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- 2018-09-23 9:33am
- The grid of thin lines slides away from your thoughts.
- Ethereal Shield (7 roisaen)
- >take primer
- You pick up a parchment cobra primer.
- Ethereal Shield (7 roisaen)
- >stow
- You put your primer in your duffel bag.
- Ethereal Shield (6 roisaen)
- Ethereal Shield (6 roisaen)
- Ethereal Shield (6 roisaen)
- Your feet are finally dry.
- Ethereal Shield (6 roisaen)
- Ethereal Shield (6 roisaen)
- Ethereal Shield (6 roisaen)
- Ethereal Shield (5 roisaen)
- --- Lich: training-manager active.
- >;eq Script.running?('training-manager') ? kill_script('training-manager') : start_script('training-manager')
- [training-manager]>favor
- You currently have 23 favors with the gods.
- Your most recent favor was granted by Hav'roth.
- [training-manager]>tap my Hav'roth orb
- I could not find what you were referring to.
- --- Lich: favor is already running (use ;force [scriptname] if desired).
- [training-manager]>stow my orb
- Stow what? Type 'STOW HELP' for details.
- --- Lich: hunting-buddy active.
- [hunting-buddy]>tap my bundle
- You tap a tight bundle that you are wearing.
- --- Lich: restock active.
- [restock]>open my skull
- The wyvern skull's jaw is already open.
- [restock]>open my thigh bag
- That is already open.
- [restock]>open my duffel bag
- That is already open.
- --- Lich: restock has exited.
- [hunting-buddy: ***STATUS*** EXECUTE go2 8948]
- --- Lich: go2 active.
- [go2: ETA: 0:00:45 (71 rooms to move through)]
- [go2]>stand
- You stand back up.
- [go2]>up
- You go up.
- [Eyes of the Thirteen, Hav'roth's Shrine]
- The silver platform below you gleams as a sea of liquid emerald, the light striking it tinted by a green crystal half-sphere that encases this small shrine. Tiny people bustle in and out of the seats in the High Altar chamber below, some likely waiting for the next sermon to begin under the Eyes of the Thirteen. You also see a gem-encrusted satinwood archway, a grey basalt altar set with bejeweled bands of gold and a carved sandalwood altar banded with black jade.
- Obvious exits: none.
- Room Number: 5835
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hav'roth's Shrine - 5835]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hav'roth's Shrine - 5835]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go arch
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The curving white plaster walls are tinted a rich luminous green as light flows beneath a gem-encrusted satinwood archway. Beyond the archway, a silver platform leads out into the Eye of the Serpent.
- Obvious paths: clockwise, widdershins.
- Room Number: 5816
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5816]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5816]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widdershin
- >_error error at offset 27: Ending tag not found for <component id='room exits'> in [<component id='room exits'>Obvious paths: clockwise, widdershins.]
- >_error error at offset 19: Closing tag mismatch close=</component> open=<input> in [<compass></compass></component>]
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The scent of incense from somewhere nearby wafts through the air, filling the space with a mild, sweet aroma. Revealed by a narrow arch within a section of the curving walls, a narrow staircase flows upwards and disappears above as it arcs up toward the uppermost areas of the temple.
- Obvious paths: clockwise, widdershins.
- Room Number: 5815
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5815]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5815]" location='center' target='drop' ifClosed='' resident='true'/>
- >_error error at offset 27: Ending tag not found for <component id='room exits'> in [<component id='room exits'>Obvious paths: clockwise, widdershins.]
- >_error error at offset 19: Closing tag mismatch close=</component> open=<input> in [<compass></compass></component>]
- [go2]>go widdershin
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The pale walls of the hallway curve to each side, reflecting on floors of polished marble tile. Set into the tiles before the entrance to the Shrine of Mortals is an intricate mosaic crafted from multicolored glass. Diffused blue light pours through the silver-inlaid mahogany archway, setting the glittering mosaic afire with color.
- Obvious paths: clockwise, widdershins.
- Room Number: 5814
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5814]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5814]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widdershin
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- Finely carved mahogany borders hug the curves of the archway which serves as entrance to the shrine. A faint corona of ruddy light flows through the arch, bathing the pale paster with a pale reddish tint.
- Obvious paths: clockwise, widdershins.
- Room Number: 5813
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5813]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5813]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widdershin
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- Matte black marble rises in a graceful arch leading to the entrance to a shrine. Steel dagger hilts, their blades buried in the stone, radiate outwards along the curve of the arch, while the keystone is carved with the image of a snarling amber-eyed panther.
- Obvious paths: clockwise, widdershins.
- Room Number: 5812
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5812]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5812]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widdershin
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The hallway continues its curved passage leading to each of the Eyes of the Thirteen. A narrow wooden staircase, recessed into one wall, is visible as it curves gently downward toward the lower portions of the temple. To the northwest within the curving passage, sprinkles of some kind of shimmering purple dust are visible on the floor, adding a remarkable contrast of color against the white plaster walls.
- Obvious paths: clockwise, widdershins.
- Room Number: 5811
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5811]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5811]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go stair
- Ethereal Shield (5 roisaen)
- You step onto a staircase, beginning your descent.
- On your journey down a staircase you reach...
- Obvious paths: clockwise, widdershins.
- [The Crossing Temple, Hallway]
- Curiously elusive, a faint musty smell intrudes upon an otherwise elegant hallway. An antique crystal chandelier emits a warm golden glow that caresses everything from the central wooden pedestal to the narrow wooden staircase that ascends the outside wall.
- Obvious paths: clockwise, widdershins.
- Room Number: 5777
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing Temple, Hallway - 5777]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing Temple, Hallway - 5777]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widdershin
- Obvious paths: clockwise, widdershins.
- [The Crossing Temple, Hallway]
- Flickering torches secured in iron sconces illuminate a sprawling mural upon the walls. Panoramic images depict a gathering of diverse figures joined in concentric circles about a large white boulder resting at the center of a forest clearing. The pristine surface of the monolithic stone is scorched with a totemic simulacrum of a great horned owl in flight. You also see a mahogany pedestal with a flickering crystalline orb on it.
- Obvious paths: clockwise, widdershins.
- Room Number: 5776
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing Temple, Hallway - 5776]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing Temple, Hallway - 5776]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widdershin
- Obvious paths: clockwise, widdershins.
- [The Crossing Temple, Hallway]
- Twin plaster columns rise on either side of a descending stairway, supporting the spheriform walls. Along the inner curve of the hallway, an arched mahogany entrance leads to a white marble walkway that spans the distance between the circular rim and the High Altar at the center of the Temple.
- Obvious paths: clockwise, widdershins.
- Room Number: 5775
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing Temple, Hallway - 5775]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing Temple, Hallway - 5775]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go stair
- You step onto a winding stairway, beginning your descent.
- On your journey down a mahogany staircase you reach...
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Hallway]
- The long, slightly turning, white plaster walls are interrupted by a mahogany staircase leading upward. The granite floor is slightly scuffed here, perhaps by the countless feet that have trodden upon it, or perhaps by some heavy object having been pushed along.
- Obvious paths: clockwise, widdershins.
- Room Number: 5869
- [go2]>go widder
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Hallway - 5869]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Hallway - 5869]" location='center' target='drop' ifClosed='' resident='true'/>
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Hearth Chamber]
- Flames crackle merrily in a large circular fireplace set upon an elevated flagstone dais in the center of the room. A wrought iron hood is attached to a ventilation shaft which rises upward, leading to a grate on the far wall. Fine mesh screens enclose the blaze, intricate patterns in the links forming the shadowy images of the thirteen avatars. Richly woven panels of warm russet wool trimmed with heavy gold braid line the stone walls. Thick black bearskin rugs carpet the floor beneath leather divans.
- Obvious paths: clockwise, widdershins.
- Room Number: 5868
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Hearth Chamber - 5868]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Hearth Chamber - 5868]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widder
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Hallway]
- Hanging from a golden brazier is a colorful wreath of branches bearing dark green leaves. Sprinkled amongst the verdant boughs are pea-sized dirdel flowers of fiery red bearing triangular silver foliage. The wreath adds a bit of color to the hallway of drab white.
- Obvious paths: clockwise, widdershins.
- Room Number: 5867
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Hallway - 5867]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Hallway - 5867]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widder
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Chamber of Rains]
- Softly luminous gaethzen orbs hang suspended from polished brass chains. The delicate-looking globes are draped with gauzy fabric in a myriad of soft blues and greens. The veined granite of the far wall has been chiseled into a three-dimensional mural resembling lush foliage. Gentle pattering laughter of a spring shower fills the room as water from a hidden source cascades in wide rivulets down the sculpted flora. Large tapestry cushions carpet the floor with embroidered verdure.
- Obvious paths: clockwise, widdershins.
- Room Number: 5866
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Chamber of Rains - 5866]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Chamber of Rains - 5866]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go widder
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Li Stil rae Kwego ia Kweld]
- Fragrant smoke drifts from censers to carry periodic ripples of sound from the rooms beyond, bringing the silvery chime of bells and rhythmic cadence of chant to rise and fall in the air like the heartbeat of the Temple itself. An ivory rug cloaks the floor, surrounding an altar of translucent obsidian swirled with fiery highlights. Stained-glass gaethzen orbs circle the altar with a misty nimbus of violet light shading to crimson and then to amber and gold -- the colors of dawn and of life renewed. You also see an iron-bound oak door set in the far wall.
- Obvious paths: clockwise, widdershins.
- Room Number: 5865
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Li Stil rae Kwego ia Kweld - 5865]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Li Stil rae Kwego ia Kweld - 5865]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go door
- [Temple Grounds, Cobblestone Path]
- The astonishing sight of the grand temple lies to the north, atop a massive stairway. Three towers flank the sides of the structure, a complex network of walkways stretching between them and the temple's top levels. A smooth cobblestone path runs east and west here, curving around to the grounds areas on either side of the temple. You also see an iron-bound oak door next to the base of the stairway.
- Obvious paths: east, south, west.
- Room Number: 1618
- <streamWindow id='main' title='Story' subtitle=" - [Temple Grounds, Cobblestone Path - 1618]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Temple Grounds, Cobblestone Path - 1618]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Temple Grounds, Entry Gates]
- The immense outer walls of the temple meet here, a thick lacquered mahogany gate acting as their mediator. The hardwood entrance has been banded with sturdy bars of steel to ensure its stamina in the most dire of times. A cobblestone path leads to the north, winding off into the various parts of the temple grounds. You also see a low mahogany building and a white-robed monk.
- Obvious paths: north.
- Room Number: 1614
- <streamWindow id='main' title='Story' subtitle=" - [Temple Grounds, Entry Gates - 1614]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Temple Grounds, Entry Gates - 1614]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [The Crossing, Immortals' Approach]
- This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see Forest Warden Hengwild, the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds.
- Obvious paths: northeast, northwest.
- Room Number: 741
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Immortals' Approach - 741]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Immortals' Approach - 741]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You go northeast.
- [The Crossing, Hodierna Way]
- The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf.
- Also here: Tawyer Ulzendd, Azum, Nytegate, Blax, Hefour, Helshing who is surrounded by a shimmering shield, Stryng and Flyte.
- Obvious paths: east, southwest, northwest.
- Room Number: 732
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop' ifClosed='' resident='true'/>
- Tawyer Ulzendd entered the First Provincial Bank.
- [go2]>east
- You go east.
- [The Crossing, Hodierna Way]
- When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a walkway ramp and a news stand with a parchment scroll on it.
- Obvious paths: north, east, south, west.
- Room Number: 731
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 731]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 731]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [The Crossing, Hodierna Way]
- Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers.
- Obvious paths: east, west.
- Room Number: 730
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 730]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 730]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [The Crossing, Hodierna Way]
- The wall surrounding the town snakes from north to south directly to the east. The towers of the Temple to the west are barely seen in the dark, its merry lights minutely visible in the distance, twinkling through stained-glass windows. To the north, a narrow, cheerful street opens up.
- Obvious paths: north, east, west.
- Room Number: 729
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 729]" location='center' target='drop'/>
- [go2]>east
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 729]" location='center' target='drop' ifClosed='' resident='true'/>
- You go east.
- [The Crossing, Eastern Gate]
- Camels, oxen and mules compete with Elves, Gor'Togs and Humans to pass through the Eastern Gate which leads to the Middens, and the Observatory beyond. The lowing of animals and the bellowing of travelers become almost indistinguishable the more you listen. After a few minutes, so do the mingled odors of unwashed sojourners and beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see some stone stairs leading to the top of the town wall and the Guard House.
- Obvious paths: west.
- Room Number: 728
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Eastern Gate - 728]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Eastern Gate - 728]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [Eastern Tier, Outside Gate]
- The eastern gate of the Crossing stands before you, an incomplete, but serviceable stone structure. To the north are grey slate hills rising out of dense clumps of deobar trees and groves of tall almur poplars. The land to the east is flat, and dips and rises almost imperceptibly into the distance. A single, wide path winds through it, surrounded by ruins, debris and small huts. You also see a clump of stunted bushes and a town wall.
- Obvious paths: east.
- Room Number: 691
- <streamWindow id='main' title='Story' subtitle=" - [Eastern Tier, Outside Gate - 691]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eastern Tier, Outside Gate - 691]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go bush
- [Outside East Wall, Footpath]
- The path winds in and out of a thick patch of stunted bushes near the exterior wall. It emerges into an area of chipped rock where workers have dumped debris from the town wall's construction. You also see a town wall.
- Obvious paths: north, south.
- Room Number: 1040
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1040]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1040]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Outside East Wall, Footpath]
- Crumbling mud bricks and loose rock lay in a pile near the sturdy stone town wall. Sounds of night-hidden creatures rustle in the weeds and nearby brush as they search for prey or leftover scraps. You also see a town wall.
- Obvious paths: northeast, south.
- Room Number: 1039
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1039]" location='center' target='drop'/>
- [go2]>northeast
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1039]" location='center' target='drop' ifClosed='' resident='true'/>
- Ethereal Shield (5 roisaen)
- You go northeast.
- [Outside East Wall, Footpath]
- The path turns from the city ramparts and forks south and west. Toward the north it runs along the town's outer wall, the stone structure within reach. Sheltered from wind and sun, little vegetation except for stray weeds manages to thrive.
- Obvious paths: north, southeast, southwest.
- Room Number: 1038
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1038]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1038]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Outside East Wall, Footpath]
- A smooth, flat slate-grey outcropping abuts the stone rampart, the same slates that compose the hills and terrain to the west. Bits of the slab have cracked and chipped, but for a few yards the path is wide enough to be called a path.
- Obvious paths: north, south.
- Room Number: 1042
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1042]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1042]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Outside East Wall, Footpath]
- A gully eroded across the narrow way forces passage just next to the wall of the town. Stagnant insect-infested water pools in muddy sections of the gully and a fetid odor of garbage saturates the air.
- Obvious paths: south, up.
- Room Number: 1037
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1037]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1037]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>up
- You go up.
- [Outside East Wall, Footpath]
- The remains of a mudwren nest sits overhead in a rough section of the town's stone wall. A newer nest is under construction just below it tucked within a chink of the wall. Small birds dart through the tall brush, bustling as much as the citizens along the streets inside the gates.
- Obvious paths: north, down.
- Room Number: 1036
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1036]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1036]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Outside East Wall, Footpath]
- Under the shadow of eastern section of The Crossing's stone town wall, this footpath serves as a shortcut. Barely wide enough for one person, thick brambles and brush allow passage in single file. A few crevices in the wall make adequate handholds as you squeeze your way along the uneven ground and past thorny branches. You also see the town wall.
- Also here: Shantrah.
- Obvious paths: north, south.
- Room Number: 1035
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1035]" location='center' target='drop'/>
- [go2]>n
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1035]" location='center' target='drop' ifClosed='' resident='true'/>
- You run north.
- [Northeast Wilds, Outside Northeast Gate]
- You are before the Northeast Gate of the Crossing, surrounded by wayfarers and adventurers also in mid-journey. Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors. Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves. You also see some braided grass, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate and a narrow footpath.
- Also here: Athrogat.
- Obvious paths: north, east, southeast.
- Room Number: 992
- <streamWindow id='main' title='Story' subtitle=" - [Northeast Wilds, Outside Northeast Gate - 992]" location='center' target='drop'/>
- [go2]>north
- <streamWindow id='room' title='Room' subtitle=" - [Northeast Wilds, Outside Northeast Gate - 992]" location='center' target='drop' ifClosed='' resident='true'/>
- You run north.
- [Northern Trade Road, Farmlands]
- Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see an onager.
- Obvious paths: north, south.
- Room Number: 995
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 995]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 995]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Farmlands]
- The scent of freshly-tilled earth rises from the farms on both sides of the road. Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river. You note an amazing variety of races and types that are driving their goods into the town. You also see a freshly-planted pathway.
- Obvious paths: north, south.
- Room Number: 996
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 996]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 996]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Farmlands]
- Empty fields lie sleeping beneath the blanket of night. The scent of plowed earth mingles with the fragrance of fresh growing things. You also see a pile of rocks, a pile of rocks and a winding trail.
- Also here: Mardagon.
- Obvious paths: northeast, south.
- Room Number: 997
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 997]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 997]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- Mardagon roots around the area for a moment.
- Mardagon forages around the area for a while and manages to collect a pile of rocks.
- You run northeast.
- [Northern Trade Road, Farmlands]
- Open grassland mingles with small farmsteads as the wide road passes through a cut where a low hill rises. The road is edged with tall hedges, apparently to keep cattle from wandering into the orchards and vegetable plots you see beyond the heavy, guarding branches. Some distance to the south, you see the smoke and haze of a city of some size. Northwards, low hills rise against the sky. You also see a pile of rocks.
- Obvious paths: northeast, southwest.
- Room Number: 998
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 998]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 998]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Grasslands]
- Dark shapes of cattle stand, outlined against the night sky, as they huddle together in sleep. Somewhere nearby you hear the bark of a dog -- the herd has not been left unguarded. You also see a thin trail.
- Obvious paths: north, southwest.
- Room Number: 999
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 999]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 999]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Grasslands]
- Open fields to either side can be dimly seen. Faintly, there comes a trace of woodsmoke, perhaps from the campfires of local herdsmen warming themselves against the night chill. Nearby, a rounded shape proves to be that of a sleeping cow. You also see a twisting wooded trail.
- Obvious paths: south, northwest.
- Room Number: 1000
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 1000]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 1000]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northern Trade Road, Open Forest]
- Trees rise dimly along the roadway and you can faintly hear a quiet chittering, perhaps from sleepy squirrels annoyed at your disturbing their rest.
- Obvious paths: southeast, west, northwest.
- Room Number: 1001
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northern Trade Road, Open Forest]
- Trees grow tall here, but they are scattered enough to allow moonlight and a good view of the sky. Northwards, the land rises into low hills that disappear against the black sky of the night. To the south, a gentle plain opens outward. A soft breeze rustles the leaves in the boughs overhead in a pleasant susurration.
- Obvious paths: north, southeast.
- Room Number: 1008
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Open Woods]
- Widely scattered trees stand aloof, like strangers at a party, barely noticing one another's presence. Northwards, the open land nearby changes into a few low, rolling hills. Like a bare head rising above thinning hair, the hills stand out from a fringe of trees about their base.
- Obvious paths: north, south.
- Room Number: 1002
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Rolling Hills]
- The road winds among low, rounded hills barely deserving of the name. Clumps of trees around the base of the hills thin out rapidly as bare rock rises out of the good earth. The ragged summits are worn and weathered with age.
- Obvious paths: northeast, south.
- Room Number: 101
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Rolling Hills]
- The road crests the highest of the low hills, wandering among the cracked and worn rocks scattered across it. Removed from the road and set gently upon a hill, like a princess on her ivory pedestal, stands a rough circle of tall stones arranged in two concentric rings. Rising unsteadily from the crown of the hill, many of the stones lean against one another or are completely toppled. Perhaps a place of worship in ancient times, not even legend recalls who came here or what gods they served.
- Obvious paths: southwest, northwest.
- Room Number: 1010
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northern Trade Road, Rolling Hills]
- Winding north and south over the brow of a low hill, the road is partly blocked by several roughly shaped stones that appear to have tumbled down from the hill crest above. Small curls of a deep green vine have begun to wind the fallen stones into their embrace, and the tiny white flowers scattered among the leaves brighten the dull blue-grey of the stone.
- Obvious paths: north, southeast.
- Room Number: 1011
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- Elite Merchant Barder just arrived.
- Elite Merchant Barder runs southeast.
- You run north.
- [Northern Trade Road, Rolling Hills]
- A series of low hills, barely worthy of note, rise to the south while northwards, wide open grasslands run unhindered into the distance. Far off to the north, at the edge of the horizon, the faint shape of distant mountains can just be made out.
- Obvious paths: north, south.
- Room Number: 1012
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Rolling Hills]
- Low hills to the south rise up from marshy land to the north. Clouds of insects and tiny birds feeding upon them dart here and there. The whine of millions of quivering wings combines with the thin rustle of the darting birds to form an annoying, discordant noise. You also see a small, white-washed sign staked along side the road and a roadsign.
- Obvious paths: east, south, northwest.
- Room Number: 1013
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northern Trade Road, Marshy Meadows]
- The ground underfoot squishes with each movement, and moisture oozes into the traces left. Low rocks set in ragged rows appear to mark a path along the swampy ground. Gnats and midges clog your nostrils and fly into your eyes and ears in an endless cloud. The air is thick with rotting vegetable matter and less identifiable odors.
- Obvious paths: southeast, northwest.
- Room Number: 1014
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northern Trade Road, Marshy Meadows]
- You travel in the midst of a boggy meadow. The air is thick with a chill mist that blurs the outlines of anything not close by. Pale rocks set along the path show the safest way to go among the almost trackless wastes.
- Obvious paths: north, southeast.
- Room Number: 1015
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Marshy Meadows]
- The ground beneath you is boggy and soft. Swarms of flies close about you, and some land to drill into your flesh for a morsel of blood and to leave a stinging welt as a souvenir of your visit to their lands. Northwards, the ground rises from the bog into open lands, while southward a mist obscures the view. You also see a white hand towel.
- Obvious paths: north, south.
- Room Number: 1019
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Open Grasslands]
- Southward, the road dips into a boggy lowland, while to the north, open grasslands stretch. No sign of habitation breaks the rippling waves of grass that grow shoulder-high to a tall Elf. The air is alternately fresh with the smell of growing things and thick with the stench of the bog, as the wind veers aimlessly across the open land.
- Obvious paths: north, south.
- Room Number: 1020
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Open Grasslands]
- Thick grass grows up to the edge of the road. Despite the isolation and empty land, the road itself is in surprisingly good shape. Large paving stones rest on a level bed, each one tightly fitted to its neighbor so that nary a weed or seedling can force a way between them. Perhaps some vanished town lay near here that knew the value of good roads.
- Obvious paths: northeast, south.
- Room Number: 1021
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Open Grasslands]
- The road runs straight as an arrow through the endless sea of tall grasses. An occasional ripple among the stalks moving counter the wind shows there is life hidden beneath the green and gold surface. The desperate flight of a covey of birds, as they break cover and scatter, shows that peace here is a shallow illusion. For always the hunter awaits the careless and the weak.
- Obvious paths: northeast, southwest.
- Room Number: 1022
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Open Grasslands]
- A ruined building sits alongside the tidy stone road. The remains perhaps of an ancient tollhouse or inn, it lies at the edge of a forest that rises up from a wide swathe of grassland.
- Obvious paths: northeast, southwest.
- Room Number: 1023
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Forest]
- The trees grow in abundance about you, their tops brushing the dark sky above, their leaves flittering against each other in the night breeze. The soft sound of wings alerts you to the presence of a night hunter, and the broken-off cry that follows tells you that the hunter's prey has been found once more.
- Obvious paths: east, southwest.
- Room Number: 1024
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop'/>
- [go2]>east
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop' ifClosed='' resident='true'/>
- You run east.
- [Northern Trade Road, Forest]
- Low-lying taffelberry bushes grow about the tall deobar trees of the forest. The scent of loam hangs thick and sweet in an almost tangible cloud. The floor is carpeted with fallen leaves in the process of returning to the elements from whence they came, and some of the trees show evidence of having had their branches chopped off.
- Obvious paths: east, west.
- Room Number: 1025
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop' ifClosed='' resident='true'/>
- --- Lich: narost active.
- >;narost
- [go2]>east
- Ethereal Shield (5 roisaen)
- You run east.
- [Northern Trade Road, Deep Forest]
- The trees cluster close, weaving a dark green canopy through which no real light penetrates. The eerie echoing cry of an owl as it hunts for prey threads through the latticework of the trees, shattering the deceptive peace of the forest. You also see a sleek black caravan with a few things on it and a bookkeeper's caravan with built-in shelves along the exterior with several things on it.
- Also here: Krimac, Wilkan, Xilvar, Tirbit who is darkened by an unnatural shadow and Tilven.
- Obvious paths: east, west.
- Room Number: 1026
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Northern Trade Road, Deep Forest]
- This is the heart of the wood, where the trees are the thickest and the outside world of skies and unforested land is the farthest away. The trees grow close to each other, their leaves whispering back and forth, their crowns bowed in quiet conversation. The silence is broken only by the sounds of a squirrel or similar creature's movements and the rush of a river coming from somewhere in the distance.
- Obvious paths: north, west.
- Room Number: 1027
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Deep Forest]
- Deobar trees tower over you, their leaves rustling in time with the sounds of the river to the north. Quiet and serene, this part of the forest has a rich scent to it, the overlapping canopy making pools of gloom that collect beneath the trees.
- Obvious paths: north, south.
- Room Number: 1028
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Meadowlands]
- The forest to the south is thick and dark, a stark comparison to the open meadow around you. Short, springy grass grows in soft mounds over hillocks and hollows. Pale jes-roses dot the greenery, their sweet, nightblooming fragrance creating a heady perfume.
- Obvious paths: north, south.
- Room Number: 1029
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Meadowlands]
- The land here is open and welcome, the grass thinning on the western horizon as it makes way for a farmstead. Nearby you can hear the babble of a river, and the vegetation shows signs that something, probably cattle, has been here recently to grab a quick snack. The air is clean and sweet, inviting you to take deeper breaths.
- Obvious paths: north, south.
- Room Number: 1030
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Farmstead]
- Vast, empty fields lie fallow about you. The remains of an abandoned farmhouse dominates your view to the northeast, its doorways gaping, its windows wide open like empty eye sockets. Nearby, a plow lies rusting, its blade sunk a good two feet into dirt whose only future crop will be grass. To the south the land is gradually returning to the meadow it originally was, the edge of creeping green vivid against the bare brown of exposed earth.
- Obvious paths: north, south.
- Room Number: 1031
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Open Grasslands]
- The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land.
- Obvious paths: north, south.
- Room Number: 1032
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Open Grasslands]
- The sky overhead creates an inky canvas upon which stars have been liberally splattered. An evening wind, fragrant with the scent of night-blooming flowers, ruffles your clothing and cools the air. Somewhere, a nightingale sings, whistling for its lover.
- Obvious paths: northeast, south.
- Room Number: 1033
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Kaerna Village Outskirts]
- The grasslands shimmer slightly, the gentle hand of the wind running its fingers through the plant life. Here and there colorful wildflowers dare to peep their heads up through the endless browns and greens of the plains. Dominating the gentle sighing of the grass can be heard the bustling sounds of the tiny village of Kaerna, surrounded by a wooden town wall which masks the village's graceless sprawl against the northern horizon. You also see a town gate, a weather-beaten sign and an abandoned militia shack.
- Obvious paths: southwest.
- Room Number: 1034
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [Kaerna Village, By the Well]
- The Northern Trade road runs like an arrow through the small town of Kaerna. Composed mostly of ramshackle daub and wattle houses, the most distinguishing feature of Kaerna is its inn, which looms protectively over the other, smaller establishments. Less a town and more a waystation than anything else, the tiny wooden-walled village hugs the road with a tenacious determination. You also see the town well off to the side and a town gate.
- Obvious paths: north.
- Room Number: 1135
- <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>n
- You run north.
- [Kaerna Village, Intersection]
- Even in the cool of the night the village remains active. A soft, cheery glow shines from the windows and open doorway of the Gilded Unicorn Inn, and a few traders are yet about; checking their camels, inspecting their wagons, or preparing for the morning's excursions to come. The stars overhead seem to stretch on forever, the moons smiling benevolently down on the sleeping village. You also see a roadsign.
- Obvious paths: northeast, south, west.
- Room Number: 1136
- <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- --- Lich: narost has exited.
- You run west.
- [Journalai Route, Kaerna Outskirts]
- The grasslands lap like waves at the edge of Kaerna Village to the east. The small, dun-colored houses of the town endure silently, islands in a sea of green. To the west the land begins to take on a more rolling form, an abrupt and unusual change from the endless plains that stretch to the north and south.
- Obvious paths: east, west.
- Room Number: 1137
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Kaerna Outskirts - 1137]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Kaerna Outskirts - 1137]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Journalai Route, Open Grasslands]
- The grasslands here are caught between the presence of rolling hills to the west and the small village of Kaerna to the east. To the north and south is nothing but empty plains, wind-twisted and long ignored by humanity. You also see a barricade that blocks passage northwest.
- Obvious paths: east.
- Room Number: 1138
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Open Grasslands - 1138]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Open Grasslands - 1138]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>climb barricade
- You climb up and over a barricade that blocks passage northwest.
- [Journalai Route, Foothills]
- A set of rolling green hills rise up to the west, gradually flattening out into grasslands to the east. A barricade blocks off further passage toward the east along the Journalai Route. You also see a heavy barricade.
- Obvious paths: west.
- (Roundtime: 5 seconds.)
- Room Number: 1138
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Open Grasslands - 1138]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Open Grasslands - 1138]" location='center' target='drop' ifClosed='' resident='true'/>
- Ethereal Shield (5 roisaen)
- [go2]>west
- You go west.
- [go2]>w
- [Journalai Route, Rolling Hills]
- The old, abandoned Journalai Route runs through the rolling hills outside of the village of Kaerna like a winding brownish-green ribbon someone dropped and forgot. A few stones that might have been road markers still remain, cracked and weathered and lying, forsaken, to one side of the road. You also see a rock troll that appears immobilized, a Guildleader Snow card, a rock troll, a mud-stained steel crate, a rock troll and a rock troll.
- Also here: Sentoki.
- Obvious paths: east, west.
- Room Number: 8946
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Rolling Hills - 8946]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Rolling Hills - 8946]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You go west.
- [Journalai Route, Rolling Hills]
- The Route continues to the east and west, while to the north you notice a dirt path that looks to have been tread by the passage of feet, not the passage of wagons. A trickling stream passes over the road, leaving mud and muck in its wake as it vanishes into the grasses of the surrounding hillside. You also see a wooden hairbrush.
- Obvious paths: north, east, west.
- Room Number: 8947
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Rolling Hills - 8947]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Rolling Hills - 8947]" location='center' target='drop' ifClosed='' resident='true'/>
- You go west.
- [Journalai Route, Rolling Hills]
- The silence here would be peaceful, if it weren't so intrusive. No birdsong, no movement of wildlife, just an empty, all-encompassing stillness, as if the green, wild hills that rise about you were holding their breath.
- Obvious paths: east, southwest.
- Room Number: 8948
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Rolling Hills - 8948]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Rolling Hills - 8948]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:33]
- --- Lich: go2 has exited.
- --- Lich: buff active.
- --- Lich: buff has exited.
- --- Lich: go2 active.
- [go2: ETA: 0:00:00 (2 rooms to move through)]
- [go2]>e
- You go east.
- [Journalai Route, Rolling Hills]
- The Route continues to the east and west, while to the north you notice a dirt path that looks to have been tread by the passage of feet, not the passage of wagons. A trickling stream passes over the road, leaving mud and muck in its wake as it vanishes into the grasses of the surrounding hillside. You also see a wooden hairbrush.
- Obvious paths: north, east, west.
- Room Number: 8947
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Rolling Hills - 8947]" location='center' target='drop'/>
- [go2]>e
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Rolling Hills - 8947]" location='center' target='drop' ifClosed='' resident='true'/>
- You go east.
- [Journalai Route, Rolling Hills]
- The old, abandoned Journalai Route runs through the rolling hills outside of the village of Kaerna like a winding brownish-green ribbon someone dropped and forgot. A few stones that might have been road markers still remain, cracked and weathered and lying, forsaken, to one side of the road. You also see a rock troll that appears immobilized, a Guildleader Snow card, a rock troll, a mud-stained steel crate, a rock troll and a rock troll.
- Also here: Sentoki.
- Obvious paths: east, west.
- Room Number: 8946
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Rolling Hills - 8946]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Rolling Hills - 8946]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:00]
- --- Lich: go2 has exited.
- --- Lich: go2 active.
- [go2: ETA: 0:00:00 (1 rooms to move through)]
- [go2]>w
- You go west.
- [Journalai Route, Rolling Hills]
- The Route continues to the east and west, while to the north you notice a dirt path that looks to have been tread by the passage of feet, not the passage of wagons. A trickling stream passes over the road, leaving mud and muck in its wake as it vanishes into the grasses of the surrounding hillside. You also see a wooden hairbrush.
- Obvious paths: north, east, west.
- Room Number: 8947
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Rolling Hills - 8947]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Rolling Hills - 8947]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:00]
- --- Lich: go2 has exited.
- [hunting-buddy]>search
- You search around for a moment.
- Roundtime: 3 sec.
- You don't find anything of interest here.
- [hunting-buddy]>say I hope no one else is here, I really want to kill something.
- You say, "I hope no one else is here, I really want to kill something."
- Ethereal Shield (5 roisaen)
- [hunting-buddy]>perc
- You reach out with your senses and see pulsating streams of roiling Elemental mana coursing through the area.
- Letting your senses extend further, you feel there is moderately more mana to the west, immensely less mana to the east, and incredibly less mana to the north.
- Ethereal Shield (5 roisaen)
- You sense the Ethereal Shield spell upon you, which will last for about five roisaen.
- Roundtime: 4 sec.
- [hunting-buddy: ***STATUS*** beginning hunt '["d0", "stealth"]' for '15' minutes]
- --- Lich: combat-trainer active.
- [combat-trainer]>stance set 100 0 80
- Setting your Evasion stance to 100%, your Parry stance to 0%, and your Shield stance to 80%. You have 1 stance points left.
- [combat-trainer]>tap Hav'roth orb
- I could not find what you were referring to.
- [combat-trainer]>rummage /B my skull
- You rummage through a juvenile wyvern skull looking for boxes and see a corroded copper crate, a mud-stained wooden skippet and a poorly made steel crate.
- [combat-trainer]>open my skull
- The wyvern skull's jaw is already open.
- [combat-trainer]>open my thigh bag
- That is already open.
- [combat-trainer]>open my duffel bag
- That is already open.
- [combat-trainer]>inv combat
- All of your combat:
- a lumium great helm
- a lumium chain hauberk
- a small gargoyle-hide shield sealed with protective wax
- a steel parry stick engraved with a soaring comet
- some steel plate gauntlets etched with faint stars
- [Type INVENTORY HELP for more options]
- [combat-trainer]>remove my great.helm
- You take a lumium great helm off your head.
- [combat-trainer]>stow my great.helm
- You put your helm in your wyvern skull.
- [combat-trainer]>remove my chain.hauberk
- You work your way out of a lumium chain hauberk.
- [combat-trainer]>stow my chain.hauberk
- You put your hauberk in your wyvern skull.
- [combat-trainer]>remove my plate.gauntlets
- You pull off some steel plate gauntlets etched with faint stars from your hands.
- [combat-trainer]>stow my plate.gauntlets
- You put your gauntlets in your wyvern skull.
- [combat-trainer]>get my gargoyle.leathers
- You get some superb gargoyle-hide leathers from inside your wyvern skull.
- [combat-trainer]>wear my gargoyle.leathers
- You work your way into some superb gargoyle-hide leathers.
- [combat-trainer]>get my mask
- You get a shadowy tooled leather mask from inside your wyvern skull.
- [combat-trainer]>wear my mask
- Ethereal Shield (4 roisaen)
- [combat-trainer]>get my goblin.gloves
- You put a shadowy tooled leather mask on your head.
- You get some perfect goblin-hide gloves from inside your wyvern skull.
- [combat-trainer]>wear my goblin.gloves
- You slip some perfect goblin-hide gloves onto your hands.
- [combat-trainer]>sort auto head
- Your inventory is now arranged in head-to-toe order.
- [combat-trainer]>wield my throwing.hammer
- You draw out your throwing hammer from the fur seal harness, gripping it firmly in your right hand.
- [combat-trainer]>stance set 81 0 100
- Setting your Evasion stance to 81%, your Parry stance to 0%, and your Shield stance to 100%. You have 0 stance points left.
- [combat-trainer]>pathway focus damage
- [hunting-buddy: ***STATUS*** 15 minutes of hunting remaining]
- You focus on manipulating an aethereal pathway to enhance the damage of your targeted spells.
- [combat-trainer]>pathway focus quick
- You are already manipulating the aether to your benefit.
- [combat-trainer]>perc mana
- You reach out with your senses and see pulsating streams of roiling Elemental mana coursing through the area.
- Letting your senses extend further, you feel there is moderately more mana to the west, immensely less mana to the east, and incredibly less mana to the north.
- Roundtime: 5 sec.
- --- Lich: 'hunting-buddy' has been stopped by training-manager.
- --- Lich: training-manager has exited.
- --- Lich: 'combat-trainer' has been stopped by hunting-buddy.
- >;stop training-manager
- --- Lich: hunting-buddy has exited.
- --- Lich: combat-trainer has exited.
- Ethereal Shield (4 roisaen)
- --- Lich: dependency, spellmonitor, drinfomon, events, textsubs, roomnumbers, sanowret-crystal, smartlisten, skill-recorder, favor
- >;list
- --- Lich: favor has exited.
- >;stop favor
- Ethereal Shield (4 roisaen)
- Unable to muster any further energy, the complex web of manipulations collapse, allowing the aether to fall back into its natural contours.
- >stow
- You put your hammer in your fur seal harness.
- Ethereal Shield (4 roisaen)
- --- Lich: training-manager active.
- >;eq Script.running?('training-manager') ? kill_script('training-manager') : start_script('training-manager')
- [training-manager]>favor
- You currently have 23 favors with the gods.
- Your most recent favor was granted by Hav'roth.
- [training-manager]>tap my Hav'roth orb
- I could not find what you were referring to.
- --- Lich: favor active.
- [favor]>wealth kronars
- 2 silver, 44 bronze, and 40 copper Kronars (680 copper Kronars).
- --- Lich: find active.
- --- Lich: go2 active.
- [go2: ETA: 0:00:18 (67 rooms to move through)]
- [go2]>e
- You go east.
- [Journalai Route, Rolling Hills]
- The old, abandoned Journalai Route runs through the rolling hills outside of the village of Kaerna like a winding brownish-green ribbon someone dropped and forgot. A few stones that might have been road markers still remain, cracked and weathered and lying, forsaken, to one side of the road. You also see a rock troll that is lying down, a Guildleader Snow card, a rock troll, a mud-stained steel crate, a rock troll and a rock troll.
- Also here: Sentoki.
- Obvious paths: east, west.
- Room Number: 8946
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Rolling Hills - 8946]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Rolling Hills - 8946]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>e
- A rock troll begins growling a spell!
- The rock troll moves into a position to parry.
- You go east.
- [Journalai Route, Foothills]
- A set of rolling green hills rise up to the west, gradually flattening out into grasslands to the east. A barricade blocks off further passage toward the east along the Journalai Route. You also see a heavy barricade.
- Obvious paths: west.
- Room Number: 8945
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Foothills - 8945]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Foothills - 8945]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>climb barricade
- You climb up and over a heavy barricade.
- [Journalai Route, Open Grasslands]
- The grasslands here are caught between the presence of rolling hills to the west and the small village of Kaerna to the east. To the north and south is nothing but empty plains, wind-twisted and long ignored by humanity. You also see a barricade that blocks passage northwest.
- Obvious paths: east.
- (Roundtime: 5 seconds.)
- Room Number: 8945
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Foothills - 8945]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Foothills - 8945]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [go2]>east
- [Journalai Route, Kaerna Outskirts]
- The grasslands lap like waves at the edge of Kaerna Village to the east. The small, dun-colored houses of the town endure silently, islands in a sea of green. To the west the land begins to take on a more rolling form, an abrupt and unusual change from the endless plains that stretch to the north and south.
- Obvious paths: east, west.
- Room Number: 1137
- <streamWindow id='main' title='Story' subtitle=" - [Journalai Route, Kaerna Outskirts - 1137]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Journalai Route, Kaerna Outskirts - 1137]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You go east.
- [Kaerna Village, Intersection]
- Even in the cool of the night the village remains active. A soft, cheery glow shines from the windows and open doorway of the Gilded Unicorn Inn, and a few traders are yet about; checking their camels, inspecting their wagons, or preparing for the morning's excursions to come. The stars overhead seem to stretch on forever, the moons smiling benevolently down on the sleeping village. You also see a roadsign.
- Obvious paths: northeast, south, west.
- Room Number: 1136
- <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- You go northeast.
- [Kaerna Village, By the General Store]
- A few residences huddle here, alternately shouldered up against the back of the Gilded Unicorn Inn and the sides of the general store. The store is squat but neat, its exterior newly whitewashed and a small garden carefully cultivated outside it. You also see a sleek black caravan with a few things on it, a bookkeeper's caravan with built-in shelves along the exterior with several things on it and the town gate.
- Also here: Tirbit who is darkened by an unnatural shadow, Xilvar, Wilkan, Krimac and Tilven.
- Obvious paths: southwest.
- Room Number: 1139
- <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- [Northern Trade Road, Kaerna Outskirts]
- The wooden wall surrounding the tiny waystop of Kaerna is a visible line drawn between the plains and hamlet. Thick grasses and shrubs growing against the protective barrier seem intent upon reclaiming the village's side-by-side buildings for the prairie. Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature. You also see the town gate and a weathered wooden sign.
- Obvious paths: northwest.
- Room Number: 1164
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You go northwest.
- [Northern Trade Road, Open Grasslands]
- The wind rushes through the grass, making a soft shirring sound. Occasionally you catch the crackle of movement or the twitterings of birds, but any sounds of civilization generated by something other than yourself seem like the sort of thing you would think up in a dream.
- Obvious paths: southeast, northwest.
- Room Number: 1165
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- Ethereal Shield (4 roisaen)
- You go northwest.
- [Northern Trade Road, Open Grasslands]
- Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity. A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation. A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands.
- Obvious paths: north, southeast.
- Room Number: 1166
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop' ifClosed='' resident='true'/>
- You go north.
- [Northern Trade Road, Foothills]
- The road rises along the curve of a low hill that slopes down to the south into open grasslands. The rocky crest of the hill rises sharply above you as you toil along the well-kept roadway. Local stones from the hillside have been smoothed and shaped to form the roadbed and the footing is good. Northwards though, the hills shift quickly into steep mountains.
- Obvious paths: east, south.
- Room Number: 1167
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You go east.
- [Northern Trade Road, Foothills]
- You crest a low hill that gives a far-reaching view. To the north a line of mountains rises steeply from the surrounding hills, while southward the hills fade out to forest and plain. Far to the south, a heavy haze obscures the view, but you glimpse the occasional flash of open water. You also see a wrecked barricade.
- Obvious paths: east, west.
- Room Number: 1168
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- Phoerne just arrived.
- Phoerne runs east.
- You go east.
- [Northern Trade Road, Foothills]
- You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.
- Also here: Phoerne.
- Obvious paths: north, west.
- Room Number: 1169
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- Phoerne climbed up a stony trail.
- You run north.
- [Northern Trade Road, Mountain Trail]
- The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path. Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains.
- Obvious paths: north, south.
- Room Number: 1170
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Mountain Trail]
- You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock. Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead. You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim.
- Obvious paths: northeast, south.
- Room Number: 1171
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Mountain Pass]
- The road passes onto an almost level area as you work your way through a narrow gap in the mountains. Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers. A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone.
- Obvious paths: north, southwest.
- Room Number: 1172
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Mountain Trail]
- A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall. One broken and shattered bone shows you that someone or something was far less fortunate in times past. You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days.
- Obvious paths: east, south.
- Room Number: 1173
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Northern Trade Road, Mountain Trail]
- The road rises sharply to the west as it wends among the steep mountains. Eastward, it falls away into a narrow, heavily-wooded valley. Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky.
- Obvious paths: east, west.
- Room Number: 1174
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Northern Trade Road, Wooded Valley]
- Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance. Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees. Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees.
- Obvious paths: northeast, west.
- Room Number: 1175
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>ne
- You run northeast.
- [Northern Trade Road, Wooded Valley]
- You come upon a small clearing in the heavy woods that allows a view of the sky. A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead. There is an unnerving quiet here, even the wind seems to have died. You feel a stranger in this wild place, perhaps an unwelcome stranger. You also see a faded roadsign.
- Obvious paths: northeast, southwest.
- Room Number: 1176
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- --- Lich: narost active.
- >;narost
- You run northeast.
- [Northern Trade Road, Wooded Valley]
- Tall trees grow close along both sides of the road. Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest. Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently.
- Obvious paths: southwest, northwest.
- Room Number: 1177
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northern Trade Road, Foothills]
- Tall trees grow thickly to the south as the road climbs into a narrow valley. Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other.
- Obvious paths: north, southeast.
- Room Number: 1178
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Foothills]
- Heavily wooded hills rise on both sides as the roadway winds among them. The air is dead and stale, any breeze is blocked by the trees and hills. Clouds of gnats and worse seem to follow you, getting in your mouth and hair. There is a faint smell of damp earth and rotting vegetation.
- Obvious paths: north, south.
- Room Number: 1179
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Rolling Hills]
- Massive flocks of small black birds wheel and dive among the low hills on either side. They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air. A miasma of musty smells and unknown odors roils in your nostrils. The ground to the north descends into a faint mist or cloud in the air.
- Obvious paths: north, south.
- Room Number: 1180
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Grasslands]
- A cloud of flint-dry dust rises on every breeze, making you sneeze. For the most part, you see the grasslands about you in a state of decay and near death. Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards. Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past. You also see a charred tree stump.
- Obvious paths: north, south.
- Room Number: 1181
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Open Grasslands]
- Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now. While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust.
- Obvious paths: north, south.
- Room Number: 1182
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Open Grasslands]
- The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention. Flowers, closed for the evening, bob along in time with the lonely music the breezes create with the plains. You can hear the babble of rushing water coming from the north.
- Obvious paths: north, south.
- Room Number: 1183
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop'/>
- [go2]>north
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop' ifClosed='' resident='true'/>
- You run north.
- [Northern Trade Road, River's Bank]
- A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar. To the north the land changes dramatically from plains to the darker, more verdant green of meadows. To the south stretches a narrow strip of grassland. A sturdy wood and stone bridge spans the river, allowing safe passage. You also see a roadsign.
- Obvious paths: east, south.
- Room Number: 1184
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go bridge
- [Northern Trade Road, On the Bridge]
- The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge. Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye.
- Obvious paths: north, south.
- Room Number: 1193
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Meadowlands]
- The grass is a thick, dark green carpet that spreads over the land in rolling abundance. A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures. A river runs to the south, over which spans a sturdy wood and stone bridge.
- Obvious paths: north.
- Room Number: 1194
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- --- Lich: narost has exited.
- You run north.
- [Northern Trade Road, Meadowlands]
- The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here. To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline.
- Obvious paths: northeast, south.
- Room Number: 1195
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Open Forest]
- The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees. Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark. The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance.
- Obvious paths: north, southwest.
- Room Number: 1196
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Deep Forest]
- Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair. There is a disturbing lack of birds and animals about.
- Obvious paths: south, northwest.
- Room Number: 1197
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>nw
- You run northwest.
- [Northern Trade Road, Deep Forest]
- The trees grow close together, as if in fear of something. The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction. You also see a narrow trail.
- Obvious paths: southeast, northwest.
- Room Number: 1198
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>nw
- You run northwest.
- [Northern Trade Road, Forest Clearing]
- Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin. A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest. You also see a pile of rocks.
- Obvious paths: north, southeast.
- Room Number: 1199
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Forest Clearing]
- The grass is flourishing here despite the apparent blight of the rest of the wood. Facing east beside the road is a squat stone monolith with an indentation in its top. Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it.
- Obvious paths: north, south.
- Room Number: 1200
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Deep Forest]
- The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen. The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched. You also see a dense copse.
- Obvious paths: northeast, south.
- Room Number: 1201
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- >take parch
- You run northeast.
- [Northern Trade Road, Deep Forest]
- Heavy, still air hangs in pockets about you, weighing down sound and movement. Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss. They pull the sickly-colored stuff about them the way a Human child hides under a security blanket. You also see a forest path.
- Obvious paths: northeast, southwest.
- Room Number: 1202
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop' ifClosed='' resident='true'/>
- What do you want to get?
- [go2]>ne
- You run northeast.
- [Northern Trade Road, Open Forest]
- Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping. The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning.
- Obvious paths: northeast, southwest.
- Room Number: 1203
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- Ethereal Shield (4 roisaen)
- You run northeast.
- [Northern Trade Road, Stony Plains]
- Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim. Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone. To the south a dark forest blots the horizon.
- Obvious paths: north, southwest.
- Room Number: 1204
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Stony Plains]
- The ground is hard and unyielding underfoot, and the moonlight causes the stones to cast eerie shadows you don't like to think about. Out of the corner of your eye you think you see something move, but when you turn to look, there is nothing there.
- Obvious paths: north, south.
- Room Number: 1205
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Stony Plains]
- An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree. The tiny plant seems to be surviving on raw defiance alone.
- Obvious paths: northeast, south.
- Room Number: 1206
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Wastelands]
- The land lies blasted, the earth revealed in forlorn despair about you. Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving.
- Obvious paths: southwest, northwest.
- Room Number: 1207
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northern Trade Road, Wastelands]
- Something has scoured this place of all life, or a harsh god created it with no life at all. The rocks are oddly smooth and darker than normal agate and granite. Nothing moves, no birds, no insects, no weeds or wind. Having looked upon this land, you can easily imagine where evil souls go to when they depart this world.
- Obvious paths: north, southeast.
- Room Number: 1208
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Wastelands]
- Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon. Overhead the sky is black, the celestial light filtered by a heavy haze that turns the clean light into a sickly parody of purity.
- Obvious paths: north, south.
- Room Number: 1209
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Wastelands]
- The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness. A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge.
- Obvious paths: north, south.
- Room Number: 1210
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Burned Forest]
- The scorched remains of trees stand all about you, clawing at the stars as if in complaint of the injustice done to them. A chill wind winds around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the night.
- Obvious paths: northeast, south.
- Room Number: 1211
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Burned Forest]
- The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots. A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure.
- Obvious paths: northeast, southwest.
- Room Number: 1212
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Cinder Cones]
- To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge. Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable.
- Obvious paths: northeast, southwest.
- Room Number: 1213
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop'/>
- [go2]>northeast
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop' ifClosed='' resident='true'/>
- You run northeast.
- [Northern Trade Road, Cinder Cones]
- The cinder cones crowd in uncomfortably close on either side, their shadows throwing eerie shapes across your path. A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent.
- Obvious paths: northeast, southwest.
- Room Number: 1214
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Northern Trade Road, Broken Hills]
- The hills to either side are made of the broken remains of rock and debris. You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind. To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on.
- Obvious paths: north, southwest.
- Room Number: 1215
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Northern Trade Road, Broken Hills]
- Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the stars and moons. The hills gradually become larger as they march northward, growing into glassy, black volcanic hills that all but vanish into the night.
- Obvious paths: south, northwest.
- Room Number: 1216
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- >l in duf bag
- You run northwest.
- [Northwest Road, Volcanic Hills]
- The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills. Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust. It gets in your mouth and you spit out a foul, bitter taste. To one side a ruined cart lies abandoned and stripped of everything useful.
- Obvious paths: southeast, northwest.
- Room Number: 1217
- <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop' ifClosed='' resident='true'/>
- In the duffel bag you see a parchment cobra primer, a chalice, a tiny muracite fragment, a tiny bronze bar, a forging logbook, a ingot steel deed, an apprentice weaponsmithing book, a long pole, a tiny electrum nugget, a carving knife, a rough wood shaper, a long drawknife, a coarse rasp, an engineering logbook, an apprentice shaping book, some tapered knitting needles, an outfitting logbook, an apprentice tailoring book, a tiny pewter bar, a Guildleader Tolle card, a small bronze bar, a faded vellum, a tiny electrum nugget, a soft gem pouch, an Immortal Tamsine card, a throwing club, a ingot steel deed, a small Wayerd pyramid, an apprentice tinkering book, an apprentice carving book, an apprentice armorsmithing book, a writing quill, a cleaning cloth, a purple gem pouch, a Guildleader Tallis card, an Immortal Mrod card, an Imperial dira, a bottle of leather lotion, a bag of caramel bullseyes, some silver clippers, a hide scraper, an iron yardstick, some eghmok moss, a ingot bronze deed, a medium platinum nugget, a short pole, some boar-tusk arrows, a tiny darkstone fragment, a large deed packet, a ingot steel deed, a chamois cloth, a Famous Faces Wren Windflower card, a Famous Faces Corik card, some thick cotton thread, a dark steel belt knife, a flask of oil, a flask of oil, a flask of oil, a flask of oil, a flask of oil, an apprentice remedies book, some water, a medium coal nugget, an alchemy logbook, a large bowl, a grooved mixing stick, a trapezoidal wire sieve, a grooved pestle, an iron mortar, a flask of oil, a ingot silver deed, a leather weapon strap and a braided bundling rope.
- [go2]>northwest
- You run northwest.
- [Northwest Road, Volcanic Hills]
- A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest. Dead trees, charred to short stumps, form a dismal grove to one side of the pathway. Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air. A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed. You also see a dismal grove.
- Obvious paths: southeast, northwest.
- Room Number: 1218
- <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Northwest Road, Volcanic Hills]
- The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows. Someone has hacked the outline of a path into the unyielding rock to guide you. To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys.
- Obvious paths: southeast, northwest.
- Room Number: 1219
- <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [North Roads Caravansary]
- The road runs northwest past a cluster of stone buildings and stables to one side. A narrow path branches off to the east following a rough line of hills while another section continues southeast. You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire. Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink. You also see some braided grass, a braided heavy rope and a freshly-painted roadsign pointing north.
- Also here: Jonrakk.
- Obvious paths: north, southeast, northwest.
- Room Number: 1220
- <streamWindow id='main' title='Story' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go path
- [Assuming you mean a narrow track.]
- [Lava Fields, Narrow Trace]
- Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash. A narrow road lies between high boulders in the other direction. Faint marks etched into the coarse dark stone point towards the path and away from the caravan road.
- Obvious paths: east.
- Room Number: 1258
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Lava Fields, Narrow Trace]
- The barest hint of a path undulates along the irregular crests of frozen rills of lava. Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene. The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses.
- Obvious paths: northeast, west.
- Room Number: 1259
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Lava Fields, Narrow Trace]
- Faint markings etched into irregular boulders are your only guide in this trackless waste. Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity. Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it. You also see a narrow trail.
- Obvious paths: east, southwest.
- Room Number: 1260
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Lava Fields, Narrow Trace]
- To the west, broken layers of lava and basalt rise in irregular piles. To the east and north, a narrow plane opens out between steep mountain shoulders. The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life. Off to the extreme north, you can make out a narrow valley.
- Obvious paths: northeast, west.
- Room Number: 1261
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You run northeast.
- [Lava Fields]
- Acres of ruined farmlands stretch out on either side of the road here. Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren. Flows of magma, once white hot and liquid, cover the road in places. A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste. You also see a massive crater.
- Obvious paths: southwest, west.
- Room Number: 1262
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1262]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1262]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Lava Fields]
- The black stone hereabouts blends into the black night and you worry you may lose track of the shallow path labouriously carved into the unyielding rock. Something white gleams faintly near your feet.
- Obvious paths: east, northwest.
- Room Number: 1263
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1263]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1263]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northwest
- You run northwest.
- [Lava Fields, Ruins]
- Endless fields of magma stretch out to the surrounding mountains. Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone. A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly. You also see a sanrisi tree with long gnarled branches.
- Obvious paths: southeast, southwest.
- Room Number: 1264
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Lava Fields, Ruins]
- Skirting a ruined farmhouse, you pass among boulders and mounds of ash. Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water. Everything is coated in a fine yellow dust. To the west, the mountains run close together to form a narrow valley. A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it.
- Obvious paths: northeast, west.
- Room Number: 1265
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Lava Fields, Valley]
- Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops. Almost mountains in themselves, the outcrops rise steeply from the valley floor. Nestled between them sits a small, drab-looking town. Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.
- Obvious paths: north, east.
- Room Number: 1266
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Volcanic Ruins, Dirge]
- Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way. To the north, twin volcanic cones loom high into the sky. The small town tucked between their towering masses seems to huddle in on itself.
- Obvious paths: north, south.
- Room Number: 1267
- <streamWindow id='main' title='Story' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Outside Dirge Town]
- The road beneath your feet was once well paved but now shows the marks of fire and time. The stones were blackened and scorched by some great heat, warping some and breaking others. There is a heavy grey ash everywhere that blows in your face and eyes. Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes.
- Obvious paths: north, south.
- Room Number: 1268
- <streamWindow id='main' title='Story' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You run north.
- [Dirge, Outside Gate]
- A road stops here at a ruined gate of charred and splintered wood. Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights. To one side, a compact stone building stands watch over the infrequent traveller and the gate. You also see a narrow path of cinders and ashes with a faded signpost next to it.
- Obvious paths: south.
- Room Number: 1269
- <streamWindow id='main' title='Story' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [Dirge, Gateway Road]
- You stand next to the ruins of the Town gate. Little traffic disturbs the thick coat of grey dust that seems to be everywhere. The town is tucked here between the cold peaks of the volcanoes and the outer wall of dull black stone. To one side, a building still shows evidence of habitation and a sign painted with a large keg indicates that perhaps a drink or two may be had even in this desolation. You also see the Inn's dingy stables with a dilapidated sign on it.
- Obvious paths: north.
- Room Number: 1307
- <streamWindow id='main' title='Story' subtitle=" - [Dirge, Gateway Road - 1307]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dirge, Gateway Road - 1307]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:27]
- --- Lich: go2 has exited.
- --- Lich: go2 active.
- [go2: ETA: 0:00:00 (1 rooms to move through)]
- [go2]>north
- Ethereal Shield (3 roisaen)
- You run north.
- [Dirge, Crossroads]
- A small east-west road crosses the larger one leading further into town. Known as Merchant's Row, the few shops the town boasts can be found along its dusty length. To the west, a small bit of greenery brightens an otherwise dull black landscape. You also see a somber shaman and the Travellers' Bank.
- Obvious paths: northeast, east, south, west.
- Room Number: 1308
- <streamWindow id='main' title='Story' subtitle=" - [Dirge, Crossroads - 1308]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dirge, Crossroads - 1308]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:00]
- --- Lich: go2 has exited.
- --- Lich: find has exited.
- >take primer
- [favor]>order 107 from shaman
- You get a parchment cobra primer from inside your duffel bag.
- You decide to purchase the primer and pay the somber shaman 250 Kronars.
- The shaman hands you a parchment cobra primer.
- [favor]>stow right
- You put your primer in your duffel bag.
- [favor]>stow left
- You put your primer in your duffel bag.
- [favor]>tap my holy water in my chalice
- You tap some holy water inside a chalice.
- --- Lich: go2 active.
- [go2: ETA: 0:00:52 (130 rooms to move through)]
- [go2]>south
- You go south.
- [Dirge, Gateway Road]
- You stand next to the ruins of the Town gate. Little traffic disturbs the thick coat of grey dust that seems to be everywhere. The town is tucked here between the cold peaks of the volcanoes and the outer wall of dull black stone. To one side, a building still shows evidence of habitation and a sign painted with a large keg indicates that perhaps a drink or two may be had even in this desolation. You also see the Inn's dingy stables with a dilapidated sign on it.
- Obvious paths: north.
- Room Number: 1307
- <streamWindow id='main' title='Story' subtitle=" - [Dirge, Gateway Road - 1307]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dirge, Gateway Road - 1307]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [Dirge, Outside Gate]
- A road stops here at a ruined gate of charred and splintered wood. Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights. To one side, a compact stone building stands watch over the infrequent traveller and the gate. You also see a narrow path of cinders and ashes with a faded signpost next to it.
- Obvious paths: south.
- Room Number: 1269
- <streamWindow id='main' title='Story' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Dirge, Outside Gate - 1269]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Outside Dirge Town]
- The road beneath your feet was once well paved but now shows the marks of fire and time. The stones were blackened and scorched by some great heat, warping some and breaking others. There is a heavy grey ash everywhere that blows in your face and eyes. Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes.
- Obvious paths: north, south.
- Room Number: 1268
- <streamWindow id='main' title='Story' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside Dirge Town - 1268]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Volcanic Ruins, Dirge]
- Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way. To the north, twin volcanic cones loom high into the sky. The small town tucked between their towering masses seems to huddle in on itself.
- Obvious paths: north, south.
- Room Number: 1267
- <streamWindow id='main' title='Story' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Volcanic Ruins, Dirge - 1267]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- >drop primer
- You go south.
- [Lava Fields, Valley]
- Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops. Almost mountains in themselves, the outcrops rise steeply from the valley floor. Nestled between them sits a small, drab-looking town. Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.
- Obvious paths: north, east.
- Room Number: 1266
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Valley - 1266]" location='center' target='drop' ifClosed='' resident='true'/>
- What were you referring to?
- [go2]>east
- You go east.
- [Lava Fields, Ruins]
- Skirting a ruined farmhouse, you pass among boulders and mounds of ash. Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water. Everything is coated in a fine yellow dust. To the west, the mountains run close together to form a narrow valley. A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it.
- Obvious paths: northeast, west.
- Room Number: 1265
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1265]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>northeast
- You go northeast.
- [Lava Fields, Ruins]
- Endless fields of magma stretch out to the surrounding mountains. Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone. A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly. You also see a sanrisi tree with long gnarled branches.
- Obvious paths: southeast, southwest.
- Room Number: 1264
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Ruins - 1264]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Lava Fields]
- The black stone hereabouts blends into the black night and you worry you may lose track of the shallow path labouriously carved into the unyielding rock. Something white gleams faintly near your feet.
- Obvious paths: east, northwest.
- Room Number: 1263
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1263]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1263]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>east
- You run east.
- [Lava Fields]
- Acres of ruined farmlands stretch out on either side of the road here. Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren. Flows of magma, once white hot and liquid, cover the road in places. A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste. You also see a massive crater.
- Obvious paths: southwest, west.
- Room Number: 1262
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields - 1262]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields - 1262]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Lava Fields, Narrow Trace]
- To the west, broken layers of lava and basalt rise in irregular piles. To the east and north, a narrow plane opens out between steep mountain shoulders. The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life. Off to the extreme north, you can make out a narrow valley.
- Obvious paths: northeast, west.
- Room Number: 1261
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1261]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Lava Fields, Narrow Trace]
- Faint markings etched into irregular boulders are your only guide in this trackless waste. Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity. Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it. You also see a narrow trail.
- Obvious paths: east, southwest.
- Room Number: 1260
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1260]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Lava Fields, Narrow Trace]
- The barest hint of a path undulates along the irregular crests of frozen rills of lava. Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene. The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses.
- Obvious paths: northeast, west.
- Room Number: 1259
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1259]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Lava Fields, Narrow Trace]
- Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash. A narrow road lies between high boulders in the other direction. Faint marks etched into the coarse dark stone point towards the path and away from the caravan road.
- Obvious paths: east.
- Room Number: 1258
- <streamWindow id='main' title='Story' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Lava Fields, Narrow Trace - 1258]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go road
- [North Roads Caravansary]
- The road runs northwest past a cluster of stone buildings and stables to one side. A narrow path branches off to the east following a rough line of hills while another section continues southeast. You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire. Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink. You also see some braided grass, a braided heavy rope and a freshly-painted roadsign pointing north.
- Also here: Jonrakk.
- Obvious paths: north, southeast, northwest.
- Room Number: 1220
- <streamWindow id='main' title='Story' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [North Roads Caravansary - 1220]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northwest Road, Volcanic Hills]
- The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows. Someone has hacked the outline of a path into the unyielding rock to guide you. To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys.
- Obvious paths: southeast, northwest.
- Room Number: 1219
- <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1219]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northwest Road, Volcanic Hills]
- A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest. Dead trees, charred to short stumps, form a dismal grove to one side of the pathway. Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air. A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed. You also see a dismal grove.
- Obvious paths: southeast, northwest.
- Room Number: 1218
- <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1218]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northwest Road, Volcanic Hills]
- The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills. Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust. It gets in your mouth and you spit out a foul, bitter taste. To one side a ruined cart lies abandoned and stripped of everything useful.
- Obvious paths: southeast, northwest.
- Room Number: 1217
- <streamWindow id='main' title='Story' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northwest Road, Volcanic Hills - 1217]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Broken Hills]
- Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the stars and moons. The hills gradually become larger as they march northward, growing into glassy, black volcanic hills that all but vanish into the night.
- Obvious paths: south, northwest.
- Room Number: 1216
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1216]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Broken Hills]
- The hills to either side are made of the broken remains of rock and debris. You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind. To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on.
- Obvious paths: north, southwest.
- Room Number: 1215
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Broken Hills - 1215]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Cinder Cones]
- The cinder cones crowd in uncomfortably close on either side, their shadows throwing eerie shapes across your path. A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent.
- Obvious paths: northeast, southwest.
- Room Number: 1214
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1214]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Cinder Cones]
- To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge. Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable.
- Obvious paths: northeast, southwest.
- Room Number: 1213
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Cinder Cones - 1213]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Burned Forest]
- The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots. A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure.
- Obvious paths: northeast, southwest.
- Room Number: 1212
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1212]" location='center' target='drop' ifClosed='' resident='true'/>
- >l in duf bag
- In the duffel bag you see a parchment cobra primer, a parchment cobra primer, a chalice, a tiny muracite fragment, a tiny bronze bar, a forging logbook, a ingot steel deed, an apprentice weaponsmithing book, a long pole, a tiny electrum nugget, a carving knife, a rough wood shaper, a long drawknife, a coarse rasp, an engineering logbook, an apprentice shaping book, some tapered knitting needles, an outfitting logbook, an apprentice tailoring book, a tiny pewter bar, a Guildleader Tolle card, a small bronze bar, a faded vellum, a tiny electrum nugget, a soft gem pouch, an Immortal Tamsine card, a throwing club, a ingot steel deed, a small Wayerd pyramid, an apprentice tinkering book, an apprentice carving book, an apprentice armorsmithing book, a writing quill, a cleaning cloth, a purple gem pouch, a Guildleader Tallis card, an Immortal Mrod card, an Imperial dira, a bottle of leather lotion, a bag of caramel bullseyes, some silver clippers, a hide scraper, an iron yardstick, some eghmok moss, a ingot bronze deed, a medium platinum nugget, a short pole, some boar-tusk arrows, a tiny darkstone fragment, a large deed packet, a ingot steel deed, a chamois cloth, a Famous Faces Wren Windflower card, a Famous Faces Corik card, some thick cotton thread, a dark steel belt knife, a flask of oil, a flask of oil, a flask of oil, a flask of oil, a flask of oil, an apprentice remedies book, some water, a medium coal nugget, an alchemy logbook, a large bowl, a grooved mixing stick, a trapezoidal wire sieve, a grooved pestle, an iron mortar, a flask of oil, a ingot silver deed, a leather weapon strap and a braided bundling rope.
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Burned Forest]
- The scorched remains of trees stand all about you, clawing at the stars as if in complaint of the injustice done to them. A chill wind winds around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the night.
- Obvious paths: northeast, south.
- Room Number: 1211
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Burned Forest - 1211]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- Ethereal Shield (3 roisaen)
- You run south.
- [Northern Trade Road, Wastelands]
- The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness. A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge.
- Obvious paths: north, south.
- Room Number: 1210
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1210]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Wastelands]
- Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon. Overhead the sky is black, the celestial light filtered by a heavy haze that turns the clean light into a sickly parody of purity.
- Obvious paths: north, south.
- Room Number: 1209
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1209]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Wastelands]
- Something has scoured this place of all life, or a harsh god created it with no life at all. The rocks are oddly smooth and darker than normal agate and granite. Nothing moves, no birds, no insects, no weeds or wind. Having looked upon this land, you can easily imagine where evil souls go to when they depart this world.
- Obvious paths: north, southeast.
- Room Number: 1208
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1208]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Wastelands]
- The land lies blasted, the earth revealed in forlorn despair about you. Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving.
- Obvious paths: southwest, northwest.
- Room Number: 1207
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wastelands - 1207]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Stony Plains]
- An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree. The tiny plant seems to be surviving on raw defiance alone.
- Obvious paths: northeast, south.
- Room Number: 1206
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1206]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Stony Plains]
- The ground is hard and unyielding underfoot, and the moonlight causes the stones to cast eerie shadows you don't like to think about. Out of the corner of your eye you think you see something move, but when you turn to look, there is nothing there.
- Obvious paths: north, south.
- Room Number: 1205
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1205]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Stony Plains]
- Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim. Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone. To the south a dark forest blots the horizon.
- Obvious paths: north, southwest.
- Room Number: 1204
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Stony Plains - 1204]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Open Forest]
- Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping. The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning.
- Obvious paths: northeast, southwest.
- Room Number: 1203
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1203]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>sw
- You run southwest.
- [Northern Trade Road, Deep Forest]
- Heavy, still air hangs in pockets about you, weighing down sound and movement. Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss. They pull the sickly-colored stuff about them the way a Human child hides under a security blanket. You also see a forest path.
- Obvious paths: northeast, southwest.
- Room Number: 1202
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1202]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Deep Forest]
- The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen. The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched. You also see a dense copse.
- Obvious paths: northeast, south.
- Room Number: 1201
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1201]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Forest Clearing]
- The grass is flourishing here despite the apparent blight of the rest of the wood. Facing east beside the road is a squat stone monolith with an indentation in its top. Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it.
- Obvious paths: north, south.
- Room Number: 1200
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1200]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Forest Clearing]
- Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin. A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest. You also see a pile of rocks.
- Obvious paths: north, southeast.
- Room Number: 1199
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest Clearing - 1199]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>se
- You run southeast.
- [Northern Trade Road, Deep Forest]
- The trees grow close together, as if in fear of something. The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction. You also see a narrow trail.
- Obvious paths: southeast, northwest.
- Room Number: 1198
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1198]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>se
- You run southeast.
- [Northern Trade Road, Deep Forest]
- Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair. There is a disturbing lack of birds and animals about.
- Obvious paths: south, northwest.
- Room Number: 1197
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1197]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Open Forest]
- The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees. Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark. The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance.
- Obvious paths: north, southwest.
- Room Number: 1196
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1196]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Meadowlands]
- The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here. To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline.
- Obvious paths: northeast, south.
- Room Number: 1195
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1195]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Meadowlands]
- The grass is a thick, dark green carpet that spreads over the land in rolling abundance. A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures. A river runs to the south, over which spans a sturdy wood and stone bridge.
- Obvious paths: north.
- Room Number: 1194
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1194]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go bridge
- >take primer
- [Northern Trade Road, On the Bridge]
- The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge. Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye.
- Obvious paths: north, south.
- Room Number: 1193
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, On the Bridge - 1193]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You get a parchment cobra primer from inside your duffel bag.
- You run south.
- [Northern Trade Road, River's Bank]
- A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar. To the north the land changes dramatically from plains to the darker, more verdant green of meadows. To the south stretches a narrow strip of grassland. A sturdy wood and stone bridge spans the river, allowing safe passage. You also see a roadsign.
- Obvious paths: east, south.
- Room Number: 1184
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, River's Bank - 1184]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- Phoerne just arrived.
- Phoerne went across a wood and stone bridge.
- You run south.
- [Northern Trade Road, Open Grasslands]
- The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention. Flowers, closed for the evening, bob along in time with the lonely music the breezes create with the plains. You can hear the babble of rushing water coming from the north.
- Obvious paths: north, south.
- Room Number: 1183
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1183]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Open Grasslands]
- Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now. While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust.
- Obvious paths: north, south.
- Room Number: 1182
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1182]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Grasslands]
- A cloud of flint-dry dust rises on every breeze, making you sneeze. For the most part, you see the grasslands about you in a state of decay and near death. Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards. Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past. You also see a charred tree stump.
- Obvious paths: north, south.
- Room Number: 1181
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 1181]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Northern Trade Road, Rolling Hills]
- Massive flocks of small black birds wheel and dive among the low hills on either side. They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air. A miasma of musty smells and unknown odors roils in your nostrils. The ground to the north descends into a faint mist or cloud in the air.
- Obvious paths: north, south.
- Room Number: 1180
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1180]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Northern Trade Road, Foothills]
- Heavily wooded hills rise on both sides as the roadway winds among them. The air is dead and stale, any breeze is blocked by the trees and hills. Clouds of gnats and worse seem to follow you, getting in your mouth and hair. There is a faint smell of damp earth and rotting vegetation.
- Obvious paths: north, south.
- Room Number: 1179
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1179]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Northern Trade Road, Foothills]
- Tall trees grow thickly to the south as the road climbs into a narrow valley. Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other.
- Obvious paths: north, southeast.
- Room Number: 1178
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1178]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Northern Trade Road, Wooded Valley]
- Tall trees grow close along both sides of the road. Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest. Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently.
- Obvious paths: southwest, northwest.
- Room Number: 1177
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1177]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Wooded Valley]
- You come upon a small clearing in the heavy woods that allows a view of the sky. A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead. There is an unnerving quiet here, even the wind seems to have died. You feel a stranger in this wild place, perhaps an unwelcome stranger. You also see a faded roadsign.
- Obvious paths: northeast, southwest.
- Room Number: 1176
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1176]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>sw
- You run southwest.
- [Northern Trade Road, Wooded Valley]
- Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance. Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees. Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees.
- Obvious paths: northeast, west.
- Room Number: 1175
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Wooded Valley - 1175]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Ethereal Shield (3 roisaen)
- You run west.
- [Northern Trade Road, Mountain Trail]
- The road rises sharply to the west as it wends among the steep mountains. Eastward, it falls away into a narrow, heavily-wooded valley. Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky.
- Obvious paths: east, west.
- Room Number: 1174
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1174]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Northern Trade Road, Mountain Trail]
- A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall. One broken and shattered bone shows you that someone or something was far less fortunate in times past. You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days.
- Obvious paths: east, south.
- Room Number: 1173
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1173]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Mountain Pass]
- The road passes onto an almost level area as you work your way through a narrow gap in the mountains. Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers. A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone.
- Obvious paths: north, southwest.
- Room Number: 1172
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Pass - 1172]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Mountain Trail]
- You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock. Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead. You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim.
- Obvious paths: northeast, south.
- Room Number: 1171
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1171]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Mountain Trail]
- The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path. Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains.
- Obvious paths: north, south.
- Room Number: 1170
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Mountain Trail - 1170]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Foothills]
- You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.
- Obvious paths: north, west.
- Room Number: 1169
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1169]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Northern Trade Road, Foothills]
- You crest a low hill that gives a far-reaching view. To the north a line of mountains rises steeply from the surrounding hills, while southward the hills fade out to forest and plain. Far to the south, a heavy haze obscures the view, but you glimpse the occasional flash of open water. You also see a wrecked barricade.
- Obvious paths: east, west.
- Room Number: 1168
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1168]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Northern Trade Road, Foothills]
- The road rises along the curve of a low hill that slopes down to the south into open grasslands. The rocky crest of the hill rises sharply above you as you toil along the well-kept roadway. Local stones from the hillside have been smoothed and shaped to form the roadbed and the footing is good. Northwards though, the hills shift quickly into steep mountains.
- Obvious paths: east, south.
- Room Number: 1167
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Foothills - 1167]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Open Grasslands]
- Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity. A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation. A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands.
- Obvious paths: north, southeast.
- Room Number: 1166
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1166]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Open Grasslands]
- The wind rushes through the grass, making a soft shirring sound. Occasionally you catch the crackle of movement or the twitterings of birds, but any sounds of civilization generated by something other than yourself seem like the sort of thing you would think up in a dream.
- Obvious paths: southeast, northwest.
- Room Number: 1165
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1165]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Kaerna Outskirts]
- The wooden wall surrounding the tiny waystop of Kaerna is a visible line drawn between the plains and hamlet. Thick grasses and shrubs growing against the protective barrier seem intent upon reclaiming the village's side-by-side buildings for the prairie. Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature. You also see the town gate and a weathered wooden sign.
- Also here: Frisian who is radiating a glowing aura.
- Obvious paths: northwest.
- Room Number: 1164
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Outskirts - 1164]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- Frisian runs northwest.
- [Kaerna Village, By the General Store]
- A few residences huddle here, alternately shouldered up against the back of the Gilded Unicorn Inn and the sides of the general store. The store is squat but neat, its exterior newly whitewashed and a small garden carefully cultivated outside it. You also see a sleek black caravan with a few things on it, a bookkeeper's caravan with built-in shelves along the exterior with several things on it and the town gate.
- Also here: Wilkan, Krimac and Tilven.
- Obvious paths: southwest.
- Room Number: 1139
- <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the General Store - 1139]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Kaerna Village, Intersection]
- Even in the cool of the night the village remains active. A soft, cheery glow shines from the windows and open doorway of the Gilded Unicorn Inn, and a few traders are yet about; checking their camels, inspecting their wagons, or preparing for the morning's excursions to come. The stars overhead seem to stretch on forever, the moons smiling benevolently down on the sleeping village. You also see a roadsign.
- Obvious paths: northeast, south, west.
- Room Number: 1136
- <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, Intersection - 1136]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Kaerna Village, By the Well]
- The Northern Trade road runs like an arrow through the small town of Kaerna. Composed mostly of ramshackle daub and wattle houses, the most distinguishing feature of Kaerna is its inn, which looms protectively over the other, smaller establishments. Less a town and more a waystation than anything else, the tiny wooden-walled village hugs the road with a tenacious determination. You also see the town well off to the side and a town gate.
- Obvious paths: north.
- Room Number: 1135
- <streamWindow id='main' title='Story' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Kaerna Village, By the Well - 1135]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- Arki came through a town gate.
- Arki runs north.
- [Northern Trade Road, Kaerna Village Outskirts]
- The grasslands shimmer slightly, the gentle hand of the wind running its fingers through the plant life. Here and there colorful wildflowers dare to peep their heads up through the endless browns and greens of the plains. Dominating the gentle sighing of the grass can be heard the bustling sounds of the tiny village of Kaerna, surrounded by a wooden town wall which masks the village's graceless sprawl against the northern horizon. You also see a town gate, a weather-beaten sign and an abandoned militia shack.
- Obvious paths: southwest.
- Room Number: 1034
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Kaerna Village Outskirts - 1034]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Open Grasslands]
- The sky overhead creates an inky canvas upon which stars have been liberally splattered. An evening wind, fragrant with the scent of night-blooming flowers, ruffles your clothing and cools the air. Somewhere, a nightingale sings, whistling for its lover.
- Obvious paths: northeast, south.
- Room Number: 1033
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1033]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Open Grasslands]
- The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land.
- Obvious paths: north, south.
- Room Number: 1032
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1032]" location='center' target='drop' ifClosed='' resident='true'/>
- >drop primer
- [go2]>south
- You drop a parchment cobra primer.
- You run south.
- [Northern Trade Road, Farmstead]
- Vast, empty fields lie fallow about you. The remains of an abandoned farmhouse dominates your view to the northeast, its doorways gaping, its windows wide open like empty eye sockets. Nearby, a plow lies rusting, its blade sunk a good two feet into dirt whose only future crop will be grass. To the south the land is gradually returning to the meadow it originally was, the edge of creeping green vivid against the bare brown of exposed earth.
- Obvious paths: north, south.
- Room Number: 1031
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop'/>
- [go2]>south
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmstead - 1031]" location='center' target='drop' ifClosed='' resident='true'/>
- You run south.
- [Northern Trade Road, Meadowlands]
- The land here is open and welcome, the grass thinning on the western horizon as it makes way for a farmstead. Nearby you can hear the babble of a river, and the vegetation shows signs that something, probably cattle, has been here recently to grab a quick snack. The air is clean and sweet, inviting you to take deeper breaths.
- Obvious paths: north, south.
- Room Number: 1030
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1030]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Meadowlands]
- The forest to the south is thick and dark, a stark comparison to the open meadow around you. Short, springy grass grows in soft mounds over hillocks and hollows. Pale jes-roses dot the greenery, their sweet, nightblooming fragrance creating a heady perfume.
- Obvious paths: north, south.
- Room Number: 1029
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Meadowlands - 1029]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Deep Forest]
- Deobar trees tower over you, their leaves rustling in time with the sounds of the river to the north. Quiet and serene, this part of the forest has a rich scent to it, the overlapping canopy making pools of gloom that collect beneath the trees.
- Obvious paths: north, south.
- Room Number: 1028
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1028]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Deep Forest]
- This is the heart of the wood, where the trees are the thickest and the outside world of skies and unforested land is the farthest away. The trees grow close to each other, their leaves whispering back and forth, their crowns bowed in quiet conversation. The silence is broken only by the sounds of a squirrel or similar creature's movements and the rush of a river coming from somewhere in the distance.
- Obvious paths: north, west.
- Room Number: 1027
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1027]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Northern Trade Road, Deep Forest]
- The trees cluster close, weaving a dark green canopy through which no real light penetrates. The eerie echoing cry of an owl as it hunts for prey threads through the latticework of the trees, shattering the deceptive peace of the forest.
- Obvious paths: east, west.
- Room Number: 1026
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Deep Forest - 1026]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Northern Trade Road, Forest]
- Low-lying taffelberry bushes grow about the tall deobar trees of the forest. The scent of loam hangs thick and sweet in an almost tangible cloud. The floor is carpeted with fallen leaves in the process of returning to the elements from whence they came, and some of the trees show evidence of having had their branches chopped off.
- Obvious paths: east, west.
- Room Number: 1025
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1025]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [Northern Trade Road, Forest]
- The trees grow in abundance about you, their tops brushing the dark sky above, their leaves flittering against each other in the night breeze. The soft sound of wings alerts you to the presence of a night hunter, and the broken-off cry that follows tells you that the hunter's prey has been found once more.
- Obvious paths: east, southwest.
- Room Number: 1024
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Forest - 1024]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Open Grasslands]
- A ruined building sits alongside the tidy stone road. The remains perhaps of an ancient tollhouse or inn, it lies at the edge of a forest that rises up from a wide swathe of grassland.
- Obvious paths: northeast, southwest.
- Room Number: 1023
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1023]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Open Grasslands]
- The road runs straight as an arrow through the endless sea of tall grasses. An occasional ripple among the stalks moving counter the wind shows there is life hidden beneath the green and gold surface. The desperate flight of a covey of birds, as they break cover and scatter, shows that peace here is a shallow illusion. For always the hunter awaits the careless and the weak.
- Obvious paths: northeast, southwest.
- Room Number: 1022
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1022]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Open Grasslands]
- Thick grass grows up to the edge of the road. Despite the isolation and empty land, the road itself is in surprisingly good shape. Large paving stones rest on a level bed, each one tightly fitted to its neighbor so that nary a weed or seedling can force a way between them. Perhaps some vanished town lay near here that knew the value of good roads.
- Obvious paths: northeast, south.
- Room Number: 1021
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1021]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Open Grasslands]
- Southward, the road dips into a boggy lowland, while to the north, open grasslands stretch. No sign of habitation breaks the rippling waves of grass that grow shoulder-high to a tall Elf. The air is alternately fresh with the smell of growing things and thick with the stench of the bog, as the wind veers aimlessly across the open land.
- Obvious paths: north, south.
- Room Number: 1020
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Grasslands - 1020]" location='center' target='drop' ifClosed='' resident='true'/>
- Ethereal Shield (3 roisaen)
- [go2]>south
- You run south.
- [Northern Trade Road, Marshy Meadows]
- The ground beneath you is boggy and soft. Swarms of flies close about you, and some land to drill into your flesh for a morsel of blood and to leave a stinging welt as a souvenir of your visit to their lands. Northwards, the ground rises from the bog into open lands, while southward a mist obscures the view. You also see a white hand towel.
- Obvious paths: north, south.
- Room Number: 1019
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1019]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Marshy Meadows]
- You travel in the midst of a boggy meadow. The air is thick with a chill mist that blurs the outlines of anything not close by. Pale rocks set along the path show the safest way to go among the almost trackless wastes.
- Obvious paths: north, southeast.
- Room Number: 1015
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1015]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Marshy Meadows]
- The ground underfoot squishes with each movement, and moisture oozes into the traces left. Low rocks set in ragged rows appear to mark a path along the swampy ground. Gnats and midges clog your nostrils and fly into your eyes and ears in an endless cloud. The air is thick with rotting vegetable matter and less identifiable odors.
- Obvious paths: southeast, northwest.
- Room Number: 1014
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Marshy Meadows - 1014]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Rolling Hills]
- Low hills to the south rise up from marshy land to the north. Clouds of insects and tiny birds feeding upon them dart here and there. The whine of millions of quivering wings combines with the thin rustle of the darting birds to form an annoying, discordant noise. You also see a small, white-washed sign staked along side the road and a roadsign.
- Obvious paths: east, south, northwest.
- Room Number: 1013
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1013]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Northern Trade Road, Rolling Hills]
- A series of low hills, barely worthy of note, rise to the south while northwards, wide open grasslands run unhindered into the distance. Far off to the north, at the edge of the horizon, the faint shape of distant mountains can just be made out.
- Obvious paths: north, south.
- Room Number: 1012
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1012]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You go south.
- [Northern Trade Road, Rolling Hills]
- Winding north and south over the brow of a low hill, the road is partly blocked by several roughly shaped stones that appear to have tumbled down from the hill crest above. Small curls of a deep green vine have begun to wind the fallen stones into their embrace, and the tiny white flowers scattered among the leaves brighten the dull blue-grey of the stone.
- Obvious paths: north, southeast.
- Room Number: 1011
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1011]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You go southeast.
- [Northern Trade Road, Rolling Hills]
- The road crests the highest of the low hills, wandering among the cracked and worn rocks scattered across it. Removed from the road and set gently upon a hill, like a princess on her ivory pedestal, stands a rough circle of tall stones arranged in two concentric rings. Rising unsteadily from the crown of the hill, many of the stones lean against one another or are completely toppled. Perhaps a place of worship in ancient times, not even legend recalls who came here or what gods they served.
- Obvious paths: southwest, northwest.
- Room Number: 1010
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 1010]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You go southwest.
- [Northern Trade Road, Rolling Hills]
- The road winds among low, rounded hills barely deserving of the name. Clumps of trees around the base of the hills thin out rapidly as bare rock rises out of the good earth. The ragged summits are worn and weathered with age.
- Obvious paths: northeast, south.
- Room Number: 101
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Rolling Hills - 101]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Open Woods]
- Widely scattered trees stand aloof, like strangers at a party, barely noticing one another's presence. Northwards, the open land nearby changes into a few low, rolling hills. Like a bare head rising above thinning hair, the hills stand out from a fringe of trees about their base.
- Obvious paths: north, south.
- Room Number: 1002
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Woods - 1002]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Open Forest]
- Trees grow tall here, but they are scattered enough to allow moonlight and a good view of the sky. Northwards, the land rises into low hills that disappear against the black sky of the night. To the south, a gentle plain opens outward. A soft breeze rustles the leaves in the boughs overhead in a pleasant susurration.
- Obvious paths: north, southeast.
- Room Number: 1008
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1008]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Open Forest]
- Trees rise dimly along the roadway and you can faintly hear a quiet chittering, perhaps from sleepy squirrels annoyed at your disturbing their rest.
- Obvious paths: southeast, west, northwest.
- Room Number: 1001
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Open Forest - 1001]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southeast
- You run southeast.
- [Northern Trade Road, Grasslands]
- Open fields to either side can be dimly seen. Faintly, there comes a trace of woodsmoke, perhaps from the campfires of local herdsmen warming themselves against the night chill. Nearby, a rounded shape proves to be that of a sleeping cow. You also see a twisting wooded trail.
- Obvious paths: south, northwest.
- Room Number: 1000
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 1000]" location='center' target='drop'/>
- [go2]>south
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 1000]" location='center' target='drop' ifClosed='' resident='true'/>
- You run south.
- [Northern Trade Road, Grasslands]
- Dark shapes of cattle stand, outlined against the night sky, as they huddle together in sleep. Somewhere nearby you hear the bark of a dog -- the herd has not been left unguarded. You also see a thin trail.
- Obvious paths: north, southwest.
- Room Number: 999
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Grasslands - 999]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Grasslands - 999]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Farmlands]
- Open grassland mingles with small farmsteads as the wide road passes through a cut where a low hill rises. The road is edged with tall hedges, apparently to keep cattle from wandering into the orchards and vegetable plots you see beyond the heavy, guarding branches. Some distance to the south, you see the smoke and haze of a city of some size. Northwards, low hills rise against the sky.
- Obvious paths: northeast, southwest.
- Room Number: 998
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 998]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 998]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Northern Trade Road, Farmlands]
- Empty fields lie sleeping beneath the blanket of night. The scent of plowed earth mingles with the fragrance of fresh growing things. You also see a pile of rocks, a pile of rocks, a pile of rocks and a winding trail.
- Also here: Mardagon.
- Obvious paths: northeast, south.
- Room Number: 997
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 997]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 997]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Farmlands]
- The scent of freshly-tilled earth rises from the farms on both sides of the road. Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river. You note an amazing variety of races and types that are driving their goods into the town. You also see a freshly-planted pathway.
- Obvious paths: north, south.
- Room Number: 996
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 996]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 996]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northern Trade Road, Farmlands]
- Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see an onager.
- Obvious paths: north, south.
- Room Number: 995
- <streamWindow id='main' title='Story' subtitle=" - [Northern Trade Road, Farmlands - 995]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northern Trade Road, Farmlands - 995]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Northeast Wilds, Outside Northeast Gate]
- You are before the Northeast Gate of the Crossing, surrounded by wayfarers and adventurers also in mid-journey. Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors. Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves. You also see some braided grass, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate and a narrow footpath.
- Also here: Athrogat.
- Obvious paths: north, east, southeast.
- Room Number: 992
- <streamWindow id='main' title='Story' subtitle=" - [Northeast Wilds, Outside Northeast Gate - 992]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Northeast Wilds, Outside Northeast Gate - 992]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go narrow footpath
- [Outside East Wall, Footpath]
- Under the shadow of eastern section of The Crossing's stone town wall, this footpath serves as a shortcut. Barely wide enough for one person, thick brambles and brush allow passage in single file. A few crevices in the wall make adequate handholds as you squeeze your way along the uneven ground and past thorny branches. You also see the town wall.
- Also here: Shantrah.
- Obvious paths: north, south.
- Room Number: 1035
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1035]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1035]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Outside East Wall, Footpath]
- The remains of a mudwren nest sits overhead in a rough section of the town's stone wall. A newer nest is under construction just below it tucked within a chink of the wall. Small birds dart through the tall brush, bustling as much as the citizens along the streets inside the gates.
- Obvious paths: north, down.
- Room Number: 1036
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1036]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1036]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>down
- You run down.
- [Outside East Wall, Footpath]
- A gully eroded across the narrow way forces passage just next to the wall of the town. Stagnant insect-infested water pools in muddy sections of the gully and a fetid odor of garbage saturates the air.
- Obvious paths: south, up.
- Room Number: 1037
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1037]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1037]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Outside East Wall, Footpath]
- A smooth, flat slate-grey outcropping abuts the stone rampart, the same slates that compose the hills and terrain to the west. Bits of the slab have cracked and chipped, but for a few yards the path is wide enough to be called a path.
- Obvious paths: north, south.
- Room Number: 1042
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1042]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1042]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Outside East Wall, Footpath]
- The path turns from the city ramparts and forks south and west. Toward the north it runs along the town's outer wall, the stone structure within reach. Sheltered from wind and sun, little vegetation except for stray weeds manages to thrive.
- Obvious paths: north, southeast, southwest.
- Room Number: 1038
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1038]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1038]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [Outside East Wall, Footpath]
- Crumbling mud bricks and loose rock lay in a pile near the sturdy stone town wall. Sounds of night-hidden creatures rustle in the weeds and nearby brush as they search for prey or leftover scraps. You also see a town wall.
- Also here: Hvinir.
- Obvious paths: northeast, south.
- Room Number: 1039
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1039]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1039]" location='center' target='drop' ifClosed='' resident='true'/>
- Hvinir climbed up a town wall.
- [go2]>south
- You run south.
- [Outside East Wall, Footpath]
- The path winds in and out of a thick patch of stunted bushes near the exterior wall. It emerges into an area of chipped rock where workers have dumped debris from the town wall's construction. You also see a town wall.
- Obvious paths: north, south.
- Room Number: 1040
- <streamWindow id='main' title='Story' subtitle=" - [Outside East Wall, Footpath - 1040]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Outside East Wall, Footpath - 1040]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>south
- You run south.
- [Eastern Tier, Outside Gate]
- The eastern gate of the Crossing stands before you, an incomplete, but serviceable stone structure. To the north are grey slate hills rising out of dense clumps of deobar trees and groves of tall almur poplars. The land to the east is flat, and dips and rises almost imperceptibly into the distance. A single, wide path winds through it, surrounded by ruins, debris and small huts. You also see a clump of stunted bushes and a town wall.
- Also here: Hvinir.
- Obvious paths: east.
- Room Number: 691
- <streamWindow id='main' title='Story' subtitle=" - [Eastern Tier, Outside Gate - 691]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eastern Tier, Outside Gate - 691]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- Hvinir went through the Eastern Gate.
- [The Crossing, Eastern Gate]
- Camels, oxen and mules compete with Elves, Gor'Togs and Humans to pass through the Eastern Gate which leads to the Middens, and the Observatory beyond. The lowing of animals and the bellowing of travelers become almost indistinguishable the more you listen. After a few minutes, so do the mingled odors of unwashed sojourners and beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see some stone stairs leading to the top of the town wall and the Guard House.
- Also here: Hvinir.
- Obvious paths: west.
- Room Number: 728
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Eastern Gate - 728]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Eastern Gate - 728]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Hvinir went up some stone stairs leading to the top of the town wall.
- You run west.
- [The Crossing, Hodierna Way]
- The wall surrounding the town snakes from north to south directly to the east. The towers of the Temple to the west are barely seen in the dark, its merry lights minutely visible in the distance, twinkling through stained-glass windows. To the north, a narrow, cheerful street opens up.
- Obvious paths: north, east, west.
- Room Number: 729
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 729]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 729]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Ethereal Shield (3 roisaen)
- You run west.
- [The Crossing, Hodierna Way]
- Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers.
- Obvious paths: east, west.
- Room Number: 730
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 730]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 730]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- You run west.
- [The Crossing, Hodierna Way]
- When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a walkway ramp and a news stand with a parchment scroll on it.
- Also here: Syphaer.
- Obvious paths: north, east, south, west.
- Room Number: 731
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 731]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 731]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>west
- Syphaer goes west.
- You run west.
- [The Crossing, Hodierna Way]
- The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see Forest Warden Hengwild, a large parchment and a big orange sign with a picture of a smiling Dwarf.
- Also here: Syphaer, Azum, Nytegate, Blax, Hefour, Helshing who is surrounded by a shimmering shield, Stryng and Flyte.
- Obvious paths: east, southwest, northwest.
- Room Number: 732
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Hodierna Way - 732]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>southwest
- You run southwest.
- [The Crossing, Immortals' Approach]
- This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds.
- Obvious paths: northeast, northwest.
- Room Number: 741
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing, Immortals' Approach - 741]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing, Immortals' Approach - 741]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go gate
- [Temple Grounds, Entry Gates]
- The immense outer walls of the temple meet here, a thick lacquered mahogany gate acting as their mediator. The hardwood entrance has been banded with sturdy bars of steel to ensure its stamina in the most dire of times. A cobblestone path leads to the north, winding off into the various parts of the temple grounds. You also see a low mahogany building and a white-robed monk.
- Obvious paths: north.
- Room Number: 1614
- <streamWindow id='main' title='Story' subtitle=" - [Temple Grounds, Entry Gates - 1614]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Temple Grounds, Entry Gates - 1614]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>north
- You go north.
- [Temple Grounds, Cobblestone Path]
- The astonishing sight of the grand temple lies to the north, atop a massive stairway. Three towers flank the sides of the structure, a complex network of walkways stretching between them and the temple's top levels. A smooth cobblestone path runs east and west here, curving around to the grounds areas on either side of the temple. You also see an iron-bound oak door next to the base of the stairway.
- Obvious paths: east, south, west.
- Room Number: 1618
- <streamWindow id='main' title='Story' subtitle=" - [Temple Grounds, Cobblestone Path - 1618]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Temple Grounds, Cobblestone Path - 1618]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go door
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Li Stil rae Kwego ia Kweld]
- Fragrant smoke drifts from censers to carry periodic ripples of sound from the rooms beyond, bringing the silvery chime of bells and rhythmic cadence of chant to rise and fall in the air like the heartbeat of the Temple itself. An ivory rug cloaks the floor, surrounding an altar of translucent obsidian swirled with fiery highlights. Stained-glass gaethzen orbs circle the altar with a misty nimbus of violet light shading to crimson and then to amber and gold -- the colors of dawn and of life renewed. You also see an iron-bound oak door set in the far wall.
- Obvious paths: clockwise, widdershins.
- Room Number: 5865
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Li Stil rae Kwego ia Kweld - 5865]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Li Stil rae Kwego ia Kweld - 5865]" location='center' target='drop' ifClosed='' resident='true'/>
- >_error error at offset 27: Ending tag not found for <component id='room exits'> in [<component id='room exits'>Obvious paths: clockwise, widdershins.]
- >_error error at offset 19: Closing tag mismatch close=</component> open=<input> in [<compass></compass></component>]
- [go2]>go clock
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Chamber of Rains]
- Softly luminous gaethzen orbs hang suspended from polished brass chains. The delicate-looking globes are draped with gauzy fabric in a myriad of soft blues and greens. The veined granite of the far wall has been chiseled into a three-dimensional mural resembling lush foliage. Gentle pattering laughter of a spring shower fills the room as water from a hidden source cascades in wide rivulets down the sculpted flora. Large tapestry cushions carpet the floor with embroidered verdure.
- Obvious paths: clockwise, widdershins.
- Room Number: 5866
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Chamber of Rains - 5866]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Chamber of Rains - 5866]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clock
- >_error error at offset 27: Ending tag not found for <component id='room exits'> in [<component id='room exits'>Obvious paths: clockwise, widdershins.]
- >_error error at offset 19: Closing tag mismatch close=</component> open=<input> in [<compass></compass></component>]
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Hallway]
- Hanging from a golden brazier is a colorful wreath of branches bearing dark green leaves. Sprinkled amongst the verdant boughs are pea-sized dirdel flowers of fiery red bearing triangular silver foliage. The wreath adds a bit of color to the hallway of drab white.
- Obvious paths: clockwise, widdershins.
- Room Number: 5867
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Hallway - 5867]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Hallway - 5867]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clock
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Hearth Chamber]
- Flames crackle merrily in a large circular fireplace set upon an elevated flagstone dais in the center of the room. A wrought iron hood is attached to a ventilation shaft which rises upward, leading to a grate on the far wall. Fine mesh screens enclose the blaze, intricate patterns in the links forming the shadowy images of the thirteen avatars. Richly woven panels of warm russet wool trimmed with heavy gold braid line the stone walls. Thick black bearskin rugs carpet the floor beneath leather divans.
- Obvious paths: clockwise, widdershins.
- Room Number: 5868
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Hearth Chamber - 5868]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Hearth Chamber - 5868]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clock
- Obvious paths: clockwise, widdershins.
- [Resurrection Creche, Hallway]
- The long, slightly turning, white plaster walls are interrupted by a mahogany staircase leading upward. The granite floor is slightly scuffed here, perhaps by the countless feet that have trodden upon it, or perhaps by some heavy object having been pushed along.
- Obvious paths: clockwise, widdershins.
- Room Number: 5869
- <streamWindow id='main' title='Story' subtitle=" - [Resurrection Creche, Hallway - 5869]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Resurrection Creche, Hallway - 5869]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go stair
- You step onto a mahogany staircase, beginning your ascent.
- Ethereal Shield (3 roisaen)
- You press against the wall as the stairs bend sharply, continuing your climb up the mahogany staircase.
- Following the curve of the wall, you make your way further up the mahogany staircase...
- Ethereal Shield (2 roisaen)
- On your journey up a winding stairway you reach...
- Obvious paths: clockwise, widdershins.
- [go2]>go clockwise
- [The Crossing Temple, Hallway]
- Twin plaster columns rise on either side of a descending stairway, supporting the spheriform walls. Along the inner curve of the hallway, an arched mahogany entrance leads to a white marble walkway that spans the distance between the circular rim and the High Altar at the center of the Temple.
- Obvious paths: clockwise, widdershins.
- Room Number: 5775
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing Temple, Hallway - 5775]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing Temple, Hallway - 5775]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clockwise
- Obvious paths: clockwise, widdershins.
- [The Crossing Temple, Hallway]
- Flickering torches secured in iron sconces illuminate a sprawling mural upon the walls. Panoramic images depict a gathering of diverse figures joined in concentric circles about a large white boulder resting at the center of a forest clearing. The pristine surface of the monolithic stone is scorched with a totemic simulacrum of a great horned owl in flight. You also see a mahogany pedestal with a flickering crystalline orb on it.
- Obvious paths: clockwise, widdershins.
- Room Number: 5776
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing Temple, Hallway - 5776]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing Temple, Hallway - 5776]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go stair
- Obvious paths: clockwise, widdershins.
- [go2]>go clockwise
- [The Crossing Temple, Hallway]
- Curiously elusive, a faint musty smell intrudes upon an otherwise elegant hallway. An antique crystal chandelier emits a warm golden glow that caresses everything from the central wooden pedestal to the narrow wooden staircase that ascends the outside wall.
- Obvious paths: clockwise, widdershins.
- Room Number: 5777
- <streamWindow id='main' title='Story' subtitle=" - [The Crossing Temple, Hallway - 5777]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [The Crossing Temple, Hallway - 5777]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clockwise
- You step onto a staircase, beginning your ascent.
- You really should concentrate on your journey.
- You really should concentrate on your journey.
- On your journey up a staircase you reach...
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The hallway continues its curved passage leading to each of the Eyes of the Thirteen. A narrow wooden staircase, recessed into one wall, is visible as it curves gently downward toward the lower portions of the temple. To the northwest within the curving passage, sprinkles of some kind of shimmering purple dust are visible on the floor, adding a remarkable contrast of color against the white plaster walls.
- Obvious paths: clockwise, widdershins.
- Room Number: 5811
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5811]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5811]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clockwise
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- Matte black marble rises in a graceful arch leading to the entrance to a shrine. Steel dagger hilts, their blades buried in the stone, radiate outwards along the curve of the arch, while the keystone is carved with the image of a snarling amber-eyed panther.
- Obvious paths: clockwise, widdershins.
- Room Number: 5812
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5812]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5812]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clockwise
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- Finely carved mahogany borders hug the curves of the archway which serves as entrance to the shrine. A faint corona of ruddy light flows through the arch, bathing the pale paster with a pale reddish tint.
- Obvious paths: clockwise, widdershins.
- Room Number: 5813
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5813]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5813]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clockwise
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The pale walls of the hallway curve to each side, reflecting on floors of polished marble tile. Set into the tiles before the entrance to the Shrine of Mortals is an intricate mosaic crafted from multicolored glass. Diffused blue light pours through the silver-inlaid mahogany archway, setting the glittering mosaic afire with color.
- Obvious paths: clockwise, widdershins.
- Room Number: 5814
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5814]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5814]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go arch
- [Eyes of the Thirteen, Truffenyi's Shrine]
- A silvery blue dome erupts from the wall above, creating a hemisphere to enclose the shrine in hues that mimic the summer sky. Starlight filtering through the crystal from the chamber beyond fills the room with a wan glow that glitters where it touches silver specks in the dark granite platform beneath you. Sitting near the archway, an obsidian stand is tipped slightly beneath the paws of an impish agate weasel, leaving a silver magpie on top to backwing as its perch is pushed out from under it. You also see a rich blue marble altar set with a mosaic of jewels and a small altar fashioned from a section of lightning-blasted mistwood.
- Obvious exits: none.
- Room Number: 5833
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Truffenyi's Shrine - 5833]" location='center' target='drop'/>
- [go2]>go plat
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Truffenyi's Shrine - 5833]" location='center' target='drop' ifClosed='' resident='true'/>
- [Eyes of the Thirteen, Eye of Truffenyi]
- The granite platform sparkles slightly where touched by the diffused light shed by the silvery blue dome. Silver feathers inlaid in the crystal dapple the surface of a polished granite altar with tiny shadows that almost blend into the stone's already mottled surface. Rising from the altar's center is an ornately carved triptych statue crafted so seamlessly as to appear an extension of the same stone of the altar. You also see a tall silver candlestick.
- Obvious exits: up.
- Room Number: 5832
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Eye of Truffenyi - 5832]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Eye of Truffenyi - 5832]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:01:01]
- --- Lich: go2 has exited.
- [favor: Failed to navigate to room 5834, attempting again]
- --- Lich: go2 active.
- [go2: ETA: 0:00:01 (6 rooms to move through)]
- [go2]>up
- You go up.
- [Eyes of the Thirteen, Truffenyi's Shrine]
- A silvery blue dome erupts from the wall above, creating a hemisphere to enclose the shrine in hues that mimic the summer sky. Starlight filtering through the crystal from the chamber beyond fills the room with a wan glow that glitters where it touches silver specks in the dark granite platform beneath you. Sitting near the archway, an obsidian stand is tipped slightly beneath the paws of an impish agate weasel, leaving a silver magpie on top to backwing as its perch is pushed out from under it. You also see a rich blue marble altar set with a mosaic of jewels and a small altar fashioned from a section of lightning-blasted mistwood.
- Obvious exits: none.
- Room Number: 5833
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Truffenyi's Shrine - 5833]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Truffenyi's Shrine - 5833]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go arch
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The pale walls of the hallway curve to each side, reflecting on floors of polished marble tile. Set into the tiles before the entrance to the Shrine of Mortals is an intricate mosaic crafted from multicolored glass. Diffused blue light pours through the silver-inlaid mahogany archway, setting the glittering mosaic afire with color.
- Obvious paths: clockwise, widdershins.
- Room Number: 5814
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5814]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5814]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clockwise
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The scent of incense from somewhere nearby wafts through the air, filling the space with a mild, sweet aroma. Revealed by a narrow arch within a section of the curving walls, a narrow staircase flows upwards and disappears above as it arcs up toward the uppermost areas of the temple.
- Obvious paths: clockwise, widdershins.
- Room Number: 5815
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5815]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5815]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go clockwise
- Obvious paths: clockwise, widdershins.
- [Eyes of the Thirteen, Hallway]
- The curving white plaster walls are tinted a rich luminous green as light flows beneath a gem-encrusted satinwood archway. Beyond the archway, a silver platform leads out into the Eye of the Serpent.
- Obvious paths: clockwise, widdershins.
- Room Number: 5816
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hallway - 5816]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hallway - 5816]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go arch
- [Eyes of the Thirteen, Hav'roth's Shrine]
- The silver platform below you gleams as a sea of liquid emerald, the light striking it tinted by a green crystal half-sphere that encases this small shrine. Tiny people bustle in and out of the seats in the High Altar chamber below, some likely waiting for the next sermon to begin under the Eyes of the Thirteen. You also see a gem-encrusted satinwood archway, a grey basalt altar set with bejeweled bands of gold and a carved sandalwood altar banded with black jade.
- Obvious exits: none.
- Room Number: 5835
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Hav'roth's Shrine - 5835]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Hav'roth's Shrine - 5835]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2]>go plat
- [Eyes of the Thirteen, Eye of Hav'roth]
- A faceted green crystal dome encases the end of the smooth silver platform, giving the shrine the appearance of being trapped within the delicate crystalline structure of an emerald. The green glow casts itself throughout, as if the only color ever known to this place. At the edge of the platform, just against the dome, a bejeweled silver triptych statue rests upon a low altar. You also see a tall silver candlestick.
- Obvious exits: up.
- Room Number: 5834
- <streamWindow id='main' title='Story' subtitle=" - [Eyes of the Thirteen, Eye of Hav'roth - 5834]" location='center' target='drop'/>
- <streamWindow id='room' title='Room' subtitle=" - [Eyes of the Thirteen, Eye of Hav'roth - 5834]" location='center' target='drop' ifClosed='' resident='true'/>
- [go2: travel time: 0:00:01]
- --- Lich: go2 has exited.
- [favor]>clean silver altar with water in chalice
- You begin to wash a low silver altar with your holy water.
- Roundtime: 10 sec.
- Ethereal Shield (2 roisaen)
- You diligently work, getting between the cracks and behind the tight corners of the silver altar.
- Roundtime: 10 sec.
- Ethereal Shield (2 roisaen)
- Noticing that the silver altar does not look any cleaner, you furrow your brow in confusion. What a failure.
- [favor]>get my cobra primer
- You get a parchment cobra primer from inside your duffel bag.
- [favor]>put my cobra primer on silver altar
- You reverently place a parchment cobra primer on the silver altar.
- [favor]>pray
- You begin to pray, kneeling before the altar. A sense of peace and tranquility fills you as you murmur softly.
- Ethereal Shield (2 roisaen)
- Ethereal Shield (2 roisaen)
- You feel a sense of shame as your offering is thrown violently from the dusty surface of the altar.
- Ethereal Shield (2 roisaen)
- Ethereal Shield (1 roisan)
- Ethereal Shield (1 roisan)
- Ethereal Shield (1 roisan)
- >clean altar
- Wash the altar with what?
- Ethereal Shield (1 roisan)
- Ethereal Shield (1 roisan)
- >clean silver altar with chalice
- You need something else to wash the altar with.
- >take chal
- You get a chalice from inside your duffel bag.
- Ethereal Shield (1 roisan)
- >clean silver altar with chalice
- You need something else to wash the altar with.
- Ethereal Shield (Fading)
- --- Lich: tm does not appear to be running! Use ';list' or ';listall' to see what's active.
- >;stop tm
- Ethereal Shield (Fading)
- Ethereal Shield (Fading)
- --- Lich: training-manager has exited.
- >;stop training-manager
- --- Lich: favor has exited.
- >;stop favor
- Ethereal Shield (Fading)
- Ethereal Shield (Fading)
- --- Lich: dependency, spellmonitor, drinfomon, events, textsubs, roomnumbers, sanowret-crystal, smartlisten, skill-recorder
- >;list
- Ethereal Shield (Fading)
- The shimmering ethereal shield fades from around you.
- --- Lich: log is already running (use ;force [scriptname] if desired).
- >;log
- [DRPrime]-You: "Quillith, I was running log and tried to rerun ;favor and ran into the same issue with the altar not being clean and tm getting tied up there. How do I post the log?"
- * Chrysagon was just struck down at Mycthengelde, Flatlands!
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