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- As of your last logon:
- Your premium service has been continuous (consecutive) since 1/22/2026.
- You have a cumulative Premium time of 106 months.
- You have a cumulative Platinum time of 80 months.
- Premium Points Earned: 10600
- Platinum Points Earned: 8000
- Total Points Earned: 18600
- Total Points Spent: 18200
- Unfinished Scroll Points: 0
- Available Points to Spend: 400
- For more information on LTBs, please check PREMIUM 7.
- >
- *** Premium Enabled!
- [travel]: prem 10
- As of your last logon:
- Your premium service has been continuous (consecutive) since 1/22/2026.
- You have a cumulative Premium time of 106 months.
- You have a cumulative Platinum time of 80 months.
- Premium Points Earned: 10600
- Platinum Points Earned: 8000
- Total Points Earned: 18600
- Total Points Spent: 18200
- Unfinished Scroll Points: 0
- Available Points to Spend: 400
- For more information on LTBs, please check PREMIUM 7.
- >
- *** Premium Time > 6 - Using Plat Portals!
- ** TRAVEL DRAGON~!
- \||/
- | @___oo ------------ Pew Pew Pew
- /\ /\ / (__,,,,|
- ) /^\) ^\/ _)
- ) /^\/ _)
- ) _ / / _)
- /\ )/\/ || | )_)
- < > |(,,) )__)
- || / \)___)\
- | \____( )___) )___
- \______(_______;;; __;;;
- *** LET'S GO!!
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- * STARTING AREA:
- * Shard, North City Gates
- * MAP: 67 | ROOM: 1
- * DESTINATION: CROSS
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- #goto 455
- [Script loaded: automapper.cmd]
- [automapper]: south
- [automapper]: south
- You go south.
- [Shard, Diamond Street]
- Shops and homes rise up on either side of the street. Warm, time-polished glass cobblestones bubble up along the street, glinting and reflecting the light. Elothean children race by, canvas bags filled with books and papers banging against their backs. In the distance, toward the nexus of the city, the top of a glittering tower of silver brushes up against the clouds.
- You also see a cozy cedar home, a pine frame dwelling and a blue brick cottage.
- Next move: south
- Obvious paths: north, south.
- [automapper]: south
- >
- You go south.
- [Shard, Diamond Street]
- The street, straight and level, moves like a swift arrow toward the center of the city. A glinting flash of water beyond the street on either side catches the reflection of the buildings and two bridges rising gracefully up to the east and west, molded entirely of polished crystal. The solid structure of the Silver Eye Inn sits scant feet from the eastern bridge, its signboard swinging in a quiet breeze.
- Next move: south
- Obvious paths: north, south.
- [automapper]: south
- >
- Mapped exits: go eye inn
- You go south.
- [Shard, Diamond Street]
- The whisper of running water echoes down the street through the curtain of sound created by the push of the crowds and the call of hawkers. A tall post mounted with a glowing sapphire stone flows up out of the ground beside a supplies shop, the faintest nimbus of light streaming down from it to pool in a blue shadow on the street.
- You also see a supplies shop.
- Next move: south
- [automapper]: south
- Obvious paths: north, south.
- >
- Mapped exits: go supplies shop
- You go south.
- [Shard, Diamond Street]
- Charming buildings constructed of seasoned wood painted in shades of white, blue, or beige line the street on either side, some three stories and roofed with silverwood shingles, some squat and flat. All bear the mark of Elothean and Elven architecture, with arched doorways and delicate paintings of vines, flowers, and small birds around the front and sides.
- Next move: south
- [automapper]: south
- Obvious paths: north, south, northwest.
- >
- You go south.
- [Shard, Diamond Street]
- The imposing presence of a two-story building dominates the east side of the street. Built of dark grey, sanded but unpainted wood and topped with a steepled roof supported by two thick beams of uncarved black deobar that look more like trunks than finished pieces of wood, a banner of grey silk snaps over the doorway, the image of a steel dove sewn boldly into it. The sounds of grunting and the clash of steel echo from what open windows there are to mingle with the bustle of the city.
- Next move: south
- Obvious paths: north, south.
- [automapper]: south
- >
- You go south.
- [Shard, Diamond Street]
- Exquisitely painted stores and homes stand like ranks of soldiers to either side, the air fragrant with the etrana flowers that the city's lifesculpters see to blooming through even bitter winter. One storefront stands out amongst all the others, painted a brilliant blue that would melt into the sky, but for the multitude of butterflies that have also been painted onto it. A signboard engraved with a diamond hangs over the doorway.
- You also see a side door leading into the blue store.
- Next move: go steel gate
- Obvious paths: north, south.
- [automapper]: go steel gate
- >
- Mapped exits: go door
- You go south.
- [Shard, Diamond Street]
- Posh homes and gated buildings surrounded by snowy-blossomed cherry trees slowly overtake the more compact and tightly packed shops and homes that occupy the portion of Shard closest to the city gates. The street changes as it flows from north to south, its color shifting from bottle green to a dark, lapis blue. A gate of ebony and steel to the south divides the upper city from the lower, a tangible boundary between castes.
- You also see a severely fire-damaged manor, an elegant ebony-gabled manor, a stately granite residence and a stately black marble residence.
- Next move: go elven home
- Obvious paths: north.
- [automapper]: go elven home
- >
- Mapped exits: go steel gate, go archway
- [Shard, Diamond Street]
- A splash of green from flourishing gardens and the glint of light off crystal windows offers a tantalizing view of the homes of the privileged of Shard. Houses alternately built with the Elven mind for arches and spindly, steeple-like points take up residence with the Elothean touch of round buildings with faceted domes. Groups of citizens trod down the lapis-hued street, entering or exiting to the north via an ivory and brass gate that divides the inner city from its outer, more common sister.
- You also see a posh Elven home.
- Obvious paths: south.
- >
- Mapped exits: go brass gate, go elven home, go garden door
- You whisper a command word as you step toward the Elven home. The curtain of magic that shimmers over the entry parts, allowing you to pass through.
- [Lady Atladene's Salon, Entryway]
- Thick blue carpet covers the floor of the entryway, a strip of rich purple down the center to accent it. Painted murals cover the walls, alive with vibrant hues that pull at the eyes. The faint sound of talking and laughter echoes down the corridor that leads into the parlor, where the upper class of Shard gather to chat and dine.
- You also see a shimmering portal.
- Obvious exits: out.
- >
- Mapped exits: go long corridor
- [Script finished (In 1.278713 seconds): automapper.cmd(649)]
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:67 RoomID:455
- * Final Destination: CROSS
- ========================
- [travel]: go portal
- The wall of magic parts and allows you to pass.
- [Wharf End, Mer'Kresh]
- Through the gaps in the heavy wood planks, one can easily see the waters of Torbis Sanhalas lapping noisily at the pilings. Although most of the surface of the wharf is covered by a wide assortment of boxes, barrels and shipping goods, there is little that would stop a dropped coin or trinket from vanishing through the slats and sinking into a watery grave.
- You also see the Dog of the North, a slate board and an ebony slate.
- Obvious paths: northwest.
- Nearby in the water you see: Mer'Kresh city (close), the open ocean (distant), a ship.
- >
- [AutoMapper] Resetting.
- [Script debuglevel set to 3 for script: travel.cmd]
- travel.cmd: if evaluate: (78 != 273)
- travel.cmd: if returned: True
- travel.cmd(5445): gosub AUTOMOVE 273
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (78 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("78" == "273")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 273
- [Script loaded: automapper.cmd]
- [automapper]: northwest
- travel.cmd(7118): matchwait
- [automapper]: northwest
- You go northwest.
- [Mer'Kresh, Wharfs]
- The walls of yellowed warehouses and storage buildings form a man-made canyon, straight passage through made difficult by the seemingly random placement of stacks of crates. Near the rooftops, narrow open windows squint from under the eaves, revealing several warehouses to be filled to the top with goods.
- Next move: northeast
- [automapper]: northeast
- Obvious paths: southeast, northwest.
- >
- You go northwest.
- [Mer'Kresh, Gull Circle]
- The backsides of warehouses butt against the street as it curves towards the north and south. Many days have come and gone since they were constructed, but their cracking bodies still can safely hold a horde of supplies from prying eyes. Slogans and ads cover the streetside buildings from the ground to an arm's length above the height of the average Elf. Few areas are spared, and both homes and commercial buildings wear the plastered advertisements.
- Next move: northeast
- Obvious paths: northeast, southeast, southwest.
- [automapper]: northeast
- >
- You go northeast.
- [Mer'Kresh, Gull Circle]
- A row of low shrubbery cordons off a yard in front of a large three-story home. The building is as old and grey as the rest of the structures around this part of Mer'Kresh, but is hardly in disrepair. Something unseen speaks of charming grandeur, like a whisper just out of earshot drifting on a breeze. A small stone fountain trickles contentedly in the yard, adding another touch of elegance to the scene.
- Next move: north
- Obvious paths: northeast, southwest.
- [automapper]: north
- >
- You go northeast.
- [Gull Circle, Deeper's Tavern]
- An odd little building of cypress on a stone foundation stands north of the road. From its windows, small and low to the ground, come laughter, song, and a warm, soft light. Of all its oddities, the most striking is its entryway, through yawning, bleached jaws that once armed an enormous shark. The gaping maw is hung with a net curtain, and over this fierce yet intriguing entrance hangs a sign.
- Next move: north
- Obvious paths: north, southwest.
- [automapper]: north
- >
- Mapped exits: go shark jaws
- You go north.
- [Mer'Kresh, Gull Circle]
- Shabby buildings and run-down shops huddle closely together, the wooden planks of each of the structures' walls barely a hand's length apart. In many cases, the buildings actually touch, leaning on one another for support or physically sharing a wall. Half-covered by sales posters, a faded diorama runs the length of the otherwise bare face of a seedy-looking apartment building.
- Next move: north
- [automapper]: north
- Obvious paths: north, south.
- >
- Mapped exits: go apartment building
- You go north.
- [Mer'Kresh, Gull Circle]
- Several seagulls strut and flit along the ground, snatching scraps of garbage and discarded food before hopping off to devour their meals. The gulls are considerably braver here than elsewhere in Mer'Kresh, though this may owe as much to the abundance of loose trash as it does to any courage the birds can muster. The flaking paint and broken windows of some of the buildings here echo the street's condition.
- Next move: north
- [automapper]: north
- Obvious paths: north, south.
- >
- You go north.
- [Mer'Kresh, Gull Circle]
- Squeezed snugly in an alley between two apartment buildings is a descending series of stone steps. Makeshift handrails flank the steps and a banner flaps from above the alley's entrance. Someone has kept the narrow side street swept clean of most debris, but the nostril-flaring scent of rubbish still wafts through the air. On the other end of the alley, the tops of gondolas can be seen bobbing on the canal waters.
- Next move: go iron gate
- [automapper]: go iron gate
- Obvious paths: north, south.
- >
- You run north.
- [Mer'Kresh, Gull Circle]
- Thick strands of honeysuckle dangle teasingly over the top of an iron fence, blocking all but scant glimpses of a stone building on the other side. A bell tower rises proudly from the building, dwarfing the fence and the surrounding structures. Attached firmly to one of the brick supports for the fence is a brass-plated plaque.
- You also see an iron gate.
- Obvious paths: south, northwest.
- >
- Mapped exits: go iron gate
- You whisper a command word as you step toward the iron gate. The curtain of magic that shimmers over the entry parts, allowing you to pass through.
- [Alydendael, Front Gardens]
- Thick growths of honeysuckle mingle with clumps of red and blue bellflowers to cover the iron fence and block out much of the noise of the street beyond. Though the plants drape seemingly randomly over the fence, a guiding hand has been at work here. The grass has been trimmed closely along the sides of a gravel path and bands of flowering plants curve alongside all the way to the walls of a sturdy stone building across from an iron gate.
- You also see an iron gate and a shimmering portal.
- Obvious paths: up.
- >
- Mapped exits: go iron gate
- [Script finished (In 1.2626842999999999 seconds): automapper.cmd(649)]
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- travel.cmd(7166): pause 0.001
- travel.cmd(7167): pause 0.01
- travel.cmd(7168): pause 0.01
- travel.cmd(7169): return
- travel.cmd: if evaluate: (273 != 273)
- travel.cmd: if returned: False
- travel.cmd(5447): gosub EKKO
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:107 RoomID:273
- * Final Destination: CROSS
- ========================
- travel.cmd(5364): pause 0.02
- travel.cmd(5365): return
- travel.cmd(5448): pause 0.2
- [travel]: go portal
- travel.cmd(5451): wait
- The wall of magic parts and allows you to pass.
- [Riverhaven, Tree-shaded Lane]
- This quiet, tree-shaded lane serves an elegantly turreted mansion. Surrounded by a high stone wall, the view in is limited to glimpses of a polished slate roof set with numerous gables and dormers and one turret, rising in the center like a miniature castle.
- You also see a wrought-iron gate.
- Obvious paths: northwest.
- >
- travel.cmd(5452): pause 0.4
- travel.cmd(5453): pause 0.1
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- [AutoMapper] Resetting.
- travel.cmd(5456): pause 0.4
- >
- travel.cmd: if evaluate: (73 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (73 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(rive?r?h?a?v?e?n?|have?n?|rossm?a?n?)")
- travel.cmd: if returned: False
- travel.cmd(5462): passing label: RIVERHAVEN_PORTAL
- travel.cmd: if evaluate: ("30" == "30")
- travel.cmd: if returned: True
- travel.cmd: if evaluate: matchre("CROSS", "(riverh?a?v?e?n?|haven|rossman)")
- travel.cmd: if returned: False
- travel.cmd(5466): pause 0.3
- travel.cmd: if evaluate: (73 != 331)
- travel.cmd: if returned: True
- travel.cmd(5467): gosub AUTOMOVE 331
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (73 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("73" == "331")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 331
- [Script loaded: automapper.cmd]
- [automapper]: go wrought-iron gate
- travel.cmd(7118): matchwait
- [automapper]: southeast
- You whisper a command word as you step toward the wrought-iron gate. The curtain of magic that shimmers over the entry parts, allowing you to pass through.
- [Riverhaven, Mansion Gate]
- A tall wrought-iron gate stands between walls of crystal-flecked granite. Beyond rises a slate-roofed manse of some size, dominated by a single turret that sprouts from the gabled roof.
- Next move: climb porch stairs
- Obvious paths: southeast.
- [automapper]: climb porch stairs
- >
- Mapped exits: go wrought-iron gate
- You go southeast.
- [Riverhaven, Armiger's Mansion Grounds]
- Dark green hedges, sculpted into geometric patterns with loving care, guide the eye along a pathway of brightly colored crushed stone that runs from the stately mansion and the equally stately gate.
- You also see some porch stairs.
- Next move: go doors
- Obvious paths: northwest.
- >
- Mapped exits: climb porch stairs
- [Riverhaven, Armiger's Mansion Porch]
- [automapper]: go doors
- Overhanging eaves provide a cool shade along the front of the manor. A nearby lounge swing, set with soft velvet cushions, invites one to sit and enjoy the rich green gardens. A pair of ornately carved ironwood doors flanked by stained-glass windows lead into the house proper.
- You also see some stairs.
- Obvious exits: none.
- >
- Mapped exits: climb stairs, go doors
- [Armiger's Mansion, Foyer]
- Hexagonal tiles set in bands of alternating gold and azure form the floor in this elegantly decorated foyer. To one side is the comfortable lounge, with food and drink. A sun parlor matches it on the opposite side of the hall. A large hall tree holds the cloaks and other garments of visiting members.
- You also see an ornate wooden sign, the outer doors, a bank book rack and a shimmering portal.
- Obvious exits: north, east, south.
- [Script finished (In 0.5657658 seconds): automapper.cmd(649)]
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- > Mapped exits: go outer doors
- travel.cmd(7166): pause 0.001
- travel.cmd(7167): pause 0.01
- travel.cmd(7168): pause 0.01
- travel.cmd(7169): return
- travel.cmd: if evaluate: (331 != 331)
- travel.cmd: if returned: False
- travel.cmd(5469): gosub EKKO
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:30 RoomID:331
- * Final Destination: CROSS
- ========================
- travel.cmd(5364): pause 0.02
- travel.cmd(5365): return
- travel.cmd(5470): pause 0.2
- [travel]: go portal
- travel.cmd(5473): wait
- >
- The wall of magic parts and allows you to pass.
- [Sshoi-sson Palace, Portico]
- A wide, sweeping stair of gleaming white alabaster carries the eye from the grandeur of the Palace grounds to the equally imposing portico. Giant guards flank the doors, immobile as if cast from stone. The portico itself spreads across the front of the palace offering cool shade from the heat of the day. Several fountains spout from bronze grotesques set into the wall, their streams running down into stone basins where the traveler may quench a thirst or lave dusty feet.
- You also see the main Palace doors.
- Obvious paths: east, west.
- >
- travel.cmd(5474): pause 0.4
- You feel fully rested.
- >
- travel.cmd(5475): pause 0.1
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- [AutoMapper] Resetting.
- travel.cmd(5478): pause 0.4
- travel.cmd: if evaluate: (463 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (463 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(ratha?)")
- travel.cmd: if returned: False
- travel.cmd(5484): passing label: RATHA_PORTAL
- travel.cmd: if evaluate: ("90" == "90")
- travel.cmd: if returned: True
- travel.cmd: if evaluate: matchre("CROSS", "(ratha?)")
- travel.cmd: if returned: False
- travel.cmd(5488): pause 0.3
- travel.cmd: if evaluate: (463 != 468)
- travel.cmd: if returned: True
- travel.cmd(5489): gosub AUTOMOVE 468
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (463 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("463" == "468")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 468
- [Script loaded: automapper.cmd]
- [automapper]: go doors
- travel.cmd(7118): matchwait
- [automapper]: east
- [Sshoi-sson Palace, Grand Foyer]
- The roof rises far overhead to disappear in a glorious chandelier made of hundreds of rows of polished crystals in the shape of fanciful sea-creatures. The floor is a tesseract of cleverly interlocking tiles of sea-foam green stone alternating with pale alabaster shapes that together form endless rows of breaking waves. To one side, a hallway leads to the public offices accessible to everyone.
- You also see an ebony gallery entryway, an elaborate floor mosaic of polished stone tiles resembling an endless ocean and the main Palace doors.
- Obvious exits: east, west.
- >
- Mapped exits: go hallway, go doors
- You go east.
- [Sshoi-sson Palace, Provincial Bank Foyer]
- Understated elegance is the theme of this, the premier bank of the province. Carpet thicker than the bedding in many a cheap hostel muffles every sound. A golden light filters down from giant lamps set with stained-glass, while a gentle perfume scents the air. Deep banquettes, upholstered in richly embroidered fabrics provide a comfortable resting place for those waiting to conduct business.
- You also see a shimmering portal.
- Obvious exits: east, west.
- >
- [Script finished (In 0.3764359 seconds): automapper.cmd(649)]
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- travel.cmd(7166): pause 0.001
- travel.cmd(7167): pause 0.01
- travel.cmd(7168): pause 0.01
- travel.cmd(7169): return
- travel.cmd: if evaluate: (468 != 468)
- travel.cmd: if returned: False
- travel.cmd(5491): gosub EKKO
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:90 RoomID:468
- * Final Destination: CROSS
- ========================
- travel.cmd(5364): pause 0.02
- travel.cmd(5365): return
- travel.cmd(5492): pause 0.2
- [travel]: go portal
- travel.cmd(5495): wait
- The wall of magic parts and allows you to pass.
- [Outside the Circle, The Ironwoods]
- Two closely-spaced ironwood trees stand at the end of a tunnel of beech branches and boles. A friendly-looking young ranger stands at guard, ready to alert her mates about any unwelcome visitors, or greet those who have found their way home.
- Obvious paths: east.
- >
- travel.cmd(5496): pause 0.4
- travel.cmd(5497): pause 0.1
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- [AutoMapper] Resetting.
- travel.cmd(5500): pause 0.4
- travel.cmd: if evaluate: (141 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (141 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(el'?b?a?i?n?s?|elbai?n?s?)")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(?i)\b(ther?e?n?b?o?r?o?u?g?h?|lang?e?n?f?i?r?t?h?|el'?b?a?i?n?s?|elb?a?i?n?s?|raka?s?h?|thro?n?e?|forn?s?t?e?d?|hvar?a?l?)\b")
- travel.cmd: if returned: False
- travel.cmd(5511): passing label: ELBAINS_PORTAL
- travel.cmd: if evaluate: ("40" == "40")
- travel.cmd: if returned: True
- travel.cmd: if evaluate: matchre("CROSS", "(?i)\b(ther?e?n?b?o?r?o?u?g?h?|lang?e?n?f?i?r?t?h?|el'?b?a?i?n?s?|elb?a?i?n?s?|raka?s?h?|thro?n?e?|forn?s?t?e?d?|hvar?a?l?|el'?b?a?i?n?s?|elbai?n?s?|ross?m?a?n?s?)\b")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (141 != 254)
- travel.cmd: if returned: True
- travel.cmd(5515): gosub AUTOMOVE 254
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (141 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("141" == "254")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 254
- [Script loaded: automapper.cmd]
- [automapper]: go ironwood trees
- travel.cmd(7118): matchwait
- [automapper]: south
- You whisper a command word as you step toward the ironwood trees. The curtain of magic that shimmers over the entry parts, allowing you to pass through.
- [The Beech Cordon, Inner Circle]
- Two ironwood trees frame the entrance to a circle of fourteen evenly-spaced towering beech trees. The branches arch high overhead and entangle to form a natural canopy that shelters the area from harsh weather. A fire burns at the center of the grove, the source of the tempting aroma of roasted meats and vegetables.
- You also see a narrow path and a hollow stump.
- Next move: south
- [automapper]: south
- Obvious paths: north, south, west.
- >
- Mapped exits: go narrow path, go ironwood trees
- You go south.
- [Beech Glade, Butternut Tree]
- A huge spreading butternut tree stands just outside the circle of trees. A large hole with earthen stairs leads to a space amongst its roots. A nearby willow table is laden with sweet snacks.
- You also see a cask of frostgrape wine, a keg of alder ale and a large hole.
- Obvious paths: north, south.
- >
- Mapped exits: climb earthen stairs
- You go south.
- [Beech Glade, Trail]
- A narrow trail leads a short distance away from the cordon and ends at the entrance to a weathered hide tent.
- You also see a shimmering portal.
- Obvious paths: north, east.
- >
- [Script finished (In 0.4608943 seconds): automapper.cmd(649)]
- Mapped exits: go deer-hide tent
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- travel.cmd(7166): pause 0.001
- travel.cmd(7167): pause 0.01
- travel.cmd(7168): pause 0.01
- travel.cmd(7169): return
- travel.cmd: if evaluate: (254 != 254)
- travel.cmd: if returned: False
- travel.cmd(5517): gosub EKKO
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:40 RoomID:254
- * Final Destination: CROSS
- ========================
- travel.cmd(5364): pause 0.02
- travel.cmd(5365): return
- travel.cmd(5518): pause 0.2
- [travel]: go portal
- travel.cmd(5521): wait
- The wall of magic parts and allows you to pass.
- [Old Lata'arna Keep, Exchange Vault]
- For security reasons, steel grates have been added in the gaps between the eaves and stone walls to compartment the exchange vault from the rest of the floor. A pair of burly guards lurks in the corners of the vault, keeping an eye on all that enter. In the center of the room, an Olvi Moon Mage reclines upon a couch, his only job to maintain the moongate shimmering in the arch on the back wall.
- You also see a vault sign.
- Obvious exits: west.
- >
- travel.cmd(5522): pause 0.4
- >
- travel.cmd(5523): pause 0.1
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- [AutoMapper] Resetting.
- travel.cmd(5526): pause 0.4
- travel.cmd: if evaluate: (245 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (245 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(mus?p?a?r?i?)")
- travel.cmd: if returned: False
- travel.cmd(5532): passing label: MUSPARI_PORTAL
- travel.cmd: if evaluate: ("47" == "47")
- travel.cmd: if returned: True
- travel.cmd: if evaluate: matchre("CROSS", "(mus?p?a?r?i?)")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (245 != 97)
- travel.cmd: if returned: True
- travel.cmd(5536): gosub AUTOMOVE 97
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (245 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("245" == "97")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 97
- [Script loaded: automapper.cmd]
- [automapper]: west
- travel.cmd(7118): matchwait
- [automapper]: north
- You go west.
- [Old Lata'arna Keep, Sitting Room]
- A line of several comfortable looking armchairs, broken only by the occasional wooden table bearing refreshments, has been left under the eaves at the edge of the great keep's roof. The provided luxuries coupled with the breezes that pass in and out of the building from under the roof's edge transform the room into a cool retreat to wile away the hours safe from the scorching heat found outside.
- Next move: climb stairs
- Obvious exits: north, east.
- [automapper]: climb stairs
- >
- You go north.
- [Old Lata'arna Keep, Upper Hall]
- The upper hall of the keep was once a storage space but has long since been converted to provide services to discerning customers. No ceiling has been put in place, leaving the heavy maze of thick wooden rafters exposed up to the inside of the keep's thick roof. Low slung and thickly cushioned furniture has been placed almost randomly about the open hall, just the thing for lounging after a long day in the desert heat.
- You also see some stairs leading down.
- Next move: south
- Obvious exits: north, south.
- >
- Mapped exits: climb stairs
- [automapper]: south
- [Old Lata'arna Keep, Lightwell Balcony]
- A strong breeze pulls upward past the well-traveled balcony forming a wide half circle around the perimeter of the lightwell at this level. Daylight streams down from the skylights above to brighten the area, despite being nearly in the center of the great stone keep. Off to the side of the balcony is a set of carpeted steps leading up to the top floor.
- Next move: climb stairs
- Obvious exits: south.
- [automapper]: climb stairs
- >
- Mapped exits: climb carpeted steps
- You go south.
- [Old Lata'arna Keep, Main Hall]
- The central hall of the keep stretches out with a floor of wide wooden planks, which has been mostly covered over with a colorful variety of finely woven rugs. A few well-crafted benches and tables have been scattered about the room. The curved stone walls have been plastered over with pale ivory stucco and hung with various bits of history's passing. Even in this age, it is still the center of traffic within the old building.
- You also see some stairs leading down.
- Next move: southeast
- Obvious exits: north, east, south, west.
- >
- Mapped exits: climb stairs
- [Old Lata'arna Keep, Lightwell]
- A few potted plants have been placed around the room to catch what light they can from the wide open shaft above them that runs up through the entire height of the keep. Far overhead at the top of the shaft are a set of skylights and mirrors to draw light down into the interior of the keep. The noticeable breeze here stands as evidence that the shaft provides ventilation for the building as well.
- You also see some stairs.
- [automapper]: southeast
- Next move: southwest
- [automapper]: southwest
- Obvious exits: southeast, southwest.
- >
- Mapped exits: climb stairs
- You go southeast.
- [Old Lata'arna Keep, Passageway]
- Heavy, rough-cut wooden beams radiate out from the inner wall of the corridor overhead, matching the curves of the stone wall as the passage leads between the entrance and the deeper portions of the old keep. A few sconces hold torches to light the passage, but shadows still run freely through the dim hallway, and give the impression of movement at the edge of the senses.
- Next move: climb wide stairs
- [automapper]: climb wide stairs
- Obvious exits: southwest, northwest.
- >
- You run southwest.
- [Old Lata'arna Keep, Entryway]
- The tall main doors of the keep have been left open to allow the easy traffic of bank patrons to the wide stairs that lead down to the courtyard. Equally lofty windows flank the door with their aged iron shutters propped open, permitting a view of the flagstone courtyard and the passage of breezes rather than footsteps. Passageways lead both ways around the immutable stone core, drawing the visitor further into the old keep.
- You also see some wide stairs.
- Next move: go wooden gate
- Obvious exits: northeast, northwest.
- >
- Mapped exits: climb wide stairs
- [automapper]: go wooden gate
- [Old Lata'arna Keep, Courtyard]
- Darkly colored flagstones pave the courtyard, swept clean of any desert sands that may have blown in. The featureless stones leave no cover for any intruder that might have breached the gate of the old fort, giving the arrow slits high up on the walls an ominous character. A wide set of stone stairs leads up to the main entrance of the old keep.
- You also see a sturdy wooden gate and a bucket of viscous gloop.
- Next move: southeast
- Obvious paths: none.
- >
- Mapped exits: climb stone stairs, go wooden gate
- [automapper]: southeast
- [Muspar'i, Tuul Yamshuk Staho]
- A small plaza forms here at the elbow of the staho where two other streets feed into it, centering upon a rather extravagant fountain. Converging traffic from the multiple ways melds together in a colorful and very noisy dance as people try to find their way to their destination. The tall facade of the city bank rises behind a line of palms to a cobalt blue tile roof, dominating the north side of the plaza, broken only by its heavy wooden gate.
- Next move: southeast
- Obvious paths: northeast, southeast, west, northwest.
- [automapper]: southeast
- >
- Mapped exits: go wooden gate, go discreet curtain
- You run southeast.
- [Muspar'i, Tuul Yamshuk Staho]
- Whitewashed walls seem to pull the light down into the street, throwing small but sharp shadows away from people and objects. Ignoring the traffic of everyday life passing upon the way, a cat naps upon the front step of a building. A wall topped with slate blue tiles separates the Carousel Square from the staho, but no gate blocks the wide archway leading through the wall to the square.
- Next move: southeast
- [automapper]: southeast
- Obvious paths: southeast, west, northwest.
- >
- Mapped exits: go wide archway
- You run southeast.
- [Muspar'i, Tuul Yamshuk Staho]
- Gauzy blue sunshades far above reach out from building eaves on either side of the way, shifting in slight desert breezes and shading the daytime strollers below. An inn to one side has seen better days, but still seems to do a brisk business with all the traffic. The constant crowd of the street makes it difficult going for merchant caravans on their way to the Great Gate to the southeast.
- You also see a vendor's cart.
- Next move: southeast
- [automapper]: southeast
- Obvious paths: northeast, southeast, northwest.
- >
- You run southeast.
- [Muspar'i, Great Gate Square]
- The looming gate of the city watches over this square from the southeast, while less-bustling and quieter streets packed with merchant shops run to the north. From the northwest the constant, dull roar of the crowds filling Tuul Yamshuk Staho, the primary road for all visitors, can be heard, an ever-present heartbeat for this section of the city.
- Next move: go great gate
- [automapper]: go great gate
- Obvious paths: north, southeast, southwest, northwest.
- >
- You run southeast.
- [Muspar'i, Great Gate Square]
- The draconic hulk known as the Great Gate of Muspar'i dominates the square named after it, towering over the mosaic path underfoot. Serving as the near-singular point of travel between the merchant city and the Velaka Desert, the gate is at once both intimidating and awe-inspiring.
- You also see a stately amphitheater portal, a bucket of viscous gloop, a festive meeting portal and a mud-splattered chest.
- Next move: west
- [automapper]: west
- Obvious paths: southwest, northwest.
- >
- Mapped exits: go great gate, go footpath, go meeting portal
- [Outside Muspar'i]
- The dark, towering walls of Muspar'i look out over the desert sands beyond. As the harsh Velakan winds swoosh sand through the air, threatening to obliterate all in their path, the walls serve as a barrier protecting the merchant city. A bit to the south, along the walls, a ramp leads up to a metal platform, while a stone trail works its way through the sea of sand in a northeasterly direction.
- You also see a rocky trail, the Great Gate of Muspar'i and a metal ramp.
- Obvious paths: northeast, west.
- >
- Mapped exits: go great gate, go metal ramp, go rocky trail
- You run west.
- [Velakan Trade Road]
- Curving away from the walls of Muspar'i, a stone road runs out into the swirling desert sands. The solid grey stone blocks are worn even by countless years of use, combined with the harshness of the elements. This close to the city, a number of travelers mingle about on the road, most waiting for entry.
- You also see a shimmering portal.
- Obvious paths: east, west.
- >
- [Script finished (In 2.2232959 seconds): automapper.cmd(649)]
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- travel.cmd(7166): pause 0.001
- travel.cmd(7167): pause 0.01
- travel.cmd(7168): pause 0.01
- travel.cmd(7169): return
- travel.cmd: if evaluate: (97 != 97)
- travel.cmd: if returned: False
- travel.cmd(5538): gosub EKKO
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:47 RoomID:97
- * Final Destination: CROSS
- ========================
- travel.cmd(5364): pause 0.02
- travel.cmd(5365): return
- travel.cmd(5539): pause 0.2
- [travel]: go portal
- travel.cmd(5542): wait
- The wall of magic parts and allows you to pass.
- [Inner Hibarnhvidar, Tower Base]
- A pair of stairways, carved directly from the stone of the cavern's walls, leads to the terrace above. Short, fence-like barriers of rounded dark rocks separate the private gardens of the Dwarves that have made their homes here. A walkway of perfectly cut and laid stone leads around the base of the massive tower.
- You also see a granite estate.
- Obvious exits: north, east.
- >
- travel.cmd(5543): pause 0.4
- You feel fully rested.
- >
- travel.cmd(5544): pause 0.1
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- [AutoMapper] Resetting.
- travel.cmd(5547): pause 0.4
- travel.cmd: if evaluate: (163 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (163 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(hiba?r?n?h?v?i?d?a?r?)")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(?i)\b(aing?h?a?z?a?l?|rave?n?s?|hib?a?r?n?h?v?i?d?a?r?|out?e?r?|inne?r?|boar?c?l?a?n?)\b")
- travel.cmd: if returned: False
- travel.cmd(5558): passing label: HIB_PORTAL
- travel.cmd: if evaluate: ("116" == "127")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("116" == "126")
- travel.cmd: if returned: False
- travel.cmd(5561): gosub MOVE east
- travel.cmd(7177): delay 0.00001
- travel.cmd(7183): passing label: MOVE_RESUME
- travel.cmd(7219): matchwait
- east
- You go east.
- [Inner Hibarnhvidar, Tower Base]
- Perpetual light bathes the tower's base and the surrounding cavern from an unseen source atop the tower. Though the cavern is constantly illuminated, the light flutters as if it were a flame caught in a breeze. Oranges and reds fade to cool blues and greens before flaring back to life once again. A stone bench rests outside of a nearby home, often occupied with the city's visitors who are unaccustomed to the fiery display.
- You also see a stately marble residence.
- Obvious exits: north, west.
- >
- travel.cmd: match goto move_return
- travel.cmd(7296): passing label: MOVE_RETURN
- travel.cmd(7299): delay 0.00001
- travel.cmd(7302): return
- travel.cmd(5562): pause 0.5
- travel.cmd(5563): pause 0.2
- travel.cmd: if evaluate: ("116" == "116")
- travel.cmd: if returned: True
- travel.cmd: if evaluate: matchre("CROSS", "(?i)\b(aing?h?a?z?a?l?|rave?n?s?|hib?a?r?n?h?v?i?d?a?r?|out?e?r?|inne?r?|boar?c?l?a?n?|hiba?r?n?h?v?i?d?a?r?)\b")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (166 != 188)
- travel.cmd: if returned: True
- travel.cmd(5567): gosub AUTOMOVE 188
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (166 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("166" == "188")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 188
- [Script loaded: automapper.cmd]
- [automapper]: west
- travel.cmd(7118): matchwait
- [automapper]: climb stone stairway
- You go west.
- [Inner Hibarnhvidar, Tower Base]
- A pair of stairways, carved directly from the stone of the cavern's walls, leads to the terrace above. Short, fence-like barriers of rounded dark rocks separate the private gardens of the Dwarves that have made their homes here. A walkway of perfectly cut and laid stone leads around the base of the massive tower.
- You also see a granite estate.
- Next move: northwest
- Obvious exits: north, east.
- >
- Mapped exits: climb stone stairway
- [automapper]: northwest
- [Inner Hibarnhvidar, Midhik Haalm]
- Carved from the stone of the middle terrace is a pair of stairways that lead to the base of the tower below. From atop the descent, a fine view of Akigwe Tower's front side is visible, its beautiful architecture and grandiose lanterns complimenting one another perfectly. Small crowds of well-dressed visitors stand near the brick wall that guards the edge. The occasional painter stops by such groups and offers to capture the view for them...for a price.
- Next move: northeast
- [automapper]: northeast
- Obvious exits: northwest.
- >
- Mapped exits: climb stone stairway
- You go northwest.
- [Inner Hibarnhvidar, Midhik Haalm]
- Several stone benches about the area provide ample seating around a large granite fountain. Travelers occasionally stop and rub the base of the fountain for good luck before continuing on their relaxing strolls. Laughter echoes into the room from other parts of the city, adding to the calming atmosphere. Lavish embellishments on the barrier wall obscure most the view of Akigwe Tower.
- You also see a granite bench and a stone bench.
- Next move: northeast
- [automapper]: northeast
- Obvious exits: northeast, southeast.
- >
- You go northeast.
- [Inner Hibarnhvidar, Midhik Haalm]
- The road here becomes a small path as it winds between two halves of a garden. The hearty smells of wild flowers and herbs mix in the air, creating an invigorating yet unobtrusive aroma. Attendants wander about the area, tending to the vegetation and adjusting the artificial lighting from gaethzen globes to simulate the conditions of the surface. Troughs of water sit at either end of the cultivated ground.
- You also see a carved rock cottage, a stone cottage and a granite cottage.
- Next move: southeast
- Obvious exits: northeast, southwest.
- > [automapper]: southeast
- You go northeast.
- [Inner Hibarnhvidar, Midhik Haalm]
- Several Dwarven statues have been erected around a small green, all in poses of great heroics. Jesters put on shows in the middle of the square while spectators laugh at them and with each other. The occasional passerby will stop and admire one of the statues before moving on. The mouth-watering scent of meat and cheese wafts through the air, coming from somewhere nearby.
- You also see a grey marble home and a limestone house.
- Next move: climb stone stairway
- [automapper]: climb stone stairway
- Obvious exits: southeast, southwest.
- >
- You run southeast.
- [Inner Hibarnhvidar, Midhik Haalm]
- A large covered wagon rests beside the stairway that leads up to the third terrace. The full aromas of freshly baked goods and meats waft out from one of the many openings. As the guard shifts change, many stop by the wheelless structure to share a meal with friends while others pass it by only to return later with their families. Laughter echoes from within at all hours of the day and night.
- You also see a brown stone house and a squat stone cottage.
- Next move: southeast
- Obvious exits: southeast, northwest.
- >
- Mapped exits: climb stone stairway
- [Inner Hibarnhvidar, Harst Haalm]
- [automapper]: southeast
- A lone wooden structure stands beside the stairway that leads down to the middle terrace. An elderly Dwarven woman frequently sits at the window, casually watching the traffic come and go from the three terraces. Several of the visitors stop to inquire for directions to the various visitation spots. Flashing a youthful smile to each, she points and gestures in numerous directions as she describes the different routes.
- You also see a crude marble hovel, a rough stone dwelling, a leaning shack and a dilapidated shanty.
- Next move: south
- Obvious exits: southeast.
- [automapper]: south
- >
- Mapped exits: climb stone stairway
- You run southeast.
- [Inner Hibarnhvidar, Harst Haalm]
- A pair of ruts runs several feet down the length of the winding pathway. Buckets of crumbled rock rest beside the deepening holes along with a stack of abandoned parchments. Supplies and more parchments lie near the fence-protected ledge, all left unattended and gathering dust.
- You also see an empty hovel, a crude marble dwelling, a rickety shack and a crooked shanty.
- Next move: go shadowy recess
- Obvious exits: south, northwest.
- [automapper]: go shadowy recess
- >
- You run south.
- [Inner Hibarnhvidar, Harst Haalm]
- Nestled firmly against the fence on the terrace's edge is a lone home, its facade worn greatly with the ravages of time. Though certainly not much to look at, the home does stand out from every other one in the expansive area. A quick observation of the multi-tiered den reveals that, unlike the others, this is the only structure to stand on the edge of any terrace rather than being set against the cavern's wall.
- You also see a shadowy recess along the pathway and a wooden sign.
- Next move: southwest
- [automapper]: southwest
- Obvious exits: north.
- >
- Mapped exits: go shadowy recess
- [Inner Hibarnhvidar, Harst Haalm]
- Set back into the corner, a pair of hammocks has been strung up on either side of a table. A tattered deck of cards and a set of stained ivory dice are scattered across the table, each covered in dust from long periods of disuse. Though almost always enveloped in a thick blanket of shadows, the recessed area sometimes takes on the vibrant hues of reds and blues and greens as the illuminating tower flares.
- Next move: northwest
- Obvious exits: northeast, southwest.
- [automapper]: northwest
- >
- You run southwest.
- [Inner Hibarnhvidar, Harst Haalm]
- Wooden stalls line the pathway as it continues to circle the cavern's upper region. Affixed to the front of each is an iron shelf bearing a line of clay pots and jugs that descend in size from left to right. Occasionally a string of Dwarven children will run through, sometimes pausing in front of one stall or another to blow across the mouths of the jugs in some manner of a game -- often the one making the loudest noise taking up the lead position as they run onwards through the cavern.
- You also see a shadowy recess along the pathway.
- Next move: northwest
- [automapper]: northwest
- Obvious exits: northwest.
- >
- Mapped exits: go shadowy recess
- You run northwest.
- [Inner Hibarnhvidar, Harst Haalm]
- The pathway widens considerably here, jutting out into the open cavern as a pier would in water. Visitors and natives alike venture out onto the fenced area and gaze down to the expansive terraces below. A massive stone tower climbs from the ground level to just above the cavern's second terrace and emits brilliant flashes of light that provide the illumination for the inhabitants.
- You also see a ramshackle shanty and a leaning shanty.
- Next move: north
- [automapper]: north
- Obvious exits: southeast, northwest.
- >
- You run northwest.
- [Inner Hibarnhvidar, Harst Haalm]
- Plain and dark, the cave doors here are crafted from iron. Of the more prominent in view, one features a carving of badgers while another displays a pair of crossed hammers. Between them sits a dark red clay pot with long pale feathers resting within it.
- You also see a crooked stone door and a rough stone door.
- Next move: northeast
- Obvious exits: north, southeast.
- [automapper]: northeast
- >
- You run north.
- [Inner Hibarnhvidar, Harst Haalm]
- Always guarded by a small contingent of armored guards, a large structure -- carved from the stone around it -- protrudes from the wall. As the Dwarves come and go, they stop by the racks of Dwarven axes, spears, and swords that line the sides of the armory, carefully inspecting the weaponry and replacing those that have been damaged during their sparring exercises. In the event of threat from the outside, there can be little doubt that the Dwarves will defend the homes that line the cavern.
- You also see a circular hovel and a rickety hovel.
- Next move: northeast
- [automapper]: northeast
- Obvious exits: northeast, south.
- >
- You run northeast.
- [Inner Hibarnhvidar, Harst Haalm]
- A small clumping of Dwarven dwellings is recessed along the cavern's wall. Decorative silk banners and ribbons are woven into the protective fence in an effort to add color to the neighborhood and draw attention away from the drab housing and tenants.
- You also see a simple hovel, a carved rock hovel, a leaning stone hovel and a granite hovel.
- Next move: go gem-studded door
- [automapper]: go gem-studded door
- Obvious exits: northeast, southwest.
- >
- You run northeast.
- [Inner Hibarnhvidar, Harst Haalm]
- A pair of Dwarven guards stands on either side of the massive gem-studded door that seals this cavern off from other areas of Hibarnhvidar's interior. A curving pathway has been coaxed out of the stone and winds lazily around the large terraced cavern. Though the path is easily wide enough to accommodate the occasional supply-laden caravan, a steel fence placed near the terrace's edge prevents any mishaps from excited visitors.
- Next move: southeast
- [automapper]: southeast
- Obvious exits: southwest.
- >
- Mapped exits: go gem-studded door
- [Inner Hibarnhvidar, Upper Cavern]
- Simple columns of stone support the upper floor, towering to the ceiling above and following the arc of the balcony. The columns are perfectly linear from ceiling to floor, uniformly rounded but for the barrier mounted between them to protect the wayward traveler from falling. Thick iron chains are mounted in twin rows from one column to the next. Nestled in the curve of the wall sits a rounded bench, softly padded with a velvet cushion.
- You also see a massive gem-studded door and a spiral stairway.
- Next move: southeast
- Obvious exits: southeast.
- [automapper]: southeast
- >
- Mapped exits: climb spiral stairway, go gem-studded door
- You run southeast.
- [Inner Hibarnhvidar, Upper Cavern]
- Resounding voices and clangs sound from below as shoppers barter and mill around in the area. Chips of crystal glint in the granite wall that rises high on one side of the balcony. An iron sculpture is mounted on a pedestal near the wall, its blackened metal forged into the shape of a hand grasping a shield. A copper boss on the shield serves as the only color deviation in the dark metal art.
- You also see a bronze-banded door.
- Next move: south
- [automapper]: south
- Obvious exits: southeast, northwest.
- >
- Mapped exits: go bronze-banded door
- You run southeast.
- [Inner Hibarnhvidar, Upper Cavern]
- The path of the balcony follows the gentle curve of the wall. Mounted in the center of the wall, a large iron lantern holds the shadows at bay, ensuring that travelers keep their footing. A thin wooden pole hangs from iron chains that descend from the darkness, supporting a trio of green fabric banners that sway slightly at the touch of any breeze.
- You also see a spiral stairway.
- Next move: south
- [automapper]: south
- Obvious exits: south, northwest.
- >
- Mapped exits: climb spiral stairway
- You run south.
- [Inner Hibarnhvidar, Upper Cavern]
- A thickly padded stone bench sits near the edge of the balcony, separated from open air only by the iron chains mounted between the columns on either side. Noise echoes from the continuous bustle below, amplified by the granite cavern. The image of a star is chiseled into the floor, with heavy attention paid to the directional points that indicate where one may travel.
- Next move: southwest
- Obvious exits: north, east, south.
- > [automapper]: southwest
- You run south.
- [Inner Hibarnhvidar, Upper Cavern]
- The path of the balcony follows the gentle curve of the wall. Mounted in the center of the wall, a large iron lantern holds the shadows at bay, ensuring that travelers keep their footing. A thin wooden pole hangs from iron chains that descend from the darkness, supporting a trio of blue fabric banners that sway slightly at the touch of any breeze.
- You also see a spiral stairway.
- Next move: southwest
- [automapper]: southwest
- Obvious exits: north, southwest.
- >
- Mapped exits: climb spiral stairway
- >
- You run southwest.
- [Inner Hibarnhvidar, Upper Cavern]
- travel.cmd: matchwait TIMEOUT!
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd(7124): matchwait
- The occasional babble of voices drifts from the cavern below, pierced by laughter and ebbing into a low murmur before quieting again. An ornate tapestry drapes from a rope suspended between two iron loops mounted high on the wall. Framed by crystal-laced granite, the bottom of the tapestry dangles a few feet from the floor of the balcony, keeping the fabric from getting dirty.
- Next move: climb spiral stairway
- [automapper]: climb spiral stairway
- Obvious exits: northeast, southwest.
- >
- You run southwest.
- [Inner Hibarnhvidar, Upper Cavern]
- Simple columns of stone support the upper floor, towering to the ceiling above and following the arc of the balcony. The columns are perfectly linear from ceiling to floor, uniformly rounded but for the barrier mounted between them to protect the wayward traveler from falling. Thick iron chains are mounted in twin rows from one column to the next. Nestled in the curve of the wall sits a rounded bench, softly padded with a velvet cushion.
- You also see a spiral stairway.
- Next move: south
- Obvious exits: northeast.
- >
- Mapped exits: climb spiral stairway
- [automapper]: south
- [Inner Hibarnhvidar, The South Colonnade]
- A massive stairway to the balcony spirals against the far wall, its posts carved with tusked animals. Except for the stairway, this entire space is an arched tunnel whose walls are engraved with what could well be the names of every Dwarf who worked on the construction of Hibarnhvidar. On either side, the vista opens to soaring heights, allowing the larger area's illumination to dispel any shadows.
- You also see a Khal Gwaerd and a spiral stairway.
- Next move: south
- [automapper]: south
- Obvious exits: north, northeast, south, northwest.
- >
- Mapped exits: climb spiral stairway
- You run south.
- [Inner Hibarnhvidar, Tontawr Tunal]
- The roof of this cavern angles from the grandiose height of the Great Hall to the north to the lesser arch of the Tunal to the south. Several candle wheels at different heights spread light to the adjoining areas. A slowly growing wax drip hangs off one side of the highest wheel above another lit candle. It appears that at times it gets close to the heat of the candle below, and its molten wax extinguishes the lower flame. Several wax mounds on the floor indicate this is a common occurrence.
- Next move: south
- [automapper]: south
- Obvious exits: north, south.
- >
- You run south.
- [Inner Hibarnhvidar, Tontawr Tunal]
- Not quite as ornately embellished as the rooms in the center hall, this tunnel is nevertheless decorated with moments from the city's history, carved into the walls in great detail.
- Next move: south
- [automapper]: south
- Obvious exits: north, south.
- >
- You run south.
- [Inner Hibarnhvidar, Tontawr Tunal]
- This tunnel exudes an air of formality partly created by the illusion that a giant runner covers the floor. Polished granite is bordered on either side by a red marble strip that edges shallow channels where the walls meet the floor. Neither the marble nor the granite does much to deaden the heavy footsteps of the Dwarves who travel this corridor.
- You also see a Khal Gwaerd and a rough-hewn opening.
- Next move: south
- [automapper]: south
- Obvious exits: north, south.
- >
- Mapped exits: go rough-hewn opening
- You run south.
- [Inner Hibarnhvidar, Tontawr Tunal]
- Subdued echoes carry footsteps whose origins are masked by the semi-circular walls that toss sound around with great ease. Every so often, it is possible to discern a few complete words, most of which are probably portions of orders or curses issued by the city's guards or their prey. Hung at eye level for a Dwarf is a small gold sign with an arrow that points south.
- You also see a Khal Gwaerd.
- Next move: southeast
- [automapper]: southeast
- Obvious exits: north, south.
- >
- You feel fully rested.
- >
- You run south.
- [Inner Hibarnhvidar, Borg Kwarf]
- Air and light filter down in patches from somewhere above the far recesses of the arched ceiling. The dark grey granite walls have been inlaid with lighter shades of rose and cream to form frames around two bas-relief murals depicting epic moments in Dwarven history. When compared to the bustle of the main cavern and the echoes of the tunnel, this area's subdued ambience befits the nearby administrative hub of the city.
- Next move: south
- Obvious exits: north, southeast, south, southwest.
- [automapper]: south
- >
- You run southeast.
- [Inner Hibarnhvidar, Borg Kwarf]
- Sufficiently mottled to appear wood-like, long, wide slabs of carved and polished brown granite cover the walls. The alternating tiles on the floor are either light sandstone or a rose and cream interspersed with flecks of silver. Dangling from a substantial gold chain, a sign hangs next to a carved inverted-panel mahogany door.
- Next move: go wide entryway
- [automapper]: go wide entryway
- Obvious exits: south, southwest, west, northwest.
- >
- Mapped exits: go mahogany door
- You run south.
- [Inner Hibarnhvidar, Borg Kwarf]
- Roughly cleaved granite in its natural state forms the walls and floor in this portion of the cavern. The angles and bare stone somehow muffle sounds from elsewhere, recreating the environment first encountered by Hibarnhvidar's founders. There is neither artwork nor decorations nor monuments -- there is only a small sign incised into one wall.
- You also see a wide entryway.
- Obvious exits: north, southwest, west, northwest.
- >
- Mapped exits: go wide entryway
- You whisper a command word as you step toward the wide entryway. The curtain of magic that shimmers over the entry parts, allowing you to pass through.
- [The Stony Hub, Entryway]
- Stark walls of cold polished stone gleam with an eternal beauty all their own. Dark obsidian benches line each side of the entryway while tall iron sconces lend their light to the darkness, outlining a broad archway nearby.
- You also see a shimmering portal.
- Obvious exits: out.
- >
- Mapped exits: go broad archway
- [Script finished (In 4.4346185 seconds): automapper.cmd(649)]
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- travel.cmd(7166): pause 0.001
- travel.cmd(7167): pause 0.01
- travel.cmd(7168): pause 0.01
- travel.cmd(7169): return
- travel.cmd: if evaluate: (188 != 188)
- travel.cmd: if returned: False
- travel.cmd(5569): gosub EKKO
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:116 RoomID:188
- * Final Destination: CROSS
- ========================
- travel.cmd(5364): pause 0.02
- travel.cmd(5365): return
- travel.cmd(5570): pause 0.2
- [travel]: go portal
- travel.cmd(5573): wait
- The wall of magic parts and allows you to pass.
- [Communal Center, Veranda]
- Stretching the entire length of the communal center, this veranda faces east towards the Oxenwaithe. It's a favorite gathering place for resort occupants, but at any given time a travelling merchant or two can be found enjoying a cool drink and the delightful view. Several tables covered in crisp white cloth stand in neat rows across its length.
- You also see a curving footpath and some louvered doors.
- Obvious paths: out.
- >
- travel.cmd(5574): pause 0.4
- travel.cmd(5575): pause 0.1
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- [AutoMapper] Resetting.
- travel.cmd(5578): pause 0.1
- travel.cmd: if evaluate: (483 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (483 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "cross?i?n?g?s?")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(?i)\b(knif?e?c?l?a?n?|tige?r?c?l?a?n?|dirg?e?|arth?e?d?a?l?e?|kaer?n?a?|ilay?a?t?a?i?p?|illa?y?a?t?a?i?p?a?|taipa|leth?d?e?r?i?e?l?|acen?a?m?a?c?r?a?|vipe?r?s?|guar?d?i?a?n?s?|leuc?r?o?s?|malod?o?r?o?u?s?|bucc?a?|dokt?|sorr?o?w?s?|misens?e?o?r?|beis?s?w?u?r?m?s?|ston?e?c?l?a?n?|bone?w?o?l?f?|germ?i?s?h?d?i?n?|alfr?e?n?s?|cara?v?a?n?s?a?r?y?)\b")
- travel.cmd: if returned: False
- travel.cmd(5588): goto CROSS_PORTAL
- travel.cmd: if evaluate: ("1" == "1")
- travel.cmd: if returned: True
- travel.cmd: if evaluate: matchre("CROSS", "cross?i?n?g?s?")
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "(?i)\b(knif?e?c?l?a?n?|tige?r?c?l?a?n?|dirg?e?|arth?e?d?a?l?e?|kaer?n?a?|ilay?a?t?a?i?p?|illa?y?a?t?a?i?p?a?|taipa|leth?d?e?r?i?e?l?|acen?a?m?a?c?r?a?|vipe?r?s?|guar?d?i?a?n?s?|leuc?r?o?s?|malod?o?r?o?u?s?|bucc?a?|dokt?|sorr?o?w?s?|misens?e?o?r?|beis?s?w?u?r?m?s?|ston?e?c?l?a?n?|bone?w?o?l?f?|germ?i?s?h?d?i?n?|alfr?e?n?s?|cara?v?a?n?s?a?r?y?)\b")
- travel.cmd: if returned: False
- travel.cmd(5374): pause 0.01
- travel.cmd: if evaluate: (483 != 484)
- travel.cmd: if returned: True
- travel.cmd(5375): gosub AUTOMOVE 484
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (483 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("483" == "484")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 484
- [Script loaded: automapper.cmd]
- [automapper]: go louvered doors
- travel.cmd(7118): matchwait
- You whisper a command word as you step toward the louvered doors. The curtain of magic that shimmers over the entry parts, allowing you to pass through.
- [Strand Communal Center, Common Room]
- An itinerant mage keeps a fragrant breeze, heavy with the scent of shalyria blossoms growing outside the windows, swirling softly about the room. White wicker tables provide a place to relax while nibbling from an array of snacks which are laid out on a lunat sideboard along the back wall. Dangling strands of colorful glass beads clatter musically as a young boy veers around a potted fern on his way to an archway opposite the louvered doors leading to the veranda.
- You also see a shimmering portal.
- Obvious exits: none.
- >
- Mapped exits: go louvered doors, go curtained archway
- [Script finished (In 0.2997556 seconds): automapper.cmd(649)]
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- travel.cmd(7166): pause 0.001
- travel.cmd(7167): pause 0.01
- travel.cmd(7168): pause 0.01
- travel.cmd(7169): return
- travel.cmd: if evaluate: (484 != 484)
- travel.cmd: if returned: False
- travel.cmd(5377): gosub EKKO
- ========================
- * USING PLAT PORTALS TO TRAVEL!
- * Starting ZoneID:1 RoomID:484
- * Final Destination: CROSS
- ========================
- travel.cmd(5364): pause 0.02
- travel.cmd(5365): return
- travel.cmd(5378): pause 0.1
- [travel]: go portal
- travel.cmd(5381): wait
- The wall of magic parts and allows you to pass.
- [Aesry Surlaenis'a, Staho Pivo'hrr'schu'Mus]
- The Inn of the Crystal Wave, an imposing building constructed in the unique Surlaenis style, stands on the eastern side of the street. A statue carved from light yellow aganylosh'a wood stands in the middle of the path, surrounded by a low bench for travellers to rest on.
- You also see a neatly swept cobblestone-edged dirt path leading around the side of the Inn.
- Obvious paths: north, south.
- >
- travel.cmd(5382): pause 0.4
- travel.cmd(5383): pause 0.1
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- [AutoMapper] Resetting.
- travel.cmd(5386): pause 0.4
- travel.cmd: if evaluate: (93 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (93 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: matchre("CROSS", "aesr?y?")
- travel.cmd: if returned: False
- travel.cmd(5392): passing label: AESRY_PORTAL
- travel.cmd: if evaluate: ("99" == "99")
- travel.cmd: if returned: True
- travel.cmd: if evaluate: matchre("CROSS", "aesr?y?")
- travel.cmd: if returned: False
- travel.cmd(5396): pause 0.3
- >
- travel.cmd: if evaluate: (93 != 115)
- travel.cmd: if returned: True
- travel.cmd(5397): gosub AUTOMOVE 115
- travel.cmd(7100): delay 0.00001
- travel.cmd: if evaluate: (0 == 1)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (1 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: (93 == 0)
- travel.cmd: if returned: False
- travel.cmd: if evaluate: ("93" == "115")
- travel.cmd: if returned: False
- travel.cmd(7110): passing label: AUTOMOVE_GO
- travel.cmd(7111): delay 0.00001
- #goto 115
- [Script loaded: automapper.cmd]
- [automapper]: north
- travel.cmd(7118): matchwait
- [automapper]: east
- You go north.
- [Aesry Surlaenis'a, Staho Pivo'hrr'schu'Mus]
- Large, pale yellow trees flank the smooth mother-of-pearl prayer gate dedicated to Eluned. The staho stretches to the north and south, leading to the higher tiers. A thick white cloud rests upon the deep blue waters of the lake to the east, its ruffled surface broken only by a spire of gleaming white quartz which rises from the hidden island.
- Next move: go bank gate
- [automapper]: go bank gate
- Obvious paths: north, east, south.
- >
- Mapped exits: go prayer gate
- You go east.
- [Aesry Surlaenis'a, Liva'an Cha'walkas]
- The bank building stands on a slight rise in the terrace terrain. The entrance is through a jail-like gate which swings open during business hours. Two tall cedars sway ceremoniously at the junction of the short path leading to the gate.
- You also see an old S'Kra woman and a ragtag peddler.
- Next move: go screen door
- [automapper]: go screen door
- Obvious paths: north, southeast, west.
- >
- Mapped exits: go bank gate
- [Tona Kertigen, Harti]
- Surrounded by a marble bench, a thick oak tree towers over the courtyard, its thick branches providing shade for the bank, and those within. Opposite a wooden gate leading to the street, a paper screen door leads into the tona, or bank.
- Next move: north
- Obvious paths: none.
- >
- Mapped exits: go screen door, go wooden gate
- [automapper]: north
- [Tona Kertigen, Entrance Hall]
- Tiles of gold and silver-flecked marble line the floor. A gentle breeze swirls through the room, rustling papers stacked on ebonwood tables. Carefully watching the bank's customers, a well-armed guard stands beside the paper screen door leading out to the courtyard.
- Next move: west
- Obvious exits: north.
- [automapper]: west
- >
- Mapped exits: go screen door
- You go north.
- [Tona Kertigen, Deposit Window]
- Bright light shines through an opening in the thick paper walls of the building. A young acolyte of Kertigen sits behind a tall wooden counter, carefully recording the deposits handed to her. To the west, a moneychanger awaits those in need of his services.
- You also see a calligraphic notice, an anlas candle and a small calendar.
- Next move: go iron vault
- [automapper]: go iron vault
- Obvious exits: south, west.
- >
- You go west.
- [Tona Kertigen, Exchange]
- Sitting behind a dark ebonwood table, a bored-looking Dwarf awaits those in need of a moneychanger's services. A large board, listing currency exchange rates, is propped on one end of the table.
- You also see a heavy iron vault and a waste basket.
- Obvious exits: east.
- >
- Mapped exits: go iron vault
- The guard glances at your estate papers, then nods and steps aside to allow you entrance.
- [Tona Kertigen, Bank Vault]
- A heavy iron grill covers the entrance to the vault, and guards armed with crossbows stand sentry on either side. Within the vault, coins are stored in locked cabinets. A Dwarven Moon Mage sits behind an ironwood table, his ankles shackled to the floor to prevent him from leaving the vault. Clerks pass bags of money and official-looking documents through a moongate he maintains to transfer money to and from other banks.
- You also see a sign, the vault entrance and a shimmering portal.
- Obvious exits: none.
- [Script finished (In 0.9715834999999999 seconds): automapper.cmd(649)]
- travel.cmd: match goto automove_return
- travel.cmd(7156): passing label: AUTOMOVE_RETURN
- travel.cmd(7157): pause 0.00001
- travel.cmd(7166): pause 0.001
- [Script paused: uber.cmd]
- [Script paused: uberwatch.cmd]
- [Script paused: travel.cmd]
- >
- Mapped exits: go vault entrance
- >
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