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- 2018-09-25 8:38am
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- [go2]>east
- What were you referring to?
- What were you referring to?
- You can't go there.
- You can't go there.
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- What were you referring to?
- What were you referring to?
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- Chronicler Zharen just arrived.
- Chronicler Zharen wandered down a well-worn path.
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- What were you referring to?
- What were you referring to?
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- What were you referring to?
- What were you referring to?
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- [go2]>go gate
- [go2]>go gate
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- [go2]>east
- What were you referring to?
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- What were you referring to?
- You can't go there.
- You can't go there.
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- [go2]>east
- What were you referring to?
- What were you referring to?
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- You can't go there.
- You can't go there.
- Shibboleth wandered up a well-worn path.
- Shibboleth goes west.
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- What were you referring to?
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- What were you referring to?
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2]>go path
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- What were you referring to?
- What were you referring to?
- [go2: move: failed]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: restarting script...]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2]>go path
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>go gate
- What were you referring to?
- What were you referring to?
- [go2: move: failed]
- [go2: restarting script...]
- [go2: move: failed]
- [go2: restarting script...]
- Maherle wandered up a well-worn path.
- Maherle goes west.
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2]>go path
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- [go2]>go gate
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>east
- What were you referring to?
- What were you referring to?
- You can't go there.
- [go2: move: failed]
- [go2: restarting script...]
- [go2: move: failed]
- [go2: restarting script...]
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [go2]>east
- What were you referring to?
- [go2: move: failed]
- [go2: restarting script...]
- [go2: move: failed]
- [go2: restarting script...]
- What were you referring to?
- You can't go there.
- [go2: ETA: 0:00:16 (58 rooms to move through)]
- [go2]>go path
- [go2: ETA: 0:00:03 (15 rooms to move through)]
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [Grassland Road, Meadow]
- [go2]>go gate
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- What were you referring to?
- [go2: move: failed]
- [go2: restarting script...]
- [go2]>east
- What were you referring to?
- You can't go there.
- [go2: move: failed]
- [go2: restarting script...]
- Chronicler Zharen wandered up a well-worn path.
- Chronicler Zharen runs west.
- --- Lich: sanowret-crystal paused.
- --- Lich: training-manager paused.
- --- Lich: crossing-training paused.
- --- Lich: hunting-buddy paused.
- --- Lich: go2 paused.
- --- Lich: go2 paused.
- >;pa
- Field Surgeon Remedi just arrived.
- Field Surgeon Remedi wandered down a well-worn path.
- Sacred Hand Jezzail wandered up a well-worn path.
- Sacred Hand Jezzail runs west.
- Grimmjowl wandered up a well-worn path.
- Grimmjowl runs west.
- Etoyaloma wandered up a well-worn path.
- --- Lich: dependency, textsubs, roomnumbers, sanowret-crystal (paused), spellmonitor, drinfomon, smartlisten, events, training-manager (paused), crossing-training (paused), hunting-buddy (paused), go2 (paused), go2 (paused), lnet, log
- >;list all
- Etoyaloma goes west.
- Shibboleth just arrived.
- Shibboleth wandered down a well-worn path.
- Grimmjowl just arrived.
- Grimmjowl wandered down a well-worn path.
- >;stop hunting-buddy
- --- Lich: hunting-buddy has exited.
- Ossam wandered up a well-worn path.
- Ossam runs west.
- --- Lich: safe-room active.
- [safe-room]>health
- Lowlife Nefarious wandered up a well-worn path.
- Your body feels at full strength.
- Your spirit feels full of life.
- You have some minor abrasions to the right arm, some minor abrasions to the left hand.
- You have no significant injuries.
- [safe-room: ***STATUS*** Current health score is 2, threshold is 5]
- --- Lich: safe-room has exited.
- Lowlife Nefarious runs west.
- --- Lich: crossing-repair active.
- [crossing-repair]>inv combat
- All of your combat:
- a small gargoyle-hide shield sealed with protective wax
- some steel plate gauntlets etched with faint stars
- a lumium chain hauberk
- a steel parry stick engraved with a soaring comet
- a lumium great helm
- [Type INVENTORY HELP for more options]
- Lhind wandered up a well-worn path.
- Lhind runs west.
- [crossing-repair]>sort auto head
- Your inventory is now arranged in head-to-toe order.
- [crossing-repair]>wealth kronars
- 9 gold and 10 silver Kronars (10000 copper Kronars).
- --- Lich: go2 active.
- [go2: ETA: 0:00:07 (39 rooms to move through)]
- [go2]>west
- You go west.
- [Grassland Road, Meadow]
- A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- Obvious paths: east, west.
- Room Number: 1434
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Grassland Road, Meadow]
- The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- Obvious paths: east, south, northwest.
- Room Number: 1435
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You go northwest.
- [Grassland Road, Meadow]
- The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- Obvious paths: southeast, west.
- Room Number: 1436
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Grassland Road, Meadow]
- Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- Obvious paths: east, west.
- Room Number: 1437
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Meadow]
- Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- Obvious paths: east, northwest.
- Room Number: 1438
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Grassland Road, Farmlands]
- A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts.
- Obvious paths: southeast, west.
- Room Number: 1439
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Farmlands]
- A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness.
- Obvious paths: north, east, west.
- Room Number: 1440
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Orchard]
- Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- Obvious paths: east, southwest.
- Room Number: 1441
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Grassland Road, Farmlands]
- A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees.
- Obvious paths: northeast, west.
- Room Number: 1442
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Farmlands]
- Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- Obvious paths: east, west.
- Room Number: 1443
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Farmlands]
- The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- Obvious paths: east, northwest.
- Room Number: 1444
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Grassland Path, Farmlands]
- This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- Obvious paths: southeast, northwest.
- Room Number: 1445
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Grassland Path, Farmlands]
- Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- Obvious paths: southeast, west.
- Room Number: 1446
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Path, Village Gate]
- A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- Obvious paths: east, west.
- Room Number: 1447
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Path, Meadow]
- The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- Obvious paths: east, northwest.
- Room Number: 1448
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Woodland Path, Forest's Edge]
- The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- Obvious paths: southeast, south, west.
- Room Number: 1449
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Woodland Path, Dense Forest]
- A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- Obvious paths: east, west.
- Room Number: 1450
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Sacred Hand Jezzail just arrived.
- You run west.
- [Woodland Path, Brook]
- A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- Obvious paths: east.
- Room Number: 1451
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop'/>
- [go2]>go brook
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop' ifClosed='' resident='true'/>
- [Woodland Path, Brook]
- This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- Obvious paths: north, east, west.
- Room Number: 1507
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Roundtime: 6 sec.
- You splash west, moving sideways to the light current.
- [Woodland Path, Brook]
- The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- Obvious paths: east, west.
- Room Number: 1508
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop' ifClosed='' resident='true'/>
- --- Lich: crossing-repair paused.
- --- Lich: go2 paused.
- >;pa
- You feel fully rested.
- Lightning Warden Aurayn splashes into view coming from the east.
- Lightning Warden Aurayn splashes west, moving sideways to the light current.
- Lumens splashes into view coming from the east.
- Lumens splashes west, moving sideways to the light current.
- Lightning Warden Aurayn just arrived.
- Lightning Warden Aurayn splashes east, moving sideways to the light current.
- Tawyer Ulzendd splashes into view coming from the east.
- Tawyer Ulzendd splashes west, moving sideways to the light current.
- Lumens just arrived.
- Lumens splashes east, moving sideways to the light current.
- Raddalaf splashes into view coming from the east.
- Tawyer Ulzendd just arrived.
- Tawyer Ulzendd splashes east, moving sideways to the light current.
- Raddalaf splashes west, moving sideways to the light current.
- Trader Prince Pistro splashes into view coming from the east.
- A black horse-drawn caravan with colorful hanging glass lanterns arrives from the east, following Pistro.
- Trader Prince Pistro splashes west, moving sideways to the light current.
- The horse-drawn caravan moves west, following Pistro.
- Rhamer splashes into view coming from the east.
- Rhamer splashes west, moving sideways to the light current.
- Leustyin splashes into view coming from the east.
- Leustyin splashes west, moving sideways to the light current.
- Abius splashes into view coming from the east.
- Lhind just arrived.
- Lhind splashes east, moving sideways to the light current.
- Abius splashes west, moving sideways to the light current.
- Leustyin just arrived.
- Leustyin splashes east, moving sideways to the light current.
- Rhamer just arrived.
- Rhamer splashes east, moving sideways to the light current.
- Sacred Hand Jezzail splashes into view coming from the east.
- Sacred Hand Jezzail splashes west, moving sideways to the light current.
- Skrattik splashes into view coming from the east.
- Skrattik splashes west, moving sideways to the light current.
- Frenton just arrived.
- Frenton splashes east, moving sideways to the light current.
- Skrattik just arrived.
- Skrattik splashes east, moving sideways to the light current.
- --- Lich: dependency, textsubs, roomnumbers, sanowret-crystal (paused), spellmonitor, drinfomon, smartlisten, events, training-manager (paused), crossing-training (paused), go2 (paused), go2 (paused), crossing-repair (paused), go2 (paused)
- >;list
- --- Lich: go2 has exited.
- >;stop go2
- --- Lich: go2 has exited.
- >;stop go2
- Sacred Hand Jezzail just arrived.
- Sacred Hand Jezzail splashes east, moving sideways to the light current.
- --- Lich: sanowret-crystal unpaused.
- --- Lich: training-manager unpaused.
- --- Lich: crossing-training unpaused.
- --- Lich: crossing-repair unpaused.
- --- Lich: go2 unpaused.
- [go2]>west
- --- Lich: 'go2' has been stopped by crossing-training.
- --- Lich: 'go2' has been stopped by crossing-repair.
- >;ua
- Roundtime: 4 sec.
- You splash west, moving sideways to the light current.
- [Woodland Path, Brook]
- Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- Obvious paths: west.
- Room Number: 1509
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop' ifClosed='' resident='true'/>
- You've gained a new rank in your knowledge of elemental magic.
- [go2]>west
- You go west.
- [Woodland Path, Dense Forest]
- The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- Obvious paths: east, southwest.
- Room Number: 1510
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You go southwest.
- [Woodland Path, Dense Forest]
- Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- Obvious paths: northeast, west.
- Room Number: 1511
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Woodland Path, Dense Forest]
- A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- Obvious paths: north, east, south, southwest, west, northwest.
- Room Number: 1512
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You go southwest.
- [Dense Forest]
- Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- Obvious paths: north, northeast, east, south, west, northwest.
- Room Number: 1518
- <streamWindow id='main' title='Story' subtitle=" - [Dense Forest - 1518]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dense Forest - 1518]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Wildulf Woods, Dense Forest]
- Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- Obvious paths: north, east, south.
- Room Number: 1520
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Wildulf Woods, Dense Forest]
- Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- Obvious paths: south, west.
- Room Number: 1523
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Wildulf Woods, Clearing]
- The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- Obvious paths: north, west.
- Room Number: 1522
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop' ifClosed='' resident='true'/>
- You feel fully rested.
- [go2]>go bush
- [Wildulf Woods, Needlenose Creek]
- A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- Obvious paths: south.
- Room Number: 1530
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Wildulf Woods, Dirt Road]
- A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- Obvious paths: north, southwest.
- Room Number: 1531
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Wildulf Woods, Dirt Road]
- A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- Obvious paths: northeast, south.
- Room Number: 1532
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- Lumens just arrived.
- You run south.
- [Wolf Clan Home, Dirt Road]
- A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see a black horse-drawn caravan with colorful hanging glass lanterns with several things on it and the Trader Guild outpost.
- Obvious paths: north, west.
- Room Number: 1533
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Lumens just arrived.
- Lumens runs west.
- You run west.
- [Wolf Clan Home, Dirt Road]
- A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see an old barn.
- Obvious paths: east, south, west.
- Room Number: 1534
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Wolf Clan Home, Dirt Road]
- The road gets thinner and less worn here, with only a few small wooden houses at its side. Children play on the lots in front of homes, running and laughing, making the whole area have a relaxed atmosphere. Curls of smoke rise from homes carrying with them the smell of meals being prepared.
- Obvious paths: north, west.
- Room Number: 6158
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 6158]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 6158]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Wolf Clan Home, Square]
- The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride.
- Obvious paths: east, south.
- Room Number: 1537
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Wolf Clan Home, Dirt Road]
- Buildings thicken this area of the village, making it seem larger than it really is, but the forest still looms at the edges as a reminder that this is still nature's part of the world. Hammers banging and the smell of tanning oils penetrate the air giving the feel of work and little leisure. The occasional trader or inhabitant walk down the road, intent on their destination. You also see a worn path.
- Obvious paths: north, south.
- Room Number: 6159
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 6159]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 6159]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Wolf Clan Home, Dirt Road]
- A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- Obvious paths: north, west.
- Room Number: 1539
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go building
- [Crolin's Skins, Main Room]
- Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- Obvious exits: east, west, out.
- Room Number: 1542
- <streamWindow id='main' title='Story' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Randal's Leather Repair, Work Room]
- Mounds of leather and hides find themselves stacked in almost every corner of this small work area. Wooden boxes of metal rings, studs and rivets claim the remaining space, prompting Randal to use two rolls of padding as a make-shift seat because there is no further room for them. Behind a wood counter Randal sits smiling to himself as he works on a leather breastplate. A large hide tacked to the wall has something written on it. You also see a large waste bucket.
- Also here: Lumens who is darkened by an unnatural shadow.
- Obvious exits: west.
- Room Number: 1544
- <streamWindow id='main' title='Story' subtitle=" - [Randal's Leather Repair, Work Room - 1544]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Randal's Leather Repair, Work Room - 1544]" location='center' target='drop' ifClosed='' resident='true'/>
- Lumens puts his shortbow in his haversack.
- [go2: travel time: 0:02:27]
- --- Lich: go2 has exited.
- >tap leathers
- --- Lich: go2 active.
- --- Lich: go2 active.
- [go2: you're already here...]
- [go2: ETA: 0:00:10 (54 rooms to move through)]
- [go2]>west
- --- Lich: go2 has exited.
- Lumens gets a Randal repair ticket from inside his duffel bag.
- You tap some superb gargoyle-hide leathers inside your wyvern skull.
- You go west.
- [Crolin's Skins, Main Room]
- Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- Obvious exits: east, west, out.
- Room Number: 1542
- <streamWindow id='main' title='Story' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>out
- You go out.
- [Wolf Clan Home, Dirt Road]
- A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- Obvious paths: north, west.
- Room Number: 1539
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>n
- You go north.
- [Wolf Clan Home, Dirt Road]
- Buildings thicken this area of the village, making it seem larger than it really is, but the forest still looms at the edges as a reminder that this is still nature's part of the world. Hammers banging and the smell of tanning oils penetrate the air giving the feel of work and little leisure. The occasional trader or inhabitant walk down the road, intent on their destination. You also see a worn path.
- Obvious paths: north, south.
- Room Number: 6159
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 6159]" location='center' target='drop'/>
- [go2]>north
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 6159]" location='center' target='drop' ifClosed='' resident='true'/>
- You go north.
- [Wolf Clan Home, Square]
- The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride.
- Obvious paths: east, south.
- Room Number: 1537
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Wolf Clan Home, Dirt Road]
- The road gets thinner and less worn here, with only a few small wooden houses at its side. Children play on the lots in front of homes, running and laughing, making the whole area have a relaxed atmosphere. Curls of smoke rise from homes carrying with them the smell of meals being prepared.
- Obvious paths: north, west.
- Room Number: 6158
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 6158]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 6158]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Wolf Clan Home, Dirt Road]
- A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see an old barn.
- Obvious paths: east, south, west.
- Room Number: 1534
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Wolf Clan Home, Dirt Road]
- A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see a black horse-drawn caravan with colorful hanging glass lanterns with several things on it and the Trader Guild outpost.
- Obvious paths: north, west.
- Room Number: 1533
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Wildulf Woods, Dirt Road]
- A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- Obvious paths: northeast, south.
- Room Number: 1532
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Wildulf Woods, Dirt Road]
- A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- Obvious paths: north, southwest.
- Room Number: 1531
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- Lumens just arrived.
- Lumens runs north.
- You run north.
- [Wildulf Woods, Needlenose Creek]
- A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- Also here: Lumens who is darkened by an unnatural shadow.
- Obvious paths: south.
- Room Number: 1530
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop' ifClosed='' resident='true'/>
- Lumens went through an exit out through a clump of dense bushes.
- [go2]>go bush
- [Wildulf Woods, Clearing]
- The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- Obvious paths: north, west.
- Room Number: 1522
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Wildulf Woods, Dense Forest]
- Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- Obvious paths: south, west.
- Room Number: 1523
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Wildulf Woods, Dense Forest]
- Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- Obvious paths: north, east, south.
- Room Number: 1520
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Dense Forest]
- Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- Obvious paths: north, northeast, east, south, west, northwest.
- Room Number: 1518
- <streamWindow id='main' title='Story' subtitle=" - [Dense Forest - 1518]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dense Forest - 1518]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You go northeast.
- [Woodland Path, Dense Forest]
- A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- Obvious paths: north, east, south, southwest, west, northwest.
- Room Number: 1512
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Woodland Path, Dense Forest]
- Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- Obvious paths: northeast, west.
- Room Number: 1511
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop'/>
- [go2]>northeast
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop' ifClosed='' resident='true'/>
- You run northeast.
- [Woodland Path, Dense Forest]
- The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- Obvious paths: east, southwest.
- Room Number: 1510
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Woodland Path, Brook]
- Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- Obvious paths: west.
- Room Number: 1509
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go brook
- [Woodland Path, Brook]
- The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- Obvious paths: east, west.
- Room Number: 1508
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop'/>
- [go2]>east
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop' ifClosed='' resident='true'/>
- Roundtime: 6 sec.
- You splash east, moving sideways to the light current.
- [Woodland Path, Brook]
- This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- Also here: Lumens who is darkened by an unnatural shadow.
- Obvious paths: north, east, west.
- Room Number: 1507
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop' ifClosed='' resident='true'/>
- Lumens splashes east, moving sideways to the light current.
- Tawyer Ulzendd just arrived.
- Tawyer Ulzendd splashes west, moving sideways to the light current.
- You feel fully rested.
- Abius splashes into view coming from the west.
- [go2]>east
- Roundtime: 5 sec.
- You splash east, moving sideways to the light current.
- [Woodland Path, Brook]
- A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- Obvious paths: east.
- Room Number: 1451
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop' ifClosed='' resident='true'/>
- Your feet are dripping with water. Pools of it are forming all around you.
- Abius splashes into view coming from the west.
- Abius goes east.
- Bromal just arrived.
- Bromal entered a shallow brook.
- [go2]>east
- You go east.
- [Woodland Path, Dense Forest]
- A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- Obvious paths: east, west.
- Room Number: 1450
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Woodland Path, Forest's Edge]
- The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- Obvious paths: southeast, south, west.
- Room Number: 1449
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop' ifClosed='' resident='true'/>
- You feel fully rested.
- [go2]>southeast
- You go southeast.
- [Grassland Path, Meadow]
- The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- Obvious paths: east, northwest.
- Room Number: 1448
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Grassland Path, Village Gate]
- A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- Obvious paths: east, west.
- Room Number: 1447
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Grassland Path, Farmlands]
- Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- Obvious paths: southeast, west.
- Room Number: 1446
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Grassland Path, Farmlands]
- This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps. You also see a musk hog and a musk hog.
- Obvious paths: southeast, northwest.
- Room Number: 1445
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Grassland Road, Farmlands]
- The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- Obvious paths: east, northwest.
- Room Number: 1444
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Grassland Road, Farmlands]
- Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- Obvious paths: east, west.
- Room Number: 1443
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Grassland Road, Farmlands]
- A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees. You also see a musk hog.
- Obvious paths: northeast, west.
- Room Number: 1442
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You go northeast.
- [Grassland Road, Orchard]
- Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- Obvious paths: east, southwest.
- Room Number: 1441
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Farmlands]
- A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness.
- Obvious paths: north, east, west.
- Room Number: 1440
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Farmlands]
- A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts.
- Obvious paths: southeast, west.
- Room Number: 1439
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Grassland Road, Meadow]
- Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- Obvious paths: east, northwest.
- Room Number: 1438
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- Obvious paths: east, west.
- Room Number: 1437
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- Obvious paths: southeast, west.
- Room Number: 1436
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Grassland Road, Meadow]
- The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- Obvious paths: east, south, northwest.
- Room Number: 1435
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- Obvious paths: east, west.
- Room Number: 1434
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [The Crossing, Western Gate]
- Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see a steel pin, a capillary tube, a steel pin, a capillary tube, a steel pin, a capillary tube, a bronze seal, a capillary tube, a steel pin, some stone stairs leading to the top of the town wall, the Guard House and the Western Gate.
- Also here: Wiesslogia.
- Obvious paths: east.
- Room Number: 866
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Western Gate - 866]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Western Gate - 866]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Goodwhate Pike]
- Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- Obvious paths: east, south, west.
- Room Number: 865
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 865]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 865]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Goodwhate Pike]
- A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- Obvious paths: east, south, west.
- Room Number: 864
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 864]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 864]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Goodwhate Pike]
- The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- Obvious paths: east, south, west.
- Room Number: 863
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 863]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 863]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [The Crossing, Oxenwaithe Bridge]
- This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- Obvious paths: east, south, west.
- Room Number: 862
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Oxenwaithe Bridge - 862]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Oxenwaithe Bridge - 862]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [The Crossing, Clanthew Boulevard]
- The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- Obvious paths: east.
- Room Number: 772
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 772]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 772]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [The Crossing, Clanthew Boulevard]
- From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- Obvious paths: east, south, west.
- Room Number: 771
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 771]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 771]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- Gily just arrived.
- You go east.
- [The Crossing, Clanthew Boulevard]
- A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- Obvious paths: north, east, west.
- Room Number: 770
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 770]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 770]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Clanthew Boulevard]
- You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- Obvious paths: east, south, west.
- Room Number: 769
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Clanthew Boulevard]
- The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
- Obvious paths: east, south, west.
- Room Number: 768
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Clanthew Boulevard]
- Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall.
- Obvious paths: east, south, west.
- Room Number: 767
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Champions' Square]
- Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a sturdy stone structure.
- Obvious paths: north, south, west.
- Room Number: 766
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [The Crossing, Magen Road]
- The whitewashed building before you is stark and functional. A sign mounted on it is hand painted and carved with cunning skill. White-robed figures and all manner of injured and infirm people stream in and out of a double door, leaving thin trails of blood on the spotless pavement. You also see a wandering minstrel, a stone urn and a wide arch.
- Obvious paths: east, south, west.
- Room Number: 764
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Magen Road - 764]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Magen Road - 764]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go door
- [Empaths' Guild, Courtyard Garden]
- Open to the sky, this spot is sheltered from the worst of the weather and elements by a rich cedar arbor. In the center of the courtyard, a small fountain, filled with the darting forms of tiny fish, babbles to itself. Several elaborately-carved cedar benches are placed at one edge of the garden, directly across from a cushioned swing hanging from the arbor by wrought iron chains. A riot of seasonal plants compete for the attention of those who pass here, and a whispering willow tree looms overhead as if creating a protective mantle. You also see a sluggish Shadow Servant, a pile of taffelberries, a gold-eyed night black kitten, a golden-pawed white lynx with fierce silver-green eyes that is sleeping, an Empath renown scroll, some shallow stone stairs, a marble statue of an elegant Elven woman carrying a shallow basin in her arms, a large vela'tohr plant and a silver tea cart with several things on it.
- Also here: Denoces who is sitting, Theophilus, Pack Storyteller Grinn, Scholar Cazzerkon who is sitting, Ilveric, Winaugusconey, Shadow's Touch Ethun who is sitting and Pure Spirit Talica.
- Obvious paths: northeast, east, west, down, out.
- Room Number: 5713
- <streamWindow id='main' title='Story' subtitle=" - [Empaths' Guild, Courtyard Garden - 5713]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Empaths' Guild, Courtyard Garden - 5713]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:29]
- --- Lich: go2 has exited.
- [crossing-repair: Failed to navigate to room 1544, attempting again]
- --- Lich: go2 active.
- [go2: ETA: 0:00:10 (54 rooms to move through)]
- [go2]>out
- You go out.
- [crossing-training]>wealth kronars
- [The Crossing, Magen Road]
- The whitewashed building before you is stark and functional. A sign mounted on it is hand painted and carved with cunning skill. White-robed figures and all manner of injured and infirm people stream in and out of a double door, leaving thin trails of blood on the spotless pavement. You also see a wandering minstrel, a stone urn and a wide arch.
- Also here: Battle Lord Maghoon.
- Obvious paths: east, south, west.
- Room Number: 764
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Magen Road - 764]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Magen Road - 764]" location='center' target='drop' ifClosed='' resident='true'/>
- Battle Lord Maghoon runs south.
- [go2]>south
- 9 gold and 10 silver Kronars (10000 copper Kronars).
- You go south.
- [The Crossing, Champions' Square]
- Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a sturdy stone structure.
- Obvious paths: north, south, west.
- Room Number: 766
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [The Crossing, Clanthew Boulevard]
- Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall.
- Obvious paths: east, south, west.
- Room Number: 767
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- --- Lich: go2 active.
- [go2: ETA: 0:00:00 (3 rooms to move through)]
- [go2]>east
- You go west.
- [The Crossing, Clanthew Boulevard]
- The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
- Obvious paths: east, south, west.
- Room Number: 768
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
- You run east.
- [The Crossing, Clanthew Boulevard]
- Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall.
- Obvious paths: east, south, west.
- Room Number: 767
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- [go2]>south
- You run west.
- [The Crossing, Clanthew Boulevard]
- The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
- Obvious paths: east, south, west.
- Room Number: 768
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
- You run south.
- [go2]>west
- [The Crossing, Via Iltesh]
- This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.
- Obvious paths: north, south.
- Room Number: 786
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Via Iltesh - 786]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go building
- [go2]>west
- You can't go there.
- What were you referring to?
- [go2: move: failed]
- [go2: restarting script...]
- [go2: ETA: 0:00:10 (51 rooms to move through)]
- [go2]>north
- [go2: move: failed]
- [go2: restarting script...]
- [go2: ETA: 0:00:01 (5 rooms to move through)]
- [go2]>north
- You can't go there.
- [go2: move: failed]
- [go2: restarting script...]
- [go2: move: failed]
- [go2: restarting script...]
- You run north.
- [The Crossing, Clanthew Boulevard]
- The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
- Obvious paths: east, south, west.
- Room Number: 768
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
- You can't go there.
- [go2: ETA: 0:00:00 (4 rooms to move through)]
- [go2: ETA: 0:00:09 (50 rooms to move through)]
- [go2]>east
- [go2]>west
- You go east.
- [The Crossing, Clanthew Boulevard]
- Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall.
- Obvious paths: east, south, west.
- Room Number: 767
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
- You go west.
- [go2]>west
- [go2]>east
- [The Crossing, Clanthew Boulevard]
- The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
- Obvious paths: east, south, west.
- Room Number: 768
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- [go2]>south
- You go west.
- [The Crossing, Clanthew Boulevard]
- You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- Obvious paths: east, south, west.
- Room Number: 769
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop' ifClosed='' resident='true'/>
- You go east.
- [The Crossing, Clanthew Boulevard]
- The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
- Obvious paths: east, south, west.
- Room Number: 768
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
- You go west.
- [go2]>west
- [go2]>go building
- [The Crossing, Clanthew Boulevard]
- You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- Obvious paths: east, south, west.
- Room Number: 769
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop' ifClosed='' resident='true'/>
- You go south.
- [The Crossing, S'zella Plaza]
- This small piazza stands between the Academy Asemath and the shops and residences clustered around the Town Green to the east. Its granite pavement has been well-worn, since it forms the north-south connection between the major artery of the Crossing, Clanthew Boulevard, and Lorethew Street. Several stone benches, roughly hewn out of the same material as the pavement, form a semi-circle around a polychrome plaster statue in a quiet corner of the square.
- Obvious paths: north, south.
- Room Number: 781
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, S'zella Plaza - 781]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, S'zella Plaza - 781]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go bridge
- You can't go there.
- [go2: move: failed]
- [go2: restarting script...]
- [go2: travel time: 0:00:07]
- --- Lich: go2 has exited.
- What were you referring to?
- What were you referring to?
- Gily just arrived.
- Gily runs north.
- [go2: ETA: 0:00:09 (50 rooms to move through)]
- [go2]>north
- You go north.
- [The Crossing, Clanthew Boulevard]
- You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- Obvious paths: east, south, west.
- Room Number: 769
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [The Crossing, Clanthew Boulevard]
- A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- Obvious paths: north, east, west.
- Room Number: 770
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 770]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 770]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [The Crossing, Clanthew Boulevard]
- From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- Obvious paths: east, south, west.
- Room Number: 771
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 771]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 771]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [The Crossing, Clanthew Boulevard]
- The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- Obvious paths: east.
- Room Number: 772
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 772]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 772]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go bridge
- [The Crossing, Oxenwaithe Bridge]
- This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- Obvious paths: east, south, west.
- Room Number: 862
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Oxenwaithe Bridge - 862]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Oxenwaithe Bridge - 862]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [The Crossing, Goodwhate Pike]
- The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- Obvious paths: east, south, west.
- Room Number: 863
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 863]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 863]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [The Crossing, Goodwhate Pike]
- A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- Obvious paths: east, south, west.
- Room Number: 864
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 864]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 864]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [The Crossing, Goodwhate Pike]
- Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- Obvious paths: east, south, west.
- Room Number: 865
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 865]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 865]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [The Crossing, Western Gate]
- Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see a steel pin, a capillary tube, a steel pin, a capillary tube, a steel pin, a capillary tube, a bronze seal, a capillary tube, a steel pin, some stone stairs leading to the top of the town wall, the Guard House and the Western Gate.
- Also here: Wiesslogia.
- Obvious paths: east.
- Room Number: 866
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Western Gate - 866]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Western Gate - 866]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go path
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Meadow]
- A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- Obvious paths: east, west.
- Room Number: 1434
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Meadow]
- The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- Obvious paths: east, south, northwest.
- Room Number: 1435
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You go northwest.
- [Grassland Road, Meadow]
- The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- Obvious paths: southeast, west.
- Room Number: 1436
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Grassland Road, Meadow]
- Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- Obvious paths: east, west.
- Room Number: 1437
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Grassland Road, Meadow]
- Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- Obvious paths: east, northwest.
- Room Number: 1438
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You go northwest.
- [Grassland Road, Farmlands]
- A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts.
- Obvious paths: southeast, west.
- Room Number: 1439
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Farmlands]
- A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness.
- Obvious paths: north, east, west.
- Room Number: 1440
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Orchard]
- Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- Obvious paths: east, southwest.
- Room Number: 1441
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Grassland Road, Farmlands]
- A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees.
- Obvious paths: northeast, west.
- Room Number: 1442
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Farmlands]
- Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks. You also see a musk hog.
- Obvious paths: east, west.
- Room Number: 1443
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Road, Farmlands]
- The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry. You also see a musk hog and a musk hog.
- Obvious paths: east, northwest.
- Room Number: 1444
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Grassland Path, Farmlands]
- This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- Obvious paths: southeast, northwest.
- Room Number: 1445
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Grassland Path, Farmlands]
- Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- Obvious paths: southeast, west.
- Room Number: 1446
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Path, Village Gate]
- A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- Obvious paths: east, west.
- Room Number: 1447
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Grassland Path, Meadow]
- The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest. You also see a musk hog.
- Obvious paths: east, northwest.
- Room Number: 1448
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Woodland Path, Forest's Edge]
- The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- Obvious paths: southeast, south, west.
- Room Number: 1449
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Woodland Path, Dense Forest]
- A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- Obvious paths: east, west.
- Room Number: 1450
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Woodland Path, Brook]
- A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- Obvious paths: east.
- Room Number: 1451
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go brook
- Leustyin splashes into view coming from the west.
- [Woodland Path, Brook]
- This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- Obvious paths: north, east, west.
- Room Number: 1507
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Roundtime: 4 sec.
- You splash west, moving sideways to the light current.
- [Woodland Path, Brook]
- The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- Also here: Trader Prince Pistro.
- Obvious paths: east, west.
- Room Number: 1508
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop' ifClosed='' resident='true'/>
- A black horse-drawn caravan with colorful hanging glass lanterns entered a shallow brook, following Pistro.
- Trader Prince Pistro splashes east, moving sideways to the light current.
- [go2]>west
- Roundtime: 5 sec.
- You splash west, moving sideways to the light current.
- [Woodland Path, Brook]
- Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- Obvious paths: west.
- Room Number: 1509
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop' ifClosed='' resident='true'/>
- You feel fully rested.
- Rhamer splashes into view coming from the east.
- You notice as a pudgy dog pads into the area.
- Rhamer goes west.
- [go2]>west
- You go west.
- [Woodland Path, Dense Forest]
- The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- Obvious paths: east, southwest.
- Room Number: 1510
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You go southwest.
- [Woodland Path, Dense Forest]
- Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- Obvious paths: northeast, west.
- Room Number: 1511
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Woodland Path, Dense Forest]
- A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- Obvious paths: north, east, south, southwest, west, northwest.
- Room Number: 1512
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You go southwest.
- [Dense Forest]
- Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- Obvious paths: north, northeast, east, south, west, northwest.
- Room Number: 1518
- <streamWindow id='main' title='Story' subtitle=" - [Dense Forest - 1518]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dense Forest - 1518]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Wildulf Woods, Dense Forest]
- Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- Obvious paths: north, east, south.
- Room Number: 1520
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Wildulf Woods, Dense Forest]
- Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- Obvious paths: south, west.
- Room Number: 1523
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Wildulf Woods, Clearing]
- The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- Obvious paths: north, west.
- Room Number: 1522
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop'/>
- [go2]>go bush
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop' ifClosed='' resident='true'/>
- [Wildulf Woods, Needlenose Creek]
- A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- Obvious paths: south.
- Room Number: 1530
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Wildulf Woods, Dirt Road]
- A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- Obvious paths: north, southwest.
- Room Number: 1531
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You go southwest.
- [Wildulf Woods, Dirt Road]
- A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- Obvious paths: northeast, south.
- Room Number: 1532
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Wolf Clan Home, Dirt Road]
- A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see the Trader Guild outpost.
- Obvious paths: north, west.
- Room Number: 1533
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Wolf Clan Home, Dirt Road]
- A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see an old barn.
- Obvious paths: east, south, west.
- Room Number: 1534
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Wolf Clan Home, Dirt Road]
- The road gets thinner and less worn here, with only a few small wooden houses at its side. Children play on the lots in front of homes, running and laughing, making the whole area have a relaxed atmosphere. Curls of smoke rise from homes carrying with them the smell of meals being prepared.
- Obvious paths: north, west.
- Room Number: 6158
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 6158]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 6158]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Wolf Clan Home, Square]
- The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride. You also see a pudgy dog.
- Obvious paths: east, south.
- Room Number: 1537
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Wolf Clan Home, Dirt Road]
- Buildings thicken this area of the village, making it seem larger than it really is, but the forest still looms at the edges as a reminder that this is still nature's part of the world. Hammers banging and the smell of tanning oils penetrate the air giving the feel of work and little leisure. The occasional trader or inhabitant walk down the road, intent on their destination. You also see a worn path.
- Obvious paths: north, south.
- Room Number: 6159
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 6159]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 6159]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Wolf Clan Home, Dirt Road]
- A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- Obvious paths: north, west.
- Room Number: 1539
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go building
- [Crolin's Skins, Main Room]
- Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- Obvious exits: east, west, out.
- Room Number: 1542
- <streamWindow id='main' title='Story' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Randal's Leather Repair, Work Room]
- Mounds of leather and hides find themselves stacked in almost every corner of this small work area. Wooden boxes of metal rings, studs and rivets claim the remaining space, prompting Randal to use two rolls of padding as a make-shift seat because there is no further room for them. Behind a wood counter Randal sits smiling to himself as he works on a leather breastplate. A large hide tacked to the wall has something written on it. You also see a large waste bucket.
- Also here: Rhamer who is surrounded by a shimmering shield.
- Obvious exits: west.
- Room Number: 1544
- <streamWindow id='main' title='Story' subtitle=" - [Randal's Leather Repair, Work Room - 1544]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Randal's Leather Repair, Work Room - 1544]" location='center' target='drop' ifClosed='' resident='true'/>
- Rhamer goes west.
- [go2: travel time: 0:00:33]
- --- Lich: go2 has exited.
- [workorders: Failed to navigate to room 8771, attempting again]
- --- Lich: go2 active.
- [go2: ETA: 0:00:10 (54 rooms to move through)]
- [go2]>west
- You run west.
- [Crolin's Skins, Main Room]
- Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- Obvious exits: east, west, out.
- Room Number: 1542
- <streamWindow id='main' title='Story' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Crolin's Skins, Main Room - 1542]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>out
- You run out.
- [Wolf Clan Home, Dirt Road]
- A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- Obvious paths: north, west.
- Room Number: 1539
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1539]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>n
- You go north.
- [Wolf Clan Home, Dirt Road]
- Dark buildings clutter the side of the street, all silent and no sign of the constant work of day. Lanterns hanging from posts along the road give a faint wavering light, throwing shadows that make the area look nearly as alive as during the working hours. You also see a worn path.
- Obvious paths: north, south.
- Room Number: 1538
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1538]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1538]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Wolf Clan Home, Square]
- The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride. You also see a pudgy dog.
- Obvious paths: east, south.
- Room Number: 1537
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Square - 1537]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Wolf Clan Home, Dirt Road]
- Only small wooden houses occupy this area of the village. Candles lighting windows give faint light to the road, the only thing making it possible to see at all. Sometimes drifts of conversation can be heard from the otherwise silent houses.
- Obvious paths: north, west.
- Room Number: 1536
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1536]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1536]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Wolf Clan Home, Dirt Road]
- A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see a pudgy dog and an old barn.
- Obvious paths: east, south, west.
- Room Number: 1534
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1534]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Wolf Clan Home, Dirt Road]
- A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see the Trader Guild outpost.
- Also here: Rhamer who is surrounded by a shimmering shield.
- Obvious paths: north, west.
- Room Number: 1533
- <streamWindow id='main' title='Story' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wolf Clan Home, Dirt Road - 1533]" location='center' target='drop' ifClosed='' resident='true'/>
- Rhamer goes north.
- [go2]>north
- You run north.
- [Wildulf Woods, Dirt Road]
- A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- Also here: Rhamer who is surrounded by a shimmering shield.
- Obvious paths: northeast, south.
- Room Number: 1532
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1532]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- Your feet are continuing to drip water everywhere.
- Rhamer goes northeast.
- You run northeast.
- [Wildulf Woods, Dirt Road]
- A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- Also here: Rhamer who is surrounded by a shimmering shield.
- Obvious paths: north, southwest.
- Room Number: 1531
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dirt Road - 1531]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- Rhamer goes north.
- You run north.
- [Wildulf Woods, Needlenose Creek]
- A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- Also here: Rhamer who is surrounded by a shimmering shield.
- Obvious paths: south.
- Room Number: 1530
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Needlenose Creek - 1530]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go bush
- Rhamer went through an exit out through a clump of dense bushes.
- [Wildulf Woods, Clearing]
- The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- Also here: Rhamer who is surrounded by a shimmering shield.
- Obvious paths: north, west.
- Room Number: 1522
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Clearing - 1522]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Wildulf Woods, Dense Forest]
- Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- Obvious paths: south, west.
- Room Number: 1523
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1523]" location='center' target='drop' ifClosed='' resident='true'/>
- Rhamer just arrived.
- [go2]>west
- You run west.
- [Wildulf Woods, Dense Forest]
- Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- Obvious paths: north, east, south.
- Room Number: 1520
- <streamWindow id='main' title='Story' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop'/>
- [go2]>north
- <streamWindow id='room' title='Room' subtitle=" - [Wildulf Woods, Dense Forest - 1520]" location='center' target='drop' ifClosed='' resident='true'/>
- Rhamer just arrived.
- You run north.
- [Dense Forest]
- Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- Obvious paths: north, northeast, east, south, west, northwest.
- Room Number: 1518
- <streamWindow id='main' title='Story' subtitle=" - [Dense Forest - 1518]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dense Forest - 1518]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- Rhamer just arrived.
- You run northeast.
- [Woodland Path, Dense Forest]
- A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- Obvious paths: north, east, south, southwest, west, northwest.
- Room Number: 1512
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1512]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- Rhamer just arrived.
- You run east.
- [Woodland Path, Dense Forest]
- A rustling sound draws your attention to a nearby tree trunk where a nocturnal squirrel clings to the bark. Suddenly letting go, it spreads its legs and glides silently to the ground where it grabs an unsuspecting beetle and scurries quickly back up the tree. All around you the graceful descent is repeated by other members of the flying squirrel's family. You also see a rough timber cabin that has been burned halfway to the ground.
- Obvious paths: northeast, west.
- Room Number: 1511
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1511]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- Rhamer just arrived.
- You run northeast.
- [Woodland Path, Dense Forest]
- The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- Obvious paths: east, southwest.
- Room Number: 1510
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1510]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- Rhamer just arrived.
- You run east.
- [Woodland Path, Brook]
- Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- Also here: Sacred Hand Jezzail who is shrouded in ghostly flames.
- Obvious paths: west.
- Room Number: 1509
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1509]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go brook
- [Woodland Path, Brook]
- The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- Obvious paths: east, west.
- Room Number: 1508
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1508]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- Rhamer just arrived.
- Roundtime: 5 sec.
- You splash east, moving sideways to the light current.
- [Woodland Path, Brook]
- This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- Obvious paths: north, east, west.
- Room Number: 1507
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1507]" location='center' target='drop' ifClosed='' resident='true'/>
- Rhamer splashes into view coming from the west.
- Rhamer splashes east, moving sideways to the light current.
- [go2]>east
- Roundtime: 6 sec.
- You splash east, moving sideways to the light current.
- [Woodland Path, Brook]
- A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- Obvious paths: east.
- Room Number: 1451
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Brook - 1451]" location='center' target='drop' ifClosed='' resident='true'/>
- You feel fully rested.
- [go2]>east
- You go east.
- [Woodland Path, Dense Forest]
- A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- Obvious paths: east, west.
- Room Number: 1450
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Dense Forest - 1450]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Woodland Path, Forest's Edge]
- The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- Obvious paths: southeast, south, west.
- Room Number: 1449
- <streamWindow id='main' title='Story' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Woodland Path, Forest's Edge - 1449]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Grassland Path, Meadow]
- The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest. You also see a musk hog.
- Obvious paths: east, northwest.
- Room Number: 1448
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Meadow - 1448]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Grassland Path, Village Gate]
- A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- Obvious paths: east, west.
- Room Number: 1447
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Village Gate - 1447]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Grassland Path, Farmlands]
- A thick rock wall angles from the west around to the south beyond which can be heard the soft lapping and gurgling sounds of what can only be the Segoltha River.
- Obvious paths: southeast, west.
- Room Number: 1446
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1446]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Grassland Path, Farmlands]
- The crackle of dried out brush echoes underfoot in this fallow field. You also see a black horse-drawn caravan with colorful hanging glass lanterns with several things on it.
- Obvious paths: southeast, northwest.
- Room Number: 1445
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Path, Farmlands - 1445]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Grassland Road, Farmlands]
- Strange shapes cause a momentary flutter of fear and worry, but further inspection reveals them to be nothing more than large sheafs of wheat stacked up and leaning against each other. You also see a musk hog.
- Also here: Trader Prince Pistro.
- Obvious paths: east, northwest.
- Room Number: 1444
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1444]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Grassland Road, Farmlands]
- Progress is slow here since you frequently have to stop and shake off the huge clods of damp soil that are sticking to your feet and becoming heavier by the footstep.
- Obvious paths: east, west.
- Room Number: 1443
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1443]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Farmlands]
- It is particularly dark and difficult to see anything clearly here. The soft gentle reassuring rustle of leaves suggests that you are in the company of a great many trees and very little danger. You also see a musk hog and a musk hog.
- Obvious paths: northeast, west.
- Room Number: 1442
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1442]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Grassland Road, Orchard]
- Thwap! Thwap! Two noises in rapid succession almost have you diving for cover. Creeping around the trees, you discover several people busily and secretly harvesting something from the trees.
- Obvious paths: east, southwest.
- Room Number: 1441
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Orchard - 1441]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Farmlands]
- For a moment you lose your sense of direction. Bending down to gain a better perspective of the lie of the land, you manage to identify several landmarks and reorient yourself.
- Obvious paths: north, east, west.
- Room Number: 1440
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1440]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Farmlands]
- A faint flapping catches your attention. Moving closer to the roadside, you can barely make out a banner with a tiger embroidered on it.
- Obvious paths: southeast, west.
- Room Number: 1439
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Farmlands - 1439]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Grassland Road, Meadow]
- Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- Obvious paths: east, northwest.
- Room Number: 1438
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1438]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- Obvious paths: east, west.
- Room Number: 1437
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1437]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- Obvious paths: southeast, west.
- Room Number: 1436
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1436]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Grassland Road, Meadow]
- The sickly sweet smell of buttercups and other flowers fills the air. The crunching sound underfoot announces your presence to everyone and everything else in the vicinity.
- Obvious paths: east, south, northwest.
- Room Number: 1435
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1435]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- The faint rustle of trees is the predominant sound here. Occasionally a shriek from the nearby Crossing is carried on the wind, but whether it is laughter or some fool meeting a painful death you cannot tell.
- Obvious paths: east, west.
- Room Number: 1434
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1434]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Grassland Road, Meadow]
- An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- Obvious paths: west.
- Room Number: 1433
- <streamWindow id='main' title='Story' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Grassland Road, Meadow - 1433]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go path
- [Mycthengelde, Flatlands]
- Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- Obvious paths: northwest.
- Room Number: 1387
- <streamWindow id='main' title='Story' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Mycthengelde, Flatlands - 1387]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [The Crossing, Western Gate]
- Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see a steel pin, a capillary tube, a steel pin, a capillary tube, a steel pin, a capillary tube, a bronze seal, a capillary tube, a steel pin, some stone stairs leading to the top of the town wall, the Guard House and the Western Gate.
- Also here: Wiesslogia.
- Obvious paths: east.
- Room Number: 866
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Western Gate - 866]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Western Gate - 866]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Goodwhate Pike]
- Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- Obvious paths: east, south, west.
- Room Number: 865
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 865]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 865]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Goodwhate Pike]
- A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- Obvious paths: east, south, west.
- Room Number: 864
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 864]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 864]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [The Crossing, Goodwhate Pike]
- The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- Obvious paths: east, south, west.
- Room Number: 863
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Goodwhate Pike - 863]" location='center' target='drop'/>
- [go2]>east
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Goodwhate Pike - 863]" location='center' target='drop' ifClosed='' resident='true'/>
- You go east.
- [The Crossing, Oxenwaithe Bridge]
- This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- Obvious paths: east, south, west.
- Room Number: 862
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Oxenwaithe Bridge - 862]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Oxenwaithe Bridge - 862]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [The Crossing, Clanthew Boulevard]
- The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs. You also see a pudgy dog.
- Also here: Abius.
- Obvious paths: east.
- Room Number: 772
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 772]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 772]" location='center' target='drop' ifClosed='' resident='true'/>
- Abius went across the Oxenwaithe Bridge.
- [go2]>east
- The pudgy dog pads off.
- You go east.
- [The Crossing, Clanthew Boulevard]
- From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- Obvious paths: east, south, west.
- Room Number: 771
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 771]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 771]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Clanthew Boulevard]
- A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- Obvious paths: north, east, west.
- Room Number: 770
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 770]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 770]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Clanthew Boulevard]
- You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- Obvious paths: east, south, west.
- Room Number: 769
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 769]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Clanthew Boulevard]
- The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it.
- Obvious paths: east, south, west.
- Room Number: 768
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 768]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Clanthew Boulevard]
- Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall.
- Obvious paths: east, south, west.
- Room Number: 767
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Clanthew Boulevard - 767]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [The Crossing, Champions' Square]
- Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a sturdy stone structure.
- Obvious paths: north, south, west.
- Room Number: 766
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop'/>
- [go2]>south
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Champions' Square - 766]" location='center' target='drop' ifClosed='' resident='true'/>
- You run south.
- [The Crossing, Trothfang Street]
- Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see the Crossing Forging Society Building, an iron anvil, a pile of fuel, a slack tub filled with water, a large waste bucket, a glowing forge and a ruby-inlaid round table crafted to resemble Yavash with several things on it.
- Obvious paths: north, east.
- Room Number: 760
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Trothfang Street - 760]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go building
- [Forging Society, Book Store]
- Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a prestige board and a large sign.
- Obvious exits: south.
- Room Number: 8771
- <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Book Store - 8771]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:28]
- --- Lich: go2 has exited.
- --- Lich: go2 active.
- [go2: ETA: 0:00:00 (1 rooms to move through)]
- [go2]>south
- You go south.
- [Forging Society, Lobby and Maker's Mark Ordering]
- A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see Forging Society Mistress Yalda, a large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall.
- Obvious exits: north, east, south, west.
- Room Number: 8772
- <streamWindow id='main' title='Story' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Forging Society, Lobby and Maker's Mark Ordering - 8772]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:00]
- --- Lich: go2 has exited.
- [workorders]>get my forging logbook
- [crossing-repair: Failed to navigate to room 1544, attempting again]
- --- Lich: go2 active.
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