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  1.  
  2. --- Lich v5.6.1 is active. Type ;help for usage info.
  3.  
  4.  
  5. Please wait for connection to game server.
  6.  
  7.  
  8. Welcome to GemStone IV (R) v5.10
  9. Copyright 2022 Simutronics Corp.
  10. All Rights Reserved
  11. --- error: XMLParser.tag_start: uninitialized constant XMLParser::Map
  12. Did you mean? Math
  13.  
  14. [Silverwood Manor, Courtyard - 8696] (u4384002)
  15. A low stone fence, capped with a domed layer of fresh snow, separates the manor from the street. Lining the rest of the courtyard are some carefully pruned juniper bushes, adding a bit of verdant green to the white, wintry surroundings. A shoveled walkway leads through a pristine expanse of snow to the carved haon door. A large gilded plaque is affixed to the wall of the rather imposing manor, and partially hidden behind a snowbank is a donation bin. You also see a mound of snow, a silver bell with a long silken rope and a framed chalkboard.
  16. Obvious paths: out
  17. >--- Lich: infomon active.
  18. [infomon: checking stats...]
  19. --- Lich: repository active.
  20. >[infomon: checking skills...]
  21. >[infomon: checking society...]
  22. [repository: downloading map database... (uploaded by Aleid at 2022-12-08 21:45:14 -0800)]
  23. >[infomon: checking citizenship...]
  24. >[infomon: checking Feat...]
  25.  
  26. A snow-dusted light green sprite with slender wings flutters up to you and hovers in front of your face.
  27.  
  28. The sprite says, "Hello there! I'm an ice sprite, and my name is Royyma. If you like, I can show you around town, teach you a thing or two, and maybe even find a way to get us into a bit of trouble!"
  29.  
  30. The sprite says, "So how does that sound? Would you like to go on some adventures with me?"
  31.  
  32. [You may ACCEPT the offer to travel with the sprite a bit, or DECLINE to go your own way.]
  33.  
  34. >
  35. >[infomon: checking Armor...]
  36.  
  37. >[infomon: checking Weapon...]
  38.  
  39. >[infomon: checking Shield...]
  40.  
  41. >[infomon: checking CMan...]
  42.  
  43. >[infomon: done]
  44. [repository: deleting old map databases...]
  45. [repository: loading map database...]
  46. [repository: done]
  47. [repository: scripts are up-to-date]
  48. --- Lich: repository has exited.
  49. --- Lich: alias active.
  50. --- Lich: alias service started
  51. --- Lich: alias has exited.
  52. --- Lich: lnet active.
  53. --- Lich: GameObjAdd active.
  54. --- Lich: keepalive active.
  55. [voodoo: voodoo started]
  56. --- Lich: GameObjAdd has exited.
  57. --- Lich: sorter active.
  58. Level: 0 Fame: 0
  59. Experience: 10 Field Exp: 0/920
  60. Ascension Exp: 0 Recent Deaths: 0
  61. Total Exp: 10 Death's Sting: None
  62. Long-Term Exp: 0 Deeds: 0
  63. Exp until lvl: 2,490
  64. PTPs/MTPs: 55/36
  65.  
  66. Your mind is as clear as a bell.
  67. >[xp: no information yet]
  68.  
  69. --- Welcome to LNet. I think so, Brain, but Pepper Ann makes me sneeze.
  70.  
  71. You hear the faint thoughts of [help]-GSIV:Balzi echo in your mind:
  72. "explains the lack of nfl on today as well"
  73. ;ka--- Lich: no scripts to kill
  74. ;la--- Lich: infomon, lnet, keepalive, voodoo, sorter
  75. ;k infomon--- Lich: infomon has exited.
  76. ;k lnet--- Lich: lnet has exited.
  77. ;k keepa--- Lich: keepalive has exited.
  78. ;k vood[voodoo: voodoo exited]
  79. ;k sorter--- Lich: sorter has exited.
  80. [You may ACCEPT the offer to travel with the sprite a bit, or DECLINE to go your own way.]
  81.  
  82. >;la--- Lich: no active scripts
  83. >accept
  84. You accept the sprite's invitation.
  85.  
  86. Beaming happily, the light green sprite flutters over to perch on your right shoulder, exclaiming, "What fun we'll have!"
  87.  
  88. The sprite reaches around your head to cover your eyes with her hands. "Don't peek!" she says. "We're just going to move to a slightly quieter spot."
  89.  
  90. [Icemule Trace, North Road - 2301] (u4042022)
  91. Crowds of people bustle up this road, on their way to one place or another. Several groups of warriors stride to the north, clad in warm furs and mufflers, while others in cassocks and robes walk more slowly, making signs of blessing at expectant women and small children. You also see an ornate stone edifice with stained glass windows.
  92. Obvious paths: north, east, south, west
  93. [You can click on the sprite to see a list of things you can TELL it to do.]
  94.  
  95. >Motes of white light flow in and resolve into Drigler.
  96. >Drigler dissolves into motes of white light that flow into an ornate stone edifice with stained glass windows.
  97. >The light green sprite says, "I thought we could talk a little bit, you know, get acquainted and all. If you want to do that, give me a nod. If not, a shake will do, and I'll think of something else!"
  98.  
  99. [Click on the sprite and select NOD or SHAKE HEAD AT from the RP menu.]
  100.  
  101.  
  102. >Einde just arrived.
  103. >Einde just went west.
  104. >Motes of white light flow in and resolve into Drigler.
  105. >Drigler dissolves into motes of white light that flow south.
  106. >Motes of white light flow in and resolve into Drigler.
  107. >Drigler dissolves into motes of white light that flow into an ornate stone edifice with stained glass windows.
  108. >Einde just arrived.
  109. >Einde just went into an ornate stone edifice with stained glass windows.
  110. >A wizened halfling priestess wanders in, moving slowly.
  111. >High Lord Destrian just arrived.
  112. >High Lord Destrian just went east.
  113. >Takoa just arrived.
  114. >Takoa just went west.
  115. >High Lord Destrian just arrived.
  116. >High Lord Destrian just went west.
  117. >You feel at full magical power again.
  118. >Friars's group just arrived.
  119. >Friars's group just went north.
  120. >A wizened halfling priestess wanders away, moving slowly.
  121. >nodYou nod.
  122. >nod spriteThe sprite yawns and wakes up.
  123. You nod to the sprite.
  124.  
  125. The sprite says, "Let's talk about me, first. I come from..."
  126.  
  127. The sprite breaks off in mid-sentence, interrupted by the frantic arrival of a gaunt, terrified-looking man. The man spots you, and stops dead in his tracks.
  128.  
  129. The sprite whispers, "I wonder what he's running from? He's an odd man, you should take a LOOK at him."
  130.  
  131. [You can click on the man and select LOOK from the menu.]
  132.  
  133. >look manLean and gaunt, the man has a haunted look in his eyes. He wears a threadbare black cloak and his shoes are muddy and torn.
  134. >Patriarch Eruheran just arrived.
  135. >Patriarch Eruheran just went east.
  136. >Turning to you, the emaciated man says, "They're after me! If they catch me, it's all over for me. They're determined to persecute me for my beliefs!"
  137.  
  138. He sighs, and looks around nervously. "I'm going to hide here," he says. "Please don't let anyone know you've seen me!" With one final pleading look, he melts into the shadows.
  139.  
  140. The sprite whispers, "Things really are getting exciting around here! I wonder why people are after him? Let's SIT down and see what happens next."
  141.  
  142. [Select the SIT option from the ACTIONS menu in the quicklinks bar.]
  143.  
  144. >Svarga just arrived.
  145. >Svarga just went east.
  146. >Svarga just arrived.
  147. >Svarga just went west.
  148. >sitYou sit down.
  149. >A wild-eyed woman comes running in at full speed. Looking hopeful, she comes up to speak with you.
  150.  
  151. The woman says, "I'm looking for a thin man wearing a black cloak. He set a serpent loose in our infirmary, because he wanted to claim souls for his lord Luukos. We cannot let him escape!" She begins to search for the man.
  152.  
  153. The sprite whispers, "That sounds like the work of Luukos all right. He feeds on the souls of the recently fallen. I can tell you more about him any time if you are interested, just ASK me ABOUT LUUKOS."
  154.  
  155. [You can also click on the sprite and select from the QUESTIONS menu.]
  156.  
  157. >Her search fruitless, the woman turns to you. "Can you help me?" she asks. "Did you see a thin man in here?"
  158.  
  159. The sprite whispers, "You can answer her by SAYing YES or NO."
  160.  
  161. [You can speak by typing your message (preceded by an apostrophe: ' ) in the command entry line at the bottom of your screen.]
  162.  
  163. >Brav just arrived.
  164. >Brav just went east.
  165. >Svarga just arrived.
  166. >Svarga just went east.
  167. >A wizened halfling priestess wanders in, moving slowly.
  168. >ASK SPRITE ABOUT LUUKOSThe sprite yawns and wakes up.
  169. The sprite says, "Luukos is the god of unending death. Unlike Lorminstra, Luukos shows no reverence for the souls of those who have died. To him they have two uses, either to animate one of his undead minions in his efforts to extend his power, or as sustenance for himself. Luukos' primary foods are the blood of the dead and the souls of the recently fallen."
  170.  
  171. >A wizened halfling priestess holds out her hand with its palm facing upwards, and a small wisp of light suddenly springs forth from it and dances for a moment, before disappearing.
  172. >Renlie just arrived.
  173. >Renlie just went west.
  174. >Aegnorr just arrived.
  175. >Aegnorr just went west.
  176. >Rathain just arrived.
  177. >Rathain just went west.
  178. >Renlie just arrived.
  179. >Renlie just went into an ornate stone edifice with stained glass windows.
  180. >Aegnorr just arrived.
  181. >Aegnorr just went into an ornate stone edifice with stained glass windows.
  182. >Rathain just arrived.
  183. >Rathain just went into an ornate stone edifice with stained glass windows.
  184. >Madkilla just arrived.
  185. >Madkilla just went west.
  186. >Madkilla just arrived.
  187. >Madkilla just went into an ornate stone edifice with stained glass windows.
  188. >A wizened halfling priestess removes a single rose petal from her robes, but it is quickly torn from her grasp by a gust of wind.
  189. >Vindicate just arrived.
  190. >Vindicate just went east.
  191. >Attalynx just arrived.
  192. >Attalynx just went west.
  193. >Hey, if you need assistance, consider ADVICE, ASSIST, or REPORT!
  194.  
  195. >'yes I have seen the manYou say, "Yes I have seen the man."
  196. >say yesYou say, "Yes."
  197. >The woman nods to you. "I knew it!" she says. "He must be hiding around here somewhere, let's search for him together."
  198.  
  199. The sprite whispers, "A treasure hunt, my favorite! Use SEARCH to look for hidden people and things in the room."
  200.  
  201. [You can click on the quicklink for SEARCH at the bottom of the story window.]
  202.  
  203. >Grimhorn just arrived.
  204. >Grimhorn just went east.
  205. >searchYou search around for a moment, then spot the emaciated man hiding nearby. You point out his location to the wild-eyed woman.
  206.  
  207. The wild-eyed woman yells, "We've found him!" and three large men arrive. They tie the emaciated man's hands together behind his back and drag him away.
  208.  
  209. >Her hands clasped together, the woman turns to you.
  210.  
  211. "Thank you," she says, "for helping me bring this man to justice. Followers of the Soul-Eater are dangerous to everyone around them. You should be careful!"
  212.  
  213. She slings a small shield off of her shoulder and holds it out to you. "I would be deeply honored if you would accept this gift from me."
  214.  
  215. A wild-eyed woman offers you a small shield. ACCEPT the offer or DECLINE it.
  216.  
  217. The sprite bounces up and down on your shoulder and whispers, "That's a nice-looking shield, that is! Go on, take it!"
  218. >High Lord Destrian just arrived.
  219. >High Lord Destrian just went east.
  220. >acceptYou accept the woman's offer and are now holding a small shield emblazoned with a golden key.
  221.  
  222. >thank womanPlease rephrase that command.
  223. >Smiling at you, the wild-eyed woman says, "May the Gatekeeper watch over you and guard you from harm."
  224.  
  225. The woman leans over and whispers, "It is my hope that you will consider converting to the faith of Lorminstra. But wait until you are ready, it is a very serious choice to make. Be well!"
  226.  
  227. After shaking your hand, the woman walks away out of sight.
  228.  
  229. The sprite whispers, "You can ASK me ABOUT LORMINSTRA if you'd like to learn more about that goddess."
  230.  
  231. [You can also click on the sprite and select from the Questions menu.]
  232.  
  233. >A wizened halfling priestess removes a single rose petal from her robes, but it is quickly torn from her grasp by a gust of wind.
  234. >With a big grin, the sprite says, "Nicely done, you came out pretty well there, I'd say. That could be a very valuable shield, you might want to find a bard who's willing to loresing to it. That's a good way to divine the secrets of mysterious items. If you want to keep it, you should register it in case it gets lost. And if it's not something you want to keep, you can always sell it at the pawnshop instead!"
  235.  
  236. [You can register the shield by holding it in your hand and typing REGISTER MY SHIELD.]
  237. >You feel as though you learned something from this encounter.
  238.  
  239. >Brav just arrived.
  240. >Brav just went east.
  241. >The sprite says, "You just give me a NOD when you're ready to look for more trouble. Take as long as you need, I've got a great view from up here!"
  242.  
  243. [You can also click on the sprite and select nod from the Roleplay menu.]
  244.  
  245. >ask sprite about lorminstraThe sprite yawns and wakes up.
  246. The sprite says, "Lorminstra is the Goddess of Death and Rebirth. Lorminstra is the Keeper of the Ebon Gate. It is her decision whether a soul is allowed to return to Elanthia each time an appeal is made via a ritual of resurrection, and even Koar will not gainsay her decision. Lorminstra regards Luukos' enslavement of souls to animate his undead as abominable. She supports her brother, Ronan, in his struggle against Luukos' minions, and also petitions Koar frequently to take direct measures to curb Luukos' activities."
  247.  
  248. >You've gained 1 physical training point.
  249. (To use these new points, click on the "skill goals" link in the quick link bar.)
  250. >Lord Kitac just came crawling in.
  251. >Lord Kitac just crawled south.
  252. >The sprite says, "Mmmm, smell that fresh air!"
  253. >You've gained 1 mental training point.
  254. (To use these new points, click on the "skill goals" link in the quick link bar.)
  255. >Roskious's group just arrived.
  256. >Roskious's group just went south.
  257. >Darknick just arrived.
  258. >Darknick just went west.
  259. >ask sprite about lorminstra and her followersThe sprite yawns and wakes up.
  260. The sprite says, "Lorminstra is the Goddess of Death and Rebirth. Lorminstra is the Keeper of the Ebon Gate. It is her decision whether a soul is allowed to return to Elanthia each time an appeal is made via a ritual of resurrection, and even Koar will not gainsay her decision. Lorminstra regards Luukos' enslavement of souls to animate his undead as abominable. She supports her brother, Ronan, in his struggle against Luukos' minions, and also petitions Koar frequently to take direct measures to curb Luukos' activities."
  261.  
  262. >Einde just arrived.
  263. >Einde just went west.
  264. >Einde just arrived.
  265. >Einde just went into an ornate stone edifice with stained glass windows.
  266. >A wizened halfling priestess wanders away, moving slowly.
  267. >Grimhorn just arrived.
  268. >Grimhorn just went west.
  269. >You've gained 1 physical training point.
  270. (To use these new points, click on the "skill goals" link in the quick link bar.)
  271. >The sprite flutters her wings, sending a breeze across your face.
  272. >nod spriteThe sprite yawns and wakes up.
  273. You nod to the sprite.
  274.  
  275. The sprite says, "All set, are you? Right, time for me to think up something else for us to do!"
  276.  
  277. >The light green sprite says, "Why don't we go for a stroll about town? That should be entertaining, right? If you're up for it, NOD to me. If exploring doesn't interest you, a simple SHAKE of your HEAD AT me will do the trick."
  278.  
  279. [Click on the sprite and select NOD or SHAKE HEAD AT from the Roleplay menu.]
  280.  
  281. >nod spriteThe sprite yawns and wakes up.
  282. You nod to the sprite.
  283.  
  284. The sprite grins gleefully and says, "Great! Umm, now I just have to figure out where we should go." She stares up at the sky, lost in thought.
  285.  
  286. >ask sprite where to goAs the sprite thinks, a depressed young warrior wanders in wearing a sullen expression and sniffling quietly. The sprite whispers, "He seems sad. Do you want to ask him if he needs help, or shall we continue on our walk?"
  287.  
  288. [You can click on the warrior and select HELP from the questions menu (or type ASK WARRIOR ABOUT HELP), or click on the sprite and select SHAKE HEAD AT from the Roleplay menu.]
  289.  
  290. >
  291. Usage:
  292. ASK {entity} ABOUT/FOR/TO {subject}
  293.  
  294. >You've gained 1 physical training point.
  295. (To use these new points, click on the "skill goals" link in the quick link bar.)
  296. You've gained 1 mental training point.
  297. (To use these new points, click on the "skill goals" link in the quick link bar.)
  298. >ask warrior about helpYou ask the young warrior if you can help.
  299.  
  300. The young warrior smiles weakly and says, "Oh, you are a kind woman indeed! I was walking around town and, well, being inexperienced, I'm not used to handling this sword yet. If I had known better, I would have sheathed it while I was in town."
  301.  
  302. The sprite whispers, "He's right, you know. It's always smart to SHEATHE your weapon while in town. When you leave the gates, you can always UNSHEATHE it to be ready for battle once more."
  303.  
  304. [You can also use the sword icons in the combat panel to draw and put away your weapon.]
  305.  
  306. >The young warrior says, "Anyway, I was walking from the pawnshop to the bank and I fell over! I tried to balance myself with my sword, but it broke, and one of the pieces cut my leg. I need to go buy myself a new sword, but I can't walk very far right now, at least not until I find an empath to heal my leg. Could you help me out?"
  307.  
  308. The sprite whispers, "You can say YES or NO to answer him."
  309.  
  310. >Briarson just arrived.
  311. >Briarson just went east.
  312. >Briarson just arrived.
  313. >Briarson just went west.
  314. >'yesYou say, "Yes."
  315. >The young warrior smiles happily as he pulls 500 silvers out of his pocket and hands them to you, saying, "Here you are! That should be enough to cover the cost of a new sword at the weapon shop. I'll come find you after my leg has been healed." With a smile, the young warrior limps off.
  316.  
  317. [You can use the character sheet quicklink to see how many silvers you are carrying.]
  318.  
  319. >Briarson just arrived.
  320. >Briarson just went east.
  321. >Svarga just arrived.
  322. >Svarga just went west.
  323. >Briarson just arrived.
  324. >Briarson just went west.
  325. >The sprite on your shoulder leans over and says, "Right, let's go get that warrior a new sword! You can get directions to places in town with the DIRECTIONS command. We need to go to the weapon shop, so we can use DIRECTIONS WEAPONRY to get there!"
  326.  
  327. [You can click on the DIRECTIONS quicklink to call up a list of options.]
  328.  
  329. >Briarson just arrived.
  330. >Briarson just went east.
  331. >Tenflow just arrived.
  332. >Tenflow just went west.
  333. >High Lord Destrian just arrived.
  334. >High Lord Destrian just went east.
  335. >directions weaponryHigh Lord Destrian just arrived.
  336. >High Lord Destrian just went west.
  337. >Directions towards Wineberry's Weapons: South.
  338. >Directions towards Wineberry's Weapons: South.
  339.  
  340. Select DIR STOP to stop these direction suggestions.
  341. >southYou will have to stand up first or crawl there.
  342. >Directions towards Wineberry's Weapons: South.
  343.  
  344. Select DIR STOP to stop these direction suggestions.
  345. >Directions towards Wineberry's Weapons: South.
  346.  
  347. Select DIR STOP to stop these direction suggestions.
  348. >standYou stand back up.
  349. Roundtime: 3 sec.
  350. >south...wait 2 seconds.
  351. >You've gained 1 physical training point.
  352. (To use these new points, click on the "skill goals" link in the quick link bar.)
  353. >Directions towards Wineberry's Weapons: South.
  354.  
  355. Select DIR STOP to stop these direction suggestions.
  356. >south[Icemule Trace, Town Center - 2300] (u4042150)
  357. The center of the bustling frontier town is overseen by a sturdy mule statue carved from glacial ice, which rises from the surrounding snow on a plinth of cold dark stone. The sun's radiance filters through the ice, casting prismatic rays of light over a swirling throng. Some halflings chatter loudly by a colorful silver-bound barrel emblazoned with a row of tiny grey penguins, while others recline on colorful cloaks spread out across the hard ground. Over by a smooth dark stone bench, a roaring bonfire crackles merrily, lending its warmth to the surroundings. You also see a jaunty forest spirit that is flying around, the Theofanis disk, the Attalynx disk, a green-eyed orange chinchilla, a large raven that is flying around, a mug of sweetened coffee, a vine-carved cherrywood cart with some stuff on it, a blued steel wastebin, a blue and white pavilion and a frosty white lantern-topped pole draped with a large banner.
  358. Also here: Theofanis, Attalynx, Lord Zindhrak, Mistress Loralaii
  359. Obvious paths: north, east, south, west
  360. >Dayzed arrives, guided by an urchin, who nods to Dayzed and quickly takes off.
  361. >Dayzed flags down a nearby urchin and exchanges a few words.
  362. The urchin nods to Dayzed and takes off, with Dayzed in tow.
  363. >Directions towards Wineberry's Weapons: South.
  364.  
  365. Select DIR STOP to stop these direction suggestions.
  366. >Directions towards Wineberry's Weapons: South.
  367.  
  368. Select DIR STOP to stop these direction suggestions.
  369. >Directions towards Wineberry's Weapons: South.
  370.  
  371. Select DIR STOP to stop these direction suggestions.
  372. >southYou feel a sudden sense of accomplishment, as if you have just experienced something important.
  373.  
  374. [Icemule Trace, South Road - 2302] (u4042229)
  375. A silvery sheen from something up north catches your eye over the heads of the crowds. No matter the time of day or night, this stretch of road always seems busy. A young halfling girl, dressed in the livery of the Silvermule Gaming Hall, rushes past you to deliver a message. You also see a twisted stone doorframe.
  376. Obvious paths: north, south, west
  377. >Directions towards Wineberry's Weapons: West.
  378.  
  379. Select DIR STOP to stop these direction suggestions.
  380. >Directions towards Wineberry's Weapons: West.
  381.  
  382. Select DIR STOP to stop these direction suggestions.
  383. >You've gained 2 physical training points.
  384. (To use these new points, click on the "skill goals" link in the quick link bar.)
  385. You've gained 1 mental training point.
  386. (To use these new points, click on the "skill goals" link in the quick link bar.)
  387. >Directions towards Wineberry's Weapons: West.
  388.  
  389. Select DIR STOP to stop these direction suggestions.
  390. >Lord Niful just arrived.
  391. >Lord Niful just went north.
  392. >Directions towards Wineberry's Weapons: West.
  393.  
  394. Select DIR STOP to stop these direction suggestions.
  395. >Brav just arrived.
  396. >Brav just went west.
  397. >Directions towards Wineberry's Weapons: West.
  398.  
  399. Select DIR STOP to stop these direction suggestions.
  400. >west[Tavern Burrow, Stout Street - 2408] (u4042212)
  401. A jumble of boxes is piled against a tall evergreen hedge where Stout Street ends at Barley Lane. Soft mewing from one of the boxes mingles with the sound of muffled drumbeats, soft arpeggios, and muted voices lifted in song. A gap in the hedge leads through the split-rail fence into the courtyard beyond. The fence and hedge end at the corner of the property, where an easily-overlooked door leads into the side of a non-descript low building.
  402. Obvious paths: east, south, west
  403. >Directions towards Wineberry's Weapons: South.
  404.  
  405. Select DIR STOP to stop these direction suggestions.
  406. >south[Tavern Burrow, Stout Street - 3429] (u4042209)
  407. The rear entry to the Silvermule Gaming Hall is nearly as impressive as the main entrance. Espaliered pear trees grow to either side of the massive doors, with silvery fruit affixed to their branches. A smiling attendant in silver and blue waves at you as you pass by.
  408. Obvious paths: north, south
  409. >Directions towards Wineberry's Weapons: South.
  410.  
  411. Select DIR STOP to stop these direction suggestions.
  412. >south[Tavern Burrow, Gaming Hall - 3436] (u4042208)
  413. On either side of a carpeted entry are two dark yew trees, trimmed into the shapes of mules and sprinkled with silvery powder. A young halfling in silver and blue livery bows low as you pass by, gesturing toward the doorway with an inviting smile on his lips. From inside the gaming hall comes a rising cry, as someone wins another hand. You also see a Silvermule doorkeeper.
  414. Obvious paths: north, east, south, southwest, west
  415. >Directions towards Wineberry's Weapons: Southwest.
  416.  
  417. Select DIR STOP to stop these direction suggestions.
  418. >southwest[Tavern Burrow, Porter Street - 2398] (u4042207)
  419. Porter Street angles sharply towards the northeast here, in the direction of the Silvermule Gaming Hall. A group of dwarves pushes past you on their way to the Silvermule, obviously intent upon furthering their riches. Down the short lane heading south, you can just barely see the stone wall forming the border of the Trace. You also see a small snow-covered shop.
  420. Obvious paths: northeast, south, west
  421. >Directions towards Wineberry's Weapons: West.
  422.  
  423. Select DIR STOP to stop these direction suggestions.
  424. >west[Tavern Burrow, Porter Street - 2397] (u4042206)
  425. Two-story row houses painted in vivid colors line Porter Street, though at second glance, they are not as new as they had first appeared. An older halfling woman sits on the steps of a blue-tinted house, peeling apples and watching the people passing by. You also see an enameled wooden door.
  426. Obvious paths: northeast, east, south, west
  427. >Directions towards Wineberry's Weapons: West.
  428.  
  429. Select DIR STOP to stop these direction suggestions.
  430. >west[Tavern Burrow, Porter Street - 3454] (u4042205)
  431. Three shallow steps lead from the street down to a low doorway at the side of a building, apparently the local armor shop. Its crisply edged stucco walls have been painted steely grey, with faint traces of white and black accenting each swirl of mortar. Inside a polished bay window are displayed several sets of armor, each designed to fit a diminutive frame. A family pauses briefly before the statue of a halfling warrior standing opposite the door as the parents tell the hero's story to their children. You also see a freshly-painted banner.
  432. Obvious paths: east, west
  433. >Directions towards Wineberry's Weapons: West.
  434.  
  435. Select DIR STOP to stop these direction suggestions.
  436. >west[Tavern Burrow, Pilsner Avenue - 2392] (u4042204)
  437. In the shadow of the city's western wall stands a long workshop, its door propped open by an over-sized claidhmore. Bright white walls contrast tastefully with the dark blue that trims the windows and the eaves, while new slate tiles defend the sloping roof from the elements. Through an open window, the *clang* of metal on metal and an acrid smell of burning wood drift out onto the street. A green and gold sign identifies the shop of Dalt Wineberry, one of the richest halflings in town.
  438. Obvious paths: north, east, south
  439. >Urlach just arrived.
  440. >Urlach just went north.
  441. >Directions towards Wineberry's Weapons: GO iron-bound door.
  442.  
  443. Select DIR STOP to stop these direction suggestions.
  444. >Urlach just arrived.
  445. >Urlach just went north.
  446. >Directions towards Wineberry's Weapons: GO iron-bound door.
  447.  
  448. Select DIR STOP to stop these direction suggestions.
  449. >Directions towards Wineberry's Weapons: GO iron-bound door.
  450.  
  451. Select DIR STOP to stop these direction suggestions.
  452. >Directions towards Wineberry's Weapons: GO iron-bound door.
  453.  
  454. Select DIR STOP to stop these direction suggestions.
  455. >Directions towards Wineberry's Weapons: GO iron-bound door.
  456.  
  457. Select DIR STOP to stop these direction suggestions.
  458. >Directions towards Wineberry's Weapons: GO iron-bound door.
  459.  
  460. Select DIR STOP to stop these direction suggestions.
  461. >Directions towards Wineberry's Weapons: GO iron-bound door.
  462.  
  463. Select DIR STOP to stop these direction suggestions.
  464. >[To control the sprite, click on it and select from the list of TELL options.]
  465.  
  466. >Directions towards Wineberry's Weapons: GO iron-bound door.
  467.  
  468. Select DIR STOP to stop these direction suggestions.
  469. >[To control the sprite, click on it and select from the list of TELL options.]
  470.  
  471. >go iron-bound door[Wineberry's Weapons, Shop - 3453] (u4043850)
  472. In spite of the obviously recent renovations, the main room of the shop retains a faint scent of oil and smoke that is not altogether unpleasant. Several halflings wander about, polishing metal surfaces or adjusting the position of something to better catch the light. Fresh sawdust is scattered on the ground, wet footprints tracked through it here and there. You also see a wooden counter with some stuff on it and a large iron-bound barrel.
  473. Obvious exits: out
  474. >You made it! I knew you could find the place.
  475. >[To control the sprite, click on it and select from the list of TELL options.]
  476.  
  477. The sprite on your shoulder leans over and whispers, "Yep, this is the place! So listen carefully." Pointing to the wooden counter, the sprite says, "To buy the weapon, you'll need to ORDER from the merchant. He'll show you some items, and you should select the bone-hilted iron warblade. Then you can BUY it."
  478.  
  479. [You can click on the counter and select ORDER from the menu to get started.]
  480.  
  481. >[To control the sprite, click on it and select from the list of TELL options.]
  482.  
  483. >[To control the sprite, click on it and select from the list of TELL options.]
  484.  
  485. >[To control the sprite, click on it and select from the list of TELL options.]
  486.  
  487. >[To control the sprite, click on it and select from the list of TELL options.]
  488.  
  489. >[To control the sprite, click on it and select from the list of TELL options.]
  490.  
  491. >orderWelcome to Wineberry's Weapons Shop!
  492.  
  493. Wineberry offers his catalog to browse.
  494. Wineberry exclaims, "Greetings stranger, have a look around!"
  495.  
  496. Catalog
  497. ----------------------------------------------------------------------
  498. 1. a bone-shod dark pine runestaff 41. a silvery grey hoarbeam runestaff
  499. 2. a bone-hafted iron flanged mace 42. a bone-hafted imflass flanged mace
  500. 3. a bone-hafted iron war hammer 43. a bone-hafted imflass war hammer
  501. 4. a bone-hafted iron pole-axe 44. a bone-hafted imflass pole-axe
  502. 5. a barbed iron-tipped pike 45. a barbed imflass-tipped pike
  503. 6. a barbed iron-tipped harpoon 46. a barbed imflass-tipped harpoon
  504. 7. a barbed iron-tipped javelin 47. a barbed imflass-tipped javelin
  505. 8. a bone-hilted iron flamberge 48. a bone-hilted imflass flamberge
  506. 9. a bone-hilted iron greatsword 49. a bone-hilted imflass greatsword
  507. 10. a bone-hafted iron battle-axe 50. a bone-hafted imflass battle-axe
  508. 11. a bone-hilted iron warsword 51. a bone-hilted imflass warsword
  509. 12. a bone-hafted iron ice axe 52. a bone-hafted imflass ice axe
  510. 13. a bone-hilted iron warblade 53. an ivory-hilted curved imflass warblade
  511. 14. an ivory-hilted iron short sword 54. an ivory-hilted imflass short sword
  512. 15. an ivory-hilted tapered iron epee 55. an ivory-hilted tapered imflass epee
  513. 16. an ivory-hilted iron main gauche 56. an ivory-hilted imflass main gauche
  514. 17. an ivory-hilted tapered iron bodkin 57. an ivory-hilted tapered imflass bodkin
  515. 18. a double-edged iron gauntlet-sword 58. a double-edged imflass gauntlet-sword
  516. 19. a jagged-edged iron troll-claw 59. a jagged-edged imflass troll-claw
  517. 20. a thin-bladed iron hook-knife 60. a thin-bladed imflass hook-knife
  518. 21. a pentahedral rowan runestaff 61. a jade-inlaid orase runestaff
  519. 22. a bone-hafted mithril flanged mace 62. an orase-hafted vultite flanged mace
  520. 23. a bone-hafted mithril war hammer 63. an orase-hafted vultite war hammer
  521. 24. a bone-hafted mithril pole-axe 64. an orase-hafted vultite pole-axe
  522. 25. a barbed mithril-tipped pike 65. a barbed vultite-tipped pike
  523. 26. a barbed mithril-tipped harpoon 66. a barbed vultite-tipped harpoon
  524. 27. a barbed mithril-tipped javelin 67. a barbed vultite-tipped javelin
  525. 28. a bone-hilted mithril flamberge 68. an orase-hilted vultite flamberge
  526. 29. a bone-hilted mithril greatsword 69. an orase-hilted vultite greatsword
  527. 30. a bone-hafted mithril battle-axe 70. an orase-hafted vultite battle-axe
  528. 31. a bone-hilted mithril warsword 71. an orase-hilted vultite warsword
  529. 32. a bone-hafted mithril ice axe 72. an orase-hafted vultite ice axe
  530. 33. an ivory-hilted curved mithril warblade 73. a jade-hilted curved vultite warblade
  531. 34. an ivory-hilted mithril short sword 74. a jade-hilted vultite short sword
  532. 35. an ivory-hilted tapered mithril epee 75. a jade-hilted tapered vultite epee
  533. 36. an ivory-hilted mithril main gauche 76. a jade-hilted vultite main gauche
  534. 37. an ivory-hilted tapered mithril bodkin 77. a jade-hilted tapered vultite bodkin
  535. 38. a double-edged mithril gauntlet-sword 78. a double-edged vultite gauntlet-sword
  536. 39. a jagged-edged mithril troll-claw 79. a jagged-edged vultite troll-claw
  537. 40. a thin-bladed mithril hook-knife 80. a thin-bladed vultite hook-knife
  538.  
  539. You can APPRAISE, INSPECT or DESCRIBE any item by number, ORDER by number to get pricing and customization options, BUY to purchase, or ORDER HELP for more info.
  540. >[To control the sprite, click on it and select from the list of TELL options.]
  541.  
  542. >[To control the sprite, click on it and select from the list of TELL options.]
  543.  
  544. >order bone-hilted iron warbladeORDER displays the shop catalog.
  545. ORDER # = Get info and price about an item.
  546. ORDER # of # = Order a quantity of an item.
  547.  
  548. ORDER # COLOR {colorname} = Order an item and have it dyed.
  549. ORDER # MATERIAL {materialname} = Order an item made from custom material.
  550.  
  551. All above options may be combined into a single command. Example:
  552.  
  553. ORDER 5 of 3 COLOR red MATERIAL glaes
  554.  
  555. The above command would order 5 of item 3 dyed red and made of glaes.
  556.  
  557. Click or type CUSTOMIZE to order using special colors and materials.
  558. >[To control the sprite, click on it and select from the list of TELL options.]
  559.  
  560. >[To control the sprite, click on it and select from the list of TELL options.]
  561.  
  562. >[To control the sprite, click on it and select from the list of TELL options.]
  563.  
  564. >[To control the sprite, click on it and select from the list of TELL options.]
  565.  
  566. >[To control the sprite, click on it and select from the list of TELL options.]
  567.  
  568. >[To control the sprite, click on it and select from the list of TELL options.]
  569.  
  570. >[To control the sprite, click on it and select from the list of TELL options.]
  571.  
  572. >[To control the sprite, click on it and select from the list of TELL options.]
  573.  
  574. >[To control the sprite, click on it and select from the list of TELL options.]
  575.  
  576. >[To control the sprite, click on it and select from the list of TELL options.]
  577.  
  578. >[To control the sprite, click on it and select from the list of TELL options.]
  579.  
  580. >[To control the sprite, click on it and select from the list of TELL options.]
  581.  
  582. >order 13You ask about the price of a bone-hilted iron warblade.
  583.  
  584. Wineberry barely looks up from his work as he says, "If you want that, it'll cost you 157 silvers. Take it or leave it!"
  585.  
  586. You may order a QUANTITY of this item, ORDER something else, or BUY this item.
  587. >[To control the sprite, click on it and select from the list of TELL options.]
  588.  
  589. >[To control the sprite, click on it and select from the list of TELL options.]
  590.  
  591. >[To control the sprite, click on it and select from the list of TELL options.]
  592.  
  593. >[To control the sprite, click on it and select from the list of TELL options.]
  594.  
  595. >[To control the sprite, click on it and select from the list of TELL options.]
  596.  
  597. >[To control the sprite, click on it and select from the list of TELL options.]
  598.  
  599. >[To control the sprite, click on it and select from the list of TELL options.]
  600.  
  601. >buy 13ORDER what you want first, then use the BUY command by itself.
  602. >[To control the sprite, click on it and select from the list of TELL options.]
  603.  
  604. >[To control the sprite, click on it and select from the list of TELL options.]
  605.  
  606. >[To control the sprite, click on it and select from the list of TELL options.]
  607.  
  608. >[To control the sprite, click on it and select from the list of TELL options.]
  609.  
  610. >buy
  611. Wineberry exclaims, "Sold for 157 silvers!"
  612. Wineberry takes the 157 silvers you offer in payment.
  613. He hands you a bone-hilted iron warblade and says, "Here's your purchase. Thanks for your patronage."
  614. >[To control the sprite, click on it and select from the list of TELL options.]
  615.  
  616. The sprite on your shoulder looks at your iron warblade and says, "Yes, that's perfect! Now, let's go on out and find that young warrior fellow!"
  617.  
  618. >The sprite tickles you and says, "We're probably not going to find the warrior in here! Let's get out of this shop and have a look around for him, all right?"
  619.  
  620. >The sprite tickles you and says, "We're probably not going to find the warrior in here! Let's get out of this shop and have a look around for him, all right?"
  621.  
  622. >go outYou feel a sudden sense of accomplishment, as if you have just experienced something important.
  623.  
  624. [Tavern Burrow, Pilsner Avenue - 2392] (u4042204)
  625. In the shadow of the city's western wall stands a long workshop, its door propped open by an over-sized claidhmore. Bright white walls contrast tastefully with the dark blue that trims the windows and the eaves, while new slate tiles defend the sloping roof from the elements. Through an open window, the *clang* of metal on metal and an acrid smell of burning wood drift out onto the street. A green and gold sign identifies the shop of Dalt Wineberry, one of the richest halflings in town.
  626. Obvious paths: north, east, south
  627. >The young warrior walks in, looking much healthier. He strides over to you.
  628.  
  629. The young warrior says, "Ah, there you are! I've been looking for you. Did you get it?"
  630.  
  631. The sprite whispers, "You can use GIVE warblade TO WARRIOR to give the weapon to the warrior."
  632.  
  633. [You can also click on the warrior and select GIVE warblade.]
  634.  
  635. >You've gained 5 physical training points.
  636. (To use these new points, click on the "skill goals" link in the quick link bar.)
  637. You've gained 4 mental training points.
  638. (To use these new points, click on the "skill goals" link in the quick link bar.)
  639. >give warblade to warriorYou offer your iron warblade to the young warrior, who quickly accepts it with a wide grin.
  640.  
  641. "Thank you so much," he says. "You've really helped me out a lot! This warblade is even better than my last one! I really appreciate it."
  642.  
  643. The young warrior hands you 1000 silvers and gives you a firm handshake before striding out of the room.
  644.  
  645. >It feels like you are learning from your experiences.
  646.  
  647. The light green sprite sitting on your shoulder cheerfully whispers, "Excellent work, I'd say. If you want to do something more, just give me a NOD when you're ready."
  648.  
  649. [You can click on the sprite and select NOD from the Roleplay menu.]
  650.  
  651. >You've gained 1 physical training point.
  652. (To use these new points, click on the "skill goals" link in the quick link bar.)
  653. >The light green sprite plays with her hair.
  654. >The light green sprite swings her tiny feet to and fro.
  655. >You've gained 1 mental training point.
  656. (To use these new points, click on the "skill goals" link in the quick link bar.)
  657. >nodYou nod.
  658. >The light green sprite stifles a yawn.
  659. >You've gained 1 physical training point.
  660. (To use these new points, click on the "skill goals" link in the quick link bar.)
  661. >The sprite tickles your neck for no apparent reason.
  662. >nod spriteThe sprite yawns and wakes up.
  663. The sprite says, "All ready, are you? Hmm, what shall we do next?" The sprite furrows her brow in thought.
  664.  
  665. >Spotting you, a halfling councillor halts his patrol. "Wait!" he shouts. "Perhaps you can help me. I'm at my wit's end!"
  666.  
  667. The councillor says, "This town has been plagued by smugglers, and no matter what we do, we can't seem to catch the leaders. They all know what we look like, and they scatter whenever they see us coming. What we need is a spy! Are you willing to aid me?"
  668.  
  669. The sprite leans over and whispers, "Now there's an adventure for us! Shall we - I mean shall YOU step in and help him out? You can ACCEPT the chance to help him, or DECLINE to save his sorry hide."
  670.  
  671. >You've gained 1 physical training point.
  672. (To use these new points, click on the "skill goals" link in the quick link bar.)
  673. You've gained 1 mental training point.
  674. (To use these new points, click on the "skill goals" link in the quick link bar.)
  675. >acceptThe light green sprite swings her tiny feet to and fro.
  676. >A spark of hope shines in the councillor's eye when you agree to help. "You'll aid me!" he exclaims. "This is good news indeed. I may even still have my job at the end of the day."
  677.  
  678. The councillor says, "I can't pay you very much, but you'll be helping the town out a great deal. What I want you to do is make your way over to the Honeybeer Inn. Go into the Main Room and hide. The smugglers are planning a rendezvous there very soon, and I want you to gather any information you can about their next planned shipment. Once you've learned something, come back and find me."
  679.  
  680. The sprite whispers, "Oooh, I've always wanted to be a spy! This is great, and we can use DIRECTIONS TAVERN to find the Honeybeer Inn!"
  681.  
  682. [You can click on the DIRECTIONS quicklink and select TAVERN.]
  683.  
  684. >You've gained 1 physical training point.
  685. (To use these new points, click on the "skill goals" link in the quick link bar.)
  686. >directions tavernDirections towards the Honeybeer Inn: South.
  687. >Directions towards the Honeybeer Inn: South.
  688.  
  689. Select DIR STOP to stop these direction suggestions.
  690. >Directions towards the Honeybeer Inn: South.
  691.  
  692. Select DIR STOP to stop these direction suggestions.
  693. >south[Tavern Burrow, Bend - 2393] (u4042203)
  694. Near the shadow of the town walls, a pile of stone wreckage marks the southwestern corner of Icemule Trace. Pilsner Avenue heads northward along the western wall, while Honeybeer Road leads eastward toward the South Gate. Bakers' apprentices pushing wheelbarrows full of grain or flour hustle to and from the mill tower. You also see a neat cobblestone path.
  695. Obvious paths: north, east
  696. >Directions towards the Honeybeer Inn: East.
  697.  
  698. Select DIR STOP to stop these direction suggestions.
  699. >Directions towards the Honeybeer Inn: East.
  700.  
  701. Select DIR STOP to stop these direction suggestions.
  702. >Directions towards the Honeybeer Inn: East.
  703.  
  704. Select DIR STOP to stop these direction suggestions.
  705. >Directions towards the Honeybeer Inn: East.
  706.  
  707. Select DIR STOP to stop these direction suggestions.
  708. >east[Tavern Burrow, Honeybeer Road - 2394] (u4042202)
  709. A few small shops front Honeybeer Road here, selling odds and ends. One shop has a windowbox filled with colorful pinwheels that spin wildly whenever someone passes nearby. Another shop window is filled with a display of beer mugs. A freshly hung arrow points towards a whalebone doorway leading into the local fletcher's shop.
  710. Obvious paths: east, west
  711. >You've gained 1 mental training point.
  712. (To use these new points, click on the "skill goals" link in the quick link bar.)
  713. >Directions towards the Honeybeer Inn: East.
  714.  
  715. Select DIR STOP to stop these direction suggestions.
  716. >Directions towards the Honeybeer Inn: East.
  717.  
  718. Select DIR STOP to stop these direction suggestions.
  719. >Directions towards the Honeybeer Inn: East.
  720.  
  721. Select DIR STOP to stop these direction suggestions.
  722. >Directions towards the Honeybeer Inn: East.
  723.  
  724. Select DIR STOP to stop these direction suggestions.
  725. >east[Tavern Burrow, Honeybeer Road - 2395] (u4042201)
  726. The Honeybeer Inn is a homey, cheerful-looking tavern with low, broad eaves and two round dormer windows that overlook the street. Smoke curls upward from the stone chimney. The scent of roasting rolton drifts out of the oak door each time it opens. You also see a fidgety towheaded boy and a standing hoarbeam-framed slate.
  727. Obvious paths: north, east, west
  728. >A fidgety towheaded boy reaches up to tuck his quill pen behind his ear.
  729. >Directions towards the Honeybeer Inn: GO oak door.
  730.  
  731. Select DIR STOP to stop these direction suggestions.
  732. >Directions towards the Honeybeer Inn: GO oak door.
  733.  
  734. Select DIR STOP to stop these direction suggestions.
  735. >You've gained 1 physical training point.
  736. (To use these new points, click on the "skill goals" link in the quick link bar.)
  737. >go oak door[Honeybeer Inn, Main Room - 3448] (u4043201)
  738. The walls and ceiling are paneled in dark cherry wood, which makes the room seem smaller than it really is. Low-backed chairs upholstered with red leather seats are arranged beside a glowing brazier. The sounds of clinking mugs and low voices provide the comforting sense that refreshments are near. You also see a broad wooden staircase.
  739. Obvious exits: east, west, out
  740. >The sprite says, "Hey, here we are! All you have to do now is HIDE. Stay still and don't say a word, or the smugglers will spot you!"
  741.  
  742. [You can select the HIDE option from the Actions menu on the quicklinks bar.]
  743.  
  744. >You made it! I knew you could find the place.
  745. >hideYou attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
  746.  
  747. The sprite whispers, "Great hiding spot! They'll never see you here."
  748.  
  749. >Two men enter the room from opposite directions, glancing over their shoulders as they approach one another.
  750.  
  751. The first man tucks a piece of paper into the second man's pocket, gives him a nod, and slips out of the room. The second man remains where he is, making a great show of warming his hands over the brazier.
  752.  
  753. Fidgeting with excitement, the sprite whispers to you, "I have an idea!"
  754.  
  755. >The smuggler hums tunelessly as he waits for enough time to elapse before he can be on his way.
  756.  
  757. The sprite whispers, "If we can get our hands on that piece of paper, we'll know exactly where the shipment is going to be! I don't think the smuggler will notice if you very carefully try to STEAL from him."
  758.  
  759. [You can click on the shifty-eyed smuggler and select STEAL from the menu.]
  760.  
  761. >stealThere are two possible formats to use (optional parts are in []):
  762.  
  763. STEAL [ITEM] [FROM] <player> [CONTAINER]
  764. Ex. steal amulet from Taelrand's puppy-skin pouch
  765.  
  766. STEAL <player> [ITEM] [CONTAINER]
  767. Ex. steal taelrand amulet puppy-skin pouch
  768.  
  769. For further help, try:
  770. STEAL HELP ITEMS
  771. STEAL HELP TARGETS
  772. STEAL HELP SENSE
  773. >steal paper from smugglerI could not find what you were referring to. Are you trying for an invalid type of item?
  774. >steal smuggler paperI could not find what you were referring to. Are you trying for an invalid type of item?
  775. >steal smugglerYou reach into the smuggler's pocket and pull out a piece of paper.
  776. >The smuggler strolls out with affected casualness.
  777.  
  778. The sprite whispers, "We did it! Let's go find that councillor and show him what we've discovered! Oh, and you can probably UNHIDE now that they're gone."
  779.  
  780. [You can select the UNHIDE option from the Actions menu on the quicklinks bar.]
  781.  
  782. >unhideYou do not believe anyone noticed you slip out of hiding.
  783. >The sprite whispers, "We need to go out of this room and look around for the councillor!"
  784.  
  785. >The sprite whispers, "We need to go out of this room and look around for the councillor!"
  786.  
  787. >out[Tavern Burrow, Honeybeer Road - 2395] (u4042201)
  788. The Honeybeer Inn is a homey, cheerful-looking tavern with low, broad eaves and two round dormer windows that overlook the street. Smoke curls upward from the stone chimney. The scent of roasting rolton drifts out of the oak door each time it opens. You also see a fidgety towheaded boy and a standing hoarbeam-framed slate.
  789. Obvious paths: north, east, west
  790. >The halfling councillor spots you and waves. He asks, "Did you find the smugglers? Where is their next shipment going to be delivered?"
  791.  
  792. The sprite whispers, "SHOW the paper to the councillor!"
  793.  
  794. [Click on the councillor and select SHOW LEFT from the menu.]
  795.  
  796. >A fidgety towheaded boy reaches up to tuck his quill pen behind his ear.
  797. >show left to councillorYou show your paper to the councillor. He snatches it out of your hand and reads it over, his eyes alight with excitement. "The temple!" he shouts, then looks around with embarrassment.
  798.  
  799. Continuing in a quieter tone, he says, "I'm sorry to ask you for even more help, but it would be a tremendous aid if you could go to the temple and wait for the shipment to arrive. Would you be willing to do that?"
  800.  
  801. The sprite whispers, "Not shy about asking other folks to do his dirty work, is he? Well, say YES if you're up for it, and NO if you aren't."
  802.  
  803. >'yesYou say, "Yes."
  804. >The councillor appears pleased. "It won't be difficult, I promise," he says. "Just go to the temple and pretend like you're resting there, I'm sure they won't be suspicious. Just don't let them distract you! As soon as the goods arrive, give a HOOT like an owl, and our men will storm in and arrest the brigands on the spot. I'll pay you a little more after we apprehend them, but here's something for your efforts so far."
  805.  
  806. The councillor hands you 200 silvers, which you quickly pocket. He strides away.
  807.  
  808. The sprite whispers, "I'm sure you know what to do now. Get DIRECTIONS to the temple, and wait for the shipment to arrive."
  809.  
  810. >directions templeDirections towards the Hall of the Gods: North.
  811. >north[Tavern Burrow, Porter Street - 2397] (u4042206)
  812. Two-story row houses painted in vivid colors line Porter Street, though at second glance, they are not as new as they had first appeared. An older halfling woman sits on the steps of a blue-tinted house, peeling apples and watching the people passing by. You also see a lost penguin chick and an enameled wooden door.
  813. Obvious paths: northeast, east, south, west
  814. >Directions towards the Hall of the Gods: Northeast.
  815.  
  816. Select DIR STOP to stop these direction suggestions.
  817. >northeast[Tavern Burrow, Ale Street - 2399] (u4042215)
  818. The sounds of gaiety from the Silvermule are slightly muffled by the yew trees lining the street. The bright row houses down on Porter Street have been replaced by slightly wider stucco boarding houses, apparently the homes for many of the Silvermule's workers.
  819. Obvious paths: north, east, southwest
  820. >Directions towards the Hall of the Gods: North.
  821.  
  822. Select DIR STOP to stop these direction suggestions.
  823. >north[Tavern Burrow, Ale Street - 2400] (u4042214)
  824. Stucco seems the preferred building material of the Tavern Burrow residents. The street has been newly cobbled, and the rough edges cause several people to nearly trip as they hurry along. A stucco well attracts a group of children, who drop stones into it, then hoot with glee at the muffled splash. You also see a wry halfling trickster, an old beer barrel and a hoarbeam trestle table.
  825. Obvious paths: north, south, northwest
  826. >Directions towards the Hall of the Gods: North.
  827.  
  828. Select DIR STOP to stop these direction suggestions.
  829. >north[Tavern Burrow, Thirsty Penguin - 2407] (u4042213)
  830. Arms slung casually over one another's shoulders, a group of halflings enters the Thirsty Penguin. A mother cat rests on the broad stone step, consenting to the occasional caress but flicking her tail in warning at the approach of strangers. From beyond the swinging doors come the sounds of clinking mugs and hearty laughter.
  831. Obvious paths: north, east, south, southwest
  832. >Directions towards the Hall of the Gods: North.
  833.  
  834. Select DIR STOP to stop these direction suggestions.
  835. >north[Icemule Trace, West Road - 3232] (u4042104)
  836. Groups of boisterous and cheerful halflings pass by rapidly. Most of them seem to be heading south towards the Tavern Burrow for entertainment or refreshment. An old, drunk halfling sits in a doorway, alternating between singing at the top of his lungs and munching on a tart. You also see a wizened halfling priestess.
  837. Obvious paths: east, south, west
  838. >Directions towards the Hall of the Gods: East.
  839.  
  840. Select DIR STOP to stop these direction suggestions.
  841. >east[Icemule Trace, West Road - 3233] (u4042105)
  842. Travellers go by at a dizzying pace. It is difficult to walk by without running into one of them. Walking sideways seems to be the only way to make any progress down the road. You also see a small fired brick building and a silver and green raffle box with some stuff on it.
  843. Obvious paths: north, east, west
  844. >Directions towards the Hall of the Gods: North.
  845.  
  846. Select DIR STOP to stop these direction suggestions.
  847. >north[Magical Burrow, Sages' Bend - 2369] (u4042117)
  848. A few empty houses line the road here, probably vacated due to all the noise coming from the other burrows to the south and southeast. You also see an ironwork gate.
  849. Obvious paths: east, south, northwest
  850. >Directions towards the Hall of the Gods: East.
  851.  
  852. Select DIR STOP to stop these direction suggestions.
  853. >east[Icemule Trace, North Road - 2301] (u4042022)
  854. Crowds of people bustle up this road, on their way to one place or another. Several groups of warriors stride to the north, clad in warm furs and mufflers, while others in cassocks and robes walk more slowly, making signs of blessing at expectant women and small children. You also see an ornate stone edifice with stained glass windows.
  855. Obvious paths: north, east, south, west
  856. >Directions towards the Hall of the Gods: North.
  857.  
  858. Select DIR STOP to stop these direction suggestions.
  859. >north[Icemule Trace, North Road - 3305] (u4042023)
  860. The air takes on a definite chill here. To the north, you can see the gleam of sunshine reflecting off ice, and it seems the road is headed straight into the glacier. To the north and east, the Temple rises above the city on a hill of ice, watching over the city and shining like a polished crystal.
  861. Also here: GameMaster Aiza, Lord Niful
  862. Obvious paths: north, south
  863. >Directions towards the Hall of the Gods: North.
  864.  
  865. Select DIR STOP to stop these direction suggestions.
  866. >Niful deeply says, "I had a shop on another character on this account a long while ago but it got reclaimed."
  867. >north[Icemule Trace, North Road - 3306] (u4042024)
  868. The cobblestone street is slick in some places, covered in frozen puddles. The glacier looms much closer now and actually seems to have spread over the town to either side. The citizens have taken this in stride and have carved buildings from the ice to live and work in. You also see a silver-tipped black iron gate.
  869. Obvious paths: north, east, south
  870. >Directions towards the Hall of the Gods: East.
  871.  
  872. Select DIR STOP to stop these direction suggestions.
  873. >east[Temple Burrow, Koar Street - 2331] (u4042011)
  874. You are on the edge of the glacier. The ground here is hard-packed ice, slippery beneath your feet, but the halflings seem not to notice as they make their way about their business. Houses have been carved from the ice, as have a few small shops. A ramp of packed, grated ice leads up and to the east, likely to the Temple.
  875. Obvious paths: north, south, west
  876. >Directions towards the Hall of the Gods: GO ice ramp.
  877.  
  878. Select DIR STOP to stop these direction suggestions.
  879. >go ice ramp[Temple Burrow, Koar and Lumnis - 2332] (u4042012)
  880. On the edge of the glacier, you have a marvelous view of the city to the south. Your eyes follow the slightly haphazard streets around Icemule Trace until they meet the four roads and eventually the gates in the walls. Above you towers the great temple, carved from the purest ice and shining with a nearly divine light in the sun. A ramp of ice leads down to the west, while an ice staircase leads down to the east and a set of carved ice steps lead down to the northwest around an oddly shaped ice flow.
  881. Obvious paths: down
  882. >Directions towards the Hall of the Gods: GO temple.
  883.  
  884. Select DIR STOP to stop these direction suggestions.
  885. >Directions towards the Hall of the Gods: GO temple.
  886.  
  887. Select DIR STOP to stop these direction suggestions.
  888. >go temple[Icemule Temple, Foyer - 2334] (u4047001)
  889. Carved into the blue-white ice of the glacier, the temple reflects the best of halfling craftsmanship and design. Nineteen columns line each side of the foyer, creating a sense of vast distance between the entrance and the nave to the east. A central ambulatory paved with grey slate leads between the columns past the thirty-six bays, each of which is marked with the symbol of a god or goddess. Some of the bays contain small kiosks where merchants hawk religious wares. You also see an ice blue taper.
  890. Obvious exits: east, down, out
  891. >The sprite whispers, "Here we are! Just...look like you're praying or something, I don't know. Act innocent!"
  892.  
  893. >You made it! I knew you could find the place.
  894. >A black-clad man arrives and looks around the room carefully, as though surveying it for later acquisition. He ambles over to you and pauses for a moment before speaking.
  895.  
  896. The man says, "You don't look too busy. There's an errand I need to have run, and I can pay you quite handsomely for your time. Are you interested?"
  897.  
  898. The sprite whispers, "Think about this carefully! If you want to help out the smuggler, say yes. But if you want to stick with your lookout job, better say no."
  899.  
  900. >Tibs arrives, guided by an urchin, who nods to Tibs and quickly takes off.
  901. >Tibs flounces out amidst a diffuse cloud of dark purple glitter.
  902. >Tibs flounces in amidst a diffuse cloud of dark purple glitter.
  903. >Tibs flags down a nearby urchin and exchanges a few words.
  904. The urchin nods to Tibs and takes off, with Tibs in tow.
  905. >Tibs arrives, guided by an urchin, who nods to Tibs and quickly takes off.
  906. >Tibs flounces out amidst a diffuse cloud of dark purple glitter.
  907. >Tibs flounces in amidst a diffuse cloud of dark purple glitter.
  908. >Tibs flags down a nearby urchin and exchanges a few words.
  909. The urchin nods to Tibs and takes off, with Tibs in tow.
  910. >Tibs arrives, guided by an urchin, who nods to Tibs and quickly takes off.
  911. >Tibs flounces out amidst a diffuse cloud of dark purple glitter.
  912. >prayYou kneel down and begin your prayers.
  913. >say noYou say, "No."
  914. >The man gives you an odd look, but goes about his business.
  915.  
  916. >Suddenly, several men enter at once, each of them lugging a large crate. They set the crates down in a pile, and speak quietly with the black-clad man. He peeks inside one of the crates, then hands one of the men a small sack. They vanish as quickly as they arrived.
  917.  
  918. The sprite whispers, "It's the shipment! Now's the time to HOOT if you still want to alert the authorities!"
  919.  
  920. [You can select HOOT from the Roleplay quicklinks menu.]
  921.  
  922. >The black-clad man makes some kind of signal with his hand, and five smugglers enter, each one from a different direction, and each one carrying a large sack. Working with practiced efficiency, they load the crate contents into their sacks and slip away out of sight. The man dismantles the crates and packs them away, then looks over at you.
  923.  
  924. >hootYou hoot.
  925. >The black-clad man walks up to you and winks. "Thanks for keeping quiet," he says. "That was smart, not tipping off the authorities. We can use smart people. I'll tell my boss to keep an eye out for you. In the meantime, here's a little something from me."
  926.  
  927. The man hands you 1500 silvers, which you quickly pocket.
  928.  
  929.  
  930. The sprite whispers, "We're rich! But pickpockets are always looking for rich people they can target. Best thing to do is to get DIRECTIONS to the bank, go straight there, and DEPOSIT ALL your silvers. Then WITHDRAW 5 in case you need to pay the gate toll. You just give me a nod when you're ready to continue."
  931.  
  932. You feel as though your understanding of the world has increased.
  933.  
  934. >You've gained 1 physical training point.
  935. (To use these new points, click on the "skill goals" link in the quick link bar.)
  936. You've gained 1 mental training point.
  937. (To use these new points, click on the "skill goals" link in the quick link bar.)
  938. >Tibs flounces in amidst a diffuse cloud of dark purple glitter.
  939. >Tibs flags down a nearby urchin and exchanges a few words.
  940. The urchin nods to Tibs and takes off, with Tibs in tow.
  941. >directions bankDirections towards the Icemule Trace Bank: Out.
  942. >outYou will have to stand up first or crawl there.
  943. >standYou stand back up.
  944. >out[Temple Burrow, Koar and Lumnis - 2332] (u4042012)
  945. On the edge of the glacier, you have a marvelous view of the city to the south. Your eyes follow the slightly haphazard streets around Icemule Trace until they meet the four roads and eventually the gates in the walls. Above you towers the great temple, carved from the purest ice and shining with a nearly divine light in the sun. A ramp of ice leads down to the west, while an ice staircase leads down to the east and a set of carved ice steps lead down to the northwest around an oddly shaped ice flow.
  946. Obvious paths: down
  947. >Directions towards the Icemule Trace Bank: GO ice ramp.
  948.  
  949. Select DIR STOP to stop these direction suggestions.
  950. >go ice ramp[Temple Burrow, Koar Street - 2331] (u4042011)
  951. You are on the edge of the glacier. The ground here is hard-packed ice, slippery beneath your feet, but the halflings seem not to notice as they make their way about their business. Houses have been carved from the ice, as have a few small shops. A ramp of packed, grated ice leads up and to the east, likely to the Temple.
  952. Obvious paths: north, south, west
  953. >Directions towards the Icemule Trace Bank: West.
  954.  
  955. Select DIR STOP to stop these direction suggestions.
  956. >west[Icemule Trace, North Road - 3306] (u4042024)
  957. The cobblestone street is slick in some places, covered in frozen puddles. The glacier looms much closer now and actually seems to have spread over the town to either side. The citizens have taken this in stride and have carved buildings from the ice to live and work in. You also see a silver-tipped black iron gate.
  958. Obvious paths: north, east, south
  959. >Directions towards the Icemule Trace Bank: South.
  960.  
  961. Select DIR STOP to stop these direction suggestions.
  962. >south[Icemule Trace, North Road - 3305] (u4042023)
  963. The air takes on a definite chill here. To the north, you can see the gleam of sunshine reflecting off ice, and it seems the road is headed straight into the glacier. To the north and east, the Temple rises above the city on a hill of ice, watching over the city and shining like a polished crystal.
  964. Obvious paths: north, south
  965. >Directions towards the Icemule Trace Bank: South.
  966.  
  967. Select DIR STOP to stop these direction suggestions.
  968. >south[Icemule Trace, North Road - 2301] (u4042022)
  969. Crowds of people bustle up this road, on their way to one place or another. Several groups of warriors stride to the north, clad in warm furs and mufflers, while others in cassocks and robes walk more slowly, making signs of blessing at expectant women and small children. You also see an ornate stone edifice with stained glass windows.
  970. Obvious paths: north, east, south, west
  971. >You've gained 1 physical training point.
  972. (To use these new points, click on the "skill goals" link in the quick link bar.)
  973. >Directions towards the Icemule Trace Bank: South.
  974.  
  975. Select DIR STOP to stop these direction suggestions.
  976. >Directions towards the Icemule Trace Bank: South.
  977.  
  978. Select DIR STOP to stop these direction suggestions.
  979. >south[Icemule Trace, Town Center - 2300] (u4042150)
  980. The center of the bustling frontier town is overseen by a sturdy mule statue carved from glacial ice, which rises from the surrounding snow on a plinth of cold dark stone. The sun's radiance filters through the ice, casting prismatic rays of light over a swirling throng. Some halflings chatter loudly by a colorful silver-bound barrel emblazoned with a row of tiny grey penguins, while others recline on colorful cloaks spread out across the hard ground. Over by a smooth dark stone bench, a roaring bonfire crackles merrily, lending its warmth to the surroundings. You also see a green-eyed orange chinchilla, the gauze-bound Malvadere disk streaked with crimson bloodstains, the Attalynx disk, a mug of sweetened coffee, a vine-carved cherrywood cart with some stuff on it, a blued steel wastebin, a blue and white pavilion and a frosty white lantern-topped pole draped with a large banner.
  981. Also here: Malvadere, Mistress Loralaii, Risiss, Ishgrim, Attalynx
  982. Obvious paths: north, east, south, west
  983. >The sprite shifts around on your shoulder, poking you a little in the process.
  984. >Directions towards the Icemule Trace Bank: East.
  985.  
  986. Select DIR STOP to stop these direction suggestions.
  987. >east[Icemule Trace, East Road - 2426] (u4042301)
  988. A pair of guards lean back against the archway of the bright blue building housing the Icemule Trace branch of the First Elanith Bank. One guard seems to be dozing on his stool, while the other keeps a close and wary eye on the traffic flowing past. You also see an archway, an old beer barrel and a dragon-carved raffle chest with some stuff on it.
  989. Obvious paths: east, south, west
  990. >Directions towards the Icemule Trace Bank: GO archway.
  991.  
  992. Select DIR STOP to stop these direction suggestions.
  993. >go archway[Icemule Trace, Bank - 3370] (u4043301)
  994. A row of highly polished brass teller windows lines the back wall of the bank. Staggered in height from short to tall, their ledges comfortably accommodate travellers of all sizes. Suspended from the ceiling is a gilded silver sign. You also see a lazy-eyed halfling assistant and an exchange booth.
  995. Obvious exits: out
  996. >You made it! I knew you could find the place.
  997. >Malvadere just arrived.
  998. >Malvadere just went out.
  999. >You've gained 1 mental training point.
  1000. (To use these new points, click on the "skill goals" link in the quick link bar.)
  1001. >Ghengkin just arrived.
  1002. >Ghengkin removes a small veniom-bound armoire from in his white knapsack.
  1003. >Malvadere just arrived.
  1004. >Ghengkin opens his veniom-bound armoire, then suddenly several articles of clothing fly out of the armoire and onto him.
  1005. >Malvadere just went out.
  1006. >Ghengkin put a small veniom-bound armoire in his white knapsack.
  1007. >Ghengkin folds his hands and deeply intones a sonorous mantra...
  1008. Ghengkin gestures.
  1009. Something about Ghengkin catches your eye, a certain appeal, though you can't quite put your finger on it.
  1010. >Ghengkin just went out.
  1011. >Ghengkin just arrived.
  1012. >Ghengkin just went out.
  1013. >Ghengkin just arrived.
  1014. >You've gained 1 physical training point.
  1015. (To use these new points, click on the "skill goals" link in the quick link bar.)
  1016. >Ghengkin just went out.
  1017. >[To control the sprite, click on it and select from the list of TELL options.]
  1018.  
  1019. >go archwayWhere are you trying to go?
  1020. >Malvadere just arrived.
  1021. >Malvadere just went out.
  1022. >High Lord Destrian just arrived.
  1023. >[To control the sprite, click on it and select from the list of TELL options.]
  1024.  
  1025. >Wadul greets some entering customers with a warm smile.
  1026. >Malvadere just arrived.
  1027. >Malvadere just went out.
  1028. >Mistress Loralaii just arrived.
  1029. >High Lord Destrian just went out.
  1030. >Malvadere just arrived.
  1031. >Mistress Loralaii just went out.
  1032. >Malvadere just went out.
  1033. >[To control the sprite, click on it and select from the list of TELL options.]
  1034.  
  1035. >deposit all[Because your account is free, you only have access to a single bank account. If you want your account to exist in this bank, please retry your deposit within the next 30 seconds. This choice is permanent and will require a bank transfer form from the SimuCoins Store if you wish to change banks after selecting this one.]
  1036. >deposit allYou've gained 1 physical training point.
  1037. (To use these new points, click on the "skill goals" link in the quick link bar.)
  1038. You've gained 1 mental training point.
  1039. (To use these new points, click on the "skill goals" link in the quick link bar.)
  1040. >You have no acceptable notes to deposit here.
  1041. You deposit 3,977 silvers into your account. The teller carefully records the transaction and says, "Thank you, Tritulon. This brings your total to 3,977 silvers. Have a nice day!"
  1042.  
  1043. >High Lord Destrian just arrived.
  1044. >High Lord Destrian just went out.
  1045. >Brute arrives, guided by an urchin, who nods to Brute and quickly takes off.
  1046. >Big Brute just went out.
  1047. >[To control the sprite, click on it and select from the list of TELL options.]
  1048.  
  1049. >Wadul greets some entering customers with a warm smile.
  1050. >withdraw 5 silversThe teller carefully records the transaction, hands you 5 silvers, and says, "This brings your total to 3,972 silvers."
  1051. >Anstara just arrived.
  1052. >Anstara slips a braided silvery lor runestaff caging a stellular dragon's-tear diamond at the top into one of the weapon loops sewn inside of his violet silk cloak.
  1053. >Anstara just went out.
  1054. >The sprite says, "This place is all right, but I like it better outside."
  1055. >Anstara just arrived.
  1056. >Anstara draws a braided silvery lor runestaff caging a stellular dragon's-tear diamond at the top from one of the weapon loops sewn inside of his violet silk cloak.
  1057. >Anstara just went out.
  1058. >directions gateDirections towards the North Gate: Out.
  1059. >Directions towards the North Gate: Out.
  1060.  
  1061. Select DIR STOP to stop these direction suggestions.
  1062. >outYou feel a sudden sense of accomplishment, as if you have just experienced something important.
  1063.  
  1064. [Icemule Trace, East Road - 2426] (u4042301)
  1065. A pair of guards lean back against the archway of the bright blue building housing the Icemule Trace branch of the First Elanith Bank. One guard seems to be dozing on his stool, while the other keeps a close and wary eye on the traffic flowing past. You also see an archway, an old beer barrel and a dragon-carved raffle chest with some stuff on it.
  1066. Obvious paths: east, south, west
  1067. >Directions towards the North Gate: West.
  1068.  
  1069. Select DIR STOP to stop these direction suggestions.
  1070. >[To control the sprite, click on it and select from the list of TELL options.]
  1071.  
  1072. >Directions towards the North Gate: West.
  1073.  
  1074. Select DIR STOP to stop these direction suggestions.
  1075. >Directions towards the North Gate: West.
  1076.  
  1077. Select DIR STOP to stop these direction suggestions.
  1078. >Einde just arrived.
  1079. >Einde just went east.
  1080. >Einde just arrived.
  1081. >Einde just went south.
  1082. >Directions towards the North Gate: West.
  1083.  
  1084. Select DIR STOP to stop these direction suggestions.
  1085. >[To control the sprite, click on it and select from the list of TELL options.]
  1086.  
  1087. >You've gained 6 physical training points.
  1088. (To use these new points, click on the "skill goals" link in the quick link bar.)
  1089. You've gained 4 mental training points.
  1090. (To use these new points, click on the "skill goals" link in the quick link bar.)
  1091. >Directions towards the North Gate: West.
  1092.  
  1093. Select DIR STOP to stop these direction suggestions.
  1094. >west[Icemule Trace, Town Center - 2300] (u4042150)
  1095. The center of the bustling frontier town is overseen by a sturdy mule statue carved from glacial ice, which rises from the surrounding snow on a plinth of cold dark stone. The sun's radiance filters through the ice, casting prismatic rays of light over a swirling throng. Some halflings chatter loudly by a colorful silver-bound barrel emblazoned with a row of tiny grey penguins, while others recline on colorful cloaks spread out across the hard ground. Over by a smooth dark stone bench, a roaring bonfire crackles merrily, lending its warmth to the surroundings. You also see a scimitar, a green-eyed orange chinchilla, an ice blue nebulous puppy veiled by a flurry of ethereal snowflakes, a pumpkin orange tabby kitten, the Attalynx disk, a mug of sweetened coffee, a vine-carved cherrywood cart with some stuff on it, a blued steel wastebin, a blue and white pavilion and a frosty white lantern-topped pole draped with a large banner.
  1096. Also here: Gump, Anstara, Mistress Loralaii, Executrix Dirvy, Risiss, Ishgrim, Attalynx
  1097. Obvious paths: north, east, south, west
  1098. >Directions towards the North Gate: North.
  1099.  
  1100. Select DIR STOP to stop these direction suggestions.
  1101. >Dirvy rummages around in her pockets.
  1102. >Directions towards the North Gate: North.
  1103.  
  1104. Select DIR STOP to stop these direction suggestions.
  1105. >Executrix Dirvy just went west.
  1106. >[To control the sprite, click on it and select from the list of TELL options.]
  1107.  
  1108. >A pumpkin orange tabby kitten marches off on tiny paws, tail held proudly in the air.
  1109.  
  1110. >Ethereal light trailing behind him, an ice blue nebulous puppy veiled by a flurry of ethereal snowflakes trots silently out of sight.
  1111. >Directions towards the North Gate: North.
  1112.  
  1113. Select DIR STOP to stop these direction suggestions.
  1114. >north[Icemule Trace, North Road - 2301] (u4042022)
  1115. Crowds of people bustle up this road, on their way to one place or another. Several groups of warriors stride to the north, clad in warm furs and mufflers, while others in cassocks and robes walk more slowly, making signs of blessing at expectant women and small children. You also see an ornate stone edifice with stained glass windows.
  1116. Obvious paths: north, east, south, west
  1117. >Directions towards the North Gate: North.
  1118.  
  1119. Select DIR STOP to stop these direction suggestions.
  1120. >north[Icemule Trace, North Road - 3305] (u4042023)
  1121. The air takes on a definite chill here. To the north, you can see the gleam of sunshine reflecting off ice, and it seems the road is headed straight into the glacier. To the north and east, the Temple rises above the city on a hill of ice, watching over the city and shining like a polished crystal.
  1122. Obvious paths: north, south
  1123. >Directions towards the North Gate: North.
  1124.  
  1125. Select DIR STOP to stop these direction suggestions.
  1126. >Directions towards the North Gate: North.
  1127.  
  1128. Select DIR STOP to stop these direction suggestions.
  1129. >north[Icemule Trace, North Road - 3306] (u4042024)
  1130. The cobblestone street is slick in some places, covered in frozen puddles. The glacier looms much closer now and actually seems to have spread over the town to either side. The citizens have taken this in stride and have carved buildings from the ice to live and work in. You also see a silver-tipped black iron gate.
  1131. Obvious paths: north, east, south
  1132. >Directions towards the North Gate: North.
  1133.  
  1134. Select DIR STOP to stop these direction suggestions.
  1135. >Directions towards the North Gate: North.
  1136.  
  1137. Select DIR STOP to stop these direction suggestions.
  1138. >[To control the sprite, click on it and select from the list of TELL options.]
  1139.  
  1140. >north[Icemule Trace, North Road - 2358] (u4042025)
  1141. This part of the road is on the very edge of the glacier. The cobbles are slippery with ice and tracked-in snow, and most everyone on the road is wearing thick boots and fur-lined cloaks. To the north you can see a group of guards around a hole in the wall of ice, presumably guarding the entrance to the town.
  1142. Obvious paths: north, east, south
  1143. >Directions towards the North Gate: North.
  1144.  
  1145. Select DIR STOP to stop these direction suggestions.
  1146. >north[Icemule Trace, North Gate - 2359] (u4042026)
  1147. Several well-armed guards stand to either side of a hole in the glacier. People wander in and out of the opening, which apparently serves as a gate to the town. Within the ice you can see the faint shadow of what once must have been the actual gates. However, the glacier has devoured it over time, and the resourceful halflings have taken advantage of the natural wall created by the ice. You also see an old beer barrel and some stairs cut into the ice leading up to the city walls.
  1148. Also here: Khyrion
  1149. Obvious paths: south, west
  1150. >You made it! I knew you could find the place.
  1151. >Khyrion flags down a nearby urchin and exchanges a few words.
  1152. The urchin nods to Khyrion and takes off, with Khyrion in tow.
  1153. >The sprite folds back her wings.
  1154. >northYou can't go there.
  1155. >Master Richaard just arrived.
  1156. >Master Richaard just went west.
  1157. >The light green sprite swings her tiny feet to and fro.
  1158. >The sprite flutters her wings, sending a breeze across your face.
  1159. >Anstara just arrived.
  1160. >Anstara just went through an ice-encrusted gate.
  1161. >Anstara just came through an ice-encrusted gate.
  1162. >Anstara just went south.
  1163. >The sprite shifts around on your shoulder, poking you a little in the process.
  1164. >south[Icemule Trace, North Road - 2358] (u4042025)
  1165. This part of the road is on the very edge of the glacier. The cobbles are slippery with ice and tracked-in snow, and most everyone on the road is wearing thick boots and fur-lined cloaks. To the north you can see a group of guards around a hole in the wall of ice, presumably guarding the entrance to the town.
  1166. Obvious paths: north, east, south
  1167. >quit
  1168.  
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