious paths: north, east, southeast, south, southwest, west.
  29. Room Number: 788
  30. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop'/>
  31. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop' ifClosed='' resident='true'/>
  32. [go2]>north
  33. You go north.
  34. [The Crossing, Via Iltesh]
  35. 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.
  36. Obvious paths: north, south.
  37. Room Number: 787
  38. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop'/>
  39. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop' ifClosed='' resident='true'/>
  40. [go2]>north
  41. You go north.
  42. [The Crossing, Via Iltesh]
  43. 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.
  44. Obvious paths: north, south.
  45. Room Number: 786
  46. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop'/>
  47. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop' ifClosed='' resident='true'/>
  48. [go2]>north
  49. You run north.
  50. [The Crossing, Clanthew Boulevard]
  51. 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.
  52. Obvious paths: east, south, west.
  53. Room Number: 768
  54. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
  55. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
  56. [go2]>east
  57. You run east.
  58. [The Crossing, Clanthew Boulevard]
  59. 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 pile of rocks and a city meeting hall.
  60. Obvious paths: east, south, west.
  61. Room Number: 767
  62. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
  63. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
  64. [go2]>east
  65. You run east.
  66. [The Crossing, Champions' Square]
  67. 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.
  68. Obvious paths: north, south, west.
  69. Room Number: 766
  70. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop'/>
  71. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop' ifClosed='' resident='true'/>
  72. [go2]>south
  73. You run south.
  74. [The Crossing, Trothfang Street]
  75. 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 the Crossing Forging Society Building, an iron anvil with an unfinished steel javelin on it, a pile of fuel, a slack tub filled with water, a large waste bucket, a glowing forge and a ruby-inlaid round table crafted to resemble Yavash with several things on it.
  76. Obvious paths: north, east.
  77. Room Number: 760
  78. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop'/>
  79. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop' ifClosed='' resident='true'/>
  80. [go2]>go building
  81. [Forging Society, Book Store]
  82. 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 prestige board and a large sign.
  83. Obvious exits: south.
  84. Room Number: 8771
  85. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop'/>
  86. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop' ifClosed='' resident='true'/>
  87. [go2: travel time: 0:00:05]
  88. --- Lich: go2 has exited.
  89. --- Lich: go2 active.
  90. [go2: ETA: 0:00:00 (1 rooms to move through)]
  91. [go2]>south
  92. You run south.
  93. [Forging Society, Lobby and Maker's Mark Ordering]
  94. 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 large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
  95. Obvious exits: north, east, south, west.
  96. Room Number: 8772
  97. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
  98. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
  99. [go2: travel time: 0:00:00]
  100. --- Lich: go2 has exited.
  101. --- Lich: go2 active.
  102. [go2: ETA: 0:00:00 (1 rooms to move through)]
  103. [go2]>south
  104. You go south.
  105. [Forging Society, Supplies]
  106. 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 large sign, a central arch, a western arch and an eastern arch.
  107. Obvious exits: north.
  108. Room Number: 8775
  109. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Supplies - 8775]" location='center' target='drop'/>
  110. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Supplies - 8775]" location='center' target='drop' ifClosed='' resident='true'/>
  111. [go2: travel time: 0:00:00]
  112. --- Lich: go2 has exited.
  113. --- Lich: go2 active.
  114. [go2: ETA: 0:00:00 (2 rooms to move through)]
  115. [go2]>north
  116. You go north.
  117. [Forging Society, Lobby and Maker's Mark Ordering]
  118. 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 large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
  119. Obvious exits: north, east, south, west.
  120. Room Number: 8772
  121. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
  122. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
  123. [go2]>east
  124. You go east.
  125. [Forging Society, Tool Store]
  126. Masters and journeyman of the forging craft find a home in this room purchasing tools and ingredients. Loud thumps and groaning accompany the loading and unloading of goods from storage. You also see Forging Society Mistress Yalda, a steel crate, a large sign, a sturdy low counter with a small placard on it and a clerk.
  127. Obvious exits: north, south, west.
  128. Room Number: 8776
  129. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop'/>
  130. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop' ifClosed='' resident='true'/>
  131. [go2: travel time: 0:00:00]
  132. --- Lich: go2 has exited.
  133. [workorders]>give log to Yalda
  134. [sell-loot: Failed to navigate to room 1902, attempting again]
  135. --- Lich: go2 active.
  136. [go2: ETA: 0:00:03 (15 rooms to move through)]
  137. [go2]>west
  138. The work order isn't yet complete, so you decide not to bother Yalda.
  139. [workorders]>put my logbook in my duffel bag
  140. You go west.
  141. [Forging Society, Lobby and Maker's Mark Ordering]
  142. 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 large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
  143. Obvious exits: north, east, south, west.
  144. Room Number: 8772
  145. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
  146. [go2]>north
  147. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
  148. You put your logbook in your duffel bag.
  149. You run north.
  150. [Forging Society, Book Store]
  151. 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 prestige board and a large sign.
  152. Obvious exits: south.
  153. Room Number: 8771
  154. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop'/>
  155. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop' ifClosed='' resident='true'/>
  156. --- Lich: go2 active.
  157. [go2: ETA: 0:00:00 (2 rooms to move through)]
  158. [go2]>south
  159. [go2]>go door
  160. You run south.
  161. [Forging Society, Lobby and Maker's Mark Ordering]
  162. 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 large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
  163. Obvious exits: north, east, south, west.
  164. Room Number: 8772
  165. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
  166. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
  167. What were you referring to?
  168. [go2]>east
  169. [go2]>north
  170. You run east.
  171. [Forging Society, Tool Store]
  172. Masters and journeyman of the forging craft find a home in this room purchasing tools and ingredients. Loud thumps and groaning accompany the loading and unloading of goods from storage. You also see Forging Society Mistress Yalda, a steel crate, a large sign, a sturdy low counter with a small placard on it and a clerk.
  173. Obvious exits: north, south, west.
  174. Room Number: 8776
  175. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop'/>
  176. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop' ifClosed='' resident='true'/>
  177. You run north.
  178. [Forging Society, Forge]
  179. Several large grindstones on wooden frames stand in the middle of the workroom. From time to time, a Dwarven apprentice scatters sand over the floor, both for more secure footing and as a safeguard against fire from the sparks cascading off the grindstones. A high-pitched keening and the smell of hot metal rise from those in use and from others to the south. You also see a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil and a glowing forge.
  180. Obvious exits: south.
  181. Room Number: 8778
  182. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Grindstone - 8778]" location='center' target='drop'/>
  183. [go2]>west
  184. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Grindstone - 8778]" location='center' target='drop' ifClosed='' resident='true'/>
  185. [go2: travel time: 0:00:00]
  186. --- Lich: go2 has exited.
  187. You can't go there.
  188. [go2: move: failed]
  189. [go2: restarting script...]
  190. [go2: ETA: 0:00:03 (16 rooms to move through)]
  191. [go2]>south
  192. You run south.
  193. [Forging Society, Tool Store]
  194. Masters and journeyman of the forging craft find a home in this room purchasing tools and ingredients. Loud thumps and groaning accompany the loading and unloading of goods from storage. You also see Forging Society Mistress Yalda, a steel crate, a large sign, a sturdy low counter with a small placard on it and a clerk.
  195. Obvious exits: north, south, west.
  196. Room Number: 8776
  197. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop'/>
  198. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop' ifClosed='' resident='true'/>
  199. [go2]>west
  200. You run west.
  201. [Forging Society, Lobby and Maker's Mark Ordering]
  202. 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 large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
  203. Obvious exits: north, east, south, west.
  204. Room Number: 8772
  205. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
  206. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
  207. [go2]>north
  208. You run north.
  209. [Forging Society, Book Store]
  210. 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 prestige board and a large sign.
  211. Obvious exits: south.
  212. Room Number: 8771
  213. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop'/>
  214. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop' ifClosed='' resident='true'/>
  215. [go2]>go door
  216. [The Crossing, Trothfang Street]
  217. 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 the Crossing Forging Society Building, an iron anvil with an unfinished steel javelin on it, a pile of fuel, a slack tub filled with water, a large waste bucket, a glowing forge and a ruby-inlaid round table crafted to resemble Yavash with several things on it.
  218. Obvious paths: north, east.
  219. Room Number: 760
  220. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop'/>
  221. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop' ifClosed='' resident='true'/>
  222. [go2]>north
  223. You run north.
  224. [The Crossing, Champions' Square]
  225. 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.
  226. Obvious paths: north, south, west.
  227. Room Number: 766
  228. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop'/>
  229. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop' ifClosed='' resident='true'/>
  230. [go2]>west
  231. You run west.
  232. [The Crossing, Clanthew Boulevard]
  233. 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 pile of rocks and a city meeting hall.
  234. Obvious paths: east, south, west.
  235. Room Number: 767
  236. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
  237. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
  238. [go2]>west
  239. You run west.
  240. [The Crossing, Clanthew Boulevard]
  241. 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.
  242. Obvious paths: east, south, west.
  243. Room Number: 768
  244. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
  245. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
  246. [go2]>south
  247. You run south.
  248. [The Crossing, Via Iltesh]
  249. 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.
  250. Obvious paths: north, south.
  251. Room Number: 786
  252. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop'/>
  253. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop' ifClosed='' resident='true'/>
  254. [go2]>south
  255. You run south.
  256. [The Crossing, Via Iltesh]
  257. 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.
  258. Obvious paths: north, south.
  259. Room Number: 787
  260. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop'/>
  261. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop' ifClosed='' resident='true'/>
  262. [go2]>south
  263. You run south.
  264. [The Crossing, Town Green North]
  265. 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.
  266. Obvious paths: north, east, southeast, south, southwest, west.
  267. Room Number: 788
  268. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop'/>
  269. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop' ifClosed='' resident='true'/>
  270. [go2]>south
  271. You run south.
  272. [The Crossing, Town Green South]
  273. A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience. You also see a town guard.
  274. Obvious paths: north, northeast, east, south, west, northwest.
  275. Room Number: 792
  276. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop'/>
  277. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop' ifClosed='' resident='true'/>
  278. [go2]>south
  279. You run south.
  280. [The Crossing, Lunat Shade Road]
  281. 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.
  282. Obvious paths: north, east, south.
  283. Room Number: 753
  284. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop'/>
  285. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop' ifClosed='' resident='true'/>
  286. [go2]>south
  287. You run south.
  288. [The Crossing, Alamhif Trace]
  289. This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see the Carousel square.
  290. Obvious paths: north, southeast, west.
  291. Room Number: 733
  292. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop'/>
  293. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop' ifClosed='' resident='true'/>
  294. [go2]>southeast
  295. You run southeast.
  296. [The Crossing, Hodierna Way]
  297. 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 large parchment and a big orange sign with a picture of a smiling Dwarf.
  298. Obvious paths: east, southwest, northwest.
  299. Room Number: 732
  300. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop'/>
  301. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop' ifClosed='' resident='true'/>
  302. [go2]>go bank
  303. [First Provincial Bank, Lobby]
  304. 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 a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
  305. Obvious exits: out.
  306. Room Number: 1901
  307. <streamWindow id='main' title='Story' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop'/>
  308. <streamWindow id='room' title='Room' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop' ifClosed='' resident='true'/>
  309. [go2]>go booth
  310. [Provincial Bank, Money-changer]
  311. This small booth holds the official money-changing office for the town. The clerk works behind a thickly barred window and you pass your money in and out via a small drawer that can only be worked by the clerk. A well-padded chair is placed for your comfort while waiting for your money to be processed. You also see the exchange rate board.
  312. Also here: Zenary.
  313. Obvious exits: out.
  314. Room Number: 1902
  315. <streamWindow id='main' title='Story' subtitle=" - [Provincial Bank, Money-changer - 1902]" location='center' target='drop'/>
  316. <streamWindow id='room' title='Room' subtitle=" - [Provincial Bank, Money-changer - 1902]" location='center' target='drop' ifClosed='' resident='true'/>
  317. [go2: travel time: 0:00:07]
  318. --- Lich: go2 has exited.
  319. [sell-loot]>exchange all Lirums for kronars
  320. But you don't have any Lirums.
  321. [sell-loot]>exchange all Dokoras for kronars
  322. [workorders: Failed to navigate to room 8776, attempting again]
  323. --- Lich: go2 active.
  324. [go2: ETA: 0:00:03 (15 rooms to move through)]
  325. [go2]>out
  326. But you don't have any Dokoras.
  327. --- Lich: go2 active.
  328. [go2: ETA: 0:00:00 (2 rooms to move through)]
  329. [go2]>out
  330. You run out.
  331. [First Provincial Bank, Lobby]
  332. 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 a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
  333. Obvious exits: out.
  334. Room Number: 1901
  335. <streamWindow id='main' title='Story' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop'/>
  336. <streamWindow id='room' title='Room' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop' ifClosed='' resident='true'/>
  337. [go2]>go window
  338. [go2]>out
  339. You run out.
  340. [The Crossing, Hodierna Way]
  341. 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 large parchment and a big orange sign with a picture of a smiling Dwarf.
  342. Also here: Rollonrow.
  343. Obvious paths: east, southwest, northwest.
  344. Room Number: 732
  345. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop'/>
  346. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop' ifClosed='' resident='true'/>
  347. Rollonrow entered the First Provincial Bank.
  348. [go2]>northwest
  349. [go2: travel time: 0:00:00]
  350. What were you referring to?
  351. --- Lich: go2 has exited.
  352. [go2: move: failed]
  353. [go2: restarting script...]
  354. [go2: ETA: 0:00:02 (13 rooms to move through)]
  355. [go2]>northwest
  356. You can't go there.
  357. You run northwest.
  358. [The Crossing, Alamhif Trace]
  359. This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see the Carousel square.
  360. Obvious paths: north, southeast, west.
  361. Room Number: 733
  362. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop'/>
  363. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop' ifClosed='' resident='true'/>
  364. [go2]>north
  365. You can't go there.
  366. [go2: move: failed]
  367. [go2: restarting script...]
  368. You go north.
  369. [The Crossing, Lunat Shade Road]
  370. 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. You also see a town guard.
  371. Obvious paths: north, east, south.
  372. Room Number: 753
  373. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop'/>
  374. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop' ifClosed='' resident='true'/>
  375. [go2: ETA: 0:00:02 (11 rooms to move through)]
  376. [go2]>north
  377. You go north.
  378. [The Crossing, Town Green South]
  379. A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience. You also see a town guard.
  380. Obvious paths: north, northeast, east, south, west, northwest.
  381. Room Number: 792
  382. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop'/>
  383. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop' ifClosed='' resident='true'/>
  384. [go2]>north
  385. You go north.
  386. [The Crossing, Town Green North]
  387. 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.
  388. Obvious paths: north, east, southeast, south, southwest, west.
  389. Room Number: 788
  390. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop'/>
  391. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop' ifClosed='' resident='true'/>
  392. [go2]>north
  393. You go north.
  394. [The Crossing, Via Iltesh]
  395. 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.
  396. Obvious paths: north, south.
  397. Room Number: 787
  398. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop'/>
  399. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop' ifClosed='' resident='true'/>
  400. [go2]>north
  401. You go north.
  402. [The Crossing, Via Iltesh]
  403. 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.
  404. Obvious paths: north, south.
  405. Room Number: 786
  406. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop'/>
  407. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop' ifClosed='' resident='true'/>
  408. [go2]>north
  409. You go north.
  410. [The Crossing, Clanthew Boulevard]
  411. 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.
  412. Obvious paths: east, south, west.
  413. Room Number: 768
  414. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
  415. [go2]>east
  416. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
  417. You go east.
  418. [The Crossing, Clanthew Boulevard]
  419. 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 pile of rocks and a city meeting hall.
  420. Obvious paths: east, south, west.
  421. Room Number: 767
  422. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
  423. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
  424. [go2]>east
  425. You run east.
  426. [The Crossing, Champions' Square]
  427. 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.
  428. Obvious paths: north, south, west.
  429. Room Number: 766
  430. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop'/>
  431. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop' ifClosed='' resident='true'/>
  432. [go2]>south
  433. You run south.
  434. [The Crossing, Trothfang Street]
  435. 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 the Crossing Forging Society Building, an iron anvil with an unfinished steel javelin on it, a pile of fuel, a slack tub filled with water, a large waste bucket, a glowing forge and a ruby-inlaid round table crafted to resemble Yavash with several things on it.
  436. Obvious paths: north, east.
  437. Room Number: 760
  438. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop'/>
  439. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop' ifClosed='' resident='true'/>
  440. [go2]>go building
  441. [Forging Society, Book Store]
  442. 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 prestige board and a large sign.
  443. Obvious exits: south.
  444. Room Number: 8771
  445. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop'/>
  446. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop' ifClosed='' resident='true'/>
  447. [go2]>south
  448. You run south.
  449. [Forging Society, Lobby and Maker's Mark Ordering]
  450. 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 large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
  451. Obvious exits: north, east, south, west.
  452. Room Number: 8772
  453. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
  454. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
  455. [go2]>east
  456. You run east.
  457. [Forging Society, Tool Store]
  458. Masters and journeyman of the forging craft find a home in this room purchasing tools and ingredients. Loud thumps and groaning accompany the loading and unloading of goods from storage. You also see Forging Society Mistress Yalda, a steel crate, a large sign, a sturdy low counter with a small placard on it and a clerk.
  459. Obvious exits: north, south, west.
  460. Room Number: 8776
  461. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop'/>
  462. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Tool Store - 8776]" location='center' target='drop' ifClosed='' resident='true'/>
  463. [go2: travel time: 0:00:09]
  464. --- Lich: go2 has exited.
  465. [workorders]>untie my ball-peen hammer from my forger's belt
  466. You remove a steel ball-peen hammer from your forger's belt.
  467. [workorders]>give clerk
  468. [sell-loot: Failed to navigate to room 1900, attempting again]
  469. --- Lich: go2 active.
  470. [go2: ETA: 0:00:03 (15 rooms to move through)]
  471. [go2]>west
  472. A clerk looks over the hammer and says, "That will cost 27 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
  473. [workorders]>give clerk
  474. You run west.
  475. [Forging Society, Lobby and Maker's Mark Ordering]
  476. 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 large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
  477. Obvious exits: north, east, south, west.
  478. Room Number: 8772
  479. [workorders]>stow ticket
  480. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
  481. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
  482. What is it you're trying to give?
  483. [go2]>north
  484. Stow what? Type 'STOW HELP' for details.
  485. You run north.
  486. [Forging Society, Book Store]
  487. 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 prestige board and a large sign.
  488. Obvious exits: south.
  489. Room Number: 8771
  490. <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop'/>
  491. <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop' ifClosed='' resident='true'/>
  492. [go2]>go door
  493. [The Crossing, Trothfang Street]
  494. 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 the Crossing Forging Society Building, an iron anvil with an unfinished steel javelin on it, a pile of fuel, a slack tub filled with water, a large waste bucket, a glowing forge and a ruby-inlaid round table crafted to resemble Yavash with several things on it.
  495. Obvious paths: north, east.
  496. Room Number: 760
  497. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop'/>
  498. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop' ifClosed='' resident='true'/>
  499. [go2]>north
  500. You go north.
  501. [The Crossing, Champions' Square]
  502. 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.
  503. Obvious paths: north, south, west.
  504. Room Number: 766
  505. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop'/>
  506. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop' ifClosed='' resident='true'/>
  507. [go2]>west
  508. You go west.
  509. [The Crossing, Clanthew Boulevard]
  510. 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 pile of rocks and a city meeting hall.
  511. Obvious paths: east, south, west.
  512. Room Number: 767
  513. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
  514. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
  515. [go2]>west
  516. You go west.
  517. [The Crossing, Clanthew Boulevard]
  518. 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.
  519. Obvious paths: east, south, west.
  520. Room Number: 768
  521. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
  522. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
  523. [go2]>south
  524. You go south.
  525. [The Crossing, Via Iltesh]
  526. 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.
  527. Obvious paths: north, south.
  528. Room Number: 786
  529. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop'/>
  530. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop' ifClosed='' resident='true'/>
  531. [go2]>south
  532. You run south.
  533. [The Crossing, Via Iltesh]
  534. 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.
  535. Obvious paths: north, south.
  536. Room Number: 787
  537. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop'/>
  538. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 787]" location='center' target='drop' ifClosed='' resident='true'/>
  539. [go2]>south
  540. You run south.
  541. [The Crossing, Town Green North]
  542. 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.
  543. Obvious paths: north, east, southeast, south, southwest, west.
  544. Room Number: 788
  545. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop'/>
  546. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green North - 788]" location='center' target='drop' ifClosed='' resident='true'/>
  547. [go2]>south
  548. You run south.
  549. [The Crossing, Town Green South]
  550. A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.
  551. Obvious paths: north, northeast, east, south, west, northwest.
  552. Room Number: 792
  553. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop'/>
  554. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Town Green South - 792]" location='center' target='drop' ifClosed='' resident='true'/>
  555. [go2]>south
  556. You run south.
  557. [The Crossing, Lunat Shade Road]
  558. 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. You also see a town guard.
  559. Obvious paths: north, east, south.
  560. Room Number: 753
  561. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop'/>
  562. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Lunat Shade Road - 753]" location='center' target='drop' ifClosed='' resident='true'/>
  563. [go2]>south
  564. You run south.
  565. [The Crossing, Alamhif Trace]
  566. This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see the Carousel square.
  567. Obvious paths: north, southeast, west.
  568. Room Number: 733
  569. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop'/>
  570. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Alamhif Trace - 733]" location='center' target='drop' ifClosed='' resident='true'/>
  571. [go2]>southeast
  572. You run southeast.
  573. [The Crossing, Hodierna Way]
  574. 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 large parchment and a big orange sign with a picture of a smiling Dwarf.
  575. Obvious paths: east, southwest, northwest.
  576. Room Number: 732
  577. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop'/>
  578. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop' ifClosed='' resident='true'/>
  579. [go2]>go bank
  580. [First Provincial Bank, Lobby]
  581. 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 a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
  582. Obvious exits: out.
  583. Room Number: 1901
  584. <streamWindow id='main' title='Story' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop'/>
  585. <streamWindow id='room' title='Room' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop' ifClosed='' resident='true'/>
  586. [go2]>go window
  587. [Provincial Bank, Teller]
  588. 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.
  589. Also here: Rollonrow.
  590. Obvious exits: out.
  591. Room Number: 1900
  592. <streamWindow id='main' title='Story' subtitle=" - [Provincial Bank, Teller - 1900]" location='center' target='drop'/>
  593. <streamWindow id='room' title='Room' subtitle=" - [Provincial Bank, Teller - 1900]" location='center' target='drop' ifClosed='' resident='true'/>
  594. [go2: travel time: 0:00:04]
  595. --- Lich: go2 has exited.
  596. [sell-loot]>wealth
  597. Wealth:
  598. 9 gold, 6 silver, 8 bronze, and 8 copper Kronars (9688 copper Kronars).
  599. No Lirums.
  600. No Dokoras.
  601. [sell-loot]>deposit all
  602. The clerk slides a small metal box across the counter into which you drop all your Kronars. She counts them carefully and records the deposit in her ledger.
  603. [drinfomon]>balance
  604. The clerk pages through her ledger. "Brashton, it looks like your current balance is 4984 platinum, 3 silver, 5 bronze, and 2 copper Kronars."
  605. [sell-loot]>withdraw 3 silver
  606. The clerk counts out 3 silver Kronars and hands them over, making a notation in her ledger.
  607. [sell-loot]>check balance
  608. The clerk pages through her ledger. "Brashton, it looks like your current balance is 4984 platinum, 5 bronze, and 2 copper Kronars."
  609. --- Lich: sell-loot has exited.
  610. --- Lich: mining-buddy active.
  611. [mining-buddy]>wealth kronars
  612. 3 silver Kronars (300 copper Kronars).
  613. [mining-buddy]>withdraw 9 gold
  614. The clerk counts out 9 gold Kronars and hands them over, making a notation in her ledger.
  615. Rollonrow goes out.
  616. [mining-buddy]>withdraw 7 silver
  617. The clerk counts out 7 silver Kronars and hands them over, making a notation in her ledger.
  618. [mining-buddy]>tap my packet
  619. You tap a packet of deed claim forms inside your duffel bag.
  620. [mining-buddy]>tap my second packet
  621. You tap a packet of deed claim forms inside your duffel bag.
  622. [mining-buddy]>look first packet
  623. You count 24 deed claim forms remaining.
  624. [mining-buddy]>look second packet
  625. You count 50 deed claim forms remaining.
  626. --- Lich: buff active.
  627. --- Lich: buff has exited.
  628. --- Lich: go2 active.
  629. [go2: ETA: 0:00:22 (115 rooms to move through)]
  630. [go2]>out
  631. You go out.
  632. [First Provincial Bank, Lobby]
  633. 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 a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
  634. Obvious exits: out.
  635. Room Number: 1901
  636. <streamWindow id='main' title='Story' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop'/>
  637. <streamWindow id='room' title='Room' subtitle=" - [First Provincial Bank, Lobby - 1901]" location='center' target='drop' ifClosed='' resident='true'/>
  638. [go2]>out
  639. You go out.
  640. [The Crossing, Hodierna Way]
  641. 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 large parchment and a big orange sign with a picture of a smiling Dwarf.
  642. Also here: Rollonrow.
  643. Obvious paths: east, southwest, northwest.
  644. Room Number: 732
  645. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop'/>
  646. [go2]>east
  647. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop' ifClosed='' resident='true'/>
  648. You go east.
  649. [The Crossing, Hodierna Way]
  650. When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a walkway ramp and a news stand with a parchment scroll on it.
  651. Obvious paths: north, east, south, west.
  652. Room Number: 731
  653. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 731]" location='center' target='drop'/>
  654. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 731]" location='center' target='drop' ifClosed='' resident='true'/>
  655. [go2]>east
  656. You go east.
  657. [The Crossing, Hodierna Way]
  658. Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers.
  659. Obvious paths: east, west.
  660. Room Number: 730
  661. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 730]" location='center' target='drop'/>
  662. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 730]" location='center' target='drop' ifClosed='' resident='true'/>
  663. [go2]>east
  664. You go east.
  665. [The Crossing, Hodierna Way]
  666. The wall surrounding the town snakes from north to south directly to the east. The towers of the Temple to the west are barely seen in the dark, its merry lights minutely visible in the distance, twinkling through stained-glass windows. To the north, a narrow, cheerful street opens up.
  667. Obvious paths: north, east, west.
  668. Room Number: 729
  669. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 729]" location='center' target='drop'/>
  670. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 729]" location='center' target='drop' ifClosed='' resident='true'/>
  671. [go2]>east
  672. You go east.
  673. [The Crossing, Eastern Gate]
  674. Camels, oxen and mules compete with Elves, Gor'Togs and Humans to pass through the Eastern Gate which leads to the Middens, and the Observatory beyond. The lowing of animals and the bellowing of travelers become almost indistinguishable the more you listen. After a few minutes, so do the mingled odors of unwashed sojourners and beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see some stone stairs leading to the top of the town wall and the Guard House.
  675. Obvious paths: west.
  676. Room Number: 728
  677. <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Eastern Gate - 728]" location='center' target='drop'/>
  678. <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Eastern Gate - 728]" location='center' target='drop' ifClosed='' resident='true'/>
  679. [go2]>go gate
  680. Templar Caele came through the Eastern Gate.
  681. Templar Caele runs west.
  682. [Eastern Tier, Outside Gate]
  683. The eastern gate of the Crossing stands before you, an incomplete, but serviceable stone structure. To the north are grey slate hills rising out of dense clumps of deobar trees and groves of tall almur poplars. The land to the east is flat, and dips and rises almost imperceptibly into the distance. A single, wide path winds through it, surrounded by ruins, debris and small huts. You also see a clump of stunted bushes and a town wall.
  684. Obvious paths: east.
  685. Room Number: 691
  686. <streamWindow id='main' title='Story' subtitle=" - [Eastern Tier, Outside Gate - 691]" location='center' target='drop'/>
  687. <streamWindow id='room' title='Room' subtitle=" - [Eastern Tier, Outside Gate - 691]" location='center' target='drop' ifClosed='' resident='true'/>
  688. [go2]>go bush
  689. [Outside East Wall, Footpath]
  690. The path winds in and out of a thick patch of stunted bushes near the exterior wall. It emerges into an area of chipped rock where workers have dumped debris from the town wall's construction. You also see a town wall.
  691. Also here: Iudicium.
  692. Obvious paths: north, south.
  693. Room Number: 1040
  694. <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1040]" location='center' target='drop'/>
  695. [go2]>north
  696. <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1040]" location='center' target='drop' ifClosed='' resident='true'/>
  697. You go north.
  698. [Outside East Wall, Footpath]
  699. Crumbling mud bricks and loose rock lay in a pile near the sturdy stone town wall. Sounds of night-hidden creatures rustle in the weeds and nearby brush as they search for prey or leftover scraps. You also see a town wall.
  700. Obvious paths: northeast, south.
  701. Room Number: 1039
  702. <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1039]" location='center' target='drop'/>
  703. <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1039]" location='center' target='drop' ifClosed='' resident='true'/>
  704. [go2]>northeast
  705. You go northeast.
  706. [Outside East Wall, Footpath]
  707. The path turns from the city ramparts and forks south and west. Toward the north it runs along the town's outer wall, the stone structure within reach. Sheltered from wind and sun, little vegetation except for stray weeds manages to thrive.
  708. Obvious paths: north, southeast, southwest.
  709. Room Number: 1038
  710. <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1038]" location='center' target='drop'/>
  711. <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1038]" location='center' target='drop' ifClosed='' resident='true'/>
  712. [go2]>north
  713. [workorders: *** No match was found after 15 seconds, dumping info]
  714. [workorders: messages seen length: 114]
  715. [workorders: message: Obvious paths: north, southeast, southwest.]
  716. [workorders: message: The path turns from the city ramparts and forks south and west. Toward the north it runs along the town's outer wall, the stone structure within reach. Sheltered from wind and sun, little vegetation except for stray weeds manages to thrive. ]
  717. [workorders: message: [Outside East Wall, Footpath]]
  718. [workorders: message: You go northeast.]
  719. [workorders: message: Obvious paths: northeast, south.]
  720. [workorders: message: Crumbling mud bricks and loose rock lay in a pile near the sturdy stone town wall. Sounds of night-hidden creatures rustle in the weeds and nearby brush as they search for prey or leftover scraps. You also see a town wall.]
  721. [workorders: message: [Outside East Wall, Footpath]]
  722. [workorders: message: You go north.]
  723. [workorders: message: Obvious paths: north, south.]
  724. [workorders: message: Also here: Iudicium.]
  725. [workorders: message: The path winds in and out of a thick patch of stunted bushes near the exterior wall. It emerges into an area of chipped rock where workers have dumped debris from the town wall's construction. You also see a town wall.]
  726. [workorders: message: [Outside East Wall, Footpath]]
  727. [workorders: message: Obvious paths: east.]
  728. [workorders: message: The eastern gate of the Crossing stands before you, an incomplete, but serviceable stone structure. To the north are grey slate hills rising out of dense clumps of deobar trees and groves of tall almur poplars. The land to the east is flat, and dips and rises almost imperceptibly into the distance. A single, wide path winds through it, surrounded by ruins, debris and small huts. You also see a clump of stunted bushes and a town wall.]
  729. [workorders: message: [Eastern Tier, Outside Gate]]
  730. [workorders: message: Templar Caele runs west.]
  731. [workorders: message: Templar Caele came through the Eastern Gate.]
  732. [workorders: message: Obvious paths: west.]
  733. [workorders: message: Camels, oxen and mules compete with Elves, Gor'Togs and Humans to pass through the Eastern Gate which leads to the Middens, and the Observatory beyond. The lowing of animals and the bellowing of travelers become almost indistinguishable the more you listen. After a few minutes, so do the mingled odors of unwashed sojourners and beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see some stone stairs leading to the top of the town wall and the Guard House.]
  734. [workorders: message: [The Crossing, Eastern Gate]]
  735. [workorders: message: You go east.]
  736. [workorders: message: Obvious paths: north, east, west.]
  737. [workorders: message: The wall surrounding the town snakes from north to south directly to the east. The towers of the Temple to the west are barely seen in the dark, its merry lights minutely visible in the distance, twinkling through stained-glass windows. To the north, a narrow, cheerful street opens up. ]
  738. [workorders: message: [The Crossing, Hodierna Way]]
  739. [workorders: message: You go east.]
  740. [workorders: message: Obvious paths: east, west.]
  741. [workorders: message: Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers. ]
  742. [workorders: message: [The Crossing, Hodierna Way]]
  743. [workorders: message: You go east.]
  744. [workorders: message: Obvious paths: north, east, south, west.]
  745. [workorders: message: When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a walkway ramp and a news stand with a parchment scroll on it.]
  746. [workorders: message: [The Crossing, Hodierna Way]]
  747. [workorders: message: You go east.]
  748. [workorders: message: Obvious paths: east, southwest, northwest.]
  749. [workorders: message: Also here: Rollonrow.]
  750. [workorders: message: 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 large parchment and a big orange sign with a picture of a smiling Dwarf.]
  751. [workorders: message: [The Crossing, Hodierna Way]]
  752. [workorders: message: You go out.]
  753. [workorders: message: Obvious exits: out.]
  754. [workorders: message: 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 a money-changer's booth, a bucket of viscous gloop and the tellers' windows.]
  755. [workorders: message: [First Provincial Bank, Lobby]]
  756. [workorders: message: You go out.]
  757. [workorders: message: You count 50 deed claim forms remaining.]
  758. [workorders: message: You count 24 deed claim forms remaining.]
  759. [workorders: message: You tap a packet of deed claim forms inside your duffel bag.]
  760. [workorders: message: You tap a packet of deed claim forms inside your duffel bag.]
  761. [workorders: message: The clerk counts out 7 silver Kronars and hands them over, making a notation in her ledger.]
  762. [workorders: message: Rollonrow goes out.]
  763. [workorders: message: The clerk counts out 9 gold Kronars and hands them over, making a notation in her ledger.]
  764. [workorders: message: 3 silver Kronars (300 copper Kronars).]
  765. [workorders: message: The clerk pages through her ledger. "Brashton, it looks like your current balance is 4984 platinum, 5 bronze, and 2 copper Kronars."]
  766. [workorders: message: The clerk counts out 3 silver Kronars and hands them over, making a notation in her ledger.]
  767. [workorders: message: The clerk pages through her ledger. "Brashton, it looks like your current balance is 4984 platinum, 3 silver, 5 bronze, and 2 copper Kronars."]
  768. [workorders: message: The clerk slides a small metal box across the counter into which you drop all your Kronars. She counts them carefully and records the deposit in her ledger.]
  769. [workorders: message: No Dokoras.]
  770. [workorders: message: No Lirums.]
  771. [workorders: message: 9 gold, 6 silver, 8 bronze, and 8 copper Kronars (9688 copper Kronars).]
  772. [workorders: message: Wealth:]
  773. [workorders: message: Obvious exits: out.]
  774. [workorders: message: Also here: Rollonrow.]
  775. [workorders: message: 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.]
  776. [workorders: message: [Provincial Bank, Teller]]
  777. [workorders: message: Obvious exits: out.]
  778. [workorders: message: 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 a money-changer's booth, a bucket of viscous gloop and the tellers' windows.]
  779. [workorders: message: [First Provincial Bank, Lobby]]
  780. [workorders: message: Obvious paths: east, southwest, northwest.]
  781. [workorders: message: 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 large parchment and a big orange sign with a picture of a smiling Dwarf.]
  782. [workorders: message: [The Crossing, Hodierna Way]]
  783. [workorders: message: You run southeast.]
  784. [workorders: message: Obvious paths: north, southeast, west.]
  785. [workorders: message: This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see the Carousel square.]
  786. [workorders: message: [The Crossing, Alamhif Trace]]
  787. [workorders: message: You run south.]
  788. [workorders: message: Obvious paths: north, east, south.]
  789. [workorders: message: 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. You also see a town guard.]
  790. [workorders: message: [The Crossing, Lunat Shade Road]]
  791. [workorders: message: You run south.]
  792. [workorders: message: Obvious paths: north, northeast, east, south, west, northwest.]
  793. [workorders: message: A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience. ]
  794. [workorders: message: [The Crossing, Town Green South]]
  795. [workorders: message: You run south.]
  796. [workorders: message: Obvious paths: north, east, southeast, south, southwest, west.]
  797. [workorders: message: 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.]
  798. [workorders: message: [The Crossing, Town Green North]]
  799. [workorders: message: You run south.]
  800. [workorders: message: Obvious paths: north, south.]
  801. [workorders: message: 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. ]
  802. [workorders: message: [The Crossing, Via Iltesh]]
  803. [workorders: message: You run south.]
  804. [workorders: message: Obvious paths: north, south.]
  805. [workorders: message: 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. ]
  806. [workorders: message: [The Crossing, Via Iltesh]]
  807. [workorders: message: You go south.]
  808. [workorders: message: Obvious paths: east, south, west.]
  809. [workorders: message: 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.]
  810. [workorders: message: [The Crossing, Clanthew Boulevard]]
  811. [workorders: message: You go west.]
  812. [workorders: message: Obvious paths: east, south, west.]
  813. [workorders: message: 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 pile of rocks and a city meeting hall.]
  814. [workorders: message: [The Crossing, Clanthew Boulevard]]
  815. [workorders: message: You go west.]
  816. [workorders: message: Obvious paths: north, south, west.]
  817. [workorders: message: 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.]
  818. [workorders: message: [The Crossing, Champions' Square]]
  819. [workorders: message: You go north.]
  820. [workorders: message: Obvious paths: north, east.]
  821. [workorders: message: 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 the Crossing Forging Society Building, an iron anvil with an unfinished steel javelin on it, a pile of fuel, a slack tub filled with water, a large waste bucket, a glowing forge and a ruby-inlaid round table crafted to resemble Yavash with several things on it.]
  822. [workorders: message: [The Crossing, Trothfang Street]]
  823. [workorders: message: Obvious exits: south.]
  824. [workorders: message: 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 prestige board and a large sign.]
  825. [workorders: message: [Forging Society, Book Store]]
  826. [workorders: message: You run north.]
  827. [workorders: message: Stow what? Type 'STOW HELP' for details.]
  828. [workorders: message: What is it you're trying to give?]
  829. [workorders: checked against [/You put/i]]
  830. [workorders: for command stow ticket]
  831. [workorders]>untie my tong from my forger's belt
  832. You go north.
  833. [Outside East Wall, Footpath]
  834. A smooth, flat slate-grey outcropping abuts the stone rampart, the same slates that compose the hills and terrain to the west. Bits of the slab have cracked and chipped, but for a few yards the path is wide enough to be called a path.
  835. Obvious paths: north, south.
  836. Room Number: 1042
  837. <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1042]" location='center' target='drop'/>
  838. <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1042]" location='center' target='drop' ifClosed='' resident='true'/>
  839. [go2]>north
  840. Untie what?
  841. [workorders]>get my tong
  842. You go north.
  843. [Outside East Wall, Footpath]
  844. A gully eroded across the narrow way forces passage just next to the wall of the town. Stagnant insect-infested water pools in muddy sections of the gully and a fetid odor of garbage saturates the air.
  845. Obvious paths: south, up.
  846. Room Number: 1037
  847. <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1037]" location='center' target='drop'/>
  848. <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1037]" location='center' target='drop' ifClosed='' resident='true'/>
  849. [go2]>up
  850. You get some covellite box-jaw tongs from inside your duffel bag.
  851. You run up.
  852. [Outside East Wall, Footpath]
  853. The remains of a mudwren nest sits overhead in a rough section of the town's stone wall. A newer nest is under construction just below it tucked within a chink of the wall. Small birds dart through the tall brush, bustling as much as the citizens along the streets inside the gates.
  854. Obvious paths: north, down.
  855. Room Number: 1036
  856. <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1036]" location='center' target='drop'/>
  857. <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1036]" location='center' target='drop' ifClosed='' resident='true'/>
  858. [workorders]>give clerk
  859. [go2]>north
  860. What is it you're trying to give?
  861. You run north.
  862. [Outside East Wall, Footpath]
  863. Under the shadow of eastern section of The Crossing's stone town wall, this footpath serves as a shortcut. Barely wide enough for one person, thick brambles and brush allow passage in single file. A few crevices in the wall make adequate handholds as you squeeze your way along the uneven ground and past thorny branches. You also see a pile of rocks and the town wall.
  864. Also here: Shantrah.
  865. Obvious paths: north, south.
  866. Room Number: 1035
  867. <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1035]" location='center' target='drop'/>
  868. <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1035]" location='center' target='drop' ifClosed='' resident='true'/>
  869. [go2]>n
  870. You run north.
  871. [Northeast Wilds, Outside Northeast Gate]
  872. 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 pile of rocks, a massive horse-drawn carriage, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate and a narrow footpath.
  873. Also here: Father Superior Kawill, Maumasai and Divine Soldier Ballantyne.
  874. Obvious paths: north, east, southeast.
  875. Room Number: 992
  876. <streamWindow id='main' title='Story' subtitle=" - [Northeast Wilds, Outside Northeast Gate - 992]" location='center' target='drop'/>
  877. <streamWindow id='room' title='Room' subtitle=" - [Northeast Wilds, Outside Northeast Gate - 992]" location='center' target='drop' ifClosed='' resident='true'/>
  878. [go2]>north
  879. You run north.
  880. [Northern Trade Road, Farmlands]
  881. 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.
  882. Obvious paths: north, south.
  883. Room Number: 995
  884. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 995]" location='center' target='drop'/>
  885. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 995]" location='center' target='drop' ifClosed='' resident='true'/>
  886. [go2]>north
  887. You run north.
  888. [Northern Trade Road, Farmlands]
  889. 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.
  890. Obvious paths: north, south.
  891. Room Number: 996
  892. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 996]" location='center' target='drop'/>
  893. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 996]" location='center' target='drop' ifClosed='' resident='true'/>
  894. [go2]>north
  895. You run north.
  896. [Northern Trade Road, Farmlands]
  897. Empty fields lie sleeping beneath the blanket of night. The scent of plowed earth mingles with the fragrance of fresh growing things. You also see a pile of rocks and a winding trail.
  898. Also here: Field Surgeon Remedi.
  899. Obvious paths: northeast, south.
  900. Room Number: 997
  901. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 997]" location='center' target='drop'/>
  902. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 997]" location='center' target='drop' ifClosed='' resident='true'/>
  903. Field Surgeon Remedi runs south.
  904. [go2]>northeast
  905. You run northeast.
  906. [Northern Trade Road, Farmlands]
  907. 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.
  908. Obvious paths: northeast, southwest.
  909. Room Number: 998
  910. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 998]" location='center' target='drop'/>
  911. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 998]" location='center' target='drop' ifClosed='' resident='true'/>
  912. [go2]>northeast
  913. You run northeast.
  914. [Northern Trade Road, Grasslands]
  915. Dark shapes of cattle stand, outlined against the night sky, as they huddle together in sleep. Somewhere nearby you hear the bark of a dog -- the herd has not been left unguarded. You also see a thin trail.
  916. Obvious paths: north, southwest.
  917. Room Number: 999
  918. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 999]" location='center' target='drop'/>
  919. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 999]" location='center' target='drop' ifClosed='' resident='true'/>
  920. [go2]>north
  921. You run north.
  922. [Northern Trade Road, Grasslands]
  923. Open fields to either side can be dimly seen. Faintly, there comes a trace of woodsmoke, perhaps from the campfires of local herdsmen warming themselves against the night chill. Nearby, a rounded shape proves to be that of a sleeping cow. You also see a twisting wooded trail.
  924. Obvious paths: south, northwest.
  925. Room Number: 1000
  926. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 1000]" location='center' target='drop'/>
  927. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 1000]" location='center' target='drop' ifClosed='' resident='true'/>
  928. [go2]>northwest
  929. You run northwest.
  930. [Northern Trade Road, Open Forest]
  931. Trees rise dimly along the roadway and you can faintly hear a quiet chittering, perhaps from sleepy squirrels annoyed at your disturbing their rest. You also see a pile of rocks.
  932. Obvious paths: southeast, west, northwest.
  933. Room Number: 1001
  934. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop'/>
  935. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop' ifClosed='' resident='true'/>
  936. [go2]>northwest
  937. You run northwest.
  938. [Northern Trade Road, Open Forest]
  939. Trees grow tall here, but they are scattered enough to allow moonlight and a good view of the sky. Northwards, the land rises into low hills that disappear against the black sky of the night. To the south, a gentle plain opens outward. A soft breeze rustles the leaves in the boughs overhead in a pleasant susurration.
  940. Obvious paths: north, southeast.
  941. Room Number: 1008
  942. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop'/>
  943. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop' ifClosed='' resident='true'/>
  944. [go2]>north
  945. You run north.
  946. [Northern Trade Road, Open Woods]
  947. Widely scattered trees stand aloof, like strangers at a party, barely noticing one another's presence. Northwards, the open land nearby changes into a few low, rolling hills. Like a bare head rising above thinning hair, the hills stand out from a fringe of trees about their base.
  948. Obvious paths: north, south.
  949. Room Number: 1002
  950. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop'/>
  951. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop' ifClosed='' resident='true'/>
  952. [go2]>north
  953. You run north.
  954. [Northern Trade Road, Rolling Hills]
  955. The road winds among low, rounded hills barely deserving of the name. Clumps of trees around the base of the hills thin out rapidly as bare rock rises out of the good earth. The ragged summits are worn and weathered with age.
  956. Obvious paths: northeast, south.
  957. Room Number: 101
  958. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop'/>
  959. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop' ifClosed='' resident='true'/>
  960. [go2]>northeast
  961. You run northeast.
  962. [Northern Trade Road, Rolling Hills]
  963. The road crests the highest of the low hills, wandering among the cracked and worn rocks scattered across it. Removed from the road and set gently upon a hill, like a princess on her ivory pedestal, stands a rough circle of tall stones arranged in two concentric rings. Rising unsteadily from the crown of the hill, many of the stones lean against one another or are completely toppled. Perhaps a place of worship in ancient times, not even legend recalls who came here or what gods they served.
  964. Obvious paths: southwest, northwest.
  965. Room Number: 1010
  966. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop'/>
  967. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop' ifClosed='' resident='true'/>
  968. [go2]>northwest
  969. You run northwest.
  970. [Northern Trade Road, Rolling Hills]
  971. Winding north and south over the brow of a low hill, the road is partly blocked by several roughly shaped stones that appear to have tumbled down from the hill crest above. Small curls of a deep green vine have begun to wind the fallen stones into their embrace, and the tiny white flowers scattered among the leaves brighten the dull blue-grey of the stone.
  972. Obvious paths: north, southeast.
  973. Room Number: 1011
  974. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop'/>
  975. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop' ifClosed='' resident='true'/>
  976. [go2]>north
  977. You run north.
  978. [Northern Trade Road, Rolling Hills]
  979. A series of low hills, barely worthy of note, rise to the south while northwards, wide open grasslands run unhindered into the distance. Far off to the north, at the edge of the horizon, the faint shape of distant mountains can just be made out.
  980. Obvious paths: north, south.
  981. Room Number: 1012
  982. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop'/>
  983. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop' ifClosed='' resident='true'/>
  984. [go2]>north
  985. You run north.
  986. [Northern Trade Road, Rolling Hills]
  987. Low hills to the south rise up from marshy land to the north. Clouds of insects and tiny birds feeding upon them dart here and there. The whine of millions of quivering wings combines with the thin rustle of the darting birds to form an annoying, discordant noise. You also see a small, white-washed sign staked along side the road and a roadsign.
  988. Obvious paths: east, south, northwest.
  989. Room Number: 1013
  990. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop'/>
  991. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop' ifClosed='' resident='true'/>
  992. [go2]>northwest
  993. You run northwest.
  994. [Northern Trade Road, Marshy Meadows]
  995. The ground underfoot squishes with each movement, and moisture oozes into the traces left. Low rocks set in ragged rows appear to mark a path along the swampy ground. Gnats and midges clog your nostrils and fly into your eyes and ears in an endless cloud. The air is thick with rotting vegetable matter and less identifiable odors.
  996. Obvious paths: southeast, northwest.
  997. Room Number: 1014
  998. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop'/>
  999. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop' ifClosed='' resident='true'/>
  1000. [go2]>northwest
  1001. You run northwest.
  1002. [Northern Trade Road, Marshy Meadows]
  1003. You travel in the midst of a boggy meadow. The air is thick with a chill mist that blurs the outlines of anything not close by. Pale rocks set along the path show the safest way to go among the almost trackless wastes.
  1004. Obvious paths: north, southeast.
  1005. Room Number: 1015
  1006. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop'/>
  1007. [go2]>north
  1008. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop' ifClosed='' resident='true'/>
  1009. You run north.
  1010. [Northern Trade Road, Marshy Meadows]
  1011. The ground beneath you is boggy and soft. Swarms of flies close about you, and some land to drill into your flesh for a morsel of blood and to leave a stinging welt as a souvenir of your visit to their lands. Northwards, the ground rises from the bog into open lands, while southward a mist obscures the view.
  1012. Obvious paths: north, south.
  1013. Room Number: 1019
  1014. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop'/>
  1015. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop' ifClosed='' resident='true'/>
  1016. [go2]>north
  1017. You run north.
  1018. [Northern Trade Road, Open Grasslands]
  1019. Southward, the road dips into a boggy lowland, while to the north, open grasslands stretch. No sign of habitation breaks the rippling waves of grass that grow shoulder-high to a tall Elf. The air is alternately fresh with the smell of growing things and thick with the stench of the bog, as the wind veers aimlessly across the open land.
  1020. Obvious paths: north, south.
  1021. Room Number: 1020
  1022. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop'/>
  1023. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop' ifClosed='' resident='true'/>
  1024. [go2]>north
  1025. You run north.
  1026. [Northern Trade Road, Open Grasslands]
  1027. Thick grass grows up to the edge of the road. Despite the isolation and empty land, the road itself is in surprisingly good shape. Large paving stones rest on a level bed, each one tightly fitted to its neighbor so that nary a weed or seedling can force a way between them. Perhaps some vanished town lay near here that knew the value of good roads.
  1028. Obvious paths: northeast, south.
  1029. Room Number: 1021
  1030. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop'/>
  1031. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop' ifClosed='' resident='true'/>
  1032. [go2]>northeast
  1033. You run northeast.
  1034. [Northern Trade Road, Open Grasslands]
  1035. The road runs straight as an arrow through the endless sea of tall grasses. An occasional ripple among the stalks moving counter the wind shows there is life hidden beneath the green and gold surface. The desperate flight of a covey of birds, as they break cover and scatter, shows that peace here is a shallow illusion. For always the hunter awaits the careless and the weak.
  1036. Obvious paths: northeast, southwest.
  1037. Room Number: 1022
  1038. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop'/>
  1039. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop' ifClosed='' resident='true'/>
  1040. [go2]>northeast
  1041. You run northeast.
  1042. [Northern Trade Road, Open Grasslands]
  1043. A ruined building sits alongside the tidy stone road. The remains perhaps of an ancient tollhouse or inn, it lies at the edge of a forest that rises up from a wide swathe of grassland.
  1044. Obvious paths: northeast, southwest.
  1045. Room Number: 1023
  1046. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop'/>
  1047. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop' ifClosed='' resident='true'/>
  1048. [go2]>northeast
  1049. You run northeast.
  1050. [Northern Trade Road, Forest]
  1051. The trees grow in abundance about you, their tops brushing the dark sky above, their leaves flittering against each other in the night breeze. The soft sound of wings alerts you to the presence of a night hunter, and the broken-off cry that follows tells you that the hunter's prey has been found once more.
  1052. Obvious paths: east, southwest.
  1053. Room Number: 1024
  1054. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop'/>
  1055. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop' ifClosed='' resident='true'/>
  1056. [go2]>east
  1057. You run east.
  1058. [Northern Trade Road, Forest]
  1059. Low-lying taffelberry bushes grow about the tall deobar trees of the forest. The scent of loam hangs thick and sweet in an almost tangible cloud. The floor is carpeted with fallen leaves in the process of returning to the elements from whence they came, and some of the trees show evidence of having had their branches chopped off.
  1060. Obvious paths: east, west.
  1061. Room Number: 1025
  1062. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop'/>
  1063. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop' ifClosed='' resident='true'/>
  1064. [go2]>east
  1065. You run east.
  1066. [Northern Trade Road, Deep Forest]
  1067. The trees cluster close, weaving a dark green canopy through which no real light penetrates. The eerie echoing cry of an owl as it hunts for prey threads through the latticework of the trees, shattering the deceptive peace of the forest.
  1068. Obvious paths: east, west.
  1069. Room Number: 1026
  1070. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop'/>
  1071. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop' ifClosed='' resident='true'/>
  1072. [go2]>east
  1073. You run east.
  1074. [Northern Trade Road, Deep Forest]
  1075. This is the heart of the wood, where the trees are the thickest and the outside world of skies and unforested land is the farthest away. The trees grow close to each other, their leaves whispering back and forth, their crowns bowed in quiet conversation. The silence is broken only by the sounds of a squirrel or similar creature's movements and the rush of a river coming from somewhere in the distance.
  1076. Obvious paths: north, west.
  1077. Room Number: 1027
  1078. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop'/>
  1079. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop' ifClosed='' resident='true'/>
  1080. [go2]>north
  1081. You run north.
  1082. [Northern Trade Road, Deep Forest]
  1083. Deobar trees tower over you, their leaves rustling in time with the sounds of the river to the north. Quiet and serene, this part of the forest has a rich scent to it, the overlapping canopy making pools of gloom that collect beneath the trees.
  1084. Obvious paths: north, south.
  1085. Room Number: 1028
  1086. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop'/>
  1087. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop' ifClosed='' resident='true'/>
  1088. [go2]>north
  1089. You run north.
  1090. [Northern Trade Road, Meadowlands]
  1091. The forest to the south is thick and dark, a stark comparison to the open meadow around you. Short, springy grass grows in soft mounds over hillocks and hollows. Pale jes-roses dot the greenery, their sweet, nightblooming fragrance creating a heady perfume.
  1092. Obvious paths: north, south.
  1093. Room Number: 1029
  1094. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop'/>
  1095. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop' ifClosed='' resident='true'/>
  1096. [go2]>north
  1097. You run north.
  1098. [Northern Trade Road, Meadowlands]
  1099. The land here is open and welcome, the grass thinning on the western horizon as it makes way for a farmstead. Nearby you can hear the babble of a river, and the vegetation shows signs that something, probably cattle, has been here recently to grab a quick snack. The air is clean and sweet, inviting you to take deeper breaths.
  1100. Obvious paths: north, south.
  1101. Room Number: 1030
  1102. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop'/>
  1103. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop' ifClosed='' resident='true'/>
  1104. [go2]>north
  1105. You run north.
  1106. [Northern Trade Road, Farmstead]
  1107. Vast, empty fields lie fallow about you. The remains of an abandoned farmhouse dominates your view to the northeast, its doorways gaping, its windows wide open like empty eye sockets. Nearby, a plow lies rusting, its blade sunk a good two feet into dirt whose only future crop will be grass. To the south the land is gradually returning to the meadow it originally was, the edge of creeping green vivid against the bare brown of exposed earth.
  1108. Obvious paths: north, south.
  1109. Room Number: 1031
  1110. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop'/>
  1111. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop' ifClosed='' resident='true'/>
  1112. [go2]>north
  1113. You run north.
  1114. [Northern Trade Road, Open Grasslands]
  1115. The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land.
  1116. Obvious paths: north, south.
  1117. Room Number: 1032
  1118. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop'/>
  1119. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop' ifClosed='' resident='true'/>
  1120. [go2]>north
  1121. You run north.
  1122. [Northern Trade Road, Open Grasslands]
  1123. The sky overhead creates an inky canvas upon which stars have been liberally splattered. An evening wind, fragrant with the scent of night-blooming flowers, ruffles your clothing and cools the air. Somewhere, a nightingale sings, whistling for its lover.
  1124. Obvious paths: northeast, south.
  1125. Room Number: 1033
  1126. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop'/>
  1127. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop' ifClosed='' resident='true'/>
  1128. [go2]>northeast
  1129. You run northeast.
  1130. [Northern Trade Road, Kaerna Village Outskirts]
  1131. The grasslands shimmer slightly, the gentle hand of the wind running its fingers through the plant life. Here and there colorful wildflowers dare to peep their heads up through the endless browns and greens of the plains. Dominating the gentle sighing of the grass can be heard the bustling sounds of the tiny village of Kaerna, surrounded by a wooden town wall which masks the village's graceless sprawl against the northern horizon. You also see a town gate, a weather-beaten sign and an abandoned militia shack.
  1132. Obvious paths: southwest.
  1133. Room Number: 1034
  1134. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop'/>
  1135. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop' ifClosed='' resident='true'/>
  1136. [go2]>go gate
  1137. [Kaerna Village, By the Well]
  1138. The Northern Trade road runs like an arrow through the small town of Kaerna. Composed mostly of ramshackle daub and wattle houses, the most distinguishing feature of Kaerna is its inn, which looms protectively over the other, smaller establishments. Less a town and more a waystation than anything else, the tiny wooden-walled village hugs the road with a tenacious determination. You also see the town well off to the side and a town gate.
  1139. Obvious paths: north.
  1140. Room Number: 1135
  1141. <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop'/>
  1142. <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop' ifClosed='' resident='true'/>
  1143. [go2]>n
  1144. You run north.
  1145. [Kaerna Village, Intersection]
  1146. Even in the cool of the night the village remains active. A soft, cheery glow shines from the windows and open doorway of the Gilded Unicorn Inn, and a few traders are yet about; checking their camels, inspecting their wagons, or preparing for the morning's excursions to come. The stars overhead seem to stretch on forever, the moons smiling benevolently down on the sleeping village. You also see a roadsign.
  1147. Obvious paths: northeast, south, west.
  1148. Room Number: 1136
  1149. <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop'/>
  1150. <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop' ifClosed='' resident='true'/>
  1151. [go2]>northeast
  1152. You run northeast.
  1153. [Kaerna Village, By the General Store]
  1154. A few residences huddle here, alternately shouldered up against the back of the Gilded Unicorn Inn and the sides of the general store. The store is squat but neat, its exterior newly whitewashed and a small garden carefully cultivated outside it. You also see the town gate.
  1155. Obvious paths: southwest.
  1156. Room Number: 1139
  1157. <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop'/>
  1158. <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop' ifClosed='' resident='true'/>
  1159. [go2]>go gate
  1160. [Northern Trade Road, Kaerna Outskirts]
  1161. The wooden wall surrounding the tiny waystop of Kaerna is a visible line drawn between the plains and hamlet. Thick grasses and shrubs growing against the protective barrier seem intent upon reclaiming the village's side-by-side buildings for the prairie. Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature. You also see the town gate and a weathered wooden sign.
  1162. Obvious paths: northwest.
  1163. Room Number: 1164
  1164. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop'/>
  1165. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop' ifClosed='' resident='true'/>
  1166. [go2]>northwest
  1167. You run northwest.
  1168. [Northern Trade Road, Open Grasslands]
  1169. The wind rushes through the grass, making a soft shirring sound. Occasionally you catch the crackle of movement or the twitterings of birds, but any sounds of civilization generated by something other than yourself seem like the sort of thing you would think up in a dream.
  1170. Obvious paths: southeast, northwest.
  1171. Room Number: 1165
  1172. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop'/>
  1173. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop' ifClosed='' resident='true'/>
  1174. [go2]>northwest
  1175. You run northwest.
  1176. [Northern Trade Road, Open Grasslands]
  1177. Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity. A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation. A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands.
  1178. Obvious paths: north, southeast.
  1179. Room Number: 1166
  1180. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop'/>
  1181. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop' ifClosed='' resident='true'/>
  1182. [go2]>north
  1183. You run north.
  1184. [Northern Trade Road, Foothills]
  1185. The road rises along the curve of a low hill that slopes down to the south into open grasslands. The rocky crest of the hill rises sharply above you as you toil along the well-kept roadway. Local stones from the hillside have been smoothed and shaped to form the roadbed and the footing is good. Northwards though, the hills shift quickly into steep mountains.
  1186. Obvious paths: east, south.
  1187. Room Number: 1167
  1188. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop'/>
  1189. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop' ifClosed='' resident='true'/>
  1190. [go2]>east
  1191. You run east.
  1192. [Northern Trade Road, Foothills]
  1193. You crest a low hill that gives a far-reaching view. To the north a line of mountains rises steeply from the surrounding hills, while southward the hills fade out to forest and plain. Far to the south, a heavy haze obscures the view, but you glimpse the occasional flash of open water. You also see a wrecked barricade.
  1194. Obvious paths: east, west.
  1195. Room Number: 1168
  1196. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop'/>
  1197. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop' ifClosed='' resident='true'/>
  1198. [go2]>east
  1199. You run east.
  1200. [Northern Trade Road, Foothills]
  1201. You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.
  1202. Obvious paths: north, west.
  1203. Room Number: 1169
  1204. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop'/>
  1205. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop' ifClosed='' resident='true'/>
  1206. [go2]>north
  1207. You run north.
  1208. [Northern Trade Road, Mountain Trail]
  1209. The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path. Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains.
  1210. Obvious paths: north, south.
  1211. Room Number: 1170
  1212. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop'/>
  1213. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop' ifClosed='' resident='true'/>
  1214. [go2]>north
  1215. [workorders: *** No match was found after 15 seconds, dumping info]
  1216. [workorders: messages seen length: 179]
  1217. [workorders: message: Obvious paths: north, south.]
  1218. [workorders: message: The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path. Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains. ]
  1219. [workorders: message: [Northern Trade Road, Mountain Trail]]
  1220. [workorders: message: You run north.]
  1221. [workorders: message: Obvious paths: north, west.]
  1222. [workorders: message: You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.]
  1223. [workorders: message: [Northern Trade Road, Foothills]]
  1224. [workorders: message: You run east.]
  1225. [workorders: message: Obvious paths: east, west.]
  1226. [workorders: message: You crest a low hill that gives a far-reaching view. To the north a line of mountains rises steeply from the surrounding hills, while southward the hills fade out to forest and plain. Far to the south, a heavy haze obscures the view, but you glimpse the occasional flash of open water. You also see a wrecked barricade.]
  1227. [workorders: message: [Northern Trade Road, Foothills]]
  1228. [workorders: message: You run east.]
  1229. [workorders: message: Obvious paths: east, south.]
  1230. [workorders: message: The road rises along the curve of a low hill that slopes down to the south into open grasslands. The rocky crest of the hill rises sharply above you as you toil along the well-kept roadway. Local stones from the hillside have been smoothed and shaped to form the roadbed and the footing is good. Northwards though, the hills shift quickly into steep mountains. ]
  1231. [workorders: message: [Northern Trade Road, Foothills]]
  1232. [workorders: message: You run north.]
  1233. [workorders: message: Obvious paths: north, southeast.]
  1234. [workorders: message: Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity. A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation. A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands. ]
  1235. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1236. [workorders: message: You run northwest.]
  1237. [workorders: message: Obvious paths: southeast, northwest.]
  1238. [workorders: message: The wind rushes through the grass, making a soft shirring sound. Occasionally you catch the crackle of movement or the twitterings of birds, but any sounds of civilization generated by something other than yourself seem like the sort of thing you would think up in a dream. ]
  1239. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1240. [workorders: message: You run northwest.]
  1241. [workorders: message: Obvious paths: northwest.]
  1242. [workorders: message: The wooden wall surrounding the tiny waystop of Kaerna is a visible line drawn between the plains and hamlet. Thick grasses and shrubs growing against the protective barrier seem intent upon reclaiming the village's side-by-side buildings for the prairie. Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature. You also see the town gate and a weathered wooden sign.]
  1243. [workorders: message: [Northern Trade Road, Kaerna Outskirts]]
  1244. [workorders: message: Obvious paths: southwest.]
  1245. [workorders: message: A few residences huddle here, alternately shouldered up against the back of the Gilded Unicorn Inn and the sides of the general store. The store is squat but neat, its exterior newly whitewashed and a small garden carefully cultivated outside it. You also see the town gate.]
  1246. [workorders: message: [Kaerna Village, By the General Store]]
  1247. [workorders: message: You run northeast.]
  1248. [workorders: message: Obvious paths: northeast, south, west.]
  1249. [workorders: message: Even in the cool of the night the village remains active. A soft, cheery glow shines from the windows and open doorway of the Gilded Unicorn Inn, and a few traders are yet about; checking their camels, inspecting their wagons, or preparing for the morning's excursions to come. The stars overhead seem to stretch on forever, the moons smiling benevolently down on the sleeping village. You also see a roadsign.]
  1250. [workorders: message: [Kaerna Village, Intersection]]
  1251. [workorders: message: You run north.]
  1252. [workorders: message: Obvious paths: north.]
  1253. [workorders: message: The Northern Trade road runs like an arrow through the small town of Kaerna. Composed mostly of ramshackle daub and wattle houses, the most distinguishing feature of Kaerna is its inn, which looms protectively over the other, smaller establishments. Less a town and more a waystation than anything else, the tiny wooden-walled village hugs the road with a tenacious determination. You also see the town well off to the side and a town gate.]
  1254. [workorders: message: [Kaerna Village, By the Well]]
  1255. [workorders: message: Obvious paths: southwest.]
  1256. [workorders: message: The grasslands shimmer slightly, the gentle hand of the wind running its fingers through the plant life. Here and there colorful wildflowers dare to peep their heads up through the endless browns and greens of the plains. Dominating the gentle sighing of the grass can be heard the bustling sounds of the tiny village of Kaerna, surrounded by a wooden town wall which masks the village's graceless sprawl against the northern horizon. You also see a town gate, a weather-beaten sign and an abandoned militia shack.]
  1257. [workorders: message: [Northern Trade Road, Kaerna Village Outskirts]]
  1258. [workorders: message: You run northeast.]
  1259. [workorders: message: Obvious paths: northeast, south.]
  1260. [workorders: message: The sky overhead creates an inky canvas upon which stars have been liberally splattered. An evening wind, fragrant with the scent of night-blooming flowers, ruffles your clothing and cools the air. Somewhere, a nightingale sings, whistling for its lover. ]
  1261. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1262. [workorders: message: You run north.]
  1263. [workorders: message: Obvious paths: north, south.]
  1264. [workorders: message: The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land. ]
  1265. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1266. [workorders: message: You run north.]
  1267. [workorders: message: Obvious paths: north, south.]
  1268. [workorders: message: Vast, empty fields lie fallow about you. The remains of an abandoned farmhouse dominates your view to the northeast, its doorways gaping, its windows wide open like empty eye sockets. Nearby, a plow lies rusting, its blade sunk a good two feet into dirt whose only future crop will be grass. To the south the land is gradually returning to the meadow it originally was, the edge of creeping green vivid against the bare brown of exposed earth. ]
  1269. [workorders: message: [Northern Trade Road, Farmstead]]
  1270. [workorders: message: You run north.]
  1271. [workorders: message: Obvious paths: north, south.]
  1272. [workorders: message: The land here is open and welcome, the grass thinning on the western horizon as it makes way for a farmstead. Nearby you can hear the babble of a river, and the vegetation shows signs that something, probably cattle, has been here recently to grab a quick snack. The air is clean and sweet, inviting you to take deeper breaths. ]
  1273. [workorders: message: [Northern Trade Road, Meadowlands]]
  1274. [workorders: message: You run north.]
  1275. [workorders: message: Obvious paths: north, south.]
  1276. [workorders: message: The forest to the south is thick and dark, a stark comparison to the open meadow around you. Short, springy grass grows in soft mounds over hillocks and hollows. Pale jes-roses dot the greenery, their sweet, nightblooming fragrance creating a heady perfume. ]
  1277. [workorders: message: [Northern Trade Road, Meadowlands]]
  1278. [workorders: message: You run north.]
  1279. [workorders: message: Obvious paths: north, south.]
  1280. [workorders: message: Deobar trees tower over you, their leaves rustling in time with the sounds of the river to the north. Quiet and serene, this part of the forest has a rich scent to it, the overlapping canopy making pools of gloom that collect beneath the trees. ]
  1281. [workorders: message: [Northern Trade Road, Deep Forest]]
  1282. [workorders: message: You run north.]
  1283. [workorders: message: Obvious paths: north, west.]
  1284. [workorders: message: This is the heart of the wood, where the trees are the thickest and the outside world of skies and unforested land is the farthest away. The trees grow close to each other, their leaves whispering back and forth, their crowns bowed in quiet conversation. The silence is broken only by the sounds of a squirrel or similar creature's movements and the rush of a river coming from somewhere in the distance. ]
  1285. [workorders: message: [Northern Trade Road, Deep Forest]]
  1286. [workorders: message: You run east.]
  1287. [workorders: message: Obvious paths: east, west.]
  1288. [workorders: message: The trees cluster close, weaving a dark green canopy through which no real light penetrates. The eerie echoing cry of an owl as it hunts for prey threads through the latticework of the trees, shattering the deceptive peace of the forest. ]
  1289. [workorders: message: [Northern Trade Road, Deep Forest]]
  1290. [workorders: message: You run east.]
  1291. [workorders: message: Obvious paths: east, west.]
  1292. [workorders: message: Low-lying taffelberry bushes grow about the tall deobar trees of the forest. The scent of loam hangs thick and sweet in an almost tangible cloud. The floor is carpeted with fallen leaves in the process of returning to the elements from whence they came, and some of the trees show evidence of having had their branches chopped off. ]
  1293. [workorders: message: [Northern Trade Road, Forest]]
  1294. [workorders: message: You run east.]
  1295. [workorders: message: Obvious paths: east, southwest.]
  1296. [workorders: message: The trees grow in abundance about you, their tops brushing the dark sky above, their leaves flittering against each other in the night breeze. The soft sound of wings alerts you to the presence of a night hunter, and the broken-off cry that follows tells you that the hunter's prey has been found once more. ]
  1297. [workorders: message: [Northern Trade Road, Forest]]
  1298. [workorders: message: You run northeast.]
  1299. [workorders: message: Obvious paths: northeast, southwest.]
  1300. [workorders: message: A ruined building sits alongside the tidy stone road. The remains perhaps of an ancient tollhouse or inn, it lies at the edge of a forest that rises up from a wide swathe of grassland. ]
  1301. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1302. [workorders: message: You run northeast.]
  1303. [workorders: message: Obvious paths: northeast, southwest.]
  1304. [workorders: message: The road runs straight as an arrow through the endless sea of tall grasses. An occasional ripple among the stalks moving counter the wind shows there is life hidden beneath the green and gold surface. The desperate flight of a covey of birds, as they break cover and scatter, shows that peace here is a shallow illusion. For always the hunter awaits the careless and the weak. ]
  1305. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1306. [workorders: message: You run northeast.]
  1307. [workorders: message: Obvious paths: northeast, south.]
  1308. [workorders: message: Thick grass grows up to the edge of the road. Despite the isolation and empty land, the road itself is in surprisingly good shape. Large paving stones rest on a level bed, each one tightly fitted to its neighbor so that nary a weed or seedling can force a way between them. Perhaps some vanished town lay near here that knew the value of good roads. ]
  1309. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1310. [workorders: message: You run north.]
  1311. [workorders: message: Obvious paths: north, south.]
  1312. [workorders: message: Southward, the road dips into a boggy lowland, while to the north, open grasslands stretch. No sign of habitation breaks the rippling waves of grass that grow shoulder-high to a tall Elf. The air is alternately fresh with the smell of growing things and thick with the stench of the bog, as the wind veers aimlessly across the open land. ]
  1313. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1314. [workorders: message: You run north.]
  1315. [workorders: message: Obvious paths: north, south.]
  1316. [workorders: message: The ground beneath you is boggy and soft. Swarms of flies close about you, and some land to drill into your flesh for a morsel of blood and to leave a stinging welt as a souvenir of your visit to their lands. Northwards, the ground rises from the bog into open lands, while southward a mist obscures the view. ]
  1317. [workorders: message: [Northern Trade Road, Marshy Meadows]]
  1318. [workorders: message: You run north.]
  1319. [workorders: message: Obvious paths: north, southeast.]
  1320. [workorders: message: You travel in the midst of a boggy meadow. The air is thick with a chill mist that blurs the outlines of anything not close by. Pale rocks set along the path show the safest way to go among the almost trackless wastes. ]
  1321. [workorders: message: [Northern Trade Road, Marshy Meadows]]
  1322. [workorders: message: You run northwest.]
  1323. [workorders: message: Obvious paths: southeast, northwest.]
  1324. [workorders: message: The ground underfoot squishes with each movement, and moisture oozes into the traces left. Low rocks set in ragged rows appear to mark a path along the swampy ground. Gnats and midges clog your nostrils and fly into your eyes and ears in an endless cloud. The air is thick with rotting vegetable matter and less identifiable odors. ]
  1325. [workorders: message: [Northern Trade Road, Marshy Meadows]]
  1326. [workorders: message: You run northwest.]
  1327. [workorders: message: Obvious paths: east, south, northwest.]
  1328. [workorders: message: Low hills to the south rise up from marshy land to the north. Clouds of insects and tiny birds feeding upon them dart here and there. The whine of millions of quivering wings combines with the thin rustle of the darting birds to form an annoying, discordant noise. You also see a small, white-washed sign staked along side the road and a roadsign.]
  1329. [workorders: message: [Northern Trade Road, Rolling Hills]]
  1330. [workorders: message: You run north.]
  1331. [workorders: message: Obvious paths: north, south.]
  1332. [workorders: message: A series of low hills, barely worthy of note, rise to the south while northwards, wide open grasslands run unhindered into the distance. Far off to the north, at the edge of the horizon, the faint shape of distant mountains can just be made out. ]
  1333. [workorders: message: [Northern Trade Road, Rolling Hills]]
  1334. [workorders: message: You run north.]
  1335. [workorders: message: Obvious paths: north, southeast.]
  1336. [workorders: message: Winding north and south over the brow of a low hill, the road is partly blocked by several roughly shaped stones that appear to have tumbled down from the hill crest above. Small curls of a deep green vine have begun to wind the fallen stones into their embrace, and the tiny white flowers scattered among the leaves brighten the dull blue-grey of the stone. ]
  1337. [workorders: message: [Northern Trade Road, Rolling Hills]]
  1338. [workorders: message: You run northwest.]
  1339. [workorders: message: Obvious paths: southwest, northwest.]
  1340. [workorders: message: The road crests the highest of the low hills, wandering among the cracked and worn rocks scattered across it. Removed from the road and set gently upon a hill, like a princess on her ivory pedestal, stands a rough circle of tall stones arranged in two concentric rings. Rising unsteadily from the crown of the hill, many of the stones lean against one another or are completely toppled. Perhaps a place of worship in ancient times, not even legend recalls who came here or what gods they served. ]
  1341. [workorders: message: [Northern Trade Road, Rolling Hills]]
  1342. [workorders: message: You run northeast.]
  1343. [workorders: message: Obvious paths: northeast, south.]
  1344. [workorders: message: The road winds among low, rounded hills barely deserving of the name. Clumps of trees around the base of the hills thin out rapidly as bare rock rises out of the good earth. The ragged summits are worn and weathered with age. ]
  1345. [workorders: message: [Northern Trade Road, Rolling Hills]]
  1346. [workorders: message: You run north.]
  1347. [workorders: message: Obvious paths: north, south.]
  1348. [workorders: message: Widely scattered trees stand aloof, like strangers at a party, barely noticing one another's presence. Northwards, the open land nearby changes into a few low, rolling hills. Like a bare head rising above thinning hair, the hills stand out from a fringe of trees about their base. ]
  1349. [workorders: message: [Northern Trade Road, Open Woods]]
  1350. [workorders: message: You run north.]
  1351. [workorders: message: Obvious paths: north, southeast.]
  1352. [workorders: message: Trees grow tall here, but they are scattered enough to allow moonlight and a good view of the sky. Northwards, the land rises into low hills that disappear against the black sky of the night. To the south, a gentle plain opens outward. A soft breeze rustles the leaves in the boughs overhead in a pleasant susurration. ]
  1353. [workorders: message: [Northern Trade Road, Open Forest]]
  1354. [workorders: message: You run northwest.]
  1355. [workorders: message: Obvious paths: southeast, west, northwest.]
  1356. [workorders: message: Trees rise dimly along the roadway and you can faintly hear a quiet chittering, perhaps from sleepy squirrels annoyed at your disturbing their rest. You also see a pile of rocks.]
  1357. [workorders: message: [Northern Trade Road, Open Forest]]
  1358. [workorders: message: You run northwest.]
  1359. [workorders: message: Obvious paths: south, northwest.]
  1360. [workorders: message: Open fields to either side can be dimly seen. Faintly, there comes a trace of woodsmoke, perhaps from the campfires of local herdsmen warming themselves against the night chill. Nearby, a rounded shape proves to be that of a sleeping cow. You also see a twisting wooded trail.]
  1361. [workorders: message: [Northern Trade Road, Grasslands]]
  1362. [workorders: message: You run north.]
  1363. [workorders: message: Obvious paths: north, southwest.]
  1364. [workorders: message: Dark shapes of cattle stand, outlined against the night sky, as they huddle together in sleep. Somewhere nearby you hear the bark of a dog -- the herd has not been left unguarded. You also see a thin trail.]
  1365. [workorders: message: [Northern Trade Road, Grasslands]]
  1366. [workorders: message: You run northeast.]
  1367. [workorders: message: Obvious paths: northeast, southwest.]
  1368. [workorders: message: 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. ]
  1369. [workorders: message: [Northern Trade Road, Farmlands]]
  1370. [workorders: message: You run northeast.]
  1371. [workorders: message: Field Surgeon Remedi runs south.]
  1372. [workorders: message: Obvious paths: northeast, south.]
  1373. [workorders: message: Also here: Field Surgeon Remedi.]
  1374. [workorders: message: Empty fields lie sleeping beneath the blanket of night. The scent of plowed earth mingles with the fragrance of fresh growing things. You also see a pile of rocks and a winding trail.]
  1375. [workorders: message: [Northern Trade Road, Farmlands]]
  1376. [workorders: message: You run north.]
  1377. [workorders: message: Obvious paths: north, south.]
  1378. [workorders: message: 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.]
  1379. [workorders: message: [Northern Trade Road, Farmlands]]
  1380. [workorders: message: You run north.]
  1381. [workorders: message: Obvious paths: north, south.]
  1382. [workorders: message: 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.]
  1383. [workorders: message: [Northern Trade Road, Farmlands]]
  1384. [workorders: message: You run north.]
  1385. [workorders: message: Obvious paths: north, east, southeast.]
  1386. [workorders: message: Also here: Father Superior Kawill, Maumasai and Divine Soldier Ballantyne.]
  1387. [workorders: message: 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 pile of rocks, a massive horse-drawn carriage, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate and a narrow footpath.]
  1388. [workorders: message: [Northeast Wilds, Outside Northeast Gate]]
  1389. [workorders: message: You run north.]
  1390. [workorders: message: Obvious paths: north, south.]
  1391. [workorders: message: Also here: Shantrah.]
  1392. [workorders: message: Under the shadow of eastern section of The Crossing's stone town wall, this footpath serves as a shortcut. Barely wide enough for one person, thick brambles and brush allow passage in single file. A few crevices in the wall make adequate handholds as you squeeze your way along the uneven ground and past thorny branches. You also see a pile of rocks and the town wall.]
  1393. [workorders: message: [Outside East Wall, Footpath]]
  1394. [workorders: message: You run north.]
  1395. [workorders: message: What is it you're trying to give?]
  1396. [workorders: checked against [/There isn't a scratch on that/i, /Just give it to me again/i, /I will not/i]]
  1397. [workorders: for command give clerk]
  1398. [workorders]>untie my leather bellows from my forger's belt
  1399. You run north.
  1400. [Northern Trade Road, Mountain Trail]
  1401. You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock. Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead. You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim.
  1402. Obvious paths: northeast, south.
  1403. Room Number: 1171
  1404. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop'/>
  1405. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop' ifClosed='' resident='true'/>
  1406. You fumble with the ties, quickly realizing that you need a free hand.
  1407. [go2]>northeast
  1408. You run northeast.
  1409. [Northern Trade Road, Mountain Pass]
  1410. The road passes onto an almost level area as you work your way through a narrow gap in the mountains. Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers. A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone.
  1411. Obvious paths: north, southwest.
  1412. Room Number: 1172
  1413. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop'/>
  1414. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop' ifClosed='' resident='true'/>
  1415. [go2]>north
  1416. You run north.
  1417. [Northern Trade Road, Mountain Trail]
  1418. A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall. One broken and shattered bone shows you that someone or something was far less fortunate in times past. You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days.
  1419. Obvious paths: east, south.
  1420. Room Number: 1173
  1421. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop'/>
  1422. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop' ifClosed='' resident='true'/>
  1423. [go2]>east
  1424. You run east.
  1425. [Northern Trade Road, Mountain Trail]
  1426. The road rises sharply to the west as it wends among the steep mountains. Eastward, it falls away into a narrow, heavily-wooded valley. Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky.
  1427. Obvious paths: east, west.
  1428. Room Number: 1174
  1429. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop'/>
  1430. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop' ifClosed='' resident='true'/>
  1431. [go2]>east
  1432. You run east.
  1433. [Northern Trade Road, Wooded Valley]
  1434. Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance. Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees. Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees.
  1435. Obvious paths: northeast, west.
  1436. Room Number: 1175
  1437. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop'/>
  1438. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop' ifClosed='' resident='true'/>
  1439. [go2]>ne
  1440. You run northeast.
  1441. [Northern Trade Road, Wooded Valley]
  1442. You come upon a small clearing in the heavy woods that allows a view of the sky. A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead. There is an unnerving quiet here, even the wind seems to have died. You feel a stranger in this wild place, perhaps an unwelcome stranger. You also see a faded roadsign.
  1443. Obvious paths: northeast, southwest.
  1444. Room Number: 1176
  1445. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop'/>
  1446. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop' ifClosed='' resident='true'/>
  1447. [go2]>northeast
  1448. You run northeast.
  1449. [Northern Trade Road, Wooded Valley]
  1450. Tall trees grow close along both sides of the road. Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest. Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently.
  1451. Obvious paths: southwest, northwest.
  1452. Room Number: 1177
  1453. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop'/>
  1454. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop' ifClosed='' resident='true'/>
  1455. [go2]>northwest
  1456. You run northwest.
  1457. [Northern Trade Road, Foothills]
  1458. Tall trees grow thickly to the south as the road climbs into a narrow valley. Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other.
  1459. Obvious paths: north, southeast.
  1460. Room Number: 1178
  1461. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop'/>
  1462. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop' ifClosed='' resident='true'/>
  1463. [go2]>north
  1464. Puug just arrived.
  1465. You run north.
  1466. [Northern Trade Road, Foothills]
  1467. Heavily wooded hills rise on both sides as the roadway winds among them. The air is dead and stale, any breeze is blocked by the trees and hills. Clouds of gnats and worse seem to follow you, getting in your mouth and hair. There is a faint smell of damp earth and rotting vegetation.
  1468. Obvious paths: north, south.
  1469. Room Number: 1179
  1470. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop'/>
  1471. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop' ifClosed='' resident='true'/>
  1472. [go2]>north
  1473. You run north.
  1474. [Northern Trade Road, Rolling Hills]
  1475. Massive flocks of small black birds wheel and dive among the low hills on either side. They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air. A miasma of musty smells and unknown odors roils in your nostrils. The ground to the north descends into a faint mist or cloud in the air.
  1476. Obvious paths: north, south.
  1477. Room Number: 1180
  1478. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop'/>
  1479. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop' ifClosed='' resident='true'/>
  1480. [go2]>north
  1481. You run north.
  1482. [Northern Trade Road, Grasslands]
  1483. A cloud of flint-dry dust rises on every breeze, making you sneeze. For the most part, you see the grasslands about you in a state of decay and near death. Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards. Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past. You also see a charred tree stump.
  1484. Obvious paths: north, south.
  1485. Room Number: 1181
  1486. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop'/>
  1487. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop' ifClosed='' resident='true'/>
  1488. [go2]>north
  1489. You run north.
  1490. [Northern Trade Road, Open Grasslands]
  1491. Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now. While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust.
  1492. Obvious paths: north, south.
  1493. Room Number: 1182
  1494. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop'/>
  1495. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop' ifClosed='' resident='true'/>
  1496. [go2]>north
  1497. You run north.
  1498. [Northern Trade Road, Open Grasslands]
  1499. The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention. Flowers, closed for the evening, bob along in time with the lonely music the breezes create with the plains. You can hear the babble of rushing water coming from the north.
  1500. Obvious paths: north, south.
  1501. Room Number: 1183
  1502. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop'/>
  1503. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop' ifClosed='' resident='true'/>
  1504. [go2]>north
  1505. You run north.
  1506. [Northern Trade Road, River's Bank]
  1507. A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar. To the north the land changes dramatically from plains to the darker, more verdant green of meadows. To the south stretches a narrow strip of grassland. A sturdy wood and stone bridge spans the river, allowing safe passage. You also see a roadsign.
  1508. Obvious paths: east, south.
  1509. Room Number: 1184
  1510. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop'/>
  1511. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop' ifClosed='' resident='true'/>
  1512. [go2]>go bridge
  1513. [Northern Trade Road, On the Bridge]
  1514. The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge. Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye.
  1515. Obvious paths: north, south.
  1516. Room Number: 1193
  1517. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop'/>
  1518. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop' ifClosed='' resident='true'/>
  1519. [go2]>north
  1520. You run north.
  1521. [Northern Trade Road, Meadowlands]
  1522. The grass is a thick, dark green carpet that spreads over the land in rolling abundance. A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures. A river runs to the south, over which spans a sturdy wood and stone bridge.
  1523. Obvious paths: north.
  1524. Room Number: 1194
  1525. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop'/>
  1526. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop' ifClosed='' resident='true'/>
  1527. [go2]>north
  1528. You run north.
  1529. [Northern Trade Road, Meadowlands]
  1530. The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here. To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline.
  1531. Obvious paths: northeast, south.
  1532. Room Number: 1195
  1533. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop'/>
  1534. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop' ifClosed='' resident='true'/>
  1535. [go2]>northeast
  1536. You run northeast.
  1537. [Northern Trade Road, Open Forest]
  1538. The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees. Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark. The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance.
  1539. Obvious paths: north, southwest.
  1540. Room Number: 1196
  1541. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop'/>
  1542. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop' ifClosed='' resident='true'/>
  1543. [go2]>north
  1544. You run north.
  1545. [Northern Trade Road, Deep Forest]
  1546. Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair. There is a disturbing lack of birds and animals about.
  1547. Obvious paths: south, northwest.
  1548. Room Number: 1197
  1549. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop'/>
  1550. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop' ifClosed='' resident='true'/>
  1551. [go2]>nw
  1552. You run northwest.
  1553. [Northern Trade Road, Deep Forest]
  1554. The trees grow close together, as if in fear of something. The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction. You also see a narrow trail.
  1555. Obvious paths: southeast, northwest.
  1556. Room Number: 1198
  1557. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop'/>
  1558. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop' ifClosed='' resident='true'/>
  1559. [go2]>nw
  1560. You run northwest.
  1561. [Northern Trade Road, Forest Clearing]
  1562. Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin. A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest.
  1563. Obvious paths: north, southeast.
  1564. Room Number: 1199
  1565. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop'/>
  1566. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop' ifClosed='' resident='true'/>
  1567. [go2]>north
  1568. You run north.
  1569. [Northern Trade Road, Forest Clearing]
  1570. The grass is flourishing here despite the apparent blight of the rest of the wood. Facing east beside the road is a squat stone monolith with an indentation in its top. Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it.
  1571. Obvious paths: north, south.
  1572. Room Number: 1200
  1573. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop'/>
  1574. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop' ifClosed='' resident='true'/>
  1575. [go2]>north
  1576. You run north.
  1577. [Northern Trade Road, Deep Forest]
  1578. The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen. The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched. You also see a dense copse.
  1579. Obvious paths: northeast, south.
  1580. Room Number: 1201
  1581. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop'/>
  1582. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop' ifClosed='' resident='true'/>
  1583. [go2]>northeast
  1584. You run northeast.
  1585. [Northern Trade Road, Deep Forest]
  1586. Heavy, still air hangs in pockets about you, weighing down sound and movement. Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss. They pull the sickly-colored stuff about them the way a Human child hides under a security blanket. You also see a forest path.
  1587. Obvious paths: northeast, southwest.
  1588. Room Number: 1202
  1589. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop'/>
  1590. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop' ifClosed='' resident='true'/>
  1591. [go2]>ne
  1592. You run northeast.
  1593. [Northern Trade Road, Open Forest]
  1594. Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping. The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning.
  1595. Obvious paths: northeast, southwest.
  1596. Room Number: 1203
  1597. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop'/>
  1598. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop' ifClosed='' resident='true'/>
  1599. [go2]>northeast
  1600. You run northeast.
  1601. [Northern Trade Road, Stony Plains]
  1602. Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim. Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone. To the south a dark forest blots the horizon.
  1603. Obvious paths: north, southwest.
  1604. Room Number: 1204
  1605. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop'/>
  1606. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop' ifClosed='' resident='true'/>
  1607. [go2]>north
  1608. You run north.
  1609. [Northern Trade Road, Stony Plains]
  1610. The ground is hard and unyielding underfoot, and the moonlight causes the stones to cast eerie shadows you don't like to think about. Out of the corner of your eye you think you see something move, but when you turn to look, there is nothing there.
  1611. Obvious paths: north, south.
  1612. Room Number: 1205
  1613. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop'/>
  1614. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop' ifClosed='' resident='true'/>
  1615. [go2]>north
  1616. You run north.
  1617. [Northern Trade Road, Stony Plains]
  1618. An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree. The tiny plant seems to be surviving on raw defiance alone.
  1619. Obvious paths: northeast, south.
  1620. Room Number: 1206
  1621. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop'/>
  1622. [go2]>northeast
  1623. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop' ifClosed='' resident='true'/>
  1624. You run northeast.
  1625. [Northern Trade Road, Wastelands]
  1626. The land lies blasted, the earth revealed in forlorn despair about you. Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving.
  1627. Obvious paths: southwest, northwest.
  1628. Room Number: 1207
  1629. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop'/>
  1630. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop' ifClosed='' resident='true'/>
  1631. [go2]>northwest
  1632. You run northwest.
  1633. [Northern Trade Road, Wastelands]
  1634. Something has scoured this place of all life, or a harsh god created it with no life at all. The rocks are oddly smooth and darker than normal agate and granite. Nothing moves, no birds, no insects, no weeds or wind. Having looked upon this land, you can easily imagine where evil souls go to when they depart this world.
  1635. Obvious paths: north, southeast.
  1636. Room Number: 1208
  1637. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop'/>
  1638. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop' ifClosed='' resident='true'/>
  1639. [go2]>north
  1640. Chronicler Zharen just arrived.
  1641. You run north.
  1642. [Northern Trade Road, Wastelands]
  1643. Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon. Overhead the sky is black, the celestial light filtered by a heavy haze that turns the clean light into a sickly parody of purity.
  1644. Obvious paths: north, south.
  1645. Room Number: 1209
  1646. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop'/>
  1647. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop' ifClosed='' resident='true'/>
  1648. [go2]>north
  1649. You run north.
  1650. [Northern Trade Road, Wastelands]
  1651. The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness. A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge.
  1652. Obvious paths: north, south.
  1653. Room Number: 1210
  1654. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop'/>
  1655. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop' ifClosed='' resident='true'/>
  1656. Chronicler Zharen just arrived.
  1657. Chronicler Zharen runs north.
  1658. [go2]>north
  1659. You run north.
  1660. [Northern Trade Road, Burned Forest]
  1661. The scorched remains of trees stand all about you, clawing at the stars as if in complaint of the injustice done to them. A chill wind winds around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the night.
  1662. Obvious paths: northeast, south.
  1663. Room Number: 1211
  1664. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop'/>
  1665. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop' ifClosed='' resident='true'/>
  1666. [go2]>northeast
  1667. You run northeast.
  1668. [Northern Trade Road, Burned Forest]
  1669. The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots. A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure.
  1670. Obvious paths: northeast, southwest.
  1671. Room Number: 1212
  1672. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop'/>
  1673. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop' ifClosed='' resident='true'/>
  1674. [go2]>northeast
  1675. You run northeast.
  1676. [Northern Trade Road, Cinder Cones]
  1677. To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge. Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable.
  1678. Obvious paths: northeast, southwest.
  1679. Room Number: 1213
  1680. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop'/>
  1681. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop' ifClosed='' resident='true'/>
  1682. [go2]>northeast
  1683. You run northeast.
  1684. [Northern Trade Road, Cinder Cones]
  1685. The cinder cones crowd in uncomfortably close on either side, their shadows throwing eerie shapes across your path. A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent.
  1686. Obvious paths: northeast, southwest.
  1687. Room Number: 1214
  1688. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop'/>
  1689. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop' ifClosed='' resident='true'/>
  1690. [go2]>northeast
  1691. You run northeast.
  1692. [Northern Trade Road, Broken Hills]
  1693. The hills to either side are made of the broken remains of rock and debris. You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind. To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on. You also see a pile of rocks.
  1694. Obvious paths: north, southwest.
  1695. Room Number: 1215
  1696. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop'/>
  1697. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop' ifClosed='' resident='true'/>
  1698. [go2]>north
  1699. You run north.
  1700. [Northern Trade Road, Broken Hills]
  1701. Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the stars and moons. The hills gradually become larger as they march northward, growing into glassy, black volcanic hills that all but vanish into the night.
  1702. Obvious paths: south, northwest.
  1703. Room Number: 1216
  1704. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop'/>
  1705. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop' ifClosed='' resident='true'/>
  1706. [go2]>northwest
  1707. You run northwest.
  1708. [Northwest Road, Volcanic Hills]
  1709. The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills. Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust. It gets in your mouth and you spit out a foul, bitter taste. To one side a ruined cart lies abandoned and stripped of everything useful.
  1710. Obvious paths: southeast, northwest.
  1711. Room Number: 1217
  1712. <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop'/>
  1713. <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop' ifClosed='' resident='true'/>
  1714. [go2]>northwest
  1715. You run northwest.
  1716. [Northwest Road, Volcanic Hills]
  1717. A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest. Dead trees, charred to short stumps, form a dismal grove to one side of the pathway. Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air. A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed. You also see a dismal grove.
  1718. Obvious paths: southeast, northwest.
  1719. Room Number: 1218
  1720. <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop'/>
  1721. <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop' ifClosed='' resident='true'/>
  1722. [go2]>northwest
  1723. You run northwest.
  1724. [Northwest Road, Volcanic Hills]
  1725. The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows. Someone has hacked the outline of a path into the unyielding rock to guide you. To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys.
  1726. Obvious paths: southeast, northwest.
  1727. Room Number: 1219
  1728. <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop'/>
  1729. <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop' ifClosed='' resident='true'/>
  1730. [go2]>northwest
  1731. You run northwest.
  1732. [North Roads Caravansary]
  1733. The road runs northwest past a cluster of stone buildings and stables to one side. A narrow path branches off to the east following a rough line of hills while another section continues southeast. You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire. Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink. You also see a freshly-painted roadsign pointing north.
  1734. Obvious paths: north, southeast, northwest.
  1735. Room Number: 1220
  1736. <streamWindow id='main' title='Story' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop'/>
  1737. <streamWindow id='room' title='Room' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop' ifClosed='' resident='true'/>
  1738. [go2]>go path
  1739. [workorders: *** No match was found after 15 seconds, dumping info]
  1740. [workorders: messages seen length: 172]
  1741. [workorders: message: Obvious paths: north, southeast, northwest.]
  1742. [workorders: message: The road runs northwest past a cluster of stone buildings and stables to one side. A narrow path branches off to the east following a rough line of hills while another section continues southeast. You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire. Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink. You also see a freshly-painted roadsign pointing north.]
  1743. [workorders: message: [North Roads Caravansary]]
  1744. [workorders: message: You run northwest.]
  1745. [workorders: message: Obvious paths: southeast, northwest.]
  1746. [workorders: message: The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows. Someone has hacked the outline of a path into the unyielding rock to guide you. To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys. ]
  1747. [workorders: message: [Northwest Road, Volcanic Hills]]
  1748. [workorders: message: You run northwest.]
  1749. [workorders: message: Obvious paths: southeast, northwest.]
  1750. [workorders: message: A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest. Dead trees, charred to short stumps, form a dismal grove to one side of the pathway. Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air. A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed. You also see a dismal grove.]
  1751. [workorders: message: [Northwest Road, Volcanic Hills]]
  1752. [workorders: message: You run northwest.]
  1753. [workorders: message: Obvious paths: southeast, northwest.]
  1754. [workorders: message: The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills. Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust. It gets in your mouth and you spit out a foul, bitter taste. To one side a ruined cart lies abandoned and stripped of everything useful. ]
  1755. [workorders: message: [Northwest Road, Volcanic Hills]]
  1756. [workorders: message: You run northwest.]
  1757. [workorders: message: Obvious paths: south, northwest.]
  1758. [workorders: message: Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the stars and moons. The hills gradually become larger as they march northward, growing into glassy, black volcanic hills that all but vanish into the night. ]
  1759. [workorders: message: [Northern Trade Road, Broken Hills]]
  1760. [workorders: message: You run north.]
  1761. [workorders: message: Obvious paths: north, southwest.]
  1762. [workorders: message: The hills to either side are made of the broken remains of rock and debris. You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind. To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on. You also see a pile of rocks.]
  1763. [workorders: message: [Northern Trade Road, Broken Hills]]
  1764. [workorders: message: You run northeast.]
  1765. [workorders: message: Obvious paths: northeast, southwest.]
  1766. [workorders: message: The cinder cones crowd in uncomfortably close on either side, their shadows throwing eerie shapes across your path. A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent. ]
  1767. [workorders: message: [Northern Trade Road, Cinder Cones]]
  1768. [workorders: message: You run northeast.]
  1769. [workorders: message: Obvious paths: northeast, southwest.]
  1770. [workorders: message: To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge. Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable. ]
  1771. [workorders: message: [Northern Trade Road, Cinder Cones]]
  1772. [workorders: message: You run northeast.]
  1773. [workorders: message: Obvious paths: northeast, southwest.]
  1774. [workorders: message: The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots. A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure. ]
  1775. [workorders: message: [Northern Trade Road, Burned Forest]]
  1776. [workorders: message: You run northeast.]
  1777. [workorders: message: Obvious paths: northeast, south.]
  1778. [workorders: message: The scorched remains of trees stand all about you, clawing at the stars as if in complaint of the injustice done to them. A chill wind winds around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the night. ]
  1779. [workorders: message: [Northern Trade Road, Burned Forest]]
  1780. [workorders: message: You run north.]
  1781. [workorders: message: Chronicler Zharen runs north.]
  1782. [workorders: message: Chronicler Zharen just arrived.]
  1783. [workorders: message: Obvious paths: north, south.]
  1784. [workorders: message: The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness. A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge. ]
  1785. [workorders: message: [Northern Trade Road, Wastelands]]
  1786. [workorders: message: You run north.]
  1787. [workorders: message: Obvious paths: north, south.]
  1788. [workorders: message: Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon. Overhead the sky is black, the celestial light filtered by a heavy haze that turns the clean light into a sickly parody of purity. ]
  1789. [workorders: message: [Northern Trade Road, Wastelands]]
  1790. [workorders: message: You run north.]
  1791. [workorders: message: Chronicler Zharen just arrived.]
  1792. [workorders: message: Obvious paths: north, southeast.]
  1793. [workorders: message: Something has scoured this place of all life, or a harsh god created it with no life at all. The rocks are oddly smooth and darker than normal agate and granite. Nothing moves, no birds, no insects, no weeds or wind. Having looked upon this land, you can easily imagine where evil souls go to when they depart this world. ]
  1794. [workorders: message: [Northern Trade Road, Wastelands]]
  1795. [workorders: message: You run northwest.]
  1796. [workorders: message: Obvious paths: southwest, northwest.]
  1797. [workorders: message: The land lies blasted, the earth revealed in forlorn despair about you. Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving. ]
  1798. [workorders: message: [Northern Trade Road, Wastelands]]
  1799. [workorders: message: You run northeast.]
  1800. [workorders: message: Obvious paths: northeast, south.]
  1801. [workorders: message: An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree. The tiny plant seems to be surviving on raw defiance alone. ]
  1802. [workorders: message: [Northern Trade Road, Stony Plains]]
  1803. [workorders: message: You run north.]
  1804. [workorders: message: Obvious paths: north, south.]
  1805. [workorders: message: The ground is hard and unyielding underfoot, and the moonlight causes the stones to cast eerie shadows you don't like to think about. Out of the corner of your eye you think you see something move, but when you turn to look, there is nothing there. ]
  1806. [workorders: message: [Northern Trade Road, Stony Plains]]
  1807. [workorders: message: You run north.]
  1808. [workorders: message: Obvious paths: north, southwest.]
  1809. [workorders: message: Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim. Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone. To the south a dark forest blots the horizon. ]
  1810. [workorders: message: [Northern Trade Road, Stony Plains]]
  1811. [workorders: message: You run northeast.]
  1812. [workorders: message: Obvious paths: northeast, southwest.]
  1813. [workorders: message: Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping. The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning. ]
  1814. [workorders: message: [Northern Trade Road, Open Forest]]
  1815. [workorders: message: You run northeast.]
  1816. [workorders: message: Obvious paths: northeast, southwest.]
  1817. [workorders: message: Heavy, still air hangs in pockets about you, weighing down sound and movement. Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss. They pull the sickly-colored stuff about them the way a Human child hides under a security blanket. You also see a forest path.]
  1818. [workorders: message: [Northern Trade Road, Deep Forest]]
  1819. [workorders: message: You run northeast.]
  1820. [workorders: message: Obvious paths: northeast, south.]
  1821. [workorders: message: The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen. The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched. You also see a dense copse.]
  1822. [workorders: message: [Northern Trade Road, Deep Forest]]
  1823. [workorders: message: You run north.]
  1824. [workorders: message: Obvious paths: north, south.]
  1825. [workorders: message: The grass is flourishing here despite the apparent blight of the rest of the wood. Facing east beside the road is a squat stone monolith with an indentation in its top. Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it. ]
  1826. [workorders: message: [Northern Trade Road, Forest Clearing]]
  1827. [workorders: message: You run north.]
  1828. [workorders: message: Obvious paths: north, southeast.]
  1829. [workorders: message: Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin. A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest. ]
  1830. [workorders: message: [Northern Trade Road, Forest Clearing]]
  1831. [workorders: message: You run northwest.]
  1832. [workorders: message: Obvious paths: southeast, northwest.]
  1833. [workorders: message: The trees grow close together, as if in fear of something. The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction. You also see a narrow trail.]
  1834. [workorders: message: [Northern Trade Road, Deep Forest]]
  1835. [workorders: message: You run northwest.]
  1836. [workorders: message: Obvious paths: south, northwest.]
  1837. [workorders: message: Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair. There is a disturbing lack of birds and animals about. ]
  1838. [workorders: message: [Northern Trade Road, Deep Forest]]
  1839. [workorders: message: You run north.]
  1840. [workorders: message: Obvious paths: north, southwest.]
  1841. [workorders: message: The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees. Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark. The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance. ]
  1842. [workorders: message: [Northern Trade Road, Open Forest]]
  1843. [workorders: message: You run northeast.]
  1844. [workorders: message: Obvious paths: northeast, south.]
  1845. [workorders: message: The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here. To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline. ]
  1846. [workorders: message: [Northern Trade Road, Meadowlands]]
  1847. [workorders: message: You run north.]
  1848. [workorders: message: Obvious paths: north.]
  1849. [workorders: message: The grass is a thick, dark green carpet that spreads over the land in rolling abundance. A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures. A river runs to the south, over which spans a sturdy wood and stone bridge. ]
  1850. [workorders: message: [Northern Trade Road, Meadowlands]]
  1851. [workorders: message: You run north.]
  1852. [workorders: message: Obvious paths: north, south.]
  1853. [workorders: message: The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge. Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye. ]
  1854. [workorders: message: [Northern Trade Road, On the Bridge]]
  1855. [workorders: message: Obvious paths: east, south.]
  1856. [workorders: message: A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar. To the north the land changes dramatically from plains to the darker, more verdant green of meadows. To the south stretches a narrow strip of grassland. A sturdy wood and stone bridge spans the river, allowing safe passage. You also see a roadsign.]
  1857. [workorders: message: [Northern Trade Road, River's Bank]]
  1858. [workorders: message: You run north.]
  1859. [workorders: message: Obvious paths: north, south.]
  1860. [workorders: message: The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention. Flowers, closed for the evening, bob along in time with the lonely music the breezes create with the plains. You can hear the babble of rushing water coming from the north. ]
  1861. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1862. [workorders: message: You run north.]
  1863. [workorders: message: Obvious paths: north, south.]
  1864. [workorders: message: Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now. While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust. ]
  1865. [workorders: message: [Northern Trade Road, Open Grasslands]]
  1866. [workorders: message: You run north.]
  1867. [workorders: message: Obvious paths: north, south.]
  1868. [workorders: message: A cloud of flint-dry dust rises on every breeze, making you sneeze. For the most part, you see the grasslands about you in a state of decay and near death. Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards. Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past. You also see a charred tree stump.]
  1869. [workorders: message: [Northern Trade Road, Grasslands]]
  1870. [workorders: message: You run north.]
  1871. [workorders: message: Obvious paths: north, south.]
  1872. [workorders: message: Massive flocks of small black birds wheel and dive among the low hills on either side. They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air. A miasma of musty smells and unknown odors roils in your nostrils. The ground to the north descends into a faint mist or cloud in the air. ]
  1873. [workorders: message: [Northern Trade Road, Rolling Hills]]
  1874. [workorders: message: You run north.]
  1875. [workorders: message: Obvious paths: north, south.]
  1876. [workorders: message: Heavily wooded hills rise on both sides as the roadway winds among them. The air is dead and stale, any breeze is blocked by the trees and hills. Clouds of gnats and worse seem to follow you, getting in your mouth and hair. There is a faint smell of damp earth and rotting vegetation. ]
  1877. [workorders: message: [Northern Trade Road, Foothills]]
  1878. [workorders: message: You run north.]
  1879. [workorders: message: Puug just arrived.]
  1880. [workorders: message: Obvious paths: north, southeast.]
  1881. [workorders: message: Tall trees grow thickly to the south as the road climbs into a narrow valley. Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other. ]
  1882. [workorders: message: [Northern Trade Road, Foothills]]
  1883. [workorders: message: You run northwest.]
  1884. [workorders: message: Obvious paths: southwest, northwest.]
  1885. [workorders: message: Tall trees grow close along both sides of the road. Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest. Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently. ]
  1886. [workorders: message: [Northern Trade Road, Wooded Valley]]
  1887. [workorders: message: You run northeast.]
  1888. [workorders: message: Obvious paths: northeast, southwest.]
  1889. [workorders: message: You come upon a small clearing in the heavy woods that allows a view of the sky. A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead. There is an unnerving quiet here, even the wind seems to have died. You feel a stranger in this wild place, perhaps an unwelcome stranger. You also see a faded roadsign.]
  1890. [workorders: message: [Northern Trade Road, Wooded Valley]]
  1891. [workorders: message: You run northeast.]
  1892. [workorders: message: Obvious paths: northeast, west.]
  1893. [workorders: message: Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance. Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees. Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees. ]
  1894. [workorders: message: [Northern Trade Road, Wooded Valley]]
  1895. [workorders: message: You run east.]
  1896. [workorders: message: Obvious paths: east, west.]
  1897. [workorders: message: The road rises sharply to the west as it wends among the steep mountains. Eastward, it falls away into a narrow, heavily-wooded valley. Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky. ]
  1898. [workorders: message: [Northern Trade Road, Mountain Trail]]
  1899. [workorders: message: You run east.]
  1900. [workorders: message: Obvious paths: east, south.]
  1901. [workorders: message: A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall. One broken and shattered bone shows you that someone or something was far less fortunate in times past. You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days. ]
  1902. [workorders: message: [Northern Trade Road, Mountain Trail]]
  1903. [workorders: message: You run north.]
  1904. [workorders: message: Obvious paths: north, southwest.]
  1905. [workorders: message: The road passes onto an almost level area as you work your way through a narrow gap in the mountains. Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers. A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone. ]
  1906. [workorders: message: [Northern Trade Road, Mountain Pass]]
  1907. [workorders: message: You run northeast.]
  1908. [workorders: message: You fumble with the ties, quickly realizing that you need a free hand.]
  1909. [workorders: message: Obvious paths: northeast, south.]
  1910. [workorders: message: You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock. Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead. You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim. ]
  1911. [workorders: message: [Northern Trade Road, Mountain Trail]]
  1912. [workorders: message: You run north.]
  1913. [workorders: checked against [/You remove/i, /Untie what/i]]
  1914. [workorders: for command untie my leather bellows from my forger's belt]
  1915. [workorders]>get my leather bellows
  1916. [Assuming you mean a narrow track.]
  1917. [Lava Fields, Narrow Trace]
  1918. Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash. A narrow road lies between high boulders in the other direction. Faint marks etched into the coarse dark stone point towards the path and away from the caravan road.
  1919. Obvious paths: east.
  1920. Room Number: 1258
  1921. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop'/>
  1922. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop' ifClosed='' resident='true'/>
  1923. [go2]>east
  1924. You pull at it, but the ties prevent you. Maybe if you untie it, first?
  1925. You run east.
  1926. [Lava Fields, Narrow Trace]
  1927. The barest hint of a path undulates along the irregular crests of frozen rills of lava. Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene. The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses.
  1928. Obvious paths: northeast, west.
  1929. Room Number: 1259
  1930. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop'/>
  1931. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop' ifClosed='' resident='true'/>
  1932. [go2]>northeast
  1933. You run northeast.
  1934. [Lava Fields, Narrow Trace]
  1935. Faint markings etched into irregular boulders are your only guide in this trackless waste. Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity. Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it. You also see a narrow trail.
  1936. Obvious paths: east, southwest.
  1937. Room Number: 1260
  1938. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop'/>
  1939. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop' ifClosed='' resident='true'/>
  1940. [go2]>east
  1941. You run east.
  1942. [Lava Fields, Narrow Trace]
  1943. To the west, broken layers of lava and basalt rise in irregular piles. To the east and north, a narrow plane opens out between steep mountain shoulders. The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life. Off to the extreme north, you can make out a narrow valley.
  1944. Obvious paths: northeast, west.
  1945. Room Number: 1261
  1946. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop'/>
  1947. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop' ifClosed='' resident='true'/>
  1948. [go2]>northeast
  1949. You run northeast.
  1950. [Lava Fields]
  1951. Acres of ruined farmlands stretch out on either side of the road here. Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren. Flows of magma, once white hot and liquid, cover the road in places. A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste. You also see a massive crater.
  1952. Obvious paths: southwest, west.
  1953. Room Number: 1262
  1954. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1262]" location='center' target='drop'/>
  1955. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1262]" location='center' target='drop' ifClosed='' resident='true'/>
  1956. [go2]>west
  1957. You run west.
  1958. [Lava Fields]
  1959. The black stone hereabouts blends into the black night and you worry you may lose track of the shallow path labouriously carved into the unyielding rock. Something white gleams faintly near your feet.
  1960. Obvious paths: east, northwest.
  1961. Room Number: 1263
  1962. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1263]" location='center' target='drop'/>
  1963. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1263]" location='center' target='drop' ifClosed='' resident='true'/>
  1964. [go2]>northwest
  1965. You run northwest.
  1966. [Lava Fields, Ruins]
  1967. Endless fields of magma stretch out to the surrounding mountains. Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone. A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly. You also see a sanrisi tree with long gnarled branches.
  1968. Obvious paths: southeast, southwest.
  1969. Room Number: 1264
  1970. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop'/>
  1971. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop' ifClosed='' resident='true'/>
  1972. [go2]>southwest
  1973. You run southwest.
  1974. [Lava Fields, Ruins]
  1975. Skirting a ruined farmhouse, you pass among boulders and mounds of ash. Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water. Everything is coated in a fine yellow dust. To the west, the mountains run close together to form a narrow valley. A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it.
  1976. Obvious paths: northeast, west.
  1977. Room Number: 1265
  1978. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop'/>
  1979. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop' ifClosed='' resident='true'/>
  1980. [go2]>west
  1981. You run west.
  1982. [Lava Fields, Valley]
  1983. Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops. Almost mountains in themselves, the outcrops rise steeply from the valley floor. Nestled between them sits a small, drab-looking town. Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.
  1984. Obvious paths: north, east.
  1985. Room Number: 1266
  1986. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop'/>
  1987. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop' ifClosed='' resident='true'/>
  1988. [go2]>north
  1989. You run north.
  1990. [Volcanic Ruins, Dirge]
  1991. Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way. To the north, twin volcanic cones loom high into the sky. The small town tucked between their towering masses seems to huddle in on itself.
  1992. Also here: Anshelm.
  1993. Obvious paths: north, south.
  1994. Room Number: 1267
  1995. <streamWindow id='main' title='Story' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop'/>
  1996. <streamWindow id='room' title='Room' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop' ifClosed='' resident='true'/>
  1997. [go2]>north
  1998. Anshelm runs south.
  1999. You run north.
  2000. [Outside Dirge Town]
  2001. The road beneath your feet was once well paved but now shows the marks of fire and time. The stones were blackened and scorched by some great heat, warping some and breaking others. There is a heavy grey ash everywhere that blows in your face and eyes. Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes.
  2002. Obvious paths: north, south.
  2003. Room Number: 1268
  2004. <streamWindow id='main' title='Story' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop'/>
  2005. <streamWindow id='room' title='Room' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop' ifClosed='' resident='true'/>
  2006. [go2]>north
  2007. You run north.
  2008. [Dirge, Outside Gate]
  2009. A road stops here at a ruined gate of charred and splintered wood. Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights. To one side, a compact stone building stands watch over the infrequent traveller and the gate. You also see a narrow path of cinders and ashes with a faded signpost next to it.
  2010. Obvious paths: south.
  2011. Room Number: 1269
  2012. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop'/>
  2013. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop' ifClosed='' resident='true'/>
  2014. [go2]>go path
  2015. [Dirge, Hangman's Road]
  2016. Among the cinders and ash, someone has raked a path leading along the outside of the walls. Running from the town gate to a small hill to the west, the path wanders through a landscape even bleaker and emptier than that of the town itself. You also see a cinder and ash pathway.
  2017. Obvious paths: west.
  2018. Room Number: 1282
  2019. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Hangman's Road - 1282]" location='center' target='drop'/>
  2020. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Hangman's Road - 1282]" location='center' target='drop' ifClosed='' resident='true'/>
  2021. [go2]>west
  2022. You run west.
  2023. [Dirge, Hangman's Road]
  2024. A narrow path of relatively smooth cinders and crushed stone ambles aimlessly among dead grey ash-heaps and piles of stone that once were houses. To the west and a bit north, a small hill rises, bleached white by the sun and the foul air until it resembles an exposed skull left unburied among the ruins. You also see a partially opened gate amid the stony rubble.
  2025. Obvious paths: east, west.
  2026. Room Number: 1283
  2027. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Hangman's Road - 1283]" location='center' target='drop'/>
  2028. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Hangman's Road - 1283]" location='center' target='drop' ifClosed='' resident='true'/>
  2029. [go2]>west
  2030. You run west.
  2031. [Dirge, Hangman's Road]
  2032. A narrow lane of crushed rock and cinders kept raked by unknown hands passes among heaped ruins of stone. Here and there, fragments of bone mingled among the rubble gleam whitely. The air is still and there is a bitter tang to it that leaves you unsatisfied with the act of breathing. It feels as if all vitality has been sucked out of the world, leaving only shades of grey and emptiness. You also see an entrance to the Wicked Burrow Mine.
  2033. Obvious paths: east, northwest.
  2034. Room Number: 1284
  2035. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Hangman's Road - 1284]" location='center' target='drop'/>
  2036. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Hangman's Road - 1284]" location='center' target='drop' ifClosed='' resident='true'/>
  2037. [go2]>go entrance
  2038. [Wicked Burrow Mine, Entrance]
  2039. A steady breeze whips past, billowing out from the depths of the mine. Rows of torches line the walls and cast dancing shadows down the long tunnel ahead. You also see an opening leading outside.
  2040. Obvious exits: east.
  2041. Room Number: 19079
  2042. <streamWindow id='main' title='Story' subtitle=" - [Wicked Burrow Mine, Entrance - 19079]" location='center' target='drop'/>
  2043. <streamWindow id='room' title='Room' subtitle=" - [Wicked Burrow Mine, Entrance - 19079]" location='center' target='drop' ifClosed='' resident='true'/>
  2044. [go2: travel time: 0:00:40]
  2045. --- Lich: go2 has exited.
  2046. [mining-buddy]>prospect
  2047. You see evidence of mineral deposits and are certain a substantial quantity remains to be found.
  2048. This area is composed of sedimentary rock layers.
  2049. Studying the geology, you are certain that continued mining will be quite safe.
  2050. Miners stand ready to trade resources in for deeds. Just PUSH any mined up stone or metal, and they'll take care of the rest.
  2051. Roundtime: 12 sec.
  2052. [workorders: *** No match was found after 15 seconds, dumping info]
  2053. [workorders: messages seen length: 70]
  2054. [workorders: message: Roundtime: 12 sec.]
  2055. [workorders: message: Miners stand ready to trade resources in for deeds. Just PUSH any mined up stone or metal, and they'll take care of the rest.]
  2056. [workorders: message: Studying the geology, you are certain that continued mining will be quite safe.]
  2057. [workorders: message: This area is composed of sedimentary rock layers.]
  2058. [workorders: message: You see evidence of mineral deposits and are certain a substantial quantity remains to be found.]
  2059. [workorders: message: Obvious exits: east.]
  2060. [workorders: message: A steady breeze whips past, billowing out from the depths of the mine. Rows of torches line the walls and cast dancing shadows down the long tunnel ahead. You also see an opening leading outside.]
  2061. [workorders: message: [Wicked Burrow Mine, Entrance]]
  2062. [workorders: message: Obvious paths: east, northwest.]
  2063. [workorders: message: A narrow lane of crushed rock and cinders kept raked by unknown hands passes among heaped ruins of stone. Here and there, fragments of bone mingled among the rubble gleam whitely. The air is still and there is a bitter tang to it that leaves you unsatisfied with the act of breathing. It feels as if all vitality has been sucked out of the world, leaving only shades of grey and emptiness. You also see an entrance to the Wicked Burrow Mine.]
  2064. [workorders: message: [Dirge, Hangman's Road]]
  2065. [workorders: message: You run west.]
  2066. [workorders: message: Obvious paths: east, west.]
  2067. [workorders: message: A narrow path of relatively smooth cinders and crushed stone ambles aimlessly among dead grey ash-heaps and piles of stone that once were houses. To the west and a bit north, a small hill rises, bleached white by the sun and the foul air until it resembles an exposed skull left unburied among the ruins. You also see a partially opened gate amid the stony rubble.]
  2068. [workorders: message: [Dirge, Hangman's Road]]
  2069. [workorders: message: You run west.]
  2070. [workorders: message: Obvious paths: west.]
  2071. [workorders: message: Among the cinders and ash, someone has raked a path leading along the outside of the walls. Running from the town gate to a small hill to the west, the path wanders through a landscape even bleaker and emptier than that of the town itself. You also see a cinder and ash pathway.]
  2072. [workorders: message: [Dirge, Hangman's Road]]
  2073. [workorders: message: Obvious paths: south.]
  2074. [workorders: message: A road stops here at a ruined gate of charred and splintered wood. Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights. To one side, a compact stone building stands watch over the infrequent traveller and the gate. You also see a narrow path of cinders and ashes with a faded signpost next to it.]
  2075. [workorders: message: [Dirge, Outside Gate]]
  2076. [workorders: message: You run north.]
  2077. [workorders: message: Obvious paths: north, south.]
  2078. [workorders: message: The road beneath your feet was once well paved but now shows the marks of fire and time. The stones were blackened and scorched by some great heat, warping some and breaking others. There is a heavy grey ash everywhere that blows in your face and eyes. Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes. ]
  2079. [workorders: message: [Outside Dirge Town]]
  2080. [workorders: message: You run north.]
  2081. [workorders: message: Anshelm runs south.]
  2082. [workorders: message: Obvious paths: north, south.]
  2083. [workorders: message: Also here: Anshelm.]
  2084. [workorders: message: Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way. To the north, twin volcanic cones loom high into the sky. The small town tucked between their towering masses seems to huddle in on itself. ]
  2085. [workorders: message: [Volcanic Ruins, Dirge]]
  2086. [workorders: message: You run north.]
  2087. [workorders: message: Obvious paths: north, east.]
  2088. [workorders: message: Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops. Almost mountains in themselves, the outcrops rise steeply from the valley floor. Nestled between them sits a small, drab-looking town. Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it. ]
  2089. [workorders: message: [Lava Fields, Valley]]
  2090. [workorders: message: You run west.]
  2091. [workorders: message: Obvious paths: northeast, west.]
  2092. [workorders: message: Skirting a ruined farmhouse, you pass among boulders and mounds of ash. Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water. Everything is coated in a fine yellow dust. To the west, the mountains run close together to form a narrow valley. A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it. ]
  2093. [workorders: message: [Lava Fields, Ruins]]
  2094. [workorders: message: You run southwest.]
  2095. [workorders: message: Obvious paths: southeast, southwest.]
  2096. [workorders: message: Endless fields of magma stretch out to the surrounding mountains. Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone. A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly. You also see a sanrisi tree with long gnarled branches.]
  2097. [workorders: message: [Lava Fields, Ruins]]
  2098. [workorders: message: You run northwest.]
  2099. [workorders: message: Obvious paths: east, northwest.]
  2100. [workorders: message: The black stone hereabouts blends into the black night and you worry you may lose track of the shallow path labouriously carved into the unyielding rock. Something white gleams faintly near your feet. ]
  2101. [workorders: message: [Lava Fields]]
  2102. [workorders: message: You run west.]
  2103. [workorders: message: Obvious paths: southwest, west.]
  2104. [workorders: message: Acres of ruined farmlands stretch out on either side of the road here. Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren. Flows of magma, once white hot and liquid, cover the road in places. A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste. You also see a massive crater.]
  2105. [workorders: message: [Lava Fields]]
  2106. [workorders: message: You run northeast.]
  2107. [workorders: message: Obvious paths: northeast, west.]
  2108. [workorders: message: To the west, broken layers of lava and basalt rise in irregular piles. To the east and north, a narrow plane opens out between steep mountain shoulders. The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life. Off to the extreme north, you can make out a narrow valley. ]
  2109. [workorders: message: [Lava Fields, Narrow Trace]]
  2110. [workorders: message: You run east.]
  2111. [workorders: message: Obvious paths: east, southwest.]
  2112. [workorders: message: Faint markings etched into irregular boulders are your only guide in this trackless waste. Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity. Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it. You also see a narrow trail.]
  2113. [workorders: message: [Lava Fields, Narrow Trace]]
  2114. [workorders: message: You run northeast.]
  2115. [workorders: message: Obvious paths: northeast, west.]
  2116. [workorders: message: The barest hint of a path undulates along the irregular crests of frozen rills of lava. Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene. The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses. ]
  2117. [workorders: message: [Lava Fields, Narrow Trace]]
  2118. [workorders: message: You run east.]
  2119. [workorders: message: You pull at it, but the ties prevent you. Maybe if you untie it, first?]
  2120. [workorders: message: Obvious paths: east.]
  2121. [workorders: message: Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash. A narrow road lies between high boulders in the other direction. Faint marks etched into the coarse dark stone point towards the path and away from the caravan road. ]
  2122. [workorders: message: [Lava Fields, Narrow Trace]]
  2123. [workorders: message: [Assuming you mean a narrow track.]]
  2124. [workorders: checked against [/^You get/i, /^You are already/i, /^What do you/i, /^What were you/i, /You pick up/i, /can't quite lift it/i]]
  2125. [workorders: for command get my leather bellows]
  2126. [workorders]>give clerk
  2127. --- Lich: go2 active.
  2128. [go2: ETA: 0:00:00 (1 rooms to move through)]
  2129. [go2]>east
  2130. ...wait 1 seconds.
  2131. ...wait 1 seconds.
  2132. [workorders]>give clerk
  2133. [workorders]>give clerk
  2134. [go2]>east
  2135. What is it you're trying to give?
  2136. What is it you're trying to give?
  2137. You go east.
  2138. [Wicked Burrow Mine, Tunnel]
  2139. The ceiling and walls gradually narrow towards the northeast. Bits and pieces of broken rock litter the floor, remnants of recent mining activity.
  2140. Obvious exits: northeast, west.
  2141. Room Number: 19080
  2142. <streamWindow id='main' title='Story' subtitle=" - [Wicked Burrow Mine, Tunnel - 19080]" location='center' target='drop'/>
  2143. <streamWindow id='room' title='Room' subtitle=" - [Wicked Burrow Mine, Tunnel - 19080]" location='center' target='drop' ifClosed='' resident='true'/>
  2144. [go2: travel time: 0:00:01]
  2145. --- Lich: go2 has exited.
  2146. [mining-buddy]>prospect
  2147. You see evidence of mineral deposits and are certain a substantial quantity remains to be found.
  2148. This area is composed of sedimentary rock layers.
  2149. Studying the geology, you are certain that continued mining will be quite safe.
  2150. Miners stand ready to trade resources in for deeds. Just PUSH any mined up stone or metal, and they'll take care of the rest.
  2151. Roundtime: 10 sec.
  2152. Sacred Hand Jezzail just arrived.
  2153. Sacred Hand Jezzail runs northeast.
  2154. --- Lich: go2 active.
  2155. [go2: ETA: 0:00:00 (1 rooms to move through)]
  2156. [go2]>northeast
  2157. You go northeast.
  2158. [Wicked Burrow Mine, Tunnel]
  2159. Scattered debris litters the sloped rock floor. Few torches remain lit here, and they appear to be extinguished entirely in the northern branch. A marked difference in the coloration of the stone separates the mine entrance from the depths below.
  2160. Obvious exits: east, southwest.
  2161. Room Number: 19081
  2162. <streamWindow id='main' title='Story' subtitle=" - [Wicked Burrow Mine, Tunnel - 19081]" location='center' target='drop'/>
  2163. <streamWindow id='room' title='Room' subtitle=" - [Wicked Burrow Mine, Tunnel - 19081]" location='center' target='drop' ifClosed='' resident='true'/>
  2164. [go2: travel time: 0:00:00]
  2165. --- Lich: go2 has exited.
  2166. [mining-buddy]>prospect
  2167. You see evidence of mineral deposits and are certain a good quantity remains to be found.
  2168. This area is composed of sedimentary rock layers.
  2169. Studying the geology, you are certain that continued mining will be quite safe.
  2170. Miners stand ready to trade resources in for deeds. Just PUSH any mined up stone or metal, and they'll take care of the rest.
  2171. Roundtime: 11 sec.
  2172. [workorders: *** No match was found after 15 seconds, dumping info]
  2173. [workorders: messages seen length: 24]
  2174. [workorders: message: Roundtime: 11 sec.]
  2175. [workorders: message: Miners stand ready to trade resources in for deeds. Just PUSH any mined up stone or metal, and they'll take care of the rest.]
  2176. [workorders: message: Studying the geology, you are certain that continued mining will be quite safe.]
  2177. [workorders: message: This area is composed of sedimentary rock layers.]
  2178. [workorders: message: You see evidence of mineral deposits and are certain a good quantity remains to be found.]
  2179. [workorders: message: Obvious exits: east, southwest.]
  2180. [workorders: message: Scattered debris litters the sloped rock floor. Few torches remain lit here, and they appear to be extinguished entirely in the northern branch. A marked difference in the coloration of the stone separates the mine entrance from the depths below. ]
  2181. [workorders: message: [Wicked Burrow Mine, Tunnel]]
  2182. [workorders: message: You go northeast.]
  2183. [workorders: message: Sacred Hand Jezzail runs northeast.]
  2184. [workorders: message: Sacred Hand Jezzail just arrived.]
  2185. [workorders: message: Roundtime: 10 sec.]
  2186. [workorders: message: Miners stand ready to trade resources in for deeds. Just PUSH any mined up stone or metal, and they'll take care of the rest.]
  2187. [workorders: message: Studying the geology, you are certain that continued mining will be quite safe.]
  2188. [workorders: message: This area is composed of sedimentary rock layers.]
  2189. [workorders: message: You see evidence of mineral deposits and are certain a substantial quantity remains to be found.]
  2190. [workorders: message: Obvious exits: northeast, west.]
  2191. [workorders: message: The ceiling and walls gradually narrow towards the northeast. Bits and pieces of broken rock litter the floor, remnants of recent mining activity. ]
  2192. [workorders: message: [Wicked Burrow Mine, Tunnel]]
  2193. [workorders: message: You go east.]
  2194. [workorders: message: What is it you're trying to give?]
  2195. [workorders: message: What is it you're trying to give?]
  2196. [workorders: message: ...wait 1 seconds.]
  2197. [workorders: message: ...wait 1 seconds.]
  2198. [workorders: checked against [/There isn't a scratch on that/i, /Just give it to me again/i, /I will not/i]]
  2199. [workorders: for command give clerk]
  2200. Chronicler Zharen just arrived.
  2201. Chronicler Zharen runs southwest.
  2202. --- Lich: sanowret-crystal paused.
  2203. --- Lich: training-manager paused.
  2204. --- Lich: crossing-training paused.
  2205. --- Lich: workorders paused.
  2206. --- Lich: mining-buddy paused.
  2207. >;pa
  2208. Sacred Hand Jezzail just arrived.
  2209. Sacred Hand Jezzail runs southwest.
  2210. Soeadu just arrived.
  2211. Soeadu runs southwest.
  2212. --- Lich: dependency, textsubs, roomnumbers, sanowret-crystal (paused), spellmonitor, drinfomon, smartlisten, events, training-manager (paused), crossing-training (paused), workorders (paused), mining-buddy (paused), lnet, log
  2213. >;listall
  2214. --- Lich: mining-buddy has exited.
  2215. >;stop mining-buddy
  2216. --- Lich: forestry-buddy active.
  2217. [forestry-buddy]>wealth kronars
  2218. 9 gold and 10 silver Kronars (10000 copper Kronars).
  2219. [forestry-buddy]>tap my packet
  2220. You tap a packet of deed claim forms inside your duffel bag.
  2221. [forestry-buddy]>tap my second packet
  2222. You tap a packet of deed claim forms inside your duffel bag.
  2223. [forestry-buddy]>look first packet
  2224. You count 24 deed claim forms remaining.
  2225. [forestry-buddy]>look second packet
  2226. You count 50 deed claim forms remaining.
  2227. --- Lich: buff active.
  2228. --- Lich: buff has exited.
  2229. --- Lich: go2 active.
  2230. [go2: ETA: 0:00:18 (95 rooms to move through)]
  2231. [go2]>southwest
  2232. You go southwest.
  2233. [Wicked Burrow Mine, Tunnel]
  2234. The ceiling and walls gradually narrow towards the northeast. Bits and pieces of broken rock litter the floor, remnants of recent mining activity.
  2235. Obvious exits: northeast, west.
  2236. Room Number: 19080
  2237. <streamWindow id='main' title='Story' subtitle=" - [Wicked Burrow Mine, Tunnel - 19080]" location='center' target='drop'/>
  2238. <streamWindow id='room' title='Room' subtitle=" - [Wicked Burrow Mine, Tunnel - 19080]" location='center' target='drop' ifClosed='' resident='true'/>
  2239. [go2]>west
  2240. You go west.
  2241. [Wicked Burrow Mine, Entrance]
  2242. A steady breeze whips past, billowing out from the depths of the mine. Rows of torches line the walls and cast dancing shadows down the long tunnel ahead. You also see an opening leading outside.
  2243. Obvious exits: east.
  2244. Room Number: 19079
  2245. <streamWindow id='main' title='Story' subtitle=" - [Wicked Burrow Mine, Entrance - 19079]" location='center' target='drop'/>
  2246. [go2]>go open
  2247. <streamWindow id='room' title='Room' subtitle=" - [Wicked Burrow Mine, Entrance - 19079]" location='center' target='drop' ifClosed='' resident='true'/>
  2248. [Dirge, Hangman's Road]
  2249. A narrow lane of crushed rock and cinders kept raked by unknown hands passes among heaped ruins of stone. Here and there, fragments of bone mingled among the rubble gleam whitely. The air is still and there is a bitter tang to it that leaves you unsatisfied with the act of breathing. It feels as if all vitality has been sucked out of the world, leaving only shades of grey and emptiness. You also see an entrance to the Wicked Burrow Mine.
  2250. Obvious paths: east, northwest.
  2251. Room Number: 1284
  2252. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Hangman's Road - 1284]" location='center' target='drop'/>
  2253. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Hangman's Road - 1284]" location='center' target='drop' ifClosed='' resident='true'/>
  2254. [go2]>east
  2255. You go east.
  2256. [Dirge, Hangman's Road]
  2257. A narrow path of relatively smooth cinders and crushed stone ambles aimlessly among dead grey ash-heaps and piles of stone that once were houses. To the west and a bit north, a small hill rises, bleached white by the sun and the foul air until it resembles an exposed skull left unburied among the ruins. You also see a partially opened gate amid the stony rubble.
  2258. Obvious paths: east, west.
  2259. Room Number: 1283
  2260. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Hangman's Road - 1283]" location='center' target='drop'/>
  2261. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Hangman's Road - 1283]" location='center' target='drop' ifClosed='' resident='true'/>
  2262. [go2]>east
  2263. You go east.
  2264. [Dirge, Hangman's Road]
  2265. Among the cinders and ash, someone has raked a path leading along the outside of the walls. Running from the town gate to a small hill to the west, the path wanders through a landscape even bleaker and emptier than that of the town itself. You also see a cinder and ash pathway.
  2266. Obvious paths: west.
  2267. Room Number: 1282
  2268. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Hangman's Road - 1282]" location='center' target='drop'/>
  2269. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Hangman's Road - 1282]" location='center' target='drop' ifClosed='' resident='true'/>
  2270. [go2]>go path
  2271. Anshelm wandered over from a cinder and ash pathway.
  2272. [Dirge, Outside Gate]
  2273. A road stops here at a ruined gate of charred and splintered wood. Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights. To one side, a compact stone building stands watch over the infrequent traveller and the gate. You also see a narrow path of cinders and ashes with a faded signpost next to it.
  2274. Obvious paths: south.
  2275. Room Number: 1269
  2276. <streamWindow id='main' title='Story' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop'/>
  2277. <streamWindow id='room' title='Room' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop' ifClosed='' resident='true'/>
  2278. [go2]>south
  2279. You go south.
  2280. [Outside Dirge Town]
  2281. The road beneath your feet was once well paved but now shows the marks of fire and time. The stones were blackened and scorched by some great heat, warping some and breaking others. There is a heavy grey ash everywhere that blows in your face and eyes. Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes.
  2282. Obvious paths: north, south.
  2283. Room Number: 1268
  2284. <streamWindow id='main' title='Story' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop'/>
  2285. <streamWindow id='room' title='Room' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop' ifClosed='' resident='true'/>
  2286. [go2]>south
  2287. You go south.
  2288. [Volcanic Ruins, Dirge]
  2289. Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way. To the north, twin volcanic cones loom high into the sky. The small town tucked between their towering masses seems to huddle in on itself.
  2290. Obvious paths: north, south.
  2291. Room Number: 1267
  2292. <streamWindow id='main' title='Story' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop'/>
  2293. <streamWindow id='room' title='Room' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop' ifClosed='' resident='true'/>
  2294. [go2]>south
  2295. You run south.
  2296. [Lava Fields, Valley]
  2297. Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops. Almost mountains in themselves, the outcrops rise steeply from the valley floor. Nestled between them sits a small, drab-looking town. Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.
  2298. Obvious paths: north, east.
  2299. Room Number: 1266
  2300. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop'/>
  2301. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop' ifClosed='' resident='true'/>
  2302. [go2]>east
  2303. You run east.
  2304. [Lava Fields, Ruins]
  2305. Skirting a ruined farmhouse, you pass among boulders and mounds of ash. Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water. Everything is coated in a fine yellow dust. To the west, the mountains run close together to form a narrow valley. A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it.
  2306. Obvious paths: northeast, west.
  2307. Room Number: 1265
  2308. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop'/>
  2309. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop' ifClosed='' resident='true'/>
  2310. [go2]>northeast
  2311. You run northeast.
  2312. [Lava Fields, Ruins]
  2313. Endless fields of magma stretch out to the surrounding mountains. Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone. A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly. You also see a sanrisi tree with long gnarled branches.
  2314. Obvious paths: southeast, southwest.
  2315. Room Number: 1264
  2316. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop'/>
  2317. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop' ifClosed='' resident='true'/>
  2318. [go2]>southeast
  2319. You run southeast.
  2320. [Lava Fields]
  2321. The black stone hereabouts blends into the black night and you worry you may lose track of the shallow path labouriously carved into the unyielding rock. Something white gleams faintly near your feet.
  2322. Obvious paths: east, northwest.
  2323. Room Number: 1263
  2324. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1263]" location='center' target='drop'/>
  2325. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1263]" location='center' target='drop' ifClosed='' resident='true'/>
  2326. [go2]>east
  2327. You run east.
  2328. [Lava Fields]
  2329. Acres of ruined farmlands stretch out on either side of the road here. Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren. Flows of magma, once white hot and liquid, cover the road in places. A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste. You also see a massive crater.
  2330. Obvious paths: southwest, west.
  2331. Room Number: 1262
  2332. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1262]" location='center' target='drop'/>
  2333. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1262]" location='center' target='drop' ifClosed='' resident='true'/>
  2334. [go2]>southwest
  2335. You run southwest.
  2336. [Lava Fields, Narrow Trace]
  2337. To the west, broken layers of lava and basalt rise in irregular piles. To the east and north, a narrow plane opens out between steep mountain shoulders. The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life. Off to the extreme north, you can make out a narrow valley.
  2338. Obvious paths: northeast, west.
  2339. Room Number: 1261
  2340. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop'/>
  2341. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop' ifClosed='' resident='true'/>
  2342. [go2]>west
  2343. You run west.
  2344. [Lava Fields, Narrow Trace]
  2345. Faint markings etched into irregular boulders are your only guide in this trackless waste. Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity. Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it. You also see a narrow trail.
  2346. Obvious paths: east, southwest.
  2347. Room Number: 1260
  2348. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop'/>
  2349. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop' ifClosed='' resident='true'/>
  2350. [go2]>southwest
  2351. You run southwest.
  2352. [Lava Fields, Narrow Trace]
  2353. The barest hint of a path undulates along the irregular crests of frozen rills of lava. Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene. The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses.
  2354. Obvious paths: northeast, west.
  2355. Room Number: 1259
  2356. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop'/>
  2357. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop' ifClosed='' resident='true'/>
  2358. [go2]>west
  2359. You run west.
  2360. [Lava Fields, Narrow Trace]
  2361. Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash. A narrow road lies between high boulders in the other direction. Faint marks etched into the coarse dark stone point towards the path and away from the caravan road.
  2362. Obvious paths: east.
  2363. Room Number: 1258
  2364. <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop'/>
  2365. <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop' ifClosed='' resident='true'/>
  2366. [go2]>go road
  2367. [North Roads Caravansary]
  2368. The road runs northwest past a cluster of stone buildings and stables to one side. A narrow path branches off to the east following a rough line of hills while another section continues southeast. You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire. Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink. You also see a freshly-painted roadsign pointing north.
  2369. Obvious paths: north, southeast, northwest.
  2370. Room Number: 1220
  2371. <streamWindow id='main' title='Story' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop'/>
  2372. <streamWindow id='room' title='Room' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop' ifClosed='' resident='true'/>
  2373. [go2]>southeast
  2374. You run southeast.
  2375. [Northwest Road, Volcanic Hills]
  2376. The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows. Someone has hacked the outline of a path into the unyielding rock to guide you. To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys.
  2377. Obvious paths: southeast, northwest.
  2378. Room Number: 1219
  2379. <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop'/>
  2380. <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop' ifClosed='' resident='true'/>
  2381. [go2]>southeast
  2382. You run southeast.
  2383. [Northwest Road, Volcanic Hills]
  2384. A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest. Dead trees, charred to short stumps, form a dismal grove to one side of the pathway. Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air. A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed. You also see a dismal grove.
  2385. Obvious paths: southeast, northwest.
  2386. Room Number: 1218
  2387. <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop'/>
  2388. <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop' ifClosed='' resident='true'/>
  2389. [go2]>southeast
  2390. You run southeast.
  2391. [Northwest Road, Volcanic Hills]
  2392. The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills. Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust. It gets in your mouth and you spit out a foul, bitter taste. To one side a ruined cart lies abandoned and stripped of everything useful.
  2393. Obvious paths: southeast, northwest.
  2394. Room Number: 1217
  2395. <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop'/>
  2396. <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop' ifClosed='' resident='true'/>
  2397. [go2]>southeast
  2398. You run southeast.
  2399. [Northern Trade Road, Broken Hills]
  2400. Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the stars and moons. The hills gradually become larger as they march northward, growing into glassy, black volcanic hills that all but vanish into the night.
  2401. Obvious paths: south, northwest.
  2402. Room Number: 1216
  2403. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop'/>
  2404. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop' ifClosed='' resident='true'/>
  2405. [go2]>south
  2406. You run south.
  2407. [Northern Trade Road, Broken Hills]
  2408. The hills to either side are made of the broken remains of rock and debris. You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind. To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on. You also see a pile of rocks.
  2409. Obvious paths: north, southwest.
  2410. Room Number: 1215
  2411. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop'/>
  2412. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop' ifClosed='' resident='true'/>
  2413. [go2]>southwest
  2414. You run southwest.
  2415. [Northern Trade Road, Cinder Cones]
  2416. The cinder cones crowd in uncomfortably close on either side, their shadows throwing eerie shapes across your path. A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent.
  2417. Obvious paths: northeast, southwest.
  2418. Room Number: 1214
  2419. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop'/>
  2420. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop' ifClosed='' resident='true'/>
  2421. [go2]>southwest
  2422. --- Lich: training-manager has exited.
  2423. >;stop training-manager
  2424. You run southwest.
  2425. [Northern Trade Road, Cinder Cones]
  2426. To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge. Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable.
  2427. Obvious paths: northeast, southwest.
  2428. Room Number: 1213
  2429. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop'/>
  2430. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop' ifClosed='' resident='true'/>
  2431. [go2]>southwest
  2432. You run southwest.
  2433. [Northern Trade Road, Burned Forest]
  2434. The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots. A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure.
  2435. Obvious paths: northeast, southwest.
  2436. Room Number: 1212
  2437. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop'/>
  2438. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop' ifClosed='' resident='true'/>
  2439. [go2]>southwest
  2440. You run southwest.
  2441. [Northern Trade Road, Burned Forest]
  2442. The scorched remains of trees stand all about you, clawing at the stars as if in complaint of the injustice done to them. A chill wind winds around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the night.
  2443. Obvious paths: northeast, south.
  2444. Room Number: 1211
  2445. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop'/>
  2446. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop' ifClosed='' resident='true'/>
  2447. [go2]>south
  2448. You run south.
  2449. [Northern Trade Road, Wastelands]
  2450. The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness. A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge.
  2451. Obvious paths: north, south.
  2452. Room Number: 1210
  2453. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop'/>
  2454. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop' ifClosed='' resident='true'/>
  2455. [go2]>south
  2456. You run south.
  2457. [Northern Trade Road, Wastelands]
  2458. Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon. Overhead the sky is black, the celestial light filtered by a heavy haze that turns the clean light into a sickly parody of purity.
  2459. Obvious paths: north, south.
  2460. Room Number: 1209
  2461. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop'/>
  2462. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop' ifClosed='' resident='true'/>
  2463. [go2]>south
  2464. You run south.
  2465. [Northern Trade Road, Wastelands]
  2466. Something has scoured this place of all life, or a harsh god created it with no life at all. The rocks are oddly smooth and darker than normal agate and granite. Nothing moves, no birds, no insects, no weeds or wind. Having looked upon this land, you can easily imagine where evil souls go to when they depart this world.
  2467. Obvious paths: north, southeast.
  2468. Room Number: 1208
  2469. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop'/>
  2470. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop' ifClosed='' resident='true'/>
  2471. [go2]>southeast
  2472. You run southeast.
  2473. [Northern Trade Road, Wastelands]
  2474. The land lies blasted, the earth revealed in forlorn despair about you. Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving.
  2475. Obvious paths: southwest, northwest.
  2476. Room Number: 1207
  2477. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop'/>
  2478. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop' ifClosed='' resident='true'/>
  2479. [go2]>southwest
  2480. You run southwest.
  2481. [Northern Trade Road, Stony Plains]
  2482. An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree. The tiny plant seems to be surviving on raw defiance alone.
  2483. Obvious paths: northeast, south.
  2484. Room Number: 1206
  2485. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop'/>
  2486. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop' ifClosed='' resident='true'/>
  2487. [go2]>south
  2488. You run south.
  2489. [Northern Trade Road, Stony Plains]
  2490. The ground is hard and unyielding underfoot, and the moonlight causes the stones to cast eerie shadows you don't like to think about. Out of the corner of your eye you think you see something move, but when you turn to look, there is nothing there.
  2491. Obvious paths: north, south.
  2492. Room Number: 1205
  2493. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop'/>
  2494. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop' ifClosed='' resident='true'/>
  2495. [go2]>south
  2496. You run south.
  2497. [Northern Trade Road, Stony Plains]
  2498. Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim. Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone. To the south a dark forest blots the horizon.
  2499. Obvious paths: north, southwest.
  2500. Room Number: 1204
  2501. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop'/>
  2502. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop' ifClosed='' resident='true'/>
  2503. [go2]>southwest
  2504. You run southwest.
  2505. [Northern Trade Road, Open Forest]
  2506. Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping. The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning.
  2507. Obvious paths: northeast, southwest.
  2508. Room Number: 1203
  2509. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop'/>
  2510. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop' ifClosed='' resident='true'/>
  2511. [go2]>sw
  2512. You run southwest.
  2513. [Northern Trade Road, Deep Forest]
  2514. Heavy, still air hangs in pockets about you, weighing down sound and movement. Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss. They pull the sickly-colored stuff about them the way a Human child hides under a security blanket. You also see a forest path.
  2515. Obvious paths: northeast, southwest.
  2516. Room Number: 1202
  2517. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop'/>
  2518. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop' ifClosed='' resident='true'/>
  2519. Idavoll just arrived.
  2520. [go2]>southwest
  2521. You run southwest.
  2522. [Northern Trade Road, Deep Forest]
  2523. The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen. The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched. You also see a dense copse.
  2524. Obvious paths: northeast, south.
  2525. Room Number: 1201
  2526. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop'/>
  2527. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop' ifClosed='' resident='true'/>
  2528. [go2]>south
  2529. --- Lich: dependency, textsubs, roomnumbers, sanowret-crystal (paused), spellmonitor, drinfomon, smartlisten, events, crossing-training (paused), workorders (paused), forestry-buddy, go2, lnet, log
  2530. >;listall
  2531. You go south.
  2532. [Northern Trade Road, Forest Clearing]
  2533. The grass is flourishing here despite the apparent blight of the rest of the wood. Facing east beside the road is a squat stone monolith with an indentation in its top. Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it.
  2534. Obvious paths: north, south.
  2535. Room Number: 1200
  2536. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop'/>
  2537. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop' ifClosed='' resident='true'/>
  2538. [go2]>south
  2539. You go south.
  2540. [Northern Trade Road, Forest Clearing]
  2541. Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin. A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest.
  2542. Obvious paths: north, southeast.
  2543. Room Number: 1199
  2544. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop'/>
  2545. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop' ifClosed='' resident='true'/>
  2546. [go2]>se
  2547. You go southeast.
  2548. [Northern Trade Road, Deep Forest]
  2549. The trees grow close together, as if in fear of something. The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction. You also see a narrow trail.
  2550. Obvious paths: southeast, northwest.
  2551. Room Number: 1198
  2552. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop'/>
  2553. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop' ifClosed='' resident='true'/>
  2554. [go2]>se
  2555. You go southeast.
  2556. [Northern Trade Road, Deep Forest]
  2557. Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair. There is a disturbing lack of birds and animals about.
  2558. Obvious paths: south, northwest.
  2559. Room Number: 1197
  2560. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop'/>
  2561. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop' ifClosed='' resident='true'/>
  2562. [go2]>south
  2563. You run south.
  2564. [Northern Trade Road, Open Forest]
  2565. The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees. Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark. The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance.
  2566. Obvious paths: north, southwest.
  2567. Room Number: 1196
  2568. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop'/>
  2569. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop' ifClosed='' resident='true'/>
  2570. [go2]>southwest
  2571. You run southwest.
  2572. [Northern Trade Road, Meadowlands]
  2573. The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here. To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline.
  2574. Obvious paths: northeast, south.
  2575. Room Number: 1195
  2576. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop'/>
  2577. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop' ifClosed='' resident='true'/>
  2578. [go2]>south
  2579. Your feet are finally dry.
  2580. You run south.
  2581. [Northern Trade Road, Meadowlands]
  2582. The grass is a thick, dark green carpet that spreads over the land in rolling abundance. A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures. A river runs to the south, over which spans a sturdy wood and stone bridge.
  2583. Obvious paths: north.
  2584. Room Number: 1194
  2585. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop'/>
  2586. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop' ifClosed='' resident='true'/>
  2587. [go2]>go bridge
  2588. [Northern Trade Road, On the Bridge]
  2589. The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge. Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye.
  2590. Obvious paths: north, south.
  2591. Room Number: 1193
  2592. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop'/>
  2593. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop' ifClosed='' resident='true'/>
  2594. [go2]>south
  2595. You run south.
  2596. [Northern Trade Road, River's Bank]
  2597. A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar. To the north the land changes dramatically from plains to the darker, more verdant green of meadows. To the south stretches a narrow strip of grassland. A sturdy wood and stone bridge spans the river, allowing safe passage. You also see a roadsign.
  2598. Obvious paths: east, south.
  2599. Room Number: 1184
  2600. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop'/>
  2601. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop' ifClosed='' resident='true'/>
  2602. [go2]>south
  2603. You run south.
  2604. [Northern Trade Road, Open Grasslands]
  2605. The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention. Flowers, closed for the evening, bob along in time with the lonely music the breezes create with the plains. You can hear the babble of rushing water coming from the north.
  2606. Obvious paths: north, south.
  2607. Room Number: 1183
  2608. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop'/>
  2609. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop' ifClosed='' resident='true'/>
  2610. [go2]>south
  2611. You run south.
  2612. [Northern Trade Road, Open Grasslands]
  2613. Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now. While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust.
  2614. Obvious paths: north, south.
  2615. Room Number: 1182
  2616. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop'/>
  2617. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop' ifClosed='' resident='true'/>
  2618. [go2]>south
  2619. You run south.
  2620. [Northern Trade Road, Grasslands]
  2621. A cloud of flint-dry dust rises on every breeze, making you sneeze. For the most part, you see the grasslands about you in a state of decay and near death. Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards. Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past. You also see a charred tree stump.
  2622. Obvious paths: north, south.
  2623. Room Number: 1181
  2624. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop'/>
  2625. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop' ifClosed='' resident='true'/>
  2626. [go2]>south
  2627. You run south.
  2628. [Northern Trade Road, Rolling Hills]
  2629. Massive flocks of small black birds wheel and dive among the low hills on either side. They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air. A miasma of musty smells and unknown odors roils in your nostrils. The ground to the north descends into a faint mist or cloud in the air.
  2630. Obvious paths: north, south.
  2631. Room Number: 1180
  2632. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop'/>
  2633. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop' ifClosed='' resident='true'/>
  2634. [go2]>south
  2635. You run south.
  2636. [Northern Trade Road, Foothills]
  2637. Heavily wooded hills rise on both sides as the roadway winds among them. The air is dead and stale, any breeze is blocked by the trees and hills. Clouds of gnats and worse seem to follow you, getting in your mouth and hair. There is a faint smell of damp earth and rotting vegetation.
  2638. Obvious paths: north, south.
  2639. Room Number: 1179
  2640. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop'/>
  2641. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop' ifClosed='' resident='true'/>
  2642. [go2]>south
  2643. You run south.
  2644. [Northern Trade Road, Foothills]
  2645. Tall trees grow thickly to the south as the road climbs into a narrow valley. Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other.
  2646. Obvious paths: north, southeast.
  2647. Room Number: 1178
  2648. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop'/>
  2649. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop' ifClosed='' resident='true'/>
  2650. [go2]>southeast
  2651. You run southeast.
  2652. [Northern Trade Road, Wooded Valley]
  2653. Tall trees grow close along both sides of the road. Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest. Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently.
  2654. Obvious paths: southwest, northwest.
  2655. Room Number: 1177
  2656. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop'/>
  2657. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop' ifClosed='' resident='true'/>
  2658. [go2]>southwest
  2659. You run southwest.
  2660. [Northern Trade Road, Wooded Valley]
  2661. You come upon a small clearing in the heavy woods that allows a view of the sky. A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead. There is an unnerving quiet here, even the wind seems to have died. You feel a stranger in this wild place, perhaps an unwelcome stranger. You also see a faded roadsign.
  2662. Obvious paths: northeast, southwest.
  2663. Room Number: 1176
  2664. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop'/>
  2665. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop' ifClosed='' resident='true'/>
  2666. [go2]>sw
  2667. You run southwest.
  2668. [Northern Trade Road, Wooded Valley]
  2669. Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance. Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees. Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees.
  2670. Obvious paths: northeast, west.
  2671. Room Number: 1175
  2672. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop'/>
  2673. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop' ifClosed='' resident='true'/>
  2674. [go2]>west
  2675. You run west.
  2676. [Northern Trade Road, Mountain Trail]
  2677. The road rises sharply to the west as it wends among the steep mountains. Eastward, it falls away into a narrow, heavily-wooded valley. Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky.
  2678. Obvious paths: east, west.
  2679. Room Number: 1174
  2680. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop'/>
  2681. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop' ifClosed='' resident='true'/>
  2682. [go2]>west
  2683. You run west.
  2684. [Northern Trade Road, Mountain Trail]
  2685. A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall. One broken and shattered bone shows you that someone or something was far less fortunate in times past. You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days.
  2686. Obvious paths: east, south.
  2687. Room Number: 1173
  2688. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop'/>
  2689. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop' ifClosed='' resident='true'/>
  2690. [go2]>south
  2691. You run south.
  2692. [Northern Trade Road, Mountain Pass]
  2693. The road passes onto an almost level area as you work your way through a narrow gap in the mountains. Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers. A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone.
  2694. Obvious paths: north, southwest.
  2695. Room Number: 1172
  2696. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop'/>
  2697. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop' ifClosed='' resident='true'/>
  2698. [go2]>southwest
  2699. You run southwest.
  2700. [Northern Trade Road, Mountain Trail]
  2701. You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock. Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead. You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim.
  2702. Obvious paths: northeast, south.
  2703. Room Number: 1171
  2704. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop'/>
  2705. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop' ifClosed='' resident='true'/>
  2706. [go2]>south
  2707. You run south.
  2708. [Northern Trade Road, Mountain Trail]
  2709. The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path. Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains.
  2710. Obvious paths: north, south.
  2711. Room Number: 1170
  2712. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop'/>
  2713. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop' ifClosed='' resident='true'/>
  2714. [go2]>south
  2715. You run south.
  2716. [Northern Trade Road, Foothills]
  2717. You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.
  2718. Obvious paths: north, west.
  2719. Room Number: 1169
  2720. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop'/>
  2721. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop' ifClosed='' resident='true'/>
  2722. [go2]>west
  2723. You run west.
  2724. [Northern Trade Road, Foothills]
  2725. You crest a low hill that gives a far-reaching view. To the north a line of mountains rises steeply from the surrounding hills, while southward the hills fade out to forest and plain. Far to the south, a heavy haze obscures the view, but you glimpse the occasional flash of open water. You also see a wrecked barricade.
  2726. Obvious paths: east, west.
  2727. Room Number: 1168
  2728. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop'/>
  2729. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop' ifClosed='' resident='true'/>
  2730. [go2]>west
  2731. You run west.
  2732. [Northern Trade Road, Foothills]
  2733. The road rises along the curve of a low hill that slopes down to the south into open grasslands. The rocky crest of the hill rises sharply above you as you toil along the well-kept roadway. Local stones from the hillside have been smoothed and shaped to form the roadbed and the footing is good. Northwards though, the hills shift quickly into steep mountains. You also see a black horse-drawn caravan with colorful hanging glass lanterns with several things on it.
  2734. Also here: Merchant Remigius.
  2735. Obvious paths: east, south.
  2736. Room Number: 1167
  2737. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop'/>
  2738. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop' ifClosed='' resident='true'/>
  2739. [go2]>south
  2740. Merchant Remigius runs east.
  2741. You run south.
  2742. [Northern Trade Road, Open Grasslands]
  2743. Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity. A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation. A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands.
  2744. Obvious paths: north, southeast.
  2745. Room Number: 1166
  2746. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop'/>
  2747. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop' ifClosed='' resident='true'/>
  2748. [go2]>southeast
  2749. You run southeast.
  2750. [Northern Trade Road, Open Grasslands]
  2751. The wind rushes through the grass, making a soft shirring sound. Occasionally you catch the crackle of movement or the twitterings of birds, but any sounds of civilization generated by something other than yourself seem like the sort of thing you would think up in a dream.
  2752. Obvious paths: southeast, northwest.
  2753. Room Number: 1165
  2754. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop'/>
  2755. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop' ifClosed='' resident='true'/>
  2756. [go2]>southeast
  2757. You run southeast.
  2758. [Northern Trade Road, Kaerna Outskirts]
  2759. The wooden wall surrounding the tiny waystop of Kaerna is a visible line drawn between the plains and hamlet. Thick grasses and shrubs growing against the protective barrier seem intent upon reclaiming the village's side-by-side buildings for the prairie. Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature. You also see the town gate and a weathered wooden sign.
  2760. Obvious paths: northwest.
  2761. Room Number: 1164
  2762. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop'/>
  2763. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop' ifClosed='' resident='true'/>
  2764. [go2]>go gate
  2765. [Kaerna Village, By the General Store]
  2766. A few residences huddle here, alternately shouldered up against the back of the Gilded Unicorn Inn and the sides of the general store. The store is squat but neat, its exterior newly whitewashed and a small garden carefully cultivated outside it. You also see the town gate.
  2767. Obvious paths: southwest.
  2768. Room Number: 1139
  2769. <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop'/>
  2770. <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop' ifClosed='' resident='true'/>
  2771. [go2]>southwest
  2772. You run southwest.
  2773. [Kaerna Village, Intersection]
  2774. Even in the cool of the night the village remains active. A soft, cheery glow shines from the windows and open doorway of the Gilded Unicorn Inn, and a few traders are yet about; checking their camels, inspecting their wagons, or preparing for the morning's excursions to come. The stars overhead seem to stretch on forever, the moons smiling benevolently down on the sleeping village. You also see a roadsign.
  2775. Obvious paths: northeast, south, west.
  2776. Room Number: 1136
  2777. <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop'/>
  2778. <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop' ifClosed='' resident='true'/>
  2779. [go2]>south
  2780. You run south.
  2781. [Kaerna Village, By the Well]
  2782. The Northern Trade road runs like an arrow through the small town of Kaerna. Composed mostly of ramshackle daub and wattle houses, the most distinguishing feature of Kaerna is its inn, which looms protectively over the other, smaller establishments. Less a town and more a waystation than anything else, the tiny wooden-walled village hugs the road with a tenacious determination. You also see the town well off to the side and a town gate.
  2783. Obvious paths: north.
  2784. Room Number: 1135
  2785. <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop'/>
  2786. <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop' ifClosed='' resident='true'/>
  2787. [go2]>go gate
  2788. [Northern Trade Road, Kaerna Village Outskirts]
  2789. The grasslands shimmer slightly, the gentle hand of the wind running its fingers through the plant life. Here and there colorful wildflowers dare to peep their heads up through the endless browns and greens of the plains. Dominating the gentle sighing of the grass can be heard the bustling sounds of the tiny village of Kaerna, surrounded by a wooden town wall which masks the village's graceless sprawl against the northern horizon. You also see a town gate, a weather-beaten sign and an abandoned militia shack.
  2790. Obvious paths: southwest.
  2791. Room Number: 1034
  2792. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop'/>
  2793. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop' ifClosed='' resident='true'/>
  2794. [go2]>southwest
  2795. You run southwest.
  2796. [Northern Trade Road, Open Grasslands]
  2797. The sky overhead creates an inky canvas upon which stars have been liberally splattered. An evening wind, fragrant with the scent of night-blooming flowers, ruffles your clothing and cools the air. Somewhere, a nightingale sings, whistling for its lover.
  2798. Obvious paths: northeast, south.
  2799. Room Number: 1033
  2800. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop'/>
  2801. [go2]>south
  2802. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop' ifClosed='' resident='true'/>
  2803. You run south.
  2804. [Northern Trade Road, Open Grasslands]
  2805. The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land.
  2806. Obvious paths: north, south.
  2807. Room Number: 1032
  2808. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop'/>
  2809. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop' ifClosed='' resident='true'/>
  2810. [go2]>south
  2811. You go south.
  2812. [Northern Trade Road, Farmstead]
  2813. Vast, empty fields lie fallow about you. The remains of an abandoned farmhouse dominates your view to the northeast, its doorways gaping, its windows wide open like empty eye sockets. Nearby, a plow lies rusting, its blade sunk a good two feet into dirt whose only future crop will be grass. To the south the land is gradually returning to the meadow it originally was, the edge of creeping green vivid against the bare brown of exposed earth.
  2814. Obvious paths: north, south.
  2815. Room Number: 1031
  2816. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop'/>
  2817. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop' ifClosed='' resident='true'/>
  2818. [go2]>south
  2819. You go south.
  2820. [Northern Trade Road, Meadowlands]
  2821. The land here is open and welcome, the grass thinning on the western horizon as it makes way for a farmstead. Nearby you can hear the babble of a river, and the vegetation shows signs that something, probably cattle, has been here recently to grab a quick snack. The air is clean and sweet, inviting you to take deeper breaths.
  2822. Obvious paths: north, south.
  2823. Room Number: 1030
  2824. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop'/>
  2825. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop' ifClosed='' resident='true'/>
  2826. [go2]>south
  2827. You go south.
  2828. [Northern Trade Road, Meadowlands]
  2829. The forest to the south is thick and dark, a stark comparison to the open meadow around you. Short, springy grass grows in soft mounds over hillocks and hollows. Pale jes-roses dot the greenery, their sweet, nightblooming fragrance creating a heady perfume.
  2830. Obvious paths: north, south.
  2831. Room Number: 1029
  2832. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop'/>
  2833. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop' ifClosed='' resident='true'/>
  2834. [go2]>south
  2835. You go south.
  2836. [Northern Trade Road, Deep Forest]
  2837. Deobar trees tower over you, their leaves rustling in time with the sounds of the river to the north. Quiet and serene, this part of the forest has a rich scent to it, the overlapping canopy making pools of gloom that collect beneath the trees.
  2838. Obvious paths: north, south.
  2839. Room Number: 1028
  2840. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop'/>
  2841. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop' ifClosed='' resident='true'/>
  2842. [go2]>south
  2843. You run south.
  2844. [Northern Trade Road, Deep Forest]
  2845. This is the heart of the wood, where the trees are the thickest and the outside world of skies and unforested land is the farthest away. The trees grow close to each other, their leaves whispering back and forth, their crowns bowed in quiet conversation. The silence is broken only by the sounds of a squirrel or similar creature's movements and the rush of a river coming from somewhere in the distance.
  2846. Obvious paths: north, west.
  2847. Room Number: 1027
  2848. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop'/>
  2849. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop' ifClosed='' resident='true'/>
  2850. [go2]>west
  2851. You run west.
  2852. [Northern Trade Road, Deep Forest]
  2853. The trees cluster close, weaving a dark green canopy through which no real light penetrates. The eerie echoing cry of an owl as it hunts for prey threads through the latticework of the trees, shattering the deceptive peace of the forest.
  2854. Obvious paths: east, west.
  2855. Room Number: 1026
  2856. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop'/>
  2857. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop' ifClosed='' resident='true'/>
  2858. [go2]>west
  2859. You run west.
  2860. [Northern Trade Road, Forest]
  2861. Low-lying taffelberry bushes grow about the tall deobar trees of the forest. The scent of loam hangs thick and sweet in an almost tangible cloud. The floor is carpeted with fallen leaves in the process of returning to the elements from whence they came, and some of the trees show evidence of having had their branches chopped off.
  2862. Obvious paths: east, west.
  2863. Room Number: 1025
  2864. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop'/>
  2865. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop' ifClosed='' resident='true'/>
  2866. [go2]>west
  2867. You run west.
  2868. [Northern Trade Road, Forest]
  2869. The trees grow in abundance about you, their tops brushing the dark sky above, their leaves flittering against each other in the night breeze. The soft sound of wings alerts you to the presence of a night hunter, and the broken-off cry that follows tells you that the hunter's prey has been found once more.
  2870. Obvious paths: east, southwest.
  2871. Room Number: 1024
  2872. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop'/>
  2873. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop' ifClosed='' resident='true'/>
  2874. [go2]>southwest
  2875. You run southwest.
  2876. [Northern Trade Road, Open Grasslands]
  2877. A ruined building sits alongside the tidy stone road. The remains perhaps of an ancient tollhouse or inn, it lies at the edge of a forest that rises up from a wide swathe of grassland.
  2878. Obvious paths: northeast, southwest.
  2879. Room Number: 1023
  2880. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop'/>
  2881. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop' ifClosed='' resident='true'/>
  2882. [go2]>southwest
  2883. You run southwest.
  2884. [Northern Trade Road, Open Grasslands]
  2885. The road runs straight as an arrow through the endless sea of tall grasses. An occasional ripple among the stalks moving counter the wind shows there is life hidden beneath the green and gold surface. The desperate flight of a covey of birds, as they break cover and scatter, shows that peace here is a shallow illusion. For always the hunter awaits the careless and the weak.
  2886. Obvious paths: northeast, southwest.
  2887. Room Number: 1022
  2888. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop'/>
  2889. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop' ifClosed='' resident='true'/>
  2890. [go2]>southwest
  2891. You run southwest.
  2892. [Northern Trade Road, Open Grasslands]
  2893. Thick grass grows up to the edge of the road. Despite the isolation and empty land, the road itself is in surprisingly good shape. Large paving stones rest on a level bed, each one tightly fitted to its neighbor so that nary a weed or seedling can force a way between them. Perhaps some vanished town lay near here that knew the value of good roads.
  2894. Obvious paths: northeast, south.
  2895. Room Number: 1021
  2896. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop'/>
  2897. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop' ifClosed='' resident='true'/>
  2898. [go2]>south
  2899. You run south.
  2900. [Northern Trade Road, Open Grasslands]
  2901. Southward, the road dips into a boggy lowland, while to the north, open grasslands stretch. No sign of habitation breaks the rippling waves of grass that grow shoulder-high to a tall Elf. The air is alternately fresh with the smell of growing things and thick with the stench of the bog, as the wind veers aimlessly across the open land.
  2902. Obvious paths: north, south.
  2903. Room Number: 1020
  2904. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop'/>
  2905. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop' ifClosed='' resident='true'/>
  2906. [go2]>south
  2907. You run south.
  2908. [Northern Trade Road, Marshy Meadows]
  2909. The ground beneath you is boggy and soft. Swarms of flies close about you, and some land to drill into your flesh for a morsel of blood and to leave a stinging welt as a souvenir of your visit to their lands. Northwards, the ground rises from the bog into open lands, while southward a mist obscures the view.
  2910. Obvious paths: north, south.
  2911. Room Number: 1019
  2912. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop'/>
  2913. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop' ifClosed='' resident='true'/>
  2914. [go2]>south
  2915. You run south.
  2916. [Northern Trade Road, Marshy Meadows]
  2917. You travel in the midst of a boggy meadow. The air is thick with a chill mist that blurs the outlines of anything not close by. Pale rocks set along the path show the safest way to go among the almost trackless wastes.
  2918. Obvious paths: north, southeast.
  2919. Room Number: 1015
  2920. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop'/>
  2921. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop' ifClosed='' resident='true'/>
  2922. [go2]>southeast
  2923. You run southeast.
  2924. [Northern Trade Road, Marshy Meadows]
  2925. The ground underfoot squishes with each movement, and moisture oozes into the traces left. Low rocks set in ragged rows appear to mark a path along the swampy ground. Gnats and midges clog your nostrils and fly into your eyes and ears in an endless cloud. The air is thick with rotting vegetable matter and less identifiable odors.
  2926. Obvious paths: southeast, northwest.
  2927. Room Number: 1014
  2928. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop'/>
  2929. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop' ifClosed='' resident='true'/>
  2930. [go2]>southeast
  2931. You run southeast.
  2932. [Northern Trade Road, Rolling Hills]
  2933. Low hills to the south rise up from marshy land to the north. Clouds of insects and tiny birds feeding upon them dart here and there. The whine of millions of quivering wings combines with the thin rustle of the darting birds to form an annoying, discordant noise. You also see a small, white-washed sign staked along side the road and a roadsign.
  2934. Obvious paths: east, south, northwest.
  2935. Room Number: 1013
  2936. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop'/>
  2937. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop' ifClosed='' resident='true'/>
  2938. [go2]>south
  2939. You run south.
  2940. [Northern Trade Road, Rolling Hills]
  2941. A series of low hills, barely worthy of note, rise to the south while northwards, wide open grasslands run unhindered into the distance. Far off to the north, at the edge of the horizon, the faint shape of distant mountains can just be made out.
  2942. Obvious paths: north, south.
  2943. Room Number: 1012
  2944. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop'/>
  2945. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop' ifClosed='' resident='true'/>
  2946. [go2]>south
  2947. You run south.
  2948. [Northern Trade Road, Rolling Hills]
  2949. Winding north and south over the brow of a low hill, the road is partly blocked by several roughly shaped stones that appear to have tumbled down from the hill crest above. Small curls of a deep green vine have begun to wind the fallen stones into their embrace, and the tiny white flowers scattered among the leaves brighten the dull blue-grey of the stone.
  2950. Obvious paths: north, southeast.
  2951. Room Number: 1011
  2952. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop'/>
  2953. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop' ifClosed='' resident='true'/>
  2954. [go2]>southeast
  2955. You run southeast.
  2956. [Northern Trade Road, Rolling Hills]
  2957. The road crests the highest of the low hills, wandering among the cracked and worn rocks scattered across it. Removed from the road and set gently upon a hill, like a princess on her ivory pedestal, stands a rough circle of tall stones arranged in two concentric rings. Rising unsteadily from the crown of the hill, many of the stones lean against one another or are completely toppled. Perhaps a place of worship in ancient times, not even legend recalls who came here or what gods they served.
  2958. Obvious paths: southwest, northwest.
  2959. Room Number: 1010
  2960. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop'/>
  2961. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop' ifClosed='' resident='true'/>
  2962. [go2]>southwest
  2963. You run southwest.
  2964. [Northern Trade Road, Rolling Hills]
  2965. The road winds among low, rounded hills barely deserving of the name. Clumps of trees around the base of the hills thin out rapidly as bare rock rises out of the good earth. The ragged summits are worn and weathered with age.
  2966. Obvious paths: northeast, south.
  2967. Room Number: 101
  2968. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop'/>
  2969. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop' ifClosed='' resident='true'/>
  2970. [go2]>south
  2971. You run south.
  2972. [Northern Trade Road, Open Woods]
  2973. Widely scattered trees stand aloof, like strangers at a party, barely noticing one another's presence. Northwards, the open land nearby changes into a few low, rolling hills. Like a bare head rising above thinning hair, the hills stand out from a fringe of trees about their base.
  2974. Obvious paths: north, south.
  2975. Room Number: 1002
  2976. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop'/>
  2977. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop' ifClosed='' resident='true'/>
  2978. [go2]>south
  2979. You run south.
  2980. [Northern Trade Road, Open Forest]
  2981. Trees grow tall here, but they are scattered enough to allow moonlight and a good view of the sky. Northwards, the land rises into low hills that disappear against the black sky of the night. To the south, a gentle plain opens outward. A soft breeze rustles the leaves in the boughs overhead in a pleasant susurration.
  2982. Obvious paths: north, southeast.
  2983. Room Number: 1008
  2984. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop'/>
  2985. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop' ifClosed='' resident='true'/>
  2986. [go2]>southeast
  2987. You run southeast.
  2988. [Northern Trade Road, Open Forest]
  2989. Trees rise dimly along the roadway and you can faintly hear a quiet chittering, perhaps from sleepy squirrels annoyed at your disturbing their rest. You also see a pile of rocks.
  2990. Obvious paths: southeast, west, northwest.
  2991. Room Number: 1001
  2992. <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop'/>
  2993. <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop' ifClosed='' resident='true'/>
  2994. --- Lich: forestry-buddy has exited.
  2995. [go2: travel time: 0:00:32]
  2996. >;stop forestry-buddy
  2997. --- Lich: go2 has exited.
  2998. Merchant Remigius just arrived.
  2999. Merchant Remigius runs southeast.
  3000. --- Lich: dependency, textsubs, roomnumbers, sanowret-crystal (paused), spellmonitor, drinfomon, smartlisten, events, crossing-training (paused), workorders (paused), lnet, log
  3001. >;listall
  3002. --- Lich: sanowret-crystal unpaused.
  3003. --- Lich: crossing-training unpaused.
  3004. --- Lich: workorders unpaused.
  3005. >;ua
  3006. [sanowret-crystal]>exhale my sanowret crystal
  3007. [workorders]>untie my audrualm shovel from my forger's belt
  3008. You exhale softly on your sanowret crystal, and scintillating sparks of light dance across its surface.
  3009. You hear in your mind a quiet recollection of wisdom. Though you think that you could get more knowledge if you were to GAZE into the crystal, you come away from the experience with a further understanding of Arcana as the scintillating lights fade again.
  3010. You fumble with the ties, quickly realizing that you need a free hand.
  3011. Telepath Kaldean just arrived.
  3012. Telepath Kaldean runs southeast.
  3013. Sacred Hand Jezzail just arrived.
  3014. Sacred Hand Jezzail runs northwest.
  3015. Chronicler Zharen just arrived.
  3016. Chronicler Zharen runs northwest.
  3017. --- Lich: crossing-training has exited.
  3018. >;stop crossing-training
  3019. >tie hammer to belt
  3020. [workorders: *** No match was found after 15 seconds, dumping info]
  3021. [workorders: messages seen length: 9]
  3022. [workorders: message: Chronicler Zharen runs northwest.]
  3023. [workorders: message: Chronicler Zharen just arrived.]
  3024. [workorders: message: Sacred Hand Jezzail runs northwest.]
  3025. [workorders: message: Sacred Hand Jezzail just arrived.]
  3026. [workorders: message: Telepath Kaldean runs southeast.]
  3027. [workorders: message: Telepath Kaldean just arrived.]
  3028. [workorders: message: You fumble with the ties, quickly realizing that you need a free hand.]
  3029. [workorders: message: You hear in your mind a quiet recollection of wisdom. Though you think that you could get more knowledge if you were to GAZE into the crystal, you come away from the experience with a further understanding of Arcana as the scintillating lights fade again.]
  3030. [workorders: message: You exhale softly on your sanowret crystal, and scintillating sparks of light dance across its surface.]
  3031. [workorders: checked against [/You remove/i, /Untie what/i]]
  3032. [workorders: for command untie my audrualm shovel from my forger's belt]
  3033. [workorders]>get my audrualm shovel
  3034. You attach a steel ball-peen hammer to your forger's belt.
  3035. You pull at it, but the ties prevent you. Maybe if you untie it, first?
  3036. >tie tong to belt
  3037. You attach some covellite box-jaw tongs to your forger's belt.
  3038. Ktas just arrived.
  3039. Ktas runs southeast.
  3040. Anrelle just arrived.
  3041. Anrelle runs southeast.
  3042. Emerald Knight Lothorel just arrived.
  3043. Emerald Knight Lothorel runs southeast.
  3044. >quit
  3045. --- Lich: dependency has exited.
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