Connecting to server... Alter Aeon v2.25 - alter aeon `.rL ` Alter Aeon ' oo, /mdo-/-+ `/ \' `.+/yms` .mMNy+/::+` `s. +\ `.+:/smMN+ :NMh. `-/o: /s s: `+o/"` `+NMh -NMs `:` `s+ `. .' /+ :- -mMy hMm- +s. 'o o` +/ oNN: -dMh- `` s. .s '' `/mNo .yNm+. .:+s+. ++. .++ :oo:. `-sNN+ '+dNmyo+++ooyhyo- `/yhyo+///+ohmNh- `\ymNNNmNNmds:` `. .' .+hdmmmmNNNms:` ':oyhdmds/` +: :+ -odNNmdyo:` ```` \"'+. `` '' .+'"/ `````` ",0_\ /_0," (To log on an existing character, enter the name now.) Would you like to create a new character? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome back! Your previously played characters are: capitolina - level: 103 leilah - level: 13 felonia - level: 37 ender - level: 110 kagome - level: 103 erasmus - level: 10 slave - level: 18 darklord - level: 37 shadowfax - level: 107 Please enter the name of the character you want to play, or 'new' to start a new character. Password: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to Alter Aeon! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1) Enter Alter Aeon 2) See where you will log in 6) See who's logged on 7) Change password 0) Leave Alter Aeon Enter Selection -> Logging in character 'darklord' The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] set - adjust various things about your character. Args: help - this screen pagebreak - set hard and soft pagebreak room - clan room editing door - clan door editing email - email, for mailing list (visible to admin only) url - public home page for you and your characters personality - misc personality about you or your character history - history of your character description - physical description of your character channels - enable/disable of various channels alias - set aliases weather - toggle 'sunset on look' contact - RL contact information (visible to admin only) pipechar - set character used for socketfilters ('|' is the default) charmode - enable/disable char/linemode echo - enable/disable remote echo blind - enable/disable low spam mode for blind players annoyance - allow/disallow annoyance casting on yourself cprefix - set a prefix to use in front of user channels minions - toggle display minions telnetga - toggle telnet GA support msp - force enable/disable MSP mode ctrigger - enable/disable client trigger mode infrashort - enable/disable infravision short desc mode dbd - toggle dragonbreath defense on and off combatmode - toggle damage messages between default and percent-based Ignore spammers: YES Ignore players: NO (also known as do-not-disturb mode) Ignore clan members: NO Ignore friends: NO Ignore temp pkillers: NO See 'ignore help' for commands. ------------------------------------------------------------------ There is currently a 'credit buy' sale in progress! Use the 'sale' command for details. ------------------------------------------------------------------ [xp] Lall: ep You will now ignore other players (do-not-disturb mode). There is currently an event in progress! (see 'show event' for detailed event information) (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Ignore spammers: YES IGNORE all players (do-not-disturb mode) EXCEPT for: Clan members: NO Friends: NO Temp pkillers: NO See 'ignore help' for commands. You will now not ignore people on your friends list. You are no longer specifically allowing people on your friends list. [MA CL TH WA NC DR] Active Players ----------- [27 22 34 37 18 11] *Darklord - Every Day is an Adventure ~<Lawful Evil>~ [ BUILDER ] Gandor is. [MA CL TH WA NC DR] Idle Players ------------- [ ADMIN ] Dentin friends are hard 3 visible players out of 3 connected (max was 121). Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! You make a hmm noise to let everyone know you are deep in thought. Schedule of Events ------------------------------------------------------------------ Monday October 30 7am open The event center To participate in this event Ttype "event join 129" and talk to the white witch Nikailah. Tuesday October 31: 7am Open the Valley of Shadows Let all ride till morning of November 3. On Saturday November 4, sometime in the afternoon we will be releasing the long awaited Faerie land for Archais. All times are based on system time, "type time" to see the current system time. ------------------------------------------------------------------ (see 'show event' for detailed event information) You are using: head - (artifact) a crown of bestial fury (glow) neck - (artifact) the Seal of the Dark Knight neck - (artifact) holy symbol of talos arms - (artifact) bracers of the hunter (glow) wrist - (artifact) a black widow engraved bracer (glow) wrist - (artifact) a bracelet of fire (glow) hands - gauntlets of carnage finger - (artifact) a spiked platinum ring (glow) finger - (antique) a ring of power (glow) (invis) on body - the Shadowstrike breastplate about body - (artifact) a whirling tempest waist - (antique) the girdle of stone giant strength legs - a set of demon leg wraps (glow) feet - (artifact) longhorned leather boots held - (artifact) The eye of Ils weapon - (rare) The Blade of Death and Disease (glow) You nod solemnly. You enter beyond the grave. The Unholy Temple of Dentin You stand in the main entrance hallway, with the exit to the south. At either end of this room you can see wide stone stairs leading downward into other levels of the Temple. Tall columns interfere with your vision, and you can see the poor and downtrodden littering the ground between them. To the east is the town's donation room, and to the west is the preparation room for sacrifices. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the city of Ralnoth. Sunlight from outside lights up the area. ( 5)A skeletal lich enveloped in a cold blue aura paces here. ( 2)A short demon covered in ebony scales stands here. ( 1)A bone white skeleton spider clatters noisily here. ( 5)A walking skeleton with a spear paces back and forth. ( 1)A bone white skeleton spider clatters noisily here. ( 5)A skeletal lich enveloped in a fiery red aura paces here. ( 1)A bone white skeleton spider clatters noisily here. ( 6)A crude clay man stands upright here. ( 5)A walking skeleton with a sword paces back and forth. ( 6)A wood woad stands here on its three spindly legs. ( 6)A vampire stands here, cloaked in shadow. A vampire is surrounded with a dark black aura. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Glade of spirits The path to the south ends abruptly at the edge of this small glade. The ground beneath you is not covered with grass like the belts beside the path to the east and west, and it is not like the hard packed dirt of the pathway itself. Instead it is of a raw rich earth, freshly stirred and containing some sort of small crystals that reflect the light from a myriad of angles. In the center of this strange glade a large tree rises up above everything else in the garden. The sun hangs low on the western horizon. (35)The Soul Tree shifts in the wind of the dead. [Exits: east south west ] [Doors: up ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Before five ancient statues The crumbled remains of five ancient stone statues stand before you, placed around a flat stone sheet. The sheet is a rough grey stone, typical of what the rest of this mountain range is made of. Cut into the sheet in deep yet time worn lines is a pentacle, with the corners pointing out between the gaps in the stone statues. This has the feel and aura of a sacred, holy place of great age. The mountains that ring this odd plain stand taller than they seem and cast a sense of grandeur and majesty upon you. The sun hangs low on the western horizon. (15)The remains of an intricately carved statue of a stone giant stands before you. (13)The crumbled remains of a statue lie in a heap. (15)The remains of an intricately carved statue of a stone giant stands before you. (13)The crumbled remains of a statue lie in a heap. (15)The remains of an intricately carved statue of a stone giant stands before you. [Exits: south ] Atop a strange plain You climb up the last bit of road as it struggles to maintain its integrity through such a steep incline, and are greeted with a truly odd sight. Before you lies an open plain, almost perfectly flat, and ringed with five equal sized mountain peaks in the distance. Greenish moss grows over the whole of it, and small heaps of rocks break the continuity in random places. The whole thing is only a kilometer or so across. Toward the center of the clearing can be seen three - no five, large rock formations, three of which stand taller than the other two. The sun hangs low on the western horizon. [Exits: north east west ] You descend westward. The path begins a steep incline The road that you have been following until now has been old, but mostly intact. It is the same here, with one small difference - it looks almost as though the landscape twisted and folded in some catastrophic event, ripping the road up with it. Boulders are strewn across the path, which veers off at an oblique angle. Yet the road is still there, and dares you to follow it, even though it now leads almost straight up. The sun hangs low on the western horizon. [Exits: east south ] You descend southward. Following an ancient stone trail This is a very old and obviously hand made trail through the mountains. Large snow drifts line the path to both sides along with various sized rocks. Some of the rocks are covered in a thick layer of ice and along the path can be seen several patches of ice as well. The sun hangs low on the western horizon. [Exits: north west ] You ascend westward. Following an ancient stone trail This is a very old and obviously hand made trail through the mountains. Large snow drifts line the path to both sides along with various sized rocks. Some of the rocks are covered in a thick layer of ice and along the path can be seen several patches of ice as well. The sun hangs low on the western horizon. ( 8)A long-armed abominable snowman is barely visible against the white background. [Exits: east west ] You ascend westward. An ancient trail This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The ancient road turns to the east from here with a normal path heading off to the north. The sun hangs low on the western horizon. ( 8)A long-armed abominable snowman is barely visible against the white background. ( 0)A pale blue gemstone lies on the ground here. ( 0)A blob of bloody slime lies on the ground here. [Exits: north east south ] An ancient road cut into the mountain This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The sun hangs low on the western horizon. ( 8)A long-armed abominable snowman is barely visible against the white background. [Exits: north south ] An ancient trail This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The ancient road turns to the east from here with a normal path heading off to the north. The sun hangs low on the western horizon. ( 8)A long-armed abominable snowman is barely visible against the white background. ( 0)A pale blue gemstone lies on the ground here. ( 0)A blob of bloody slime lies on the ground here. [Exits: north east south ] Huh? A yeti has arrived. A yeti leaves north. You walk over and casually swipe a pale blue soulstone when you think no one is looking. a yeti's bite MASSACRES you! Your pierce *** MASSACRES *** a yeti! A yeti misses you. a yeti's bite hits you. You can't just walk away from a fight! You yell, 'Retreat! Retreat!' You manage to successfully retreat from this battle. An ancient road cut into the mountain This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The sun hangs low on the western horizon. ( 8)A long-armed abominable snowman is barely visible against the white background. [Exits: north south ] An ancient, crumbling road This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The sun hangs low on the western horizon. [Exits: north south ] An ancient, crumbling road This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The sun hangs low on the western horizon. ( 0)What looks to be a flaming tattoo lies here. [Exits: north southwest ] A trail through the mountains This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The sun hangs low on the western horizon. [Exits: south northeast ] Your shield of faith dissipates, and you no longer feel as protected by your god. You fail to cast the spell. You fail to cast the spell. You use your faith in Schlyne as a shield to protect you. You are surrounded by a strong force shield. Your form shifts slightly, then separates from where your body actually is. A trail through the mountains This snow covered trail looks more like a road then just a simple path. Chisel marks on the boulders lining the path give hint the road was hand crafted and not a product of nature. All around these boulders the wind has sculpted the snow drifts into beautiful shapes. The sun hangs low on the western horizon. [Exits: north southwest ] Outside a city nestled in the mountains The flame of a single torch guttering in the wind pierces the darkness. A tall, wide archway built into the stone wall is illuminated by the flickering light. Above the torch an old, weathered sign has been hung from metal eyelets driven into the underside of the stonework. The word "Hartmur" has all but faded from the sign. Thick black iron bars, set a handspan apart, comprise the gate to the city. An unusual locking mechanism set into the left wall of the archway undoubtedly controls the gate. A similar mechanism is also set into the wall on the other side of the gate. The sun hangs low on the western horizon. [Exits: northeast ] [Doors: west ] The gate is closed. You begin trying to pick the gate... The lock yields quickly to your skills. *Click* - You unlock the gate. You open the gate. Inside the East Gate The city lies shrouded in eternal darkness. Only the few candles and torches within and without the homes and businesses along the old cobblestone streets light the city. Very few citizens can be seen walking on the streets. Those people that are upon the street don't travel alone, or tend to rush to their destination as quickly as possible. Even the frequent, heavily armed patrols try to keep within sight of each other. ( 6)A city guard casts a suspicious glance at you. ( 6)A massive guard stands before the gate. ( 6)A massive guard stands before the gate. [Exits: north east south west ] No-one by that name found. No-one by that name found. You make a hmm noise to let everyone know you are deep in thought. You pray to Schlyne for transportation... ----------------------------------------------------------------- Before five ancient statues The crumbled remains of five ancient stone statues stand before you, placed around a flat stone sheet. The sheet is a rough grey stone, typical of what the rest of this mountain range is made of. Cut into the sheet in deep yet time worn lines is a pentacle, with the corners pointing out between the gaps in the stone statues. This has the feel and aura of a sacred, holy place of great age. The mountains that ring this odd plain stand taller than they seem and cast a sense of grandeur and majesty upon you. The sun hangs low on the western horizon. (15)The remains of an intricately carved statue of a stone giant stands before you. (13)The crumbled remains of a statue lie in a heap. (15)The remains of an intricately carved statue of a stone giant stands before you. (13)The crumbled remains of a statue lie in a heap. (15)The remains of an intricately carved statue of a stone giant stands before you. [Exits: south ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Glade of spirits The path to the south ends abruptly at the edge of this small glade. The ground beneath you is not covered with grass like the belts beside the path to the east and west, and it is not like the hard packed dirt of the pathway itself. Instead it is of a raw rich earth, freshly stirred and containing some sort of small crystals that reflect the light from a myriad of angles. In the center of this strange glade a large tree rises up above everything else in the garden. The sun hangs low on the western horizon. (35)The Soul Tree shifts in the wind of the dead. [Exits: east south west ] [Doors: up ] No-one by that name found. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A small campfire in the woods. A campfire burns in the middle of a small clearing in the woods. Several marshmallows are propped up on sticks roasting in the warm red-orange flames. The sun hangs low on the western horizon. ( 6)An injured scout sits here poking around in the fire. [Exits: west ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A large blackened waypoint The road continues on its northern and southern route along side the river Ilfing. A light breeze blowing in from the river causes the high grasses of the Nemean fields to the east to rock back and forth. Also to the east is what appears to be a small game trail with several animal tracks clearly visible in the soft dirt. Just off the main road is a vast circle of black, somehow permanently scorched into the earth. Inside the circle dark lines carve out runes in the ground, and an almost undetectable binding magic holds other creatures at bay. This is clearly a waypoint, but from the looks of it you wonder just how safe it would be to use. The sun hangs low on the western horizon. ( 6)A large two-handed flail lies here, looking ominous. [Exits: north east south ] Pumpkinhead -> Into the tall grasses You scan the surrounding area... A grassy path through the fields The dry grass under you feet crunches as you head through the fields. In the distance you can here an elephant trumpet, as the vast expanse of grasses spreads out in front of you. The sun hangs low on the western horizon. [Exits: south west ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The sun hangs low on the western horizon. [Exits: north east ] Along a Narrow Path Here it looks like you could venture off the path into the fields. The sun hangs low on the western horizon. ( 6)An ostrich runs across the plains. [Exits: east south west ] An ostrich has arrived. A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The sun hangs low on the western horizon. ( 5)A man carefully examines some animal tracks. [Exits: west ] Along a Narrow Path Here it looks like you could venture off the path into the fields. The sun hangs low on the western horizon. ( 6)An ostrich runs across the plains. ( 6)An ostrich runs across the plains. [Exits: east south west ] Making way through the grasses Traveling through the tall, golden grasses of the flat lands you feel like a fish swimming in the ocean. All around you here animals of various sorts moving about. The sun hangs low on the western horizon. ( 6)A longhorn gazelle gallops through the fields. [Exits: north south ] Alas, you cannot go that way. Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The sun hangs low on the western horizon. ( 6)A black and white striped zebra munches on some grass. [Exits: north east ] Into the tall grasses Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The sun hangs low on the western horizon. ( 6)A longhorn gazelle gallops through the fields. [Exits: north south west ] Into the tall grasses You venture into the tallest grasses of the plains, barely able to see above the thick golden grain. The sun hangs low on the western horizon. [Exits: north east west ] Back into the Nemean fields The ground here is noticeably less boggy, the grass is dry and glows golden in the sun. The sun hangs low on the western horizon. ( 6)An ostrich runs across the plains. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The sun hangs low on the western horizon. [Exits: north east west ] You scan the surrounding area... North 1 - An ostrich East 1 - An ostrich East 1 - An ostrich Into the tall grasses An assortment of golden grasses reaches up to your waist, the wind sends waves running through the vast expanse. The sun hangs low on the western horizon. ( 6)An ostrich runs across the plains. ( 6)An ostrich runs across the plains. [Exits: north south west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The sun hangs low on the western horizon. [Exits: east south ] You scan the surrounding area... East 1 - A zebra South 1 - An ostrich South 4 - An ostrich A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The sun hangs low on the western horizon. ( 6)A black and white striped zebra munches on some grass. [Exits: north south west ] You scan the surrounding area... North 3 - An ostrich North 3 - A gazelle A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The sun hangs low on the western horizon. [Exits: north east ] You scan the surrounding area... North 1 - A zebra North 4 - An ostrich North 4 - A gazelle East 1 - A dire wildebeest East 2 - A zebra East 2 - Pumpkinhead Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The sun hangs low on the western horizon. ( 6)A wildebeest rampages across the steppe, in search of water. [Exits: east west ] Into the tall grass An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The sun hangs low on the western horizon. ( 6)A black and white striped zebra munches on some grass. ( 6)A pumpkinheaded creature is here searching for revenge. [Exits: north east west ] You attempt to pin Pumpkinhead's shadow to the ground, but miss! Huh? You drive a stake through Pumpkinhead's shadow, pinning it in place! Pumpkinhead's acidic claw DISMEMBERS you! Pumpkinhead's corroding claw maims you! You miss Pumpkinhead. You parry Pumpkinhead's attack. You parry Pumpkinhead's attack. You stop using The Blade of Death and Disease. You MASSACRE Pumpkinhead! You put The Blade of Death and Disease in the dead realm of Angmar. You stop using The eye of Ils. Pumpkinhead's dissolving spit MASSACRES you! You put The eye of Ils in the dead realm of Angmar. You wield a bone-handled ritual blade. You put a yellow ioun stone in the dead realm of Angmar. You get a yellow ioun stone from the dead realm of Angmar. Pumpkinhead tries to trip you, but you see the move well in advance. Your slash *** MASSACRES *** Pumpkinhead! You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** Pumpkinhead! You gain 19842 experience! Your slash MASSACRES Pumpkinhead! Pumpkinhead misses you. Pumpkinhead's dissolving spit *** MASSACRES *** you! Pumpkinhead tries to trip you, but you see the move well in advance. A zebra leaves east. You suddenly feel less tired and more refreshed! You gain 40470 experience! You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** Pumpkinhead! You gain 19510 experience! Pumpkinhead is suddenly consumed by a ball of green flames and then vanishes! Pumpkinhead is dead! Thanks for saving the world by taking out that pumpkinheaded creature! You gain 365000 experience! You are too high level, but still receive 26664 experience. You haven't had a recent victory worth shouting about. Acid burns and corrodes your skin! Acid irritates your skin. Back at you buddy! You do not see that here. Into the tall grass An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The sun hangs low on the western horizon. ( 0)What looks to be a flaming tattoo lies here. [Exits: north east west ] (note - item is on the ground) Item: 'Flaming pumpkin tat tattoo' Weight: 3 Size: 0'10" Level: 10 (very common) Item Quality: WELL MADE Type: ARMOR Composition: WOOD Defense: 1 ac-apply Weapon damage: 4 to 16 fast fire whip, 12 strength to use. Object is: GLOW Wear locations are: ARMS LEGS Estimated cost: 1615 Item has other effects: Affects: SHIELD_BLOCK by 5 Affects: DEX by -1 Affects: HIT_POINTS by 13 Compared to your current equipment: A flaming pumpkin tattoo looks a lot worse than bracers of the hunter. You scan the surrounding area... East 2 - A zebra West 1 - A dire wildebeest West 2 - A zebra Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The sun hangs low on the western horizon. ( 6)A wildebeest rampages across the steppe, in search of water. [Exits: east west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The sun hangs low on the western horizon. ( 6)A black and white striped zebra munches on some grass. [Exits: north east ] Pumpkinhead -> Into the tall grasses The sun sets in the west. Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A wildebeest rampages across the steppe, in search of water. [Exits: east west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A black and white striped zebra munches on some grass. [Exits: north east ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east south ] You scan the surrounding area... North 2 - An ostrich North 2 - A gazelle South 2 - A zebra Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] You scan the surrounding area... Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east south ] A small watering hole This small pool of water contains just enough fluid to get an animal through a dry spell in the summer. Hardly clean, it is muddy and smells slightly of sweat. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] Marshy Fields The ground beneath you is boggy and wet, the grasses brush water onto your clothes. With each step you sink a little deeper into the ground. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. ( 6)A longhorn gazelle gallops through the fields. [Exits: south west ] Alas, you cannot go that way. You scan the surrounding area... South 4 - A zebra A small watering hole This small pool of water contains just enough fluid to get an animal through a dry spell in the summer. Hardly clean, it is muddy and smells slightly of sweat. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east south ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south ] You scan the surrounding area... Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] You scan the surrounding area... North 1 - A zebra Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A black and white striped zebra munches on some grass. [Exits: east south ] You scan the surrounding area... A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] You scan the surrounding area... West 1 - A zebra Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east south ] You scan the surrounding area... Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south west ] You scan the surrounding area... South 1 - A gazelle Making way through the Nemean fields Fighting through a dense mass of grasses, you make way through the field of golden vegetation. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A longhorn gazelle gallops through the fields. [Exits: north west ] Making way through the Nemean fields Fighting through a dense mass of grasses, you make way through the field of golden vegetation. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south ] Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north ] Making way through the Nemean fields Fighting through a dense mass of grasses, you make way through the field of golden vegetation. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south ] Making way through the Nemean fields Fighting through a dense mass of grasses, you make way through the field of golden vegetation. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A longhorn gazelle gallops through the fields. [Exits: north west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south west ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. [Exits: north east south ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A black and white striped zebra munches on some grass. [Exits: east south ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south ] Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east south ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: north south west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A black and white striped zebra munches on some grass. [Exits: north east ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. [Exits: east south ] Into the tall grasses An assortment of golden grasses reaches up to your waist, the wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east west ] Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: east south ] You scan the surrounding area... Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. The last remnants of sunset fade in the sky to the west. ( 0)A handful of nuts and seeds are piled up on the ground. [Exits: north ] You get a handful of nuts and seeds. You eat a handful of nuts and seeds. This has a pleasant, meaty flavor. You are full. Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: east south ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east west ] Back into the Nemean fields The ground here is noticeably less boggy, the grass is dry and glows golden in the sun. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] Into the tall grasses You venture into the tallest grasses of the plains, barely able to see above the thick golden grain. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east west ] The physical reserve deep within you feels replenished. You scan the surrounding area... West 1 - A gazelle Into the tall grasses Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. ( 6)A black and white striped zebra munches on some grass. [Exits: north south west ] Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. [Exits: south ] Into the tall grasses Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. ( 6)A black and white striped zebra munches on some grass. [Exits: north south west ] Into the tall grasses You venture into the tallest grasses of the plains, barely able to see above the thick golden grain. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A longhorn gazelle gallops through the fields. ( 6)A longhorn gazelle gallops through the fields. [Exits: east south ] Alas, you cannot go that way. A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. The last remnants of sunset fade in the sky to the west. [Exits: north south ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: north west ] You scan the surrounding area... North 2 - A gazelle North 2 - A gazelle A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. [Exits: east south west ] You scan the surrounding area... East 1 - An ostrich A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] A road along the river Ilfing Both the river and road make a sharp turn at this point and head towards the north. All along the south side of the road are the high and thick grasses of the Nemean fields. To the east are more high grasses along with what appears to be a small game trail with several animal tracks clearly visible in the soft dirt. The last remnants of sunset fade in the sky to the west. [Exits: north east west ] You scan the surrounding area... East 3 - An ostrich A road along the river Ilfing This is a wide road mainly made up of hard compacted dirt and small stones. It runs east and west along the fast running waters of the river Ilfing. To the south are the thick and high grasses of the Nemean fields from which can be heard various animal sounds. The thick grasses also prevent you from seeing what beasts might be making these noises. The last remnants of sunset fade in the sky to the west. ( 0)A grey squirrel scampers playfully about. [Exits: east west ] A road along the river Ilfing The sounds of birds and other animals can be heard coming from the high grasses to the south of this dirt road. Running along the north side of the road are a few sparse trees and grasses with the river Ilfing clearly visible a few feet away. Looking out over the river one can get an occasional glimpse of a large ship traveling along the wide river. The last remnants of sunset fade in the sky to the west. [Exits: east southwest ] A road along the river Ilfing This is a wide road mainly made up of hard compacted dirt and small stones. It runs east and west along the fast running waters of the river Ilfing. To the south are the thick and high grasses of the Nemean fields from which can be heard various animal sounds. The thick grasses also prevent you from seeing what beasts might be making these noises. The last remnants of sunset fade in the sky to the west. ( 0)A grey squirrel scampers playfully about. [Exits: east west ] A road along the river Ilfing Both the river and road make a sharp turn at this point and head towards the north. All along the south side of the road are the high and thick grasses of the Nemean fields. To the east are more high grasses along with what appears to be a small game trail with several animal tracks clearly visible in the soft dirt. The last remnants of sunset fade in the sky to the west. [Exits: north east west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. [Exits: east south west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. ( 6)A longhorn gazelle gallops through the fields. [Exits: north south ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here. Closer examination reveals the hoofprints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south ] Into the tall grasses You venture into the tallest grasses of the plains, barely able to see above the thick golden grain. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A longhorn gazelle gallops through the fields. [Exits: north east west ] You have enough energy to keep fighting still, you don't need a second wind yet! Back into the Nemean fields The ground here is noticeably less boggy, the grass is dry and glows golden in the sun. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: north east west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, the wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north south west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The last remnants of sunset fade in the sky to the west. [Exits: east south ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] You suddenly feel less tired and more refreshed! You gain 23509 experience! Alas, you cannot go that way. Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east south ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. The last remnants of sunset fade in the sky to the west. [Exits: north west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south ] Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. The last remnants of sunset fade in the sky to the west. [Exits: north west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north east south ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A black and white striped zebra munches on some grass. [Exits: north east ] Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. [Exits: east west ] Into the tall grass An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. ( 6)A wildebeest rampages across the steppe, in search of water. ( 0)What looks to be a flaming tattoo lies here. [Exits: north east west ] Amidst the tall grasses Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Into the tall grasses You push aside the tall grass as you pass through it. You are following a trail of some sort, but it is ill-defined. The last remnants of sunset fade in the sky to the west. [Exits: north west ] Things take on a ghostly red hue. Into the tall grasses You push aside the tall grass as you pass through it. You are following a trail of some sort, but it is ill-defined. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A black and white striped zebra munches on some grass. [Exits: east south ] You scan the surrounding area... East 3 - A zebra East 3 - An ostrich Making way through the grasses You march steadily through the grass, crumpling it and leaving a smashed trail behind you. Birds can be seen circling overhead, high in the sky. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Making way through the grasses The tall grasses brush your face and clothes as you push through them. Game trails criss cross the plain, but none go the way you want for long. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east west ] Dense grass The grass here is incredibly dense, you can hardly make way through the mass of vegetation beneath your feet. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)A black and white striped zebra munches on some grass. ( 6)An ostrich runs across the plains. [Exits: north west ] You scan the surrounding area... West 3 - A zebra Dense grass The grass here is incredibly dense, you can hardly make way through the mass of vegetation beneath you feet. The last remnants of sunset fade in the sky to the west. [Exits: east south ] You scan the surrounding area... East 1 - An ostrich South 1 - A zebra South 1 - An ostrich Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: east west ] Traveling a grassy path through the fields The path wanders through the sunlit field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. [Exits: north west ] You scan the surrounding area... North 1 - An ostrich West 1 - An ostrich Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: north south ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: east south ] You scan the surrounding area... South 1 - An ostrich Pumpkinhead -> Into the tall grasses Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north west ] You scan the surrounding area... North 4 - An ostrich Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. ( 6)A longhorn gazelle gallops through the fields. [Exits: north east south ] You scan the surrounding area... A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 3)A beautiful golden skin has been neatly bundled up in a ball here. [Exits: east west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. [Exits: south west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. ( 6)A longhorn gazelle gallops through the fields. [Exits: north east ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. [Exits: east west ] A small path through the fields A more well defined path exists here, the grass is matted and trampled from the footsteps of many people and animals. The golden grass moves like ocean waves in the wind. You recall a story from your youth of the fabled Nemean fields. These magnificent plains may be those fields. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 0)A bunch of nuts and seeds have been gathered up in a small woven basket. [Exits: north west ] Walking through grassy fields The path to the south is well traveled and draws your attention. The grass waves in the form of crest and troughs. It looks like a section of the high grass has been cleared away to make a small camp site. There is an open firepit surrounded by large stones that have blackened over time from the smoke and heat of previous fires. In any case it appears to be a good place to take a break without fear of being attacked. The last remnants of sunset fade in the sky to the west. ( 0)A large white sign has been nailed to a wooden post here. [Exits: east south ] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You are now entering Nemean Fields. WARNING - this is a level 38 area. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A small path through the fields A more well defined path exists here, the grass is matted and trampled from the footsteps of many people and animals. The golden grass moves like ocean waves in the wind. You recall a story from your youth of the fabled Nemean fields. These magnificent plains may be those fields. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 0)A bunch of nuts and seeds have been gathered up in a small woven basket. [Exits: north west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. [Exits: east west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. ( 6)A longhorn gazelle gallops through the fields. [Exits: north east ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. [Exits: south west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 3)A beautiful golden skin has been neatly bundled up in a ball here. [Exits: east west ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. ( 6)A longhorn gazelle gallops through the fields. [Exits: north east south ] A gazelle leaves east. Back into the Nemean fields Wandering off the path into the thick golden grass. You must labour with each breath. It looks like wild animals have dragged a fresh kill to an area near here to eat, resulting in some strange noises and some blood to trample the mass of dry vegetation. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] You scan the surrounding area... North 2 - An ostrich Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. [Exits: east west ] Back into the Nemean fields Wandering off the path into the thick golden grass. You must labour with each breath. It looks like wild animals have dragged a fresh kill to an area near here to eat, resulting in some strange noises and some blood to trample the mass of dry vegetation. Deep red light from the sunset casts an eerie glow on the landscape around you. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north south ] Making way around a large tree This large tree is the only feature on the savannah that stands out from any distance. Hopefully it will be a good landmark. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: east south west ] Alas, you cannot go that way. Making way around a large tree This large tree is the only feature on the savannah that stands out from any distance. Hopefully it will be a good landmark. The last remnants of sunset fade in the sky to the west. [Exits: north west ] Making way around a large tree This large tree is the only feature on the savannah that stands out from any distance. Hopefully it will be a good landmark. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 6)An ostrich runs across the plains. [Exits: east south west ] At the base of a large tree This large tree is the only feature on the savannah that stands out from any distance. Hopefully it will be a good landmark. The last remnants of sunset fade in the sky to the west. (13)A gigantic elephant lumbers across the savannah. [Exits: east west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: east west ] Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze rafts through the air. Deep red light from the sunset casts an eerie glow on the landscape around you. ( 8)The Nemean Lion is here, sleeping in the sun. ( 6)A longhorn gazelle gallops through the fields. [Exits: east south ] The Nemean Lion's claw *** DEVASTATES *** you! You parry The Nemean Lion's attack. You parry The Nemean Lion's attack. Your slash MUTILATES The Nemean Lion! A gazelle leaves east. The Nemean Lion is surrounded by a fuzzy pink outline. Your slash hits The Nemean Lion. You drive a stake through The Nemean Lion's shadow, pinning it in place! You parry The Nemean Lion's attack. Your slash *** DEVASTATES *** The Nemean Lion! You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DEMOLISHES *** The Nemean Lion! You gain 16923 experience! The Nemean Lion's claw *** DEMOLISHES *** you! You gather yourself for the attack... You parry The Nemean Lion's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DEMOLISHES *** The Nemean Lion! You gain 17562 experience! The Nemean Lion's claw *** DEMOLISHES *** you! You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DEMOLISHES *** The Nemean Lion! You gain 16392 experience! You dodge The Nemean Lion's attack. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** The Nemean Lion! You gain 16500 experience! You miss The Nemean Lion. The Nemean Lion's claw *** DEMOLISHES *** you! You suddenly feel less tired and more refreshed! You gain 48745 experience! You gather yourself for the attack... You parry The Nemean Lion's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** The Nemean Lion! You gain 17204 experience! You gather yourself for the attack... The Nemean Lion's claw *** DEVASTATES *** you! You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** The Nemean Lion! You gain 14666 experience! Your blood freezes as you hear The Nemean Lion's death cry! The Nemean Lion is DEAD! You receive 365000 experience. You cry victory over your fallen enemy! You gain 23529 experience! (on ground) the corpse of The Nemean Lion contains: the nemean lionskin You get the nemean lionskin from the corpse of The Nemean Lion. Item: 'skin lion nemean lionskin' Weight: 44 Size: 3'0" Total levels: 122 (you can't use this yet) (very uncommon) Type: ARMOR Composition: HIDE Defense: 16 ac-apply Weapon damage: 2 to 16 slowest crush, 33 strength to use. Object is: ARTIFACT Wear locations are: ABOUT_BODY Estimated cost: 105743 Item has other effects: Affects: HIT_POINTS by 50 Affects: DEX by 1 Affects: STR by 1 Affects: CON by 1 Compared to your current equipment: The nemean lionskin looks about the same as a whirling tempest. The physical reserve deep within you feels replenished. You chuckle. You donate the nemean lionskin. Alas, you cannot go that way. Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north west ] You are surrounded by a white aura. Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. [Exits: north east ] Marshy Fields The ground beneath you is boggy and wet, the grasses brush water onto your clothes. With each step you sink a little deeper into the ground. The last remnants of sunset fade in the sky to the west. [Exits: south west ] Marshy Fields The ground beneath you is boggy and wet, the grasses brush water onto your clothes. With each step you sink a little deeper into the ground. The last remnants of sunset fade in the sky to the west. [Exits: north east south ] Marshy Fields The ground beneath you is boggy and wet, the grasses brush water onto your clothes. With each step you sink a little deeper into the ground. The last remnants of sunset fade in the sky to the west. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north east west ] You scan the surrounding area... Amidst the Nemean Fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. [Exits: west ] Alas, you cannot go that way. Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north east west ] Marshy Fields The ground beneath you is boggy and wet, the grasses brush water onto your clothes. With each step you sink a little deeper into the ground. The last remnants of sunset fade in the sky to the west. [Exits: north south west ] Through the Cattails The grass leans way to cattails as the ground becomes excessively swampy. These plants are so common yet so unusual. The last remnants of sunset fade in the sky to the west. [Exits: north east ] Through the Cattails The grass leans way to cattails as the ground becomes excessively swampy. These plants are so common yet so unusual. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. [Exits: north south ] Through the Cattails The grass leans way to cattails as the ground becomes excessively swampy. These plants are so common yet so unusual. The last remnants of sunset fade in the sky to the west. [Exits: north east ] Marshy Fields The ground beneath you is boggy and wet, the grasses brush water onto your clothes. With each step you sink a little deeper into the ground. The last remnants of sunset fade in the sky to the west. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north east west ] Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. [Exits: east south ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. ( 6)A black and white striped zebra munches on some grass. [Exits: north east south ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. [Exits: north west ] You receive an explorer point! You receive 147 gold! You receive 365000 experience! You now have 874 explorer points. You set 14 gold aside for your clan. You are using: head - (artifact) a crown of bestial fury (glow) neck - (artifact) the Seal of the Dark Knight neck - (artifact) holy symbol of talos arms - (artifact) bracers of the hunter (glow) wrist - (artifact) a black widow engraved bracer (glow) wrist - (artifact) a bracelet of fire (glow) hands - gauntlets of carnage finger - (artifact) a spiked platinum ring (glow) finger - (antique) a ring of power (glow) (invis) on body - the Shadowstrike breastplate about body - (artifact) a whirling tempest waist - (antique) the girdle of stone giant strength legs - a set of demon leg wraps (glow) feet - (artifact) longhorned leather boots weapon - a bone-handled ritual blade You do not know of any spell by that name. You lift off the ground as an invisible bundle of magic forms beneath your feet. Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. [Exits: east south ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. [Exits: north west ] A matted path through the Nemean Fields The matted grass beneath your feet crumples as you walk down the path through the fabled fields. The last remnants of sunset fade in the sky to the west. ( 6)A black and white striped zebra munches on some grass. [Exits: east south ] Dense grass The grass here is so dense and lush you cannot even make way through it to explore any further. The last remnants of sunset fade in the sky to the west. [Exits: north west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: east west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. [Exits: north east south ] Pumpkinhead -> Into the tall grasses Alas, you cannot go that way. A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The last remnants of sunset fade in the sky to the west. [Exits: north south west ] A game path through the fields Some sort of plains animal seems to have made a path through the fields here closer examination reveals the hoove prints of gazelles. The last remnants of sunset fade in the sky to the west. [Exits: east south ] Into the tall grasses An assortment of golden grasses reaches up to your waist, the wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. [Exits: north south west ] Into the tall grasses An assortment of golden grasses reaches up to your waist, The wind sends waves running through the vast expanse. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. [Exits: north east west ] Back into the Nemean fields The ground here is noticeably less boggy, the grass is dry and glows golden in the sun. The last remnants of sunset fade in the sky to the west. ( 6)A longhorn gazelle gallops through the fields. ( 6)An ostrich runs across the plains. [Exits: north south west ] Into the tall grasses You venture into the tallest grasses of the plains, barely able to see above the thick golden grain. The last remnants of sunset fade in the sky to the west. [Exits: north east west ] Into the tall grasses Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. ( 6)A longhorn gazelle gallops through the fields. ( 6)An ostrich runs across the plains. ( 6)An ostrich runs across the plains. [Exits: north south west ] Amidst the Nemean fields Savannah reaches out in an almost infinite plane. The sun beats down on you, and a breeze wafts through the air. The last remnants of sunset fade in the sky to the west. [Exits: north east ] Making way through the grasses Traveling through the tall, golden grasses of the flat lands you feel like a fish swimming in the ocean. All around you here animals of various sorts moving about. The last remnants of sunset fade in the sky to the west. [Exits: north south ] Along a Narrow Path Here it looks like you could venture off the path into the fields. The last remnants of sunset fade in the sky to the west. ( 6)An ostrich runs across the plains. [Exits: east south west ] Traveling a grassy path through the fields The path wanders through the sunlight field, leading travelers into the tall grasses. The last remnants of sunset fade in the sky to the west. [Exits: north east ] A grassy path through the fields The dry grass under you feet crunches as you head through the fields. In the distance you can here an elephant trumpet, as the vast expanse of grasses spreads out in front of you. The last remnants of sunset fade in the sky to the west. [Exits: south west ] A large blackened waypoint The road continues on its northern and southern route along side the river Ilfing. A light breeze blowing in from the river causes the high grasses of the Nemean fields to the east to rock back and forth. Also to the east is what appears to be a small game trail with several animal tracks clearly visible in the soft dirt. Just off the main road is a vast circle of black, somehow permanently scorched into the earth. Inside the circle dark lines carve out runes in the ground, and an almost undetectable binding magic holds other creatures at bay. This is clearly a waypoint, but from the looks of it you wonder just how safe it would be to use. The last remnants of sunset fade in the sky to the west. ( 6)A large two-handed flail lies here, looking ominous. [Exits: north east south ] Following the river Ilfing You're on a simple dirt road, bordered by the wide river Ilfing to the west and tall wild grasses to the east. Faint sounds of large animals can be heard from the east, muffled by the thick grasses. No signs of civilization can be seen, this is truly a wild place. The last remnants of sunset fade in the sky to the west. [Exits: south northwest ] Following the river Ilfing The simple dirt road continues, bordered by the wide river Ilfing to the west and the savannah grasses to the east. The sounds of animals from the east grow fainter. No signs of civilization can be seen, this is truly a wild place. The last remnants of sunset fade in the sky to the west. [Exits: north southeast ] Following the river Ilfing You're on a simple dirt road, bordered by the wide river Ilfing to the west and tall wild grasses to the east. Faint sounds of large animals can be heard from the east, muffled by the thick grasses. No signs of civilization can be seen, this is truly a wild place. The last remnants of sunset fade in the sky to the west. [Exits: south northwest ] A large blackened waypoint The road continues on its northern and southern route along side the river Ilfing. A light breeze blowing in from the river causes the high grasses of the Nemean fields to the east to rock back and forth. Also to the east is what appears to be a small game trail with several animal tracks clearly visible in the soft dirt. Just off the main road is a vast circle of black, somehow permanently scorched into the earth. Inside the circle dark lines carve out runes in the ground, and an almost undetectable binding magic holds other creatures at bay. This is clearly a waypoint, but from the looks of it you wonder just how safe it would be to use. The last remnants of sunset fade in the sky to the west. ( 6)A large two-handed flail lies here, looking ominous. [Exits: north east south ] The physical reserve deep within you feels replenished. You are already at that waypoint. Waypoints you can get to from here: ------------------------------------------------------------ 4 - The Heart of Darkness 14 - A small campfire in the woods. 21 - The city square of Elborat 22 - The temple of the Summer Sun 24 - Before a massive oak tree. -> 25 - A large blackened waypoint 99 - Central Bulletin Board Hall Waypoints that are almost out of range: ------------------------------------------------------------ 3 (bridge 14) The Unholy Temple of Dentin 18 (bridge 14) A vine covered temple 19 (bridge 14) City of Airam, Town Square 30 (bridge 21) Central square of Dorna Waypoints that are out of range: ------------------------------------------------------------ 1 (bridge 3) Before five ancient statues 2 (bridge 14) A shrine to Dentin 5 (bridge 14) The Center of Vandar 6 (no bridge) The Temple of Stillness in Gad's Landing 7 (no bridge) The Temple of Zin 8 (bridge 3) On the steps of Aomizu Temple 9 (bridge 14) Glade of spirits 10 (bridge 14) A small meditation room 11 (bridge 14) Atop a small knoll 12 (bridge 14) Overlooking a small lake high in the Ash mountains 13 (bridge 14) A church of Shift 15 (bridge 22) Inside a long log building. 16 (bridge 3) The Blessed Garden of the Amagawa Spirits 17 (bridge 14) Inside a small deserted chapel 20 (bridge 3) The Wellinghall Waypoint 23 (no bridge) The Dragon Tooth Waypoint 26 (bridge 14) A tall room in the fortress of Koralia's Heart 27 (bridge 14) A stone tower 28 (no bridge) The Marikest Temple Waypoint 29 (no bridge) The Seaside village square To use a waypoint, give its number, for example 'waypoint 2'. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Before a massive oak tree. An awesome oak tree grows here, old and sturdy. Yet unseen eyes peek out from the thickest branches, warily scanning the intentions of passers-by as they come near the tree. This tree is apparently some creature's territory. However, it is not rare that a decent traveler may be granted permission to camp here. An area of grass appears to be somewhat uneven. The last remnants of sunset fade in the sky to the west. ( 1)A fallen oak leaf shimmers with faint life. ( 1)A fallen oak leaf shimmers with faint life. ( 1)A fallen oak leaf shimmers with faint life. ( 0)*The grass appears more damp in this spot. (++)A gigantic tree towers over you. A Guardian Tree glows with a bright light! ( 5)*A lovely dryad vigilantly guards her territory. Eliani glows with a bright light! [Exits: north east south ] [Doors: down ] No-one by that name found. Huh? You sigh. No-one by that name found. At the bottom of a steep hill. The hill flattens out at the bottom and the valley floor narrows a bit. Directly north is the tree that seemed giant from far away, but suddenly looks even larger and almost daunting. Just beyond the tree, which appears to be a guardian of some sort, the valley floor widens. Beyond the massive oak, the faerie village of Caer Bre'en extends north, west, and east. The last remnants of sunset fade in the sky to the west. ( 2)A beautiful slender green and gold snake slithers by. ( 2)A beautiful slender green and gold snake slithers by. ( 2)A beautiful slender green and gold snake slithers by. ( 0)Something translucent moves past you, almost invisible. ( 2)A beautiful slender green and gold snake slithers by. ( 0)Something translucent moves past you, almost invisible. [Exits: north east up ] A small green and gold snake leaves up. Almost near the valley floor. This hill sure is long. Almost near the bottom and that damn tree almost looks as if it's growing taller and taller. Not far off, beyond the girth and mass of the tree, the sounds of a village can be heard. Sprawling out below is a fairly large village consisting of oak trees carved into homes, shops, and a tavern. The last remnants of sunset fade in the sky to the west. ( 0)Something translucent moves past you, almost invisible. [Exits: west up ] Slipping and sliding down the hill. The grass here creates a thick, deep green carpet that is comforting to sore feet. The dew that blankets the foliage is quite magical, and creates a slippery walking surface. Small wildflowers of various types dapple the hillside with fantastic colors. At the bottom of the hill, on the valley floor, grows a giant tree. From here, it takes a wide sweep of the eyes to take in Bre'en Valley, which stretches out wide along the valley floor. Oak trees of all sizes seem to be the most abundantly growing trees. The last remnants of sunset fade in the sky to the west. ( 2)A beautiful slender green and gold snake slithers by. ( 0)Something translucent moves past you, almost invisible. ( 0)Something translucent moves past you, almost invisible. [Exits: west down ] Descending a steep hill. Bre'en (pronounced Bree-en) is a derivative of the name Breen, which means 'fairy palace' and though this place lacks any sort of castle as its name would suggest, it is nothing short of a majestic home. The grass is covered with dew all day and all night, making the steep hill slippery. Gentle breezes stir the foliage and cause the dew to sparkle under the light of the sun, moon, and stars. The last remnants of sunset fade in the sky to the west. ( 0)Something translucent moves past you, almost invisible. ( 2)A beautiful slender green and gold snake slithers by. ( 0)Something translucent moves past you, almost invisible. ( 0)Something translucent moves past you, almost invisible. ( 0)Something translucent moves past you, almost invisible. [Exits: east south down ] Entering Bre'en Valley, valley of the faeries. This valley was so-named for its inhabitants, the faeries, who also founded the valley and built their home here. The valley stretches out for miles as far as the eye can see and boasts a rich carpet of thick green grass and small wildflowers. Also abundant, though widespread, are trees of all varieties, but predominantly oaks. A faint haze makes the air and foliage sparkle with a subtle magic. Far below lies the valley floor. The last remnants of sunset fade in the sky to the west. [Exits: north south ] On the top of a grassy hill From the top of this grassy ridge you can see the wooded bottomland behind you and to the west there is nothing but and infinite expanse of grass. You can almost make out a few trees, but the small forms that pepper the landscape are hardly discernible from this distance. The last remnants of sunset fade in the sky to the west. [Exits: north west southeast ] Huh? No-one by that name found. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You are now entering Caer Bre'en Valley and Towne. WARNING - this is a level 38 area. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Entering Bre'en Valley, valley of the faeries. This valley was so-named for its inhabitants, the faeries, who also founded the valley and built their home here. The valley stretches out for miles as far as the eye can see and boasts a rich carpet of thick green grass and small wildflowers. Also abundant, though widespread, are trees of all varieties, but predominantly oaks. A faint haze makes the air and foliage sparkle with a subtle magic. Far below lies the valley floor. The last remnants of sunset fade in the sky to the west. [Exits: north south ] Descending a steep hill. Bre'en (pronounced Bree-en) is a derivative of the name Breen, which means 'fairy palace' and though this place lacks any sort of castle as its name would suggest, it is nothing short of a majestic home. The grass is covered with dew all day and all night, making the steep hill slippery. Gentle breezes stir the foliage and cause the dew to sparkle under the light of the sun, moon, and stars. The last remnants of sunset fade in the sky to the west. ( 0)Something translucent moves past you, almost invisible. ( 2)A beautiful slender green and gold snake slithers by. ( 0)Something translucent moves past you, almost invisible. ( 0)Something translucent moves past you, almost invisible. ( 0)Something translucent moves past you, almost invisible. [Exits: east south down ] A translucent jellybug leaves east. You pray to Schlyne for transportation... ----------------------------------------------------------------- Before a massive oak tree. An awesome oak tree grows here, old and sturdy. Yet unseen eyes peek out from the thickest branches, warily scanning the intentions of passers-by as they come near the tree. This tree is apparently some creature's territory. However, it is not rare that a decent traveler may be granted permission to camp here. An area of grass appears to be somewhat uneven. The last remnants of sunset fade in the sky to the west. ( 1)A fallen oak leaf shimmers with faint life. ( 1)A fallen oak leaf shimmers with faint life. ( 1)A fallen oak leaf shimmers with faint life. ( 0)*The grass appears more damp in this spot. (++)A gigantic tree towers over you. A Guardian Tree glows with a bright light! ( 5)*A lovely dryad vigilantly guards her territory. Eliani glows with a bright light! [Exits: north east south ] [Doors: down ] You feel less tired. Waypoints you can get to from here: ------------------------------------------------------------ 3 - The Unholy Temple of Dentin 4 - The Heart of Darkness 10 - A small meditation room 14 - A small campfire in the woods. 17 - Inside a small deserted chapel 18 - A vine covered temple 19 - City of Airam, Town Square -> 24 - Before a massive oak tree. 25 - A large blackened waypoint 99 - Central Bulletin Board Hall Waypoints that are almost out of range: ------------------------------------------------------------ 11 (bridge 3) Atop a small knoll 21 (bridge 25) The city square of Elborat 22 (bridge 25) The temple of the Summer Sun 27 (bridge 3) A stone tower Waypoints that are out of range: ------------------------------------------------------------ 1 (bridge 17) Before five ancient statues 2 (bridge 3) A shrine to Dentin 5 (bridge 17) The Center of Vandar 6 (no bridge) The Temple of Stillness in Gad's Landing 7 (bridge 11) The Temple of Zin 8 (bridge 17) On the steps of Aomizu Temple 9 (bridge 3) Glade of spirits 12 (bridge 3) Overlooking a small lake high in the Ash mountains 13 (bridge 3) A church of Shift 15 (bridge 22) Inside a long log building. 16 (bridge 17) The Blessed Garden of the Amagawa Spirits 20 (bridge 3) The Wellinghall Waypoint 23 (no bridge) The Dragon Tooth Waypoint 26 (bridge 27) A tall room in the fortress of Koralia's Heart 28 (bridge 11) The Marikest Temple Waypoint 29 (no bridge) The Seaside village square 30 (bridge 25) Central square of Dorna To use a waypoint, give its number, for example 'waypoint 2'. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The city square of Elborat The city square is a busy place - you see a variety of people here. Commoners, mercenaries, travellers, and nobleman all pass through here, where a giant statue has been erected in the name of Squeak. Buildings are seen in all the secondary directions, while cobblestone roads span out in the primary directions. The last remnants of sunset fade in the sky to the west. ( 6)A member of the city watch patrols the area for any trouble. ( 6)A member of the city watch patrols the area for any trouble. ( 6)A member of the city watch stands here in the center of the square. ( 6)The Captain of the city watch stands here watching for any trouble. ( 6)A member of the city watch stands here in the center of the square. (20)A black stone statue depicting Squeak sits in the square. [Exits: north east south west ] No-one by that name found. You scan the surrounding area... West 3 - a member of the city watch West 3 - a Finspang trader You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Central square of Dorna This is the central square of the city. The place is filled with the stalls of various merchants, shoppers, guards, beggars, children, and livestock of various sorts. The last remnants of sunset fade in the sky to the west. [Exits: north east south west northeast southeast southwest northwest ] No-one by that name found. Realm - The Alter Aeon Mainland ----------------------------------------------------------------- The city of Dorna This is a level 39 area. You have 4 out of 4 possible explorer points for this area. You have acquired some of the fame in this area. Players that are nearby ----------------------------------------------------------------- Darklord -> Central square of Dorna Waypoints you can get to from here: ------------------------------------------------------------ 4 - The Heart of Darkness 21 - The city square of Elborat -> 30 - Central square of Dorna 99 - Central Bulletin Board Hall Waypoints that are almost out of range: ------------------------------------------------------------ 22 (no bridge) The temple of the Summer Sun 25 (bridge 21) A large blackened waypoint Waypoints that are out of range: ------------------------------------------------------------ 1 (no bridge) Before five ancient statues 2 (no bridge) A shrine to Dentin 3 (bridge 25) The Unholy Temple of Dentin 5 (no bridge) The Center of Vandar 6 (no bridge) The Temple of Stillness in Gad's Landing 7 (no bridge) The Temple of Zin 8 (no bridge) On the steps of Aomizu Temple 9 (no bridge) Glade of spirits 10 (no bridge) A small meditation room 11 (no bridge) Atop a small knoll 12 (no bridge) Overlooking a small lake high in the Ash mountains 13 (no bridge) A church of Shift 14 (bridge 25) A small campfire in the woods. 15 (bridge 22) Inside a long log building. 16 (no bridge) The Blessed Garden of the Amagawa Spirits 17 (no bridge) Inside a small deserted chapel 18 (bridge 25) A vine covered temple 19 (bridge 25) City of Airam, Town Square 20 (no bridge) The Wellinghall Waypoint 23 (no bridge) The Dragon Tooth Waypoint 24 (bridge 25) Before a massive oak tree. 26 (no bridge) A tall room in the fortress of Koralia's Heart 27 (no bridge) A stone tower 28 (no bridge) The Marikest Temple Waypoint 29 (no bridge) The Seaside village square To use a waypoint, give its number, for example 'waypoint 2'. The other waypoint is too far away, and you are unable to link up with it. Better try again. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A large blackened waypoint The road continues on its northern and southern route along side the river Ilfing. A light breeze blowing in from the river causes the high grasses of the Nemean fields to the east to rock back and forth. Also to the east is what appears to be a small game trail with several animal tracks clearly visible in the soft dirt. Just off the main road is a vast circle of black, somehow permanently scorched into the earth. Inside the circle dark lines carve out runes in the ground, and an almost undetectable binding magic holds other creatures at bay. This is clearly a waypoint, but from the looks of it you wonder just how safe it would be to use. The last remnants of sunset fade in the sky to the west. ( 6)A large two-handed flail lies here, looking ominous. [Exits: north east south ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The temple of the Summer Sun This is a temple dedicated primarily to the sun, and to the Prophet of the Suns, Xael. Four stone pillars, each transcribed with transportation runes, stand around twenty feet tall, making this an air-opened chamber. Inscribed into the white limestone floor via gold etching is an eight pointed sun, with each point representing a cardinal or secondary direction. The last remnants of sunset fade in the sky to the west. ( 1)A heavy book sits on the ground. [Exits: north east south west northeast southeast southwest northwest ] No-one by that name found. You scan the surrounding area... Downtown Finspang This is a relatively open area in the town. People walk by in all directions, and the sounds and smells of the city tingle your senses. A small shop has been erected to the east, while four tall pillars dominate the view to the west. The last remnants of sunset fade in the sky to the west. [Exits: north east south west ] A Finspang guard has arrived. The temple of the Summer Sun This is a temple dedicated primarily to the sun, and to the Prophet of the Suns, Xael. Four stone pillars, each transcribed with transportation runes, stand around twenty feet tall, making this an air-opened chamber. Inscribed into the white limestone floor via gold etching is an eight pointed sun, with each point representing a cardinal or secondary direction. The last remnants of sunset fade in the sky to the west. ( 1)A heavy book sits on the ground. [Exits: north east south west northeast southeast southwest northwest ] Ranko Road Ranko Road is a bumpy cobblestone road that connects Arlisan Avenue and River Way. Several bugs can be found here running in between the cracks in the stone. Four tall white stone pillars can be easily seen to the east of here. The last remnants of sunset fade in the sky to the west. ( 6)A citizen of Finspang walks about. [Exits: north east south ] Alas, you cannot go that way. A three way intersection in Finspang River way continues its way through the city here, leading you past a row of shops to the north. There is a lot of foot traffic here, as well as horses with carts transporting goods. The smell of exotic spices from the north attracts your attention. The last remnants of sunset fade in the sky to the west. [Exits: north east south west southeast ] River Way River way continues its march across the northern part of the city. A small storefront can be seen to the north, while a bank is visible to the south. Much noise and excitement emanates from the northwest, as if a lot of commotion is going on there. The last remnants of sunset fade in the sky to the west. ( 6)A Finspang guard is here, looking bored. ( 6)A Finspang guard is here, looking bored. ( 5)A street sweeper moves about picking up trash. [Exits: north east south west ] River Way River way is busy here. People can be seen moving in seemingly random directions. The stone road is crumbling from the heavy usage, yet no major holes are here, as the city patches them as soon as they occur. A small shop has been opened up to the south, proclaiming itself as 'The General Store'. The last remnants of sunset fade in the sky to the west. [Exits: north east south west ] A ramp to the western pier A gentle inclined ramp is here, allowing easy access to the pier that lies to the north. Carts travel up and down the ramp with supplies. The stone wall to the south has vertical metals slats from which black smoke slowly billows. The last remnants of sunset fade in the sky to the west. [Exits: north east west ] Near a busy port You're technically on River Way, a main thoroughfare in Finspang. A tiny stone building is to the north, and a stone wall blocks any passage south. You hear the sound of people and machines off to the north a ways. The last remnants of sunset fade in the sky to the west. [Exits: east south west ] Outskirts of Finspang You're on an old crushed stone road. You see many buildings off in the east. Occasionally a passerby will nod at you and continue on their way. Stone walls, of apparently recent construction line the north and south of the road here. The last remnants of sunset fade in the sky to the west. [Exits: east northwest ] Alas, you cannot go that way. Alas, you cannot go that way. The western gates of Finspang You're at the western outskirts of a bustling city. The dirt trail is packed hard from heavy traffic. Several stones litter the ground. The north and south of the trail is lined with large rocks, the end effect being a makeshift battlement of sorts. To the west, a road opens up, following the river Ifling into a mountain range. The city lies to the southeast. The last remnants of sunset fade in the sky to the west. ( 6)A man has been commissioned by the city of Finspang to guard the gates from threats. ( 6)A man has been commissioned by the city of Finspang to guard the gates from threats. [Exits: west southeast ] A road following the river Ilfing The road really opens up at this point and the lush grasses to the south side of the road have been cut back as well. Just ahead is a large city with the city gates having been left wide open. This is surely a sign that the inhabitants of the city are friendly and welcome outsiders. No trees block the view of the river to the north and to your surprise the river is even larger than you once thought. The last remnants of sunset fade in the sky to the west. [Exits: east west ] No-one by that name found. No-one by that name found. You pray to Schlyne for transportation... ----------------------------------------------------------------- The temple of the Summer Sun This is a temple dedicated primarily to the sun, and to the Prophet of the Suns, Xael. Four stone pillars, each transcribed with transportation runes, stand around twenty feet tall, making this an air-opened chamber. Inscribed into the white limestone floor via gold etching is an eight pointed sun, with each point representing a cardinal or secondary direction. The last remnants of sunset fade in the sky to the west. ( 1)A heavy book sits on the ground. [Exits: north east south west northeast southeast southwest northwest ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] You enter beyond the grave. The Unholy Temple of Dentin The Temple of Dentin looks much less pleasant in the dark, without the cheery light of the sun to brighten the place. The interior is lit with torches lining the walls and columns, some lit, and some not. They burn with a dim reddish light, not the bright yellow you would normally expect. The tall stone columns are dark and foreboding, while the wide staircases at either end of the room lead up and down into darkness. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the nighttime lights and fires of the city of Ralnoth. Small dark doorways lead into antechambers to the east and west. ( 6)A wood woad stands here on its three spindly legs. ( 6)A vampire stands here, cloaked in shadow. A vampire is surrounded with a dark black aura. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] Location: Darken pumpkin spawning chamber Direction: S You make a hmm noise to let everyone know you are deep in thought. The Dark Temple Square This is a small area that is constantly in the shadow of the great temple. The large magical fountain that is here provides most of the water for the entire town, and the mages of the temple control the townspeople by controlling the water from the fountain. It is night. ( 6)A large black fountain is gushing forth water here. [Exits: north east south west ] Center Street The street below you is quite worn out due to constant use. Many travelers, visitors and residents of Ralnoth pass through this busy street every day. A large boar's head hangs from the door frame of the building to the east. The sound of raucous laughter can be heard through the open door. It must be a tavern of some sort. It is night. ( 0)A gallon bottle of fortified wine has been carelessly thrown in the streets. [Exits: north east south ] Center Street The street is quite worn, with muddy patches interspersed with the cobblestones. This is a very busy district in the city. To the north a large inn sits by the side of the road. Far to the north stands the temple of Dentin. It is night. ( 6)A drooling, singing drunk wails about his love lost in Moria. ( 6)A drooling, singing drunk wails about his love lost in Moria. ( 7)A snowman wanders the streets in search of converts for Draak. [Exits: north south west ] No-one by that name found. No-one by that name found. Ralnoth Square You have arrived at the famous Ralnoth Square. All travelers through these parts have stopped here at one time or another. A few of them even left their initials carved into the street itself. The dark temple square is to your north, while the commoner's square is south. Main street leads both east and west from here. Enjoy your stay in Ralnoth. It is night. ( 6)A wavering void awaits your conversion to Squeak. (35)A huge portal to another city hovers between colossal stone towers. [Exits: north east south west ] You scan the surrounding area... North 1 - The drunkard North 1 - The drunkard North 1 - a servant of Draak North 4 - Ddruid North 4 - A wood woad North 4 - A vampire North 4 - Megawolf North 4 - Sinbad North 4 - Maxximus North 5 - A ball of light North 5 - A skeleton North 5 - A clay man North 5 - A skeletal mage North 5 - A skeleton North 5 - A skeletal mage North 5 - A skeleton North 5 - A skeletal mage North 5 - Mangler North 5 - Rickert Pipebane, the Organmaster North 5 - An acolyte of Dentin North 5 - ZagDahl, High Priest of Dentin South 2 - A ball of light South 2 - a winged red imp South 2 - A liveoak South 2 - A liveoak South 2 - A liveoak South 2 - Jasondo South 3 - A beastly fido South 3 - Byung South 3 - a swirling tornado South 6 - A cityguard South 6 - A cityguard A new section of road You suddenly notice that this section of road seems different from the others - it is newer, and the colors are brighter as though the stones and paints have not yet been worn dull by time and sunlight. The road leads north and south between the outer walls of two tall buildings, and the Temple of Dentin can be seen above the heads of pedestrians to the north. It is night. ( 6)A mangled corpse lies here splattered in the road. [Exits: north south ] The Commoner's Square This is the northeastern corner of the square. While this used to be the central gathering place for the city, over time the city has grown and the square is no longer as relevant as it once was. The Temple of Dentin to the north has claimed much of the traffic and has become one of the centers of commerce, while this area in the southern part of Ralnoth has stagnated. The square extends west and south, with shops and store fronts around the edges and small fountains scattered about. It is night. ( 0)A ball of light hovers peacefully here. ( 2)A leathery red winged demon hovers in the air here. ( 6)An animated tree sways gently in the non-breeze here. ( 6)An animated tree sways gently in the non-breeze here. ( 6)An animated tree sways gently in the non-breeze here. [Exits: north south west ] You pray to Schlyne for transportation... ----------------------------------------------------------------- The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] The white aura around your body fades. The distance is too great for this waypoint to bridge the gap. The distance is too great for this waypoint to bridge the gap. You enter beyond the grave. The Unholy Temple of Dentin The Temple of Dentin looks much less pleasant in the dark, without the cheery light of the sun to brighten the place. The interior is lit with torches lining the walls and columns, some lit, and some not. They burn with a dim reddish light, not the bright yellow you would normally expect. The tall stone columns are dark and foreboding, while the wide staircases at either end of the room lead up and down into darkness. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the nighttime lights and fires of the city of Ralnoth. Small dark doorways lead into antechambers to the east and west. ( 6)A wood woad stands here on its three spindly legs. ( 6)A vampire stands here, cloaked in shadow. A vampire is surrounded with a dark black aura. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] The other waypoint is too far away, and you are unable to link up with it. Better try again. (You may be able to use waypoint 2 to more easily bridge the distance.) You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A shrine to Dentin This small house of worship is made of thin timbers with many support beams that run from the floor to the ceiling. The shrine seems to have been altogether hastily built, but despite this the building is immaculately clean. The floor is made of a smooth polished stone. A large pillar of granite serves as an altar and has been placed in the exact center of the shrine. ( 6)A woman is on her knees praying. ( 4)A boy in white robes cleans the shrine. [Exits: north west ] No-one by that name found. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- On the steps of Aomizu Temple North of you a courtyard of sorts spreads out, away from the hustle of the city streets. The difference in noise between north and south is amazing to you. The temple north is very tranquil. It is night. ( 0)A false pocket faerie dragon is here serving the name of Wyvren. [Exits: north east south ] No-one by that name found. A well-traveled street At the north end of the road you can see a well tended garden. The road dies to the south where it meets the Amagawa river. Shops line the street, making this a center of the small community. It is night. [Exits: north east south west ] A well-traveled street The street goes straight north and south between rows of shops. Off to the north is a large shrine. It is night. [Exits: north east south west ] A well-traveled street The market seems to be quite a busy place, as people are constantly walking about busily on the streets of this city. Everyone seems to have a purpose, and they stride right past you without even acknowledging your presence. It is night. ( 6)An Imperial guard keeps the city safe from miscreants like you. [Exits: north east south west ] An intersection by the river bank The road comes to a four way intersection here, with two large temples to the north, the river to the east, the gates to your west, and a bridge to the south. The foot traffic is heavy here. It is night. [Exits: north east south west ] Inside the provincial town of Daigaku-Tatami You enter the town on a main road that seems to head directly for the red-light district. You mumble thanks to the city planners and head onward. The street is busy but not crowded, and the businesses are open. You smell food of all kinds, animals, mud, and smoke in the thick and noisy air. It is night. ( 6)An Imperial guard keeps the city safe from miscreants like you. [Exits: east west ] At the gates to a small provincial town The town seems to be well protected from invasion, with tall and heavily guarded walls along the perimeter. Directly before you is a set of solid wooden gates, kept open in a welcoming fashion, but closely watched by a pair of well-trained guards. A small plaque mounted on the wall to the left of the gates names the town as "Daigaku-Tatami." It is night. ( 6)The pumpkin cannon operator stands here, ready to load and fire the cannon. (20)A large pumpkin-shooting contraption smokes and wheezes here. (11)A large wooden crate full of oddly shaped pumpkins sits here. [Exits: east west ] A wide road through the rocky plains The road is wide enough here for three merchant wagons to pass without running into each other. The path, in general, seems better maintained, and you feel less like you are going to be ambushed from a raider in the woods. Your trip to the east feels as though it is coming to completion. It is night. [Exits: east west ] A wide road through the rocky plains The road is wide enough here for three merchant wagons to pass without running into each other. The path, in general, seems better maintained, and you feel less like you are going to be ambushed from a raider in the woods. There are a huts along the path, growing more numerous to the north. It is night. [Exits: north east west ] Heading farther inland As the southern ocean's shoreline curves away to the south, the land quiets down and the roar of the turbulent waves subsides. East and north you can hear birds singing in the trees as you traipse the east-west trail. It is night. [Exits: east west ] No-one by that name found. A wide road through the rocky plains The road is wide enough here for three merchant wagons to pass without running into each other. The path, in general, seems better maintained, and you feel less like you are going to be ambushed from a raider in the woods. There are a huts along the path, growing more numerous to the north. It is night. [Exits: north east west ] A wide road through the rocky plains The road is wide enough here for three merchant wagons to pass without running into each other. The path, in general, seems better maintained, and you feel less like you are going to be ambushed from a raider in the woods. Your trip to the east feels as though it is coming to completion. It is night. [Exits: east west ] At the gates to a small provincial town The town seems to be well protected from invasion, with tall and heavily guarded walls along the perimeter. Directly before you is a set of solid wooden gates, kept open in a welcoming fashion, but closely watched by a pair of well-trained guards. A small plaque mounted on the wall to the left of the gates names the town as "Daigaku-Tatami." It is night. ( 6)The pumpkin cannon operator stands here, ready to load and fire the cannon. (20)A large pumpkin-shooting contraption smokes and wheezes here. (11)A large wooden crate full of oddly shaped pumpkins sits here. [Exits: east west ] The pumpkin cannon operator says, 'Would you like to try the pumpkin cannon? To begin, say 'start'' Your shield of faith dissipates, and you no longer feel as protected by your god. You fail to cast the spell. You say, 'start' The pumpkin cannon operator says, 'Darklord, the cannon is steam powered, and the steam pressure builds up slowly' You fail to cast the spell 'faith shield'. The pumpkin cannon operator says, 'when the pressure reaches its peak, a safety valve automatically releases all the steam and releases all the pressure' You suddenly feel less tired and more refreshed! You gain 20307 experience! You use your faith in Schlyne as a shield to protect you. The pumpkin cannon operator says, 'to get the maximum distance, you should have me fire the cannon at maximum pressure, just before the safety valve blows' The pumpkin cannon operator says, 'I will pull the trigger to fire the pumpkin when you say the word, 'fire'' The pumpkin cannon operator says, 'the cannon will cycle five times, so don't wait too long!' The pumpkin cannon operator says, 'when you understand and are ready, say 'ready', and I'll load the cannon' You say, 'ready' The pumpkin cannon operator says, 'ok, let me load up the cannon and start the system' The cannon operator loads a big orange pumpkin into the cannon. The cannon operator opens the vent on the boiler and stokes the fire. The pumpkin cannon operator says, 'the steam pressure should start to build now, say 'fire' when you want me to shoot the cannon!' The pumpkin cannon operator says, 'this is try number 1...' The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... You say, 'fire' There is an earth shattering -=BOOM=- as the cannon fires, but all that comes out are messy pieces of pumpkin! The pumpkin cannon operator says, 'oh, too bad. Sometimes the pumpkins can't handle the pressure' The pumpkin cannon operator says, 'Would anyone else like to try the pumpkin cannon? To begin, say 'start'' You sigh. A wide road through the rocky plains The road is wide enough here for three merchant wagons to pass without running into each other. The path, in general, seems better maintained, and you feel less like you are going to be ambushed from a raider in the woods. Your trip to the east feels as though it is coming to completion. It is night. [Exits: east west ] A wide road through the rocky plains The road is wide enough here for three merchant wagons to pass without running into each other. The path, in general, seems better maintained, and you feel less like you are going to be ambushed from a raider in the woods. There are a huts along the path, growing more numerous to the north. It is night. [Exits: north east west ] Heading farther inland As the southern ocean's shoreline curves away to the south, the land quiets down and the roar of the turbulent waves subsides. East and north you can hear birds singing in the trees as you traipse the east-west trail. It is night. [Exits: east west ] No-one by that name found. ----------------------------------------------------------------- Welcome back! Thanks for playing Alter Aeon! You receive 321200 experience! ----------------------------------------------------------------- You pray to Schlyne for transportation... ----------------------------------------------------------------- On the steps of Aomizu Temple North of you a courtyard of sorts spreads out, away from the hustle of the city streets. The difference in noise between north and south is amazing to you. The temple north is very tranquil. It is night. ( 0)A false pocket faerie dragon is here serving the name of Wyvren. [Exits: north east south ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A shrine to Dentin This small house of worship is made of thin timbers with many support beams that run from the floor to the ceiling. The shrine seems to have been altogether hastily built, but despite this the building is immaculately clean. The floor is made of a smooth polished stone. A large pillar of granite serves as an altar and has been placed in the exact center of the shrine. ( 6)A woman is on her knees praying. ( 4)A boy in white robes cleans the shrine. [Exits: north west ] A village road A cobblestone road runs into a quaint little town to the north. A large building with a stone foundation sits off to the west, and a smaller wooden building lies to the east, but the majority of the buildings appear to lie ahead. It is night. [Exits: north east south west ] A valley road This path goes north into the village in the center of the valley or south up the valley's slope. A small trail veers off to the west behind the village buildings toward a cottage on the valleyside. A pavilion with some animal stalls lies to the south. West of you, fields of crops blanket the valley. It is night. [Exits: north east south west ] Ransom Stage The carriage station is a wooden pavilion adjacent to six free-standing covered horse stalls. A single thick pole supports the center of the main edifice, around which there are a table and a few chairs. It is night. ( 6)An old man continually rearranges the furniture. [Exits: north ] A valley road This path goes north into the village in the center of the valley or south up the valley's slope. A small trail veers off to the west behind the village buildings toward a cottage on the valleyside. A pavilion with some animal stalls lies to the south. West of you, fields of crops blanket the valley. It is night. [Exits: north east south west ] In a valley The trail cuts down into the heart of the valley here, following the level land behind a large wooden building. Some barrels and crates sit along the building's wall. A few rows of indigo have been planted on the other side of the road. It is night. ( 0)A bunch of nuts and seeds have been gathered up in a small woven basket. [Exits: north east south ] A valley road You travel along a well-marked path at a valley's edge. From here the road follows the gentle descent of the valley northward into a small hamlet. You can see fields and farmhouses all around you in the valley. To the south the road enters a light forest. Right now you're between two cottages, each made of timbers from a dark wood. The cottages are in good shape, but there is a lot of junk lying around the outside on the ground. A few clotheslines go between the houses, draping wet clothes over the road. It is night. ( 4)A boy stands by the roadside in front of one of the houses. [Exits: north east south west ] A path through the forest The path goes through a very thick portion of the forest here. The trees are mostly birches and ashes, with elms and fur trees amongst them. The density of the trees prevent you from seeing what lies ahead (or behind), but the path is well-trodden, and you should be safe so long as you stick to the path. It is night. [Exits: north south ] A narrow path A campsite lies next to the path here going through the forest. The trees grow in irregular clumps, leaving large gaps of open ground where bushes and berries can grow. Sumacs and creepers about here, covering the ground with vegetation. The forest thickens in all directions but south. It is night. ( 5)A man forages for food here. ( 5)A woman gathers sticks to build a fire. ( 6)Two oxen rest here side by side. [Exits: north south ] A narrow path An occasional birch or fur tree grows here in the sandy soil. The trees thicken and gradually form a light forest to the north. A heavy breeze smelling of sea water blows from the south. It is night. ( 1)A large sign shaped like a finger points east. [Exits: north east south west ] You descend southward. The end of the Great Southern Road Rather than terminating in some reasonable target like a town or city, the road simply crosses a sandy beach and dives into the ocean. As far as the eye can see is only water. To the east the beach runs some distance before hitting a rocky cliff, while to the west the cliffs begin almost immediately and the way is impassible, save a narrow footpath. It is night. [Exits: north east south west ] No-one by that name found. You ascend westward. A sandy shoreline You stand at the sandy and rather rocky shoreline of the southern ocean. Small seashells litter the sand, most of them broken. To the east the end of the Southern Road can be seen, and the shoreline continues to the west. It is night. [Exits: east west ] Pumpkinhead -> A town street A sandy shoreline The sound of seagulls crying overhead is quite loud and annoying. A short distance to the south the great southern ocean can be seen as far as the eye can see. It is night. ( 0)A small broken seashell lies on the ground. ( 0)A small broken seashell lies on the ground. [Exits: east west ] A sandy shoreline This part of the beach is rather flat, with a steep sand dunes preventing you from going north. Small shells can be seen scattered on the ground here and there. Every once in a while you notice a sand dollar or two partially buried underneath the sand. The shoreline continues to the east and west. It is night. ( 4)A little girl skips about, looking for seashells. [Exits: east west ] A sandy shoreline The sand here is devoid of any shells, however a large dead jellyfish can be seen washed up on the shore not far from the ocean. A wooden pier can be seen to the south, extending a goodly distance over the ocean. It is night. [Exits: east south west ] You scan the surrounding area... On a pier This is a simple wooden pier, made out of strong planks of wood. Wooden banisters have been installed on both sides, to prevent anyone from falling into the ocean. Seagull droppings can be seen every so often below you. The ocean water on either side of you is fairly clear and of a dark blue color. The pier continues to the south and a sandy beach is a short distance to the north. It is night. [Exits: north south ] The end of the pier Simple wooden banisters line the sides of the pier to prevent anyone from falling into the ocean. Seagull droppings can be seen every so often. Some are dry, others are new and wet. To the south nothing can be seen but ocean and to the north is more pier, followed by a sandy beach. It is night. ( 6)A middle aged man stands here, fishing off the end of the dock. ( 6)An old man stands here, enjoying the ocean air. [Exits: north ] On a pier This is a simple wooden pier, made out of strong planks of wood. Wooden banisters have been installed on both sides, to prevent anyone from falling into the ocean. Seagull droppings can be seen every so often below you. The ocean water on either side of you is fairly clear and of a dark blue color. The pier continues to the south and a sandy beach is a short distance to the north. It is night. [Exits: north south ] A sandy shoreline The sand here is devoid of any shells, however a large dead jellyfish can be seen washed up on the shore not far from the ocean. A wooden pier can be seen to the south, extending a goodly distance over the ocean. It is night. [Exits: east south west ] A sandy shoreline The shoreline here is just like most shorelines you have seen in the past. Plenty of sand, plenty of sun and a heavenly ocean breeze blowing on your face. Large sand dunes can be seen to the north, while the shoreline continues to the west and south. It is night. ( 0)A small broken seashell lies on the ground. [Exits: east west ] A sandy shoreline The shoreline ends here with a steep cliff preventing you from going any further west. To the north, an elevated walkway has been made that extends above and over the sand dunes. The sound of waves crashing against the rocks to the west is quite loud from here. It is night. ( 0)A large empty conch shell sits here. ( 0)A small broken seashell lies on the ground. [Exits: north east ] Alas, you cannot go that way. Alas, you cannot go that way. You walk up and stop at the middle of the platform. On a platform You are standing at the middle and highest point of the walkway. To the west all you can see is sand dunes, and the southern road can be in the distance to the east. A small town is visible to the north. It is night. [Exits: north south ] You finish walking down the platform and find yourself before a small town. Before a small town A small bustling town can be seen ahead of you to the north. It looks to be neatly maintained. Small wifts of smoke can be seen coming from a house to the east, while you believe that you can smell the aroma of something sweet in the air wafting in from the north. A small gate once existed, however it has long since rusted together in an open position. Apparently the residents of the town do not feel that they are under and danger of being attacked. It is night. [Exits: north south ] A town street The streets of this small town are very well maintained and very little trash can be seen. Garbage cans have been placed every so often next to the street to hopefully curve down on littering. The street to the north is bustling with activity. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 6)A priest of Gandor walks around the town. [Exits: north east south west ] You scan the surrounding area... An Orton guard has arrived. Nearby you see: an Orton guard Nearby you see: a townsperson A town street You are walking on a cobblestone street near the southeastern edge of the humble little town of Orton. To the north a small window can be seen. It is quite dark and doesn't allow much to be seen, however you can see the silhouettes of many people moving around. The street continues to the east and west from here. It is night. ( 6)A heavily muscled guard patrols the town streets. [Exits: east west ] Street corner The street beneath your feet is made out of simple cobblestone. It's in very good condition, except for a few pieces that have been partially chipped or cracked. To the south and west are more streets and a large house can be seen to the south with its door open wide. It is night. [Exits: north south west ] A town street This side street isn't quite as populated as some of the others, however it does get some use. Every once in a while a townsperson or guard passes by, but they do not give you a second glance. To the north a ways you can see a large building and not far to the south a smaller home can be seen. It is night. [Exits: north south ] Street corner The street beneath your feet is made out of simple cobblestone. It's in very good condition, except for a few pieces that have been partially chipped or cracked. To the south and west are more streets and a large house can be seen to the south with its door open wide. It is night. [Exits: north south west ] Living room This is a large, well decorated house. A tan rug covers the entire floor. A fireplace has been built into the southern wall, while a large table dominates the southern half of the home. Three wooden chairs sit by the table. The walls have been painted a light pink color, and are covered with portraits and drawings of ocean scenes. ( 3)A hyperactive toddler runs about the room chasing his brother. ( 3)A hyperactive toddler runs about the room in circles. ( 5)A housewife is here cleaning up her home. [Exits: north ] [Doors: east ] Street corner The street beneath your feet is made out of simple cobblestone. It's in very good condition, except for a few pieces that have been partially chipped or cracked. To the south and west are more streets and a large house can be seen to the south with its door open wide. It is night. [Exits: north south west ] A town street This side street isn't quite as populated as some of the others, however it does get some use. Every once in a while a townsperson or guard passes by, but they do not give you a second glance. To the north a ways you can see a large building and not far to the south a smaller home can be seen. It is night. [Exits: north south ] A town street The ground here has been drawn on with chalk. The patterns are rather random and unskilled and look like something a child might do. A wall blocks your way to the west and the town street continues to the north and south. It is night. [Exits: north south ] A town street The street here turns to the south and west. The street is quite tidy here, without any trash in sight. A large sign has been hung above the doorway of the large building to the east. A small window can be seen to the north, however thick curtains prevent anyone from seeing inside. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 6)A man walks around town picking up trash. [Exits: east south west ] You scan the surrounding area... East 1 - Elaine South 4 - a hyperactive toddler South 4 - a toddler South 4 - a housewife West 3 - an Orton guard West 3 - Pumpkinhead A town street This street is just like the rest in this small city. Well made, in great shape and made out of cobblestone. Some nature loving soul has planted a small garden off the street to the north. It looks to be doing rather well with tomatoes and squash visible. Off to the east you can see a large building with a simple sign hanging from the door frame that reads, 'Orton Inn' in dark, bold letters. It is night. [Exits: east west ] Before a well A large well has been dug right off of the northern edge of this street to provide fresh water for the towns occupants. The sound of people walking about and laughter can be heard to the south. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 6)A heavily muscled guard patrols the town streets. ( 0)What looks to be a flaming tattoo lies here. ( 2)A deep well has been dug near the street. [Exits: east south west ] A town street This cobblestone street is extremely clean and in very good condition. making walking on this street very comfortable and a breeze. To the south is the side of a building of some sort and not far to the east you can see a large well off the side of the street. A large tree grows to the north with some branches hanging down over the street, providing shade. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 6)A pumpkinheaded creature is here searching for revenge. [Exits: east west ] You attempt to pin Pumpkinhead's shadow to the ground, but miss! Huh? Pumpkinhead misses you. Pumpkinhead misses you. Pumpkinhead's acidic claw decimates you! Pumpkinhead dodges your attack. You gather yourself for the attack... You parry Pumpkinhead's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** Pumpkinhead! You gain 14666 experience! You dodge Pumpkinhead's attack. You parry Pumpkinhead's attack. You drive a stake through Pumpkinhead's shadow, pinning it in place! You gain 43350 experience! You parry Pumpkinhead's attack. You drive a stake through Pumpkinhead's shadow, pinning it in place! You parry Pumpkinhead's attack. Your slash *** DEMOLISHES *** Pumpkinhead! You parry Pumpkinhead's attack. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** Pumpkinhead! You gain 14030 experience! Pumpkinhead is mortally wounded, and will die soon if not aided. An Orton guard has arrived. You can only soulsteal from living things. You put a pale blue soulstone in the dead realm of Angmar. You kick Pumpkinhead while he's down! You gain 10822 experience! Pumpkinhead is suddenly consumed by a ball of green flames and then vanishes! Pumpkinhead is dead! Thanks for saving the world by taking out that pumpkinheaded creature! You gain 365000 experience! You are too high level, but still receive 8224 experience. An Orton guard looks shocked and horrified by Pumpkinhead's death! An Orton guard looks shocked and horrified by Pumpkinhead's death! An Orton guard says to you, 'lowlife thugs like you are not welcome here' You haven't had a recent victory worth shouting about. You suddenly feel less tired and more refreshed! You gain 18302 experience! An Orton guard says to you, 'lowlife thugs like you are not welcome here' You stick out your tongue and give an Orton guard a great big raspberry. An Orton guard catches you with your hands in his pockets! An Orton guard accuses you of being a thief! an Orton guard's slash devastates you! an Orton guard knocks your legs out from under you! You miss an Orton guard. An Orton guard says to you, 'lowlife thugs like you are not welcome here' An Orton guard heroically jumps to the aid of an Orton guard! You dodge an Orton guard's attack. You stand up. You try to disarm an Orton guard, but fail. An Orton guard tries to trip you, but your fly spell helps you recover. Your slash DISEMBOWELS an Orton guard! An Orton guard misses you. an Orton guard's slash DISMEMBERS you! An Orton guard tries to disarm you, but you hold onto your weapon with an iron grip! Your force shield slowly dissipates. You parry an Orton guard's attack. Your slash DISEMBOWELS an Orton guard! You miss an Orton guard. You try to disarm an Orton guard, but fail. An Orton guard tries to disarm you, but fails. You parry an Orton guard's attack. an Orton guard's slash devastates you! You disarm an Orton guard and send his weapon flying! You gain 106359 experience! An Orton guard tries to disarm you, but fails. You dodge an Orton guard's attack. You miss an Orton guard. You miss an Orton guard. an Orton guard knocks your legs out from under you! an Orton guard's kick MASSACRES you! Your slash *** MASSACRES *** an Orton guard! You stand up. You drive a stake through an Orton guard's shadow, pinning it in place! You dodge an Orton guard's attack. An Orton guard tries to disarm you, but fails. An Orton guard misses you. You dodge an Orton guard's attack. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** an Orton guard! You gain 13717 experience! The physical reserve deep within you feels replenished. an Orton guard's punch decimates you! an Orton guard's slash DISEMBOWELS you! An Orton guard dodges your attack. Your slash DISEMBOWELS an Orton guard! An Orton guard misses you. You parry an Orton guard's attack. An Orton guard rolls his weapon over your parry to catch you with a glancing blow! an Orton guard's remise annoys you. [event] The pumpkin cannon operator: Vraddic shot a pumpkin a distance of 711 feet south of the town of Vemarken! You parry an Orton guard's attack. Variable 'combo' set to '7' an Orton guard tries to trip you, but you see the move well in advance. An Orton guard tries to trip you, but your fly spell helps you recover. You quickly take a hand off a bone-handled ritual blade... An Orton guard narrowly avoids your jab! You parry an Orton guard's attack. You drive your weapon into a nearby shadow. Your weapon thrusts from a shadow to strike an Orton guard! an Orton guard's slash DISMEMBERS you! An Orton guard tries to disarm you, but fails. an Orton guard's slash DISMEMBERS you! an Orton guard's kick MASSACRES you! You lunge at an Orton guard! Your lunging attack *** DEMOLISHES *** an Orton guard! You gain 24705 experience! You got a 3 attack combo! Combo bonus: movement by 3! an Orton guard's punch *** MASSACRES *** you! You stomp on an Orton guard and hear something crunch! You gain 20893 experience! You got a 4 attack combo! Combo bonus: attacks by 3! an Orton guard's slash MUTILATES you! You parry an Orton guard's attack. Your slash *** DEVASTATES *** an Orton guard! You throw dirt at an Orton guard, but he quickly blocks and avoids it. You successfully finished a full 5 attack combo! Completion bonus: movement by 27! Completion bonus: shield block by 10! You dodge an Orton guard's attack. an Orton guard's punch devastates you! Your slash *** DEVASTATES *** an Orton guard! Variable 'combo' set to '4' An Orton guard tries to disarm you, but fails. You parry an Orton guard's attack. An Orton guard rolls his weapon over your parry to catch you with a glancing blow! an Orton guard's remise scratches you. An Orton guard misses you. You sneak a solid roundhouse kick on an Orton guard! You gain 10007 experience! An Orton guard has arrived. An Orton guard heroically jumps to the aid of an Orton guard! an Orton guard's slash devastates you! You dodge an Orton guard's attack. an Orton guard's punch DISEMBOWELS you! Your slash *** DEVASTATES *** an Orton guard! an Orton guard's slash decimates you! an Orton guard tries to trip you, but you see the move well in advance. an Orton guard's kick DISEMBOWELS you! An Orton guard misses you. You lunge at an Orton guard! Your lunging attack *** DEMOLISHES *** an Orton guard! You gain 21136 experience! You parry an Orton guard's attack. An Orton guard tries to trip you, but your fly spell helps you recover. You dodge an Orton guard's attack. Your slash *** MASSACRES *** an Orton guard! You really wouldn't know how to effectively feign an attack. You cleave through your enemies! Your cleave *** DEMOLISHES *** an Orton guard! An Orton guard is mortally wounded, and will die soon if not aided. You miss an Orton guard. Your cleave *** DEMOLISHES *** an Orton guard! An Orton guard misses you. You stomp on an Orton guard and hear something crunch! an Orton guard's kick hits you. You dodge an Orton guard's attack. Your slash DISMEMBERS an Orton guard! You parry an Orton guard's attack. An Orton guard rolls his weapon over your parry to catch you with a glancing blow! an Orton guard's remise scratches you. an Orton guard's kick DISMEMBERS you! Your slash MASSACRES an Orton guard! Your blood freezes as you hear an Orton guard's death cry! An Orton guard is DEAD! You are too high level, but still receive 41507 experience. You jump to attack an Orton guard! Your slash *** DEVASTATES *** an Orton guard! You cleave through your enemies! Your cleave *** DEMOLISHES *** an Orton guard! You miss an Orton guard. An Orton guard trips you, sending you sprawling! You parry an Orton guard's attack. You stand up. An Orton guard resists the spell. An Orton guard tries to disarm you, but fails. an Orton guard's slash mauls you. An Orton guard dodges your attack. You miss an Orton guard. An Orton guard tries to disarm you, but fails. You parry an Orton guard's attack. An Orton guard rolls his weapon over your parry to catch you with a glancing blow! an Orton guard's remise scratches you. You do not seem to have that item. You try to disarm an Orton guard, but fail. An Orton guard tries to trip you, but your fly spell helps you recover. An Orton guard dodges your attack. You dodge an Orton guard's attack. An Orton guard misses you. An Orton guard misses you. An Orton guard tries to disarm you, but fails. You disarm an Orton guard and send his weapon flying! You gain 102313 experience! Your slash *** DEVASTATES *** an Orton guard! An Orton guard tries to trip you, but your fly spell helps you recover. an Orton guard's slash maims you! You dodge an Orton guard's attack. You gather yourself for the attack... You dodge an Orton guard's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** an Orton guard! You gain 13927 experience! an Orton guard's kick mauls you. an Orton guard's punch MASSACRES you! You dodge an Orton guard's attack. You miss an Orton guard. an Orton guard's kick DISMEMBERS you! You gather yourself for the attack... an Orton guard knocks your legs out from under you! You land on your enemy, putting all your weight behind your swing! An Orton guard dodges your attack. You parry an Orton guard's attack. an Orton guard's punch DISEMBOWELS you! You stand up. You gather yourself for the attack... You dodge an Orton guard's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** an Orton guard! You gain 13529 experience! an Orton guard knocks your legs out from under you! An Orton guard misses you. an Orton guard's slash *** MASSACRES *** you! Your wounds accumulate, and your rage starts to build! an Orton guard's kick *** MASSACRES *** you! You stand up. You gather yourself for the attack... An Orton guard tries to disarm you, but fails. an Orton guard's slash DISMEMBERS you! You land on your enemy, putting all your weight behind your swing! You miss an Orton guard. an Orton guard's punch *** DEVASTATES *** you! Your slash DISMEMBERS an Orton guard! You miss an Orton guard. An Orton guard tries to trip you, but your fly spell helps you recover. An Orton guard trips you, sending you sprawling! An Orton guard misses you. You stand up. You try to work yourself into a blood rage, but the battle lust eludes you. You dodge an Orton guard's attack. You parry an Orton guard's attack. Your slash DISMEMBERS an Orton guard! You yell, 'Retreat! Retreat!' You manage to successfully retreat from this battle. Before a well A large well has been dug right off of the northern edge of this street to provide fresh water for the towns occupants. The sound of people walking about and laughter can be heard to the south. It is night. ( 0)What looks to be a flaming tattoo lies here. ( 2)A deep well has been dug near the street. [Exits: east south west ] The gods don't respond to your request. (your charisma is too low) You fail to cast the spell. A warm feeling fills your body! A warm feeling fills your body! A warm feeling fills your body! A warm feeling fills your body! A warm feeling fills your body! A town street This cobblestone street is extremely clean and in very good condition. making walking on this street very comfortable and a breeze. To the south is the side of a building of some sort and not far to the east you can see a large well off the side of the street. A large tree grows to the north with some branches hanging down over the street, providing shade. It is night. ( 3)A very lightweight steel sword has been dropped here. ( 6)The corpse of an Orton guard is lying here. ( 6)A heavily muscled guard patrols the town streets. ( 3)A very lightweight steel sword has been dropped here. ( 0)What looks to be a flaming tattoo lies here. ( 6)A heavily muscled guard patrols the town streets. [Exits: east west ] You charge headlong into battle against an Orton guard! You gain 13670 experience! An Orton guard heroically jumps to the aid of an Orton guard! You parry an Orton guard's attack. an Orton guard's punch MASSACRES you! You dodge an Orton guard's attack. an Orton guard's punch DISEMBOWELS you! An Orton guard stands up. an Orton guard knocks your legs out from under you! An Orton guard dodges your attack. an Orton guard's punch DISEMBOWELS you! An Orton guard misses you. You stand up. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! You miss an Orton guard. Your displaced image rejoins your body. You dodge an Orton guard's attack. You parry an Orton guard's attack. An Orton guard tries to disarm you, but fails. an Orton guard's punch DISMEMBERS you! An Orton guard trips you, sending you sprawling! You dodge an Orton guard's attack. You stand up. You suddenly feel less tired and more refreshed! You gain 35040 experience! You conjure and throw a large yellow fireball at an Orton guard! An Orton guard dodges your attack. an Orton guard tries to trip you, but you see the move well in advance. an Orton guard's kick MASSACRES you! You conjure and throw a large yellow fireball at an Orton guard! an Orton guard's punch MUTILATES you! An Orton guard misses you. Your slash *** MASSACRES *** an Orton guard! An Orton guard misses you. You throw a giant yellow fireball at an Orton guard! The physical reserve deep within you feels replenished. an Orton guard tries to trip you, but you see the move well in advance. You dodge an Orton guard's attack. an Orton guard's punch *** MASSACRES *** you! You yell, 'Retreat! Retreat!' You manage to successfully retreat from this battle. Before a well A large well has been dug right off of the northern edge of this street to provide fresh water for the towns occupants. The sound of people walking about and laughter can be heard to the south. It is night. ( 0)What looks to be a flaming tattoo lies here. ( 2)A deep well has been dug near the street. [Exits: east south west ] You are surrounded by a white aura. A town street This cobblestone street is extremely clean and in very good condition. making walking on this street very comfortable and a breeze. To the south is the side of a building of some sort and not far to the east you can see a large well off the side of the street. A large tree grows to the north with some branches hanging down over the street, providing shade. It is night. ( 3)A very lightweight steel sword has been dropped here. ( 6)The corpse of an Orton guard is lying here. ( 6)A heavily muscled guard patrols the town streets. ( 3)A very lightweight steel sword has been dropped here. ( 0)What looks to be a flaming tattoo lies here. ( 6)A heavily muscled guard patrols the town streets. [Exits: east west ] You charge into an Orton guard, knocking him unconscious. Your blood freezes as you hear an Orton guard's death cry! An Orton guard is DEAD! You are too high level, but still receive 36089 experience. An Orton guard heroically jumps to avenge an Orton guard! You get 102 gold coins from the corpse of an Orton guard. You jump to attack an Orton guard! You set 10 gold aside for your clan. Your slash MASSACRES an Orton guard! An Orton guard misses you. You parry an Orton guard's attack. Your slash *** MASSACRES *** an Orton guard! You gather yourself for the attack... You dodge an Orton guard's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** an Orton guard! You gain 10577 experience! Your blood freezes as you hear an Orton guard's death cry! An Orton guard is DEAD! You are too high level, but still receive 88007 experience. You can't empty corpses containing unbinding equipment. You don't see anything named 'money' in the corpse of an Orton guard. You sacrifice blood from the corpse of an Orton guard, drawing power from it! Schlyne appreciates your sacrifice of the gutted carcass of an Orton guard. You can't empty corpses containing unbinding equipment. You don't see anything named 'money' in the corpse of an Orton guard. You sacrifice blood from the corpse of an Orton guard, drawing power from it! Schlyne appreciates your sacrifice of the gutted carcass of an Orton guard. You can't empty corpses containing unbinding equipment. You don't see anything named 'money' in the corpse of an Orton guard. You sacrifice blood from the corpse of an Orton guard, drawing power from it! An Orton guard has arrived. Schlyne appreciates your sacrifice of the gutted carcass of an Orton guard. You haven't had a recent victory worth shouting about. A town street This cobblestone street is extremely clean and in very good condition. making walking on this street very comfortable and a breeze. To the south is the side of a building of some sort and not far to the east you can see a large well off the side of the street. A large tree grows to the north with some branches hanging down over the street, providing shade. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 3)A very lightweight steel sword has been dropped here. ( 3)A very lightweight steel sword has been dropped here. ( 0)What looks to be a flaming tattoo lies here. [Exits: east west ] Schlyne appreciates your sacrifice of a lightweight steel sword. Schlyne appreciates your sacrifice of a lightweight steel sword. Before a well A large well has been dug right off of the northern edge of this street to provide fresh water for the towns occupants. The sound of people walking about and laughter can be heard to the south. It is night. ( 0)What looks to be a flaming tattoo lies here. ( 2)A deep well has been dug near the street. [Exits: east south west ] You scan the surrounding area... East 3 - Elaine Pumpkinhead -> The grand suite You chuckle. Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. A townsperson has arrived. Central Street This is the street where most of the commerce takes place in this small coastal town. A shop selling fish bait can be seen to the west, and a smal novelty shop can be seen to the east. Central Street continues to the south. It is night. [Exits: north east south west ] Central Street The street is littered with the stray piece of trash. The heavenly aroma of bread baking and delectable desserts being prepared waft in from the west, while raucous laughter can be heard to the east. The smell of alcohol and baked goods intermingle here, making a somewhat sour, yet strangely pleasant aroma. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 0)What looks to be a flaming tattoo lies here. [Exits: north east south west ] You scan the surrounding area... East 1 - a bouncer East 1 - a drunk man East 1 - a barmaid East 1 - Frint West 1 - Frand the baker West 1 - a young man A town street The streets of this small town are very well maintained and very little trash can be seen. Garbage cans have been placed every so often next to the street to hopefully curve down on littering. The street to the north is bustling with activity. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 6)A heavily muscled guard patrols the town streets. [Exits: north east south west ] A town street The street is obviously well traveled. Bushes have been planted against the sides of the road in an attempt to make the town look more presentable. A building blocks your way to the north while the street continues to the east and west. It is night. [Exits: east west ] A town street Small shrubs and bushes have been planted next to the entryway of the large building to the south. The building looks meticulously maintained. The street continues to the north and east. It is night. ( 6)A townsperson walks briskly down the street. ( 6)A townsperson walks briskly down the street. [Exits: north east south ] Orton Town Hall The town hall is a very simple building. It consists of one large room, with a long table in the middle, surrounded by wooden chairs. The table is littered with sheaves of paper, and many pens. An ornate picture frame hangs from the southern wall and a map of the surrounding lands has been tacked to the eastern wall. ( 6)A curious townsperson listens in on the meeting. ( 6)An important looking man stands here, looking impatient. ( 5)A blonde haired woman stands here, deep in thought. ( 6)A bespectacled man stands here, sorting through papers. [Exits: north ] A town street Small shrubs and bushes have been planted next to the entryway of the large building to the south. The building looks meticulously maintained. The street continues to the north and east. It is night. ( 6)A townsperson walks briskly down the street. ( 6)A townsperson walks briskly down the street. [Exits: north east south ] You scan the surrounding area... East 3 - a priest of Gandor South 1 - a curious townsperson South 1 - Mayor Ranel South 1 - the town secretary South 1 - the town treasurer Pumpkinhead -> The grand suite Orton Town Hall The town hall is a very simple building. It consists of one large room, with a long table in the middle, surrounded by wooden chairs. The table is littered with sheaves of paper, and many pens. An ornate picture frame hangs from the southern wall and a map of the surrounding lands has been tacked to the eastern wall. ( 6)A curious townsperson listens in on the meeting. ( 6)An important looking man stands here, looking impatient. ( 5)A blonde haired woman stands here, deep in thought. ( 6)A bespectacled man stands here, sorting through papers. [Exits: north ] A town street Small shrubs and bushes have been planted next to the entryway of the large building to the south. The building looks meticulously maintained. The street continues to the north and east. It is night. ( 6)A townsperson walks briskly down the street. ( 6)A townsperson walks briskly down the street. [Exits: north east south ] Three way intersection The road here breaks into a three way intersection. To the north and south you can see more buildings and cobblestones streets. To the west you can see tall fir trees reaching up to the sky. Looking far to the west past the sparse pine trees you believe you can even make out a snowy mountain peak partially obscured by mist. It is night. [Exits: north south west ] A path heading out of town The small path leads out to the west from here, heading towards what appears to be a fir forest in the distance. Small trees surround you. The path beneath your feet is little more than heavily packed dirt. It is night. [Exits: east west ] Three way intersection The road here breaks into a three way intersection. To the north and south you can see more buildings and cobblestones streets. To the west you can see tall fir trees reaching up to the sky. Looking far to the west past the sparse pine trees you believe you can even make out a snowy mountain peak partially obscured by mist. It is night. [Exits: north south west ] A town street The street is obviously well traveled. Bushes have been planted against the sides of the road in an attempt to make the town look more presentable. A flier has been placed on the wall of the building to the east. The street continues to the north and south. It is night. [Exits: north south ] Alas, you cannot go that way. A town street The street is made out of simple cobblestones. It's in very good condition, except for a few pieces that have been partially chipped or cracked. A fishy smell wafts in from the west, while the street continues to the south and east. It is night. [Exits: east south west ] Open air fish market Small stalls line the sides of this open air fish market. Fishermen have set up tables, trying to sell their catch of the day to visitors and townspeople alike. Some stalls are covered with large quantities of freshly caught fish, while others are covered in squid, shark and other delicacies from the sea. It is night. ( 6)A fisherman stands here, selling his catch. [Exits: east ] Derick says, 'Get yer snapper! Get yer squid. Freshly caught.' A town street The street is made out of simple cobblestones. It's in very good condition, except for a few pieces that have been partially chipped or cracked. A fishy smell wafts in from the west, while the street continues to the south and east. It is night. [Exits: east south west ] A town street This cobblestone street is extremely clean and in very good condition. making walking on this street very comfortable and a breeze. To the south is the side of a building of some sort and not far to the east you can see a large well off the side of the street. A large tree grows to the north with some branches hanging down over the street, providing shade. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 0)What looks to be a flaming tattoo lies here. [Exits: east west ] Before a well A large well has been dug right off of the northern edge of this street to provide fresh water for the towns occupants. The sound of people walking about and laughter can be heard to the south. It is night. ( 6)A townsperson walks happily down the street. ( 0)What looks to be a flaming tattoo lies here. ( 2)A deep well has been dug near the street. [Exits: east south west ] Central Street This is the street where most of the commerce takes place in this small coastal town. A shop selling fish bait can be seen to the west, and a smal novelty shop can be seen to the east. Central Street continues to the south. It is night. [Exits: north east south west ] Shorty's Bait Shop A long table sits in the middle of the room, covered in small pieces of various types of fish bait. Small tubs that resemble bathing bins sit against the northwest and southwest corners of the room, filled with minnows. Small knives and bait containers sit on the shelves that line the walls. ( 4)An unusually short man stands here, tending the shop. [Exits: east ] Central Street This is the street where most of the commerce takes place in this small coastal town. A shop selling fish bait can be seen to the west, and a smal novelty shop can be seen to the east. Central Street continues to the south. It is night. [Exits: north east south west ] Nalton's Novelties Trinkets and novelties of all shapes and sizes hang from hooks and sit on shelves in this medium sized shop. The majority of the items are simple necklaces, earrings and bracelets made out of seashells gathered from the beach not far to the south of town. A few stuffed animals and t-shirts also hang from the hooks. ( 6)An oddly dressed man stands here, trying to sell you his wares. [Exits: west ] Central Street This is the street where most of the commerce takes place in this small coastal town. A shop selling fish bait can be seen to the west, and a smal novelty shop can be seen to the east. Central Street continues to the south. It is night. [Exits: north east south west ] Before a well A large well has been dug right off of the northern edge of this street to provide fresh water for the towns occupants. The sound of people walking about and laughter can be heard to the south. It is night. ( 6)A townsperson walks happily down the street. ( 0)What looks to be a flaming tattoo lies here. ( 2)A deep well has been dug near the street. [Exits: east south west ] A town street This street is just like the rest in this small city. Well made, in great shape and made out of cobblestone. Some nature loving soul has planted a small garden off the street to the north. It looks to be doing rather well with tomatoes and squash visible. Off to the east you can see a large building with a simple sign hanging from the door frame that reads, 'Orton Inn' in dark, bold letters. It is night. [Exits: east west ] A town street The street here turns to the south and west. The street is quite tidy here, without any trash in sight. A large sign has been hung above the doorway of the large building to the east. A small window can be seen to the north, however thick curtains prevent anyone from seeing inside. It is night. ( 6)A man walks around town picking up trash. [Exits: east south west ] Orton Inn This is a simple reception room at the front of the inn. A small tidy desk sits against the eastern wall, with a cushioned chair behind it. Colorful and cheery paintings adorn the walls. A door can be seen to the north, most likely leading to the inn's rooms. It is night. ( 6)An innkeeper stands here, looking bright and cheery. [Exits: west ] [Doors: north ] The physical reserve deep within you feels replenished. You open the door. A short hallway The hallway has a brown carpet leading to two rooms, one to the north and another to the west. A lantern sits on a small table in the middle of the hallway against the eastern wall to provide light. The door to the west reads, 'standard' while the door to the north reads, 'grand suite'. [Exits: south ] [Doors: north west ] It is already closed! The grand suite door is closed. The standard room door is closed. It does not appear to be possible to pick this lock. Orton Inn This is a simple reception room at the front of the inn. A small tidy desk sits against the eastern wall, with a cushioned chair behind it. Colorful and cheery paintings adorn the walls. A door can be seen to the north, most likely leading to the inn's rooms. It is night. ( 6)An innkeeper stands here, looking bright and cheery. [Exits: north west ] A fairly pretty woman of perhaps 35 years of age. She's wearing a moderate blue dress and a low cut top, showing off a small amount of cleavage. She has amber blond hair and bright blue eyes. Elaine is in excellent condition. You try to strike up a conversation with Elaine... There is nothing here to list (no shopkeeper, donation, priest, or guildmaster.) Elaine says, 'If you would like to spend the night at Land's End Inn, we currently offer two different rooms. The economy room is for the traveler on a budget. It costs a mere 50 gold per night.' Elaine says, 'If you would prefer the luxurious grand suite, that'll cost you 200 gold coins.' [event] The pumpkin cannon operator: Nury shot a pumpkin a distance of 382 feet west of the city of Gad's Landing! You say, 'screw that' Elaine says, 'Just hand me the gold, and I'll get the key for you.' A town street The street here turns to the south and west. The street is quite tidy here, without any trash in sight. A large sign has been hung above the doorway of the large building to the east. A small window can be seen to the north, however thick curtains prevent anyone from seeing inside. It is night. ( 6)A man walks around town picking up trash. [Exits: east south west ] An Orton guard has arrived. A town street The ground here has been drawn on with chalk. The patterns are rather random and unskilled and look like something a child might do. A wall blocks your way to the west and the town street continues to the north and south. It is night. [Exits: north south ] A town street This side street isn't quite as populated as some of the others, however it does get some use. Every once in a while a townsperson or guard passes by, but they do not give you a second glance. To the north a ways you can see a large building and not far to the south a smaller home can be seen. It is night. [Exits: north south ] Street corner The street beneath your feet is made out of simple cobblestone. It's in very good condition, except for a few pieces that have been partially chipped or cracked. To the south and west are more streets and a large house can be seen to the south with its door open wide. It is night. ( 6)A heavily muscled guard patrols the town streets. [Exits: north south west ] Living room This is a large, well decorated house. A tan rug covers the entire floor. A fireplace has been built into the southern wall, while a large table dominates the southern half of the home. Three wooden chairs sit by the table. The walls have been painted a light pink color, and are covered with portraits and drawings of ocean scenes. ( 3)A hyperactive toddler runs about the room chasing his brother. ( 3)A hyperactive toddler runs about the room in circles. ( 5)A housewife is here cleaning up her home. [Exits: north ] [Doors: east ] You scan the surrounding area... (east) The bedroom door is closed. Street corner The street beneath your feet is made out of simple cobblestone. It's in very good condition, except for a few pieces that have been partially chipped or cracked. To the south and west are more streets and a large house can be seen to the south with its door open wide. It is night. ( 6)A heavily muscled guard patrols the town streets. [Exits: north south west ] A town street You are walking on a cobblestone street near the southeastern edge of the humble little town of Orton. To the north a small window can be seen. It is quite dark and doesn't allow much to be seen, however you can see the silhouettes of many people moving around. The street continues to the east and west from here. It is night. [Exits: east west ] A town street The streets of this small town are very well maintained and very little trash can be seen. Garbage cans have been placed every so often next to the street to hopefully curve down on littering. The street to the north is bustling with activity. It is night. ( 6)A heavily muscled guard patrols the town streets. ( 6)A heavily muscled guard patrols the town streets. [Exits: north east south west ] Before a small town A small bustling town can be seen ahead of you to the north. It looks to be neatly maintained. Small wifts of smoke can be seen coming from a house to the east, while you believe that you can smell the aroma of something sweet in the air wafting in from the north. A small gate once existed, however it has long since rusted together in an open position. Apparently the residents of the town do not feel that they are under and danger of being attacked. It is night. [Exits: north south ] You walk up and stop at the middle of the platform. On a platform You are standing at the middle and highest point of the walkway. To the west all you can see is sand dunes, and the southern road can be in the distance to the east. A small town is visible to the north. It is night. [Exits: north south ] You walk down the platform back towards the shoreline. A sandy shoreline The shoreline ends here with a steep cliff preventing you from going any further west. To the north, an elevated walkway has been made that extends above and over the sand dunes. The sound of waves crashing against the rocks to the west is quite loud from here. It is night. ( 0)A large empty conch shell sits here. ( 0)A small broken seashell lies on the ground. [Exits: north east ] A sandy shoreline The shoreline here is just like most shorelines you have seen in the past. Plenty of sand, plenty of sun and a heavenly ocean breeze blowing on your face. Large sand dunes can be seen to the north, while the shoreline continues to the west and south. It is night. ( 0)A small broken seashell lies on the ground. [Exits: east west ] A sandy shoreline The sand here is devoid of any shells, however a large dead jellyfish can be seen washed up on the shore not far from the ocean. A wooden pier can be seen to the south, extending a goodly distance over the ocean. It is night. [Exits: east south west ] A sandy shoreline This part of the beach is rather flat, with a steep sand dunes preventing you from going north. Small shells can be seen scattered on the ground here and there. Every once in a while you notice a sand dollar or two partially buried underneath the sand. The shoreline continues to the east and west. It is night. ( 4)A little girl skips about, looking for seashells. [Exits: east west ] A sandy shoreline The sound of seagulls crying overhead is quite loud and annoying. A short distance to the south the great southern ocean can be seen as far as the eye can see. It is night. ( 0)A small broken seashell lies on the ground. ( 0)A small broken seashell lies on the ground. [Exits: east west ] A sandy shoreline You stand at the sandy and rather rocky shoreline of the southern ocean. Small seashells litter the sand, most of them broken. To the east the end of the Southern Road can be seen, and the shoreline continues to the west. It is night. [Exits: east west ] You descend eastward. The end of the Great Southern Road Rather than terminating in some reasonable target like a town or city, the road simply crosses a sandy beach and dives into the ocean. As far as the eye can see is only water. To the east the beach runs some distance before hitting a rocky cliff, while to the west the cliffs begin almost immediately and the way is impassible, save a narrow footpath. It is night. [Exits: north east south west ] You ascend northward. A narrow path An occasional birch or fur tree grows here in the sandy soil. The trees thicken and gradually form a light forest to the north. A heavy breeze smelling of sea water blows from the south. It is night. ( 1)A large sign shaped like a finger points east. [Exits: north east south west ] A narrow path A campsite lies next to the path here going through the forest. The trees grow in irregular clumps, leaving large gaps of open ground where bushes and berries can grow. Sumacs and creepers about here, covering the ground with vegetation. The forest thickens in all directions but south. It is night. ( 5)A man forages for food here. ( 5)A woman gathers sticks to build a fire. ( 6)Two oxen rest here side by side. [Exits: north south ] You pray to Schlyne for transportation... ----------------------------------------------------------------- A shrine to Dentin This small house of worship is made of thin timbers with many support beams that run from the floor to the ceiling. The shrine seems to have been altogether hastily built, but despite this the building is immaculately clean. The floor is made of a smooth polished stone. A large pillar of granite serves as an altar and has been placed in the exact center of the shrine. ( 6)A woman is on her knees praying. ( 4)A boy in white robes cleans the shrine. [Exits: north west ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Inside a small deserted chapel This chapel has been long since deserted, probably since the days after Thalos fell. It remains in good shape, with the recall site intact. It appears that travellers from the southern road use it as a stopover point, and as such it is fairly well taken care of. [Exits: south ] No-one by that name found. The Southern Road. The road bends slightly here, seeming to avoid a large, ancient graveyard to the north. A rusty iron fence surrounds the countless graves, and a small chapel can be seen directly to the north. The great southern road continues south and west from here. There's a path leading into the woods to the northeast. It is night. [Exits: north south northeast northwest ] Before a stone tower The tower marks the apparent end of the stone wall, and you can see another wall intersecting the tower from the west. You think you see movement in the top of the tower, but you can't be sure. The vines and plant life have grown all over this tower, just like the wall you just passed. Whoever made this place obviously hasn't been big on up keep lately. It is night. [Exits: north southeast ] Following a stone wall The southern road follows the stone wall nicely, staying only a few yards from it. There are weeds and sickly looking plants growing in the space between the wall and the road, and some of the more tenacious vines have managed to get above the rest by clinging to the wall itself. The mortar holding the large stones in place is crumbling, and you can see places where the stones from the top of the wall have tumbled the twelve feet to the ground. It is night. [Exits: north south ] Following a stone wall The southern road follows the stone wall nicely, staying only a few yards from it. There are weeds and sickly looking plants growing in the space between the wall and the road, and some of the more tenacious vines have managed to get above the rest by clinging to the wall itself. The mortar holding the large stones in place is crumbling, and you can see places where the stones from the top of the wall have tumbled the twelve feet to the ground. It is night. ( 0)A bunch of nuts and seeds have been gathered up in a small woven basket. [Exits: north south ] Before a set of gates A sign hanging above the gates reads: 'Welcome to Thalos, city of glory!' The sign is tarnished and green from lack of cleaning, and the places where guards would normally have been are vacant. There is no sign of life here, except for the occasional scream/howl of some strange beast on the other side of the wall. You are glad the gates are closed. It is night. ( 3)A large glowing rune is embedded in the ground. [Exits: north south ] [Doors: west ] You see no lock to pick. The gates block your path. You open the Grand Gates of Thalos. The Grand Gates of Thalos From the inside, the grand gates seem much less formidable. In fact, they are obviously quite weak. The strong metal bindings that held them together have rusted in half in places, and the strong wooden planks that were used to bar the gates shut in times of need are nowhere to be seen. It takes a surprising amount of force to move the gate, because of the near-useless hinges and still considerable weight of the gates. Just outside the gate to the east is the southern road, and to the west you see a long street which seems to lead to a large domed building in the city center. All around you strange cries and growls can be heard, most coming from the darkened buildings around you. It is night. [Exits: east west ] No-one by that name found. You pray to Schlyne for transportation... ----------------------------------------------------------------- Inside a small deserted chapel This chapel has been long since deserted, probably since the days after Thalos fell. It remains in good shape, with the recall site intact. It appears that travellers from the southern road use it as a stopover point, and as such it is fairly well taken care of. [Exits: south ] Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] You enter beyond the grave. The Unholy Temple of Dentin The Temple of Dentin looks much less pleasant in the dark, without the cheery light of the sun to brighten the place. The interior is lit with torches lining the walls and columns, some lit, and some not. They burn with a dim reddish light, not the bright yellow you would normally expect. The tall stone columns are dark and foreboding, while the wide staircases at either end of the room lead up and down into darkness. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the nighttime lights and fires of the city of Ralnoth. Small dark doorways lead into antechambers to the east and west. ( 6)A wood woad stands here on its three spindly legs. ( 6)A vampire stands here, cloaked in shadow. A vampire is surrounded with a dark black aura. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] The Dark Temple Square This is a small area that is constantly in the shadow of the great temple. The large magical fountain that is here provides most of the water for the entire town, and the mages of the temple control the townspeople by controlling the water from the fountain. It is night. ( 6)A large black fountain is gushing forth water here. [Exits: north east south west ] Center Street The street below you is quite worn out due to constant use. Many travelers, visitors and residents of Ralnoth pass through this busy street every day. A large boar's head hangs from the door frame of the building to the east. The sound of raucous laughter can be heard through the open door. It must be a tavern of some sort. It is night. ( 6)A drooling, singing drunk wails about his love lost in Moria. ( 0)A gallon bottle of fortified wine has been carelessly thrown in the streets. [Exits: north east south ] Center Street The street is quite worn, with muddy patches interspersed with the cobblestones. This is a very busy district in the city. To the north a large inn sits by the side of the road. Far to the north stands the temple of Dentin. It is night. ( 7)A snowman wanders the streets in search of converts for Draak. ( 6)A rather tall and slender boy in a ratty white lab coat runs past you yelling, 'Eureka!' [Exits: north south west ] Ralnoth Square You have arrived at the famous Ralnoth Square. All travelers through these parts have stopped here at one time or another. A few of them even left their initials carved into the street itself. The dark temple square is to your north, while the commoner's square is south. Main street leads both east and west from here. Enjoy your stay in Ralnoth. It is night. ( 6)A wavering void awaits your conversion to Squeak. (35)A huge portal to another city hovers between colossal stone towers. [Exits: north east south west ] A new section of road You suddenly notice that this section of road seems different from the others - it is newer, and the colors are brighter as though the stones and paints have not yet been worn dull by time and sunlight. The road leads north and south between the outer walls of two tall buildings, and the Temple of Dentin can be seen above the heads of pedestrians to the north. It is night. ( 6)A mangled corpse lies here splattered in the road. [Exits: north south ] The Commoner's Square This is the northeastern corner of the square. While this used to be the central gathering place for the city, over time the city has grown and the square is no longer as relevant as it once was. The Temple of Dentin to the north has claimed much of the traffic and has become one of the centers of commerce, while this area in the southern part of Ralnoth has stagnated. The square extends west and south, with shops and store fronts around the edges and small fountains scattered about. It is night. ( 0)A ball of light hovers peacefully here. ( 2)A leathery red winged demon hovers in the air here. ( 6)An animated tree sways gently in the non-breeze here. ( 6)An animated tree sways gently in the non-breeze here. ( 6)An animated tree sways gently in the non-breeze here. [Exits: north south west ] The Commoners' Square This is where the poor of Ralnoth hang out during the day. They approach you as you pass by. "Spare a gold piece kind sir," they beg. Most of them look harmless, but you better make sure you still have your wallet. An alleyway lies east and west of here, while another intersection is south. Ralnoth Square is north. It is night. ( 5)Byung sneaks from the shadows to chomp on your neck! Byung is surrounded with a dark black aura. ( 5)A five foot tall tornado swirls about kicking up dust. [Exits: north east south west ] The white aura around your body fades. You scan the surrounding area... North 1 - A ball of light North 1 - a winged red imp North 1 - A liveoak North 1 - A liveoak North 1 - A liveoak North 1 - Jasondo North 3 - Nil North 4 - Shermanator North 4 - a servant of Draak North 5 - The drunkard East 3 - A tiny black ant South 3 - A cityguard South 3 - A cityguard South 4 - A sentry South 4 - A sentry West 1 - A Ralnoth cityguard West 3 - Officer cityguard You pray to Schlyne for transportation... ----------------------------------------------------------------- The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] The distance is too great for this waypoint to bridge the gap. (You can use waypoint 3 to bridge the distance.) You suddenly feel less tired and more refreshed! You gain 21700 experience! You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Unholy Temple of Dentin The Temple of Dentin looks much less pleasant in the dark, without the cheery light of the sun to brighten the place. The interior is lit with torches lining the walls and columns, some lit, and some not. They burn with a dim reddish light, not the bright yellow you would normally expect. The tall stone columns are dark and foreboding, while the wide staircases at either end of the room lead up and down into darkness. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the nighttime lights and fires of the city of Ralnoth. Small dark doorways lead into antechambers to the east and west. ( 6)A wood woad stands here on its three spindly legs. ( 6)A vampire stands here, cloaked in shadow. A vampire is surrounded with a dark black aura. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- City of Airam, Town Square This is the center of the city of Airam, to the north the massive bank of Airam has it's doors open and people constantly enter in and out. Looking east you can see people constantly traveling up and down the street either from the direction of the main gates or the palace. From the south a stream of people enter and exit a medium sized grey building. Most of the people leaving the square appear to be heading west towards the market part of the city and temples. It is night. ( 5)A walking skeleton with a ball flail paces back and forth. ( 5)A wood woad stands here on its three spindly legs. ( 5)A walking skeleton with a ball flail paces back and forth. ( 5)A walking skeleton with a ball flail paces back and forth. ( 5)A lantern hangs from a post with a sign below it. [Exits: north east south west ] It is near midnight. No-one by that name found. You scan the surrounding area... East 1 - an Airam guard East 4 - A city watchman West 2 - A city watchman West 2 - A member of the fire brigade West 2 - A street cleaner West 2 - an Airam guard West 4 - A teenage girl West 6 - Erif the priest of Shadowfax You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A vine covered temple Vines grow over the roughly hewn surface of a temple carved into the hillside. The ceiling is a finely carved lattice of stone with vines dropping down into the temple. The elements and light filter into the temple creating a dim misty haze. [Exits: north east south southeast northwest ] No-one by that name found. No-one by that name found. Waypoints you can get to from here: ------------------------------------------------------------ 3 - The Unholy Temple of Dentin 4 - The Heart of Darkness 10 - A small meditation room 14 - A small campfire in the woods. -> 18 - A vine covered temple 19 - City of Airam, Town Square 24 - Before a massive oak tree. 99 - Central Bulletin Board Hall Waypoints that are almost out of range: ------------------------------------------------------------ 11 (bridge 3) Atop a small knoll 21 (no bridge) The city square of Elborat 25 (bridge 14) A large blackened waypoint Waypoints that are out of range: ------------------------------------------------------------ 1 (bridge 11) Before five ancient statues 2 (bridge 3) A shrine to Dentin 5 (bridge 14) The Center of Vandar 6 (no bridge) The Temple of Stillness in Gad's Landing 7 (bridge 11) The Temple of Zin 8 (bridge 11) On the steps of Aomizu Temple 9 (bridge 3) Glade of spirits 12 (bridge 3) Overlooking a small lake high in the Ash mountains 13 (bridge 3) A church of Shift 15 (no bridge) Inside a long log building. 16 (bridge 11) The Blessed Garden of the Amagawa Spirits 17 (bridge 3) Inside a small deserted chapel 20 (bridge 3) The Wellinghall Waypoint 22 (bridge 25) The temple of the Summer Sun 23 (no bridge) The Dragon Tooth Waypoint 26 (bridge 14) A tall room in the fortress of Koralia's Heart 27 (bridge 3) A stone tower 28 (bridge 11) The Marikest Temple Waypoint 29 (no bridge) The Seaside village square 30 (bridge 25) Central square of Dorna To use a waypoint, give its number, for example 'waypoint 2'. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A small meditation room The smell of burning incense fills your nostrils as you enter the small room. A richly embroidered rug covers the floor, and elegant tapestries cover the walls. It is very peaceful and quiet here. ( 1)A handcrafted torc made from silvery-gray metal sits on the ground here. ( 6)A monstrous axe sits in a pool of blood and gore. ( 6)An old man prays for the continued well-being of the village. ( 3)A board for leaving messages hangs on the wall. [Exits: south ] Pumpkinhead -> Surrounded by clouds It's a custom torc, forged from manganese. The metal is silvery gray in appearance. Hanging from it is a thulite cabochon pendant. A board hangs on the wall, with many notes attached to it. [showing last 20 messages] Message Number: (From) Subject: 35: 2012 Jan 14 09:07 (ryok) to: all : first post this year! 36: 2012 Mar 11 09:51 (a stone golem) to: all : golemness 37: 2012 Mar 20 14:49 (smith) xp 38: 2012 Mar 25 19:22 (axl) xp 39: 2013 Feb 25 15:07 (panda) to: all : xp 40: 2013 Mar 15 05:19 (shadowweaver) to: all : happy pi day! 41: 2014 Mar 14 14:38 (spiritsinger) to: all void : Happy PI day 42: 2014 Dec 24 10:43 [private message] 43: 2015 Mar 24 22:26 (yusuke) Spirit message! 44: 2015 Jul 7 12:14 (rashid) to: all : I was on a roll today, it seems. 45: 2015 Aug 25 07:26 (a magma golem) to: all : I am typing this while hiding. see how powerful i am. 46: 2016 Jan 7 14:50 (athlon) to: all : 2016 47: 2016 Jul 8 03:25 (bella) to: all : Hmmm.... 48: 2016 Sep 18 07:20 (a magma golem) to: all : still king 49: 2017 Jan 13 00:17 (spiritsinger) to: all : Woo! 50: 2017 Mar 14 17:02 (spiritsinger) to: all : what goes around... 51: 2017 Aug 10 04:41 (spite) to: all : hi 52: 2017 Aug 19 01:41 (serkanal) to: all : i win 53: 2017 Aug 28 18:15 (A shambling bone man) wrong 54: 2017 Oct 15 15:51 (snoopdogg) to: all : Hail Satan Before a small shrine A well worn path leads from the village to a small temple up ahead. Weathered wooden steps lead up to a small pagoda-like building, decorated simply with hanging red banners. Villagers can be seen taking their daily pilgrimage up to the shrine to meditate. It is night. ( 6)A village guard walks about, ready to defend his home. [Exits: north east south west ] You scan the surrounding area... North 1 - an elderly villager South 2 - a small child South 2 - a villager South 2 - an ice elemental South 2 - Ax South 3 - a bodyguard South 3 - a bodyguard In a small village The road continues through the town here, running between a small shrine to the north, and the town square to the south. To the west is the Blue Serpent tavern, and another path leads away from town to the east. It is night. ( 6)A villager walks past, going about his daily work. ( 6)A villager walks past, going about his daily work. ( 6)A villager walks past, going about his daily work. [Exits: north east south west ] You scan the surrounding area... North 2 - an elderly villager East 2 - a jeweler South 2 - an ice elemental South 2 - Ax South 2 - a bodyguard South 2 - a bodyguard West 1 - a drunken villager West 1 - a nervous villager You happen to find 3 gold coins, how fortunate! You gain 43560 experience! You happen to find 4 gold coins, how fortunate! A villager leaves east. You happen to find 1 gold coin, how fortunate! You happen to find 6 gold coins, how fortunate! You happen to find 5 gold coins, how fortunate! You happen to find 1 gold coin, how fortunate! You happen to find 4 gold coins, how fortunate! A villager catches you with your hands in his pockets! A villager accuses you of being a thief! You dodge a villager's attack. You dodge a villager's attack. a villager knocks your legs out from under you! A villager dodges your attack. You stand up. You yell, 'Retreat! Retreat!' You manage to successfully retreat from this battle. The town square Villagers mill about here like ants, going about their daily work. To the south is a small wooden building, with a sign above the door proclaiming 'Khis' Bag of Tricks.' To the east you can hear the sounds of a smithy's forge. The road continues through town to the north and west. A statue of a hooded man stands in the center of town. It is night. ( 3)A small child skips merrily down the street. [Exits: north east south west southeast ] You scan the surrounding area... North 3 - an elderly villager Southeast 1 - an outfitter South 1 - an ice elemental South 1 - Ax South 1 - a bodyguard South 1 - a bodyguard (down) The hidden passage is closed. In a small village The wide dirt road through the village turns here, leading south and east. To the north is a stone building, the sign above its door bearing the image of a blue serpent coiled around a large mug. To the east appears to be the town square. To the south, the road leads towards a thick forest of bamboo. To the west, a road leads through the fields surrounding the small town. It is night. ( 6)A villager walks past, going about his daily work. [Exits: north east south west southwest ] A path through the fields The path stretches lazily from the town to the east, through farmland to the west. All around you peasants are working in the fields to produce crops. It is night. [Exits: north east west ] You scan the surrounding area... You scan the surrounding area... Pumpkinhead -> Surrounded by clouds No-one by that name found. You pray to Schlyne for transportation... ----------------------------------------------------------------- A small meditation room The smell of burning incense fills your nostrils as you enter the small room. A richly embroidered rug covers the floor, and elegant tapestries cover the walls. It is very peaceful and quiet here. ( 1)A handcrafted torc made from silvery-gray metal sits on the ground here. ( 6)A monstrous axe sits in a pool of blood and gore. ( 6)An old man prays for the continued well-being of the village. ( 3)A board for leaving messages hangs on the wall. [Exits: south ] Waypoints you can get to from here: ------------------------------------------------------------ 3 - The Unholy Temple of Dentin 4 - The Heart of Darkness -> 10 - A small meditation room 11 - Atop a small knoll 12 - Overlooking a small lake high in the Ash mountains 14 - A small campfire in the woods. 18 - A vine covered temple 19 - City of Airam, Town Square 24 - Before a massive oak tree. 99 - Central Bulletin Board Hall Waypoints that are almost out of range: ------------------------------------------------------------ 1 (bridge 11) Before five ancient statues 9 (bridge 3) Glade of spirits 17 (bridge 3) Inside a small deserted chapel Waypoints that are out of range: ------------------------------------------------------------ 2 (bridge 3) A shrine to Dentin 5 (bridge 17) The Center of Vandar 6 (no bridge) The Temple of Stillness in Gad's Landing 7 (bridge 12) The Temple of Zin 8 (bridge 11) On the steps of Aomizu Temple 13 (bridge 3) A church of Shift 15 (no bridge) Inside a long log building. 16 (bridge 11) The Blessed Garden of the Amagawa Spirits 20 (bridge 3) The Wellinghall Waypoint 21 (bridge 24) The city square of Elborat 22 (bridge 24) The temple of the Summer Sun 23 (no bridge) The Dragon Tooth Waypoint 25 (bridge 14) A large blackened waypoint 26 (bridge 17) A tall room in the fortress of Koralia's Heart 27 (bridge 3) A stone tower 28 (bridge 12) The Marikest Temple Waypoint 29 (no bridge) The Seaside village square 30 (no bridge) Central square of Dorna To use a waypoint, give its number, for example 'waypoint 2'. The other waypoint is too far away, and you are unable to link up with it. Better try again. (You may be able to use waypoint 3 to more easily bridge the distance.) You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Unholy Temple of Dentin The Temple of Dentin looks much less pleasant in the dark, without the cheery light of the sun to brighten the place. The interior is lit with torches lining the walls and columns, some lit, and some not. They burn with a dim reddish light, not the bright yellow you would normally expect. The tall stone columns are dark and foreboding, while the wide staircases at either end of the room lead up and down into darkness. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the nighttime lights and fires of the city of Ralnoth. Small dark doorways lead into antechambers to the east and west. ( 6)A wood woad stands here on its three spindly legs. ( 6)A vampire stands here, cloaked in shadow. A vampire is surrounded with a dark black aura. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Inside a small deserted chapel This chapel has been long since deserted, probably since the days after Thalos fell. It remains in good shape, with the recall site intact. It appears that travellers from the southern road use it as a stopover point, and as such it is fairly well taken care of. [Exits: south ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Center of Vandar A large fountain stands in the middle of the city. Water spews from the mouth of a beautiful woman who makes up the midsection of the fountain. A few gold coins can be seen at the bottom of it. A few stone benches have been placed here and there to provide seating for those wishing to rest. It is night. ( 9)A large fountain sits in the middle of the area. [Exits: east west ] No-one by that name found. You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A tall room in the fortress of Koralia's Heart This room reaches pretty much all the way to the top of the fortress. The only thing impeding a view of the roof is a balcony which only covers part of the room. There is a hallway leading toward the outside of the fortress to the north, and what looks like two offices to the east and west. In the middle of the floor is what looks to be magical runes, carved into the packed sand. Although they look odd, it is almost certain that these are runes to construct a waypoint here. It is almost sure that the mages must use this room to travel to distant lands. It is nearly as sure that The Council would not like an outsider using it unless they had done them a great service. [Exits: north east west ] Pumpkinhead -> A corner in the eastern hallway Direction -> NE You scan the surrounding area... North 2 - The Guardian of the Heart North 3 - A black and brown dog North 5 - a gateguard East 1 - The mage Mendra West 1 - The mage Tabitha Your shield of faith dissipates, and you no longer feel as protected by your god. You fail to cast the spell. [event] The pumpkin cannon operator: Whitegoblin shot a pumpkin a distance of 711 feet southwest of the city of Zin! A hallway inside the Fortress This hallway is quite plain, the only decoration being a carving of the arrow trailing flame on the floor. There are two wooden doors to the east and west, and to the south can be seen a moderately large chamber from which flows the pulse of magic. [Exits: north east south west ] You use your faith in Schlyne as a shield to protect you. You scan the surrounding area... North 1 - The Guardian of the Heart North 2 - A black and brown dog North 4 - a gateguard East 1 - Robert the secretary West 1 - The mage Briget A courtyard inside the fortress This courtyard is floored in the standard way of this city, having packed sand as its only paving. There is a decoration built into the ground. The decoration is a large mosaic of the city's symbol, an arrow trailing flame. The arrow symbol is almost as large as the courtyard itself, measuring nearly thirty feet across. While the mosaic seems to be made of colored glass, it does not seem possible to break it, as people entering and leaving the courtyard must walk across it many times. There is a hall leading east and west, and a central entrance to the south. ( 6)A woman clad in ceremonial robes stands here, gesturing you into the fortress proper. (10)A basin of clear water bubbles up from the ground below. [Exits: north east south west ] You scan the surrounding area... North 1 - A black and brown dog North 3 - a gateguard The Guardian of the Heart waves her arms in a gesture of greeting, welcoming you to The Fortress of the Heart. Just inside the gate Walking past the inner gate to Koralia's Heart brings you to a street paved in what appears to be sand packed into something resembling stone. The buildings also seem to be built into sand dunes, although on second look, the buildings actually appear to be built entirely of sand dunes with no stone support or anything resembling solid objects to hold them up. The street and shops along it seem to get a fair amount of traffic both day and night, as lanterns are placed at precise intervals along the road to light every corner. To the south there seems to be a large complex of buildings built into taller sand dunes than any other building you can see. It is night. ( 3)A black and brown dog wanders around looking for food. [Exits: north east south west ] You scan the surrounding area... North 2 - a gateguard East 2 - A cityguard of Koralia's Heart East 2 - A cityguard of Koralia's Heart East 3 - John the baker South 1 - The Guardian of the Heart West 1 - A drunk man West 1 - A cityguard of Koralia's Heart West 2 - A cityguard of Koralia's Heart West 2 - A cityguard of Koralia's Heart West 3 - The alchemist Clarine (north) The shiny metal gate is open. Walking under an arch in the wall Walking past the first of what you can now see are two gates, you find yourself under an archway just wide enough for two wagons to pass by abreast. As odd as it was to see a wall made of sand when nearing the city, it is even more odd to see loosely packed sand arching above your head, seemingly with no support at all. The road under your feet is made of solidly packed sand, making the walking easier than in the desert proper. To the north and south are identical gates made of a shiny metal. To the south you can see a bustling street made of what can only be described as sand packed so closely together that it almost looks like stone. It is night. [Exits: north south ] You scan the surrounding area... North 1 - a gateguard South 1 - A black and brown dog South 2 - The Guardian of the Heart (north) The shiny metal gate is open. (south) The shiny metal gate is open. Just inside the gate Walking past the inner gate to Koralia's Heart brings you to a street paved in what appears to be sand packed into something resembling stone. The buildings also seem to be built into sand dunes, although on second look, the buildings actually appear to be built entirely of sand dunes with no stone support or anything resembling solid objects to hold them up. The street and shops along it seem to get a fair amount of traffic both day and night, as lanterns are placed at precise intervals along the road to light every corner. To the south there seems to be a large complex of buildings built into taller sand dunes than any other building you can see. It is night. ( 3)A black and brown dog wanders around looking for food. [Exits: north east south west ] Walking along a sand-paved street Going farther into the city to the east reveals a bank to the north, and the wall of the oddly large compound to the south. The street continues to the east and west, where the entrance to the city can be seen. Wagons enter and leave the city at a quick pace, and the smell of food wafts in from the east. A lantern hangs from the wall on the south side of this street, lighting the immediate area. It is night. [Exits: north east west ] You scan the surrounding area... North 1 - Paula the bank teller East 1 - A shopper East 1 - A cityguard of Koralia's Heart East 1 - A cityguard of Koralia's Heart East 2 - John the baker West 1 - A black and brown dog West 2 - A drunk man West 2 - A cityguard of Koralia's Heart West 3 - A cityguard of Koralia's Heart West 3 - A cityguard of Koralia's Heart West 4 - The alchemist Clarine The northeast corner of Koralia's Heart The northeast corner of Koralia's Heart seems to be a hub for all the visitors and most likely many commoners to get their meals. There are two restaurants and one bar in view here, making quite the pleasant smell in the air. To the north is an imported seafood restaurant, and to the east seems to be a sandwich shop and bakery. To the northeast, its entrance crowded between the two restaurants, is a noisy bar. The street is still hard packed sand, but there are a few spots where sand is forming into a pile, suggesting that whatever force packs the streets so hard is either failing or being neglected. It is night. ( 6)A shopper wanders around checking out the local wares. ( 6)A guard of Koralia's Heart vigilantly patrols the streets. ( 6)A guard of Koralia's Heart vigilantly patrols the streets. [Exits: north east south west northeast ] You scan the surrounding area... North 1 - Chef Ivan Northeast 1 - The bouncer Northeast 1 - Bert the barman East 1 - John the baker South 2 - A mage guardian South 4 - A street vendor West 2 - A black and brown dog West 3 - A drunk man West 3 - A cityguard of Koralia's Heart West 4 - A cityguard of Koralia's Heart West 4 - A cityguard of Koralia's Heart West 5 - The alchemist Clarine The Crusty Roll The Crusty Roll is a small but well stocked sandwich shop and bakery. You smell many different kinds of meats, baking bread, and many different kinds of pastries and sweet treats. From behind the display case you can also see cookies, cakes, and more kinds of pies than you knew existed. The floor has a smooth shine to it, probably from many many feet walking through this shop. ( 6)John the jolly baker steps forward to welcome you to The Crusty Roll. [Exits: west ] The northeast corner of Koralia's Heart The northeast corner of Koralia's Heart seems to be a hub for all the visitors and most likely many commoners to get their meals. There are two restaurants and one bar in view here, making quite the pleasant smell in the air. To the north is an imported seafood restaurant, and to the east seems to be a sandwich shop and bakery. To the northeast, its entrance crowded between the two restaurants, is a noisy bar. The street is still hard packed sand, but there are a few spots where sand is forming into a pile, suggesting that whatever force packs the streets so hard is either failing or being neglected. It is night. ( 6)A shopper wanders around checking out the local wares. ( 6)A guard of Koralia's Heart vigilantly patrols the streets. ( 6)A guard of Koralia's Heart vigilantly patrols the streets. [Exits: north east south west northeast ] Pumpkinhead -> A corner in the eastern hallway Direction -> SW Walking along a sand-paved street Going farther into the city to the east reveals a bank to the north, and the wall of the oddly large compound to the south. The street continues to the east and west, where the entrance to the city can be seen. Wagons enter and leave the city at a quick pace, and the smell of food wafts in from the east. A lantern hangs from the wall on the south side of this street, lighting the immediate area. It is night. [Exits: north east west ] Just inside the gate Walking past the inner gate to Koralia's Heart brings you to a street paved in what appears to be sand packed into something resembling stone. The buildings also seem to be built into sand dunes, although on second look, the buildings actually appear to be built entirely of sand dunes with no stone support or anything resembling solid objects to hold them up. The street and shops along it seem to get a fair amount of traffic both day and night, as lanterns are placed at precise intervals along the road to light every corner. To the south there seems to be a large complex of buildings built into taller sand dunes than any other building you can see. It is night. ( 3)A black and brown dog wanders around looking for food. [Exits: north east south west ] A courtyard inside the fortress This courtyard is floored in the standard way of this city, having packed sand as its only paving. There is a decoration built into the ground. The decoration is a large mosaic of the city's symbol, an arrow trailing flame. The arrow symbol is almost as large as the courtyard itself, measuring nearly thirty feet across. While the mosaic seems to be made of colored glass, it does not seem possible to break it, as people entering and leaving the courtyard must walk across it many times. There is a hall leading east and west, and a central entrance to the south. ( 6)A woman clad in ceremonial robes stands here, gesturing you into the fortress proper. (10)A basin of clear water bubbles up from the ground below. [Exits: north east south west ] The Guardian of the Heart waves her arms in a gesture of greeting, welcoming you to The Fortress of the Heart. The Guardian of the Heart blocks your path, preventing you from passing. Alas, you cannot go that way. A hallway inside the Fortress This hallway is quite plain, the only decoration being a carving of the arrow trailing flame on the floor. There are two wooden doors to the east and west, and to the south can be seen a moderately large chamber from which flows the pulse of magic. [Exits: north east south west ] Alas, you cannot go that way. A tall room in the fortress of Koralia's Heart This room reaches pretty much all the way to the top of the fortress. The only thing impeding a view of the roof is a balcony which only covers part of the room. There is a hallway leading toward the outside of the fortress to the north, and what looks like two offices to the east and west. In the middle of the floor is what looks to be magical runes, carved into the packed sand. Although they look odd, it is almost certain that these are runes to construct a waypoint here. It is almost sure that the mages must use this room to travel to distant lands. It is nearly as sure that The Council would not like an outsider using it unless they had done them a great service. [Exits: north east west ] Alas, you cannot go that way. A large ornately decorated office This room looks to be the largest office in the fortress. It has a blue and white striped floor, along with an enormous desk in the middle of the room. There is a window that seems to look out upon desert most likely north of the city, and another looking at rolling hills somewhere else. The ceiling is carved with yet another replication of a battle with a fire-breathing dragon, and the walls hold pictures of mages doing other heroic deeds. Glowing crystals are mounted all around the room to provide light in even the darkest situations. ( 6)The mage Mendra stands from her desk as you enter. The mage Mendra glows with a bright light! [Exits: west ] A tall room in the fortress of Koralia's Heart This room reaches pretty much all the way to the top of the fortress. The only thing impeding a view of the roof is a balcony which only covers part of the room. There is a hallway leading toward the outside of the fortress to the north, and what looks like two offices to the east and west. In the middle of the floor is what looks to be magical runes, carved into the packed sand. Although they look odd, it is almost certain that these are runes to construct a waypoint here. It is almost sure that the mages must use this room to travel to distant lands. It is nearly as sure that The Council would not like an outsider using it unless they had done them a great service. [Exits: north east west ] A hallway inside the Fortress This hallway is quite plain, the only decoration being a carving of the arrow trailing flame on the floor. There are two wooden doors to the east and west, and to the south can be seen a moderately large chamber from which flows the pulse of magic. [Exits: north east south west ] A courtyard inside the fortress This courtyard is floored in the standard way of this city, having packed sand as its only paving. There is a decoration built into the ground. The decoration is a large mosaic of the city's symbol, an arrow trailing flame. The arrow symbol is almost as large as the courtyard itself, measuring nearly thirty feet across. While the mosaic seems to be made of colored glass, it does not seem possible to break it, as people entering and leaving the courtyard must walk across it many times. There is a hall leading east and west, and a central entrance to the south. ( 6)A woman clad in ceremonial robes stands here, gesturing you into the fortress proper. (10)A basin of clear water bubbles up from the ground below. [Exits: north east south west ] Just inside the gate Walking past the inner gate to Koralia's Heart brings you to a street paved in what appears to be sand packed into something resembling stone. The buildings also seem to be built into sand dunes, although on second look, the buildings actually appear to be built entirely of sand dunes with no stone support or anything resembling solid objects to hold them up. The street and shops along it seem to get a fair amount of traffic both day and night, as lanterns are placed at precise intervals along the road to light every corner. To the south there seems to be a large complex of buildings built into taller sand dunes than any other building you can see. It is night. ( 3)A black and brown dog wanders around looking for food. [Exits: north east south west ] A black and brown dog snaps a piece of food off the ground. Pumpkinhead -> A corner in the eastern hallway Direction -> SE A courtyard inside the fortress This courtyard is floored in the standard way of this city, having packed sand as its only paving. There is a decoration built into the ground. The decoration is a large mosaic of the city's symbol, an arrow trailing flame. The arrow symbol is almost as large as the courtyard itself, measuring nearly thirty feet across. While the mosaic seems to be made of colored glass, it does not seem possible to break it, as people entering and leaving the courtyard must walk across it many times. There is a hall leading east and west, and a central entrance to the south. ( 6)A woman clad in ceremonial robes stands here, gesturing you into the fortress proper. (10)A basin of clear water bubbles up from the ground below. [Exits: north east south west ] A hallway inside the Fortress This hallway is quite plain, the only decoration being a carving of the arrow trailing flame on the floor. There are two wooden doors to the east and west, and to the south can be seen a moderately large chamber from which flows the pulse of magic. [Exits: north east south west ] In the next room you see: Robert the secretary The office of the secretary to the high mage this office is rather small and unremarkable, with a desk and a chair behind it. There is one painting on the wall, that of a woman doing battle with a fire-breathing dragon. There is no chair in front of the desk, so it is obvious that this is not an office meant for holding long conversations. On the desk is a nameplate reading 'Robert, secretary to the high mage.' ( 6)A man sits behind a desk. [Exits: west ] Pumpkinhead -> A corner in the eastern hallway Direction -> U You see the ceiling. It is cool. (about 17C) You can't see the sky from here. A hallway inside the Fortress This hallway is quite plain, the only decoration being a carving of the arrow trailing flame on the floor. There are two wooden doors to the east and west, and to the south can be seen a moderately large chamber from which flows the pulse of magic. [Exits: north east south west ] You see the ceiling. It is cool. (about 17C) You can't see the sky from here. A tall room in the fortress of Koralia's Heart This room reaches pretty much all the way to the top of the fortress. The only thing impeding a view of the roof is a balcony which only covers part of the room. There is a hallway leading toward the outside of the fortress to the north, and what looks like two offices to the east and west. In the middle of the floor is what looks to be magical runes, carved into the packed sand. Although they look odd, it is almost certain that these are runes to construct a waypoint here. It is almost sure that the mages must use this room to travel to distant lands. It is nearly as sure that The Council would not like an outsider using it unless they had done them a great service. [Exits: north east west ] A hallway inside the Fortress This hallway is quite plain, the only decoration being a carving of the arrow trailing flame on the floor. There are two wooden doors to the east and west, and to the south can be seen a moderately large chamber from which flows the pulse of magic. [Exits: north east south west ] A courtyard inside the fortress This courtyard is floored in the standard way of this city, having packed sand as its only paving. There is a decoration built into the ground. The decoration is a large mosaic of the city's symbol, an arrow trailing flame. The arrow symbol is almost as large as the courtyard itself, measuring nearly thirty feet across. While the mosaic seems to be made of colored glass, it does not seem possible to break it, as people entering and leaving the courtyard must walk across it many times. There is a hall leading east and west, and a central entrance to the south. ( 6)A woman clad in ceremonial robes stands here, gesturing you into the fortress proper. (10)A basin of clear water bubbles up from the ground below. [Exits: north east south west ] The Guardian of the Heart waves her arms in a gesture of greeting, welcoming you to The Fortress of the Heart. The Guardian of the Heart blocks your path, preventing you from passing. The Guardian of the Heart blocks your path, preventing you from passing. The Guardian of the Heart blocks your path, preventing you from passing. The Guardian of the Heart blocks your path, preventing you from passing. The Guardian of the Heart blocks your path, preventing you from passing. Overall difficulty: -5 You would feel really bad about killing The Guardian of the Heart, as you are so much higher level. (The Guardian of the Heart is too low level for you to get full experience.) Combat tactics: The Guardian of the Heart would have no defense against your attacks. Your armor would be no defense against The Guardian of the Heart's attacks. You are capable of dishing out more damage than The Guardian of the Heart. You use your knowledge of monster lore: The Guardian of the Heart... Is probably very slightly vulnerable to fire. Might be very slightly vulnerable to cold. Might be very slightly resistant to electricity. Might be very slightly resistant to breath damage. Might be very slightly vulnerable to normal damage. You are Darklord - Every Day is an Adventure ~<Lawful Evil>~ You are level 37 with 2 practices (4355 hours) You are carrying 2/21 items with weight 248/540 pounds. Encumbrance: 9% You have collected 44 normal teeth and 23 dragon teeth. You have 1267/1267 hit, 376/376 mana, 250/579 movement. Str: 32 Int: 25 Wis: 24 Dex: 32 Con: 32 Chr: 16 Your levels are: Ma 27 Cl 22 Th 34 Wa 37 Nc 18 Dr 11 You have 4027152 experience points, and 1665 gold coins. Hitroll: 30 Damroll: 44 Armor: 82 (you are wearing light armor) You have one 'get out of death free' card! You are sneaking. Alignment: -649 (An evil aura radiates from your body.) You are affected by: Spell 'infravision', 40 minutes remaining, level 27 Spell 'faith shield', two hours, 50 minutes remaining Spell 'fly' Spell 'detect invisibility', maintained, level 27 Spell 'armor', maintained, level 23 Spell 'invisibility' You are surrounded by a white aura. The physical reserve deep within you feels replenished. You get The Blade of Death and Disease from the dead realm of Angmar. You get The eye of Ils from the dead realm of Angmar. You stop using a bone-handled ritual blade. Demonic thoughts slip into your mind and then vanish. You hold The eye of Ils for a security blanket. You stealthily move into position... You gain 37864 experience! The Guardian of the Heart looks mildly annoyed as you place The Blade of Death and Disease in her back. The Guardian of the Heart's punch MUTILATES you! The Guardian of the Heart's punch injures you. Your pierce *** MASSACRES *** The Guardian of the Heart! The Guardian of the Heart's kick DISMEMBERS you! You stop using The Blade of Death and Disease. You put The Blade of Death and Disease in the dead realm of Angmar. You stop using The eye of Ils. You put The eye of Ils in the dead realm of Angmar. You wield a bone-handled ritual blade. You put a yellow ioun stone in the dead realm of Angmar. You get a yellow ioun stone from the dead realm of Angmar. You gather yourself for the attack... The Guardian of the Heart tries to trip you, but your fly spell helps you recover. You land on your enemy, putting all your weight behind your swing! The Guardian of the Heart dodges your attack. You gather yourself for the attack... You dodge The Guardian of the Heart's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** The Guardian of the Heart! You gain 11294 experience! The Guardian of the Heart dodges your attack. The Guardian of the Heart tries to trip you, but your fly spell helps you recover. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** The Guardian of the Heart! You gain 13278 experience! You dodge The Guardian of the Heart's attack. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! You miss The Guardian of the Heart. The Guardian of the Heart misses you. A crackling blue-white glow suddenly surrounds The Guardian of the Heart's hands. The Guardian of the Heart misses you. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** The Guardian of the Heart! Your blood freezes as you hear The Guardian of the Heart's death cry! The Guardian of the Heart is DEAD! You receive 26694 experience. (on ground) the corpse of The Guardian of the Heart contains: Nothing. It is already empty. You see nothing left to loot from the corpse of The Guardian of the Heart. You sacrifice blood from the corpse of The Guardian of the Heart, drawing power from it! Schlyne appreciates your sacrifice of the gutted carcass of The Guardian of the Heart. Bottom of the eastern stairwell This stairwell is much less ornate than the courtyard and what you could see inside the fortress proper, having very little carving, and only a few paintings of mages on the walls. The stairs are well polished though, so it is obvious that these stairs are maintained. The top of the stairs looks about the same size as the bottom, although it is much darker at the top than at the bottom. From above nothing can be heard but silence, and to the west lies the bustle of the fortress itself. [Exits: west up ] At the top of the eastern stairwell The top of this stairwell is much less decorative than even the bottom, which is saying quite a bit. There is not a single painting or carving to be seen on this level, and the floor is no longer so polished as below. It is obvious that this level is only for the mages and their staff, so the decoration is being saved for the bottom level, where visitors are welcome. The stairs lead down, and a hallway winds its way southward. [Exits: south down ] A corner in the eastern hallway This hallway is quite plain, having no paintings or carving whatsoever. Although the hallway is plain, it is obviously well cared for, as you can find no dust at all. There is what looks to be a balcony of sorts overlooking the courtyard to the west, and a small stairwell to the north. ( 6)A pumpkinheaded creature is here searching for revenge. [Exits: north west ] You parry Pumpkinhead's attack. You parry Pumpkinhead's attack. Your slash *** DEVASTATES *** Pumpkinhead! Pumpkinhead's acidic claw maims you! You miss Pumpkinhead. Pumpkinhead misses you. You feel a surge of energy from a yellow ioun stone! You feel less tired. Your slash *** OBLITERATES *** Pumpkinhead! Pumpkinhead misses you. You suddenly feel less tired and more refreshed! You gain 51764 experience! Your slash *** MASSACRES *** Pumpkinhead! Pumpkinhead unleashes an unsettling laugh. Pumpkinhead misses you. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** ANNIHILATES *** Pumpkinhead! You dodge Pumpkinhead's attack. You parry Pumpkinhead's attack. You parry Pumpkinhead's attack. Your slash *** OBLITERATES *** Pumpkinhead! Pumpkinhead's corroding claw decimates you! Your slash *** DEMOLISHES *** Pumpkinhead! Pumpkinhead misses you. Pumpkinhead's acidic claw injures you. Your slash *** DEVASTATES *** Pumpkinhead! You parry Pumpkinhead's attack. Your slash MASSACRES Pumpkinhead! Pumpkinhead is mortally wounded, and will die soon if not aided. Your slash *** DEVASTATES *** Pumpkinhead! Pumpkinhead is suddenly consumed by a ball of green flames and then vanishes! Pumpkinhead is dead! Thanks for saving the world by taking out that pumpkinheaded creature! You gain 365000 experience! You are too high level, but still receive 12651 experience. You haven't had a recent victory worth shouting about. You do not see that here. A corner in the eastern hallway This hallway is quite plain, having no paintings or carving whatsoever. Although the hallway is plain, it is obviously well cared for, as you can find no dust at all. There is what looks to be a balcony of sorts overlooking the courtyard to the west, and a small stairwell to the north. ( 0)What looks to be a flaming tattoo lies here. [Exits: north west ] (note - item is on the ground) Item: 'Flaming pumpkin tat tattoo' Weight: 3 Size: 0'10" Level: 10 (very common) Type: ARMOR Composition: WOOD Defense: 1 ac-apply Weapon damage: 4 to 16 fast fire whip, 12 strength to use. Object is: GLOW Wear locations are: ARMS LEGS Estimated cost: 63 Compared to your current equipment: A flaming pumpkin tattoo looks a lot worse than bracers of the hunter. Schlyne appreciates your sacrifice of a flaming pumpkin tattoo. No-one by that name found. Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. You pray to Schlyne for transportation... ----------------------------------------------------------------- A tall room in the fortress of Koralia's Heart This room reaches pretty much all the way to the top of the fortress. The only thing impeding a view of the roof is a balcony which only covers part of the room. There is a hallway leading toward the outside of the fortress to the north, and what looks like two offices to the east and west. In the middle of the floor is what looks to be magical runes, carved into the packed sand. Although they look odd, it is almost certain that these are runes to construct a waypoint here. It is almost sure that the mages must use this room to travel to distant lands. It is nearly as sure that The Council would not like an outsider using it unless they had done them a great service. [Exits: north east west ] The distance is too great for this waypoint to bridge the gap. (You can use waypoint 13 to bridge the distance.) You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A church of Shift You are in a local religious meetinghouse. The walls are constructed of adobe, and the inner pylons and supportwork are of wood. The ceiling is flat and also made of adobe, which would make it quite heavy and explain why so much structural support is needed for such a small building. There is a small, rectangular stained-glass window set into the south and east walls at eye height, which are darkened from the blackness of night. Light is provided by two torches set into either side of the pulpit near the east side of the building. ( 5)A man of the cloth preaches the word of Shift. a priest of Shift glows with a bright light! [Exits: west ] The red in your vision disappears. The other waypoint is too far away, and you are unable to link up with it. Better try again. (You may be able to use waypoint 9 to more easily bridge the distance.) You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Glade of spirits The path to the south ends abruptly at the edge of this small glade. The ground beneath you is not covered with grass like the belts beside the path to the east and west, and it is not like the hard packed dirt of the pathway itself. Instead it is of a raw rich earth, freshly stirred and containing some sort of small crystals that reflect the light from a myriad of angles. In the center of this strange glade a large tree rises up above everything else in the garden. It is night. (35)The Soul Tree shifts in the wind of the dead. [Exits: east south west ] [Doors: up ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Temple of Zin This is the vaunted and famous temple of Zin, a religious structure dedicated to the gods primarily worshipped in the Naginag Combine. The major highways of the confederation cross here, and the temple serves as a waypoint for all travelers in this part of the world. Its walls and columns are constructed of quarried limestone, and the floor and ceiling are made of lacquered darkwood. An open-aired chamber--each focused on a different aspect of the pantheon--lies in each cardinal direction. There is a spiral staircase leading to the temple's second floor. ( 6)A black-robed priestess minds the temple grounds. (45)A flickering blue glow emanates from the base of the temple spire. [Exits: north east south west northeast southeast southwest northwest up ] No-one by that name found. The altar of creation In front of the ivory-plated wall there is a statue of a man made of the same material. The statue depicts the master god and god of creation in the shape of a thin and gaunt man dressed in mages' garb. A tiny wyvern lies at his feet, its tail stuck to the ground by a fork. ( 5)A lovely tree nymph skips down the street, giggling and clapping. [Exits: north east west ] A minor shrine You are under an overhanging of the second floor of the temple. A couple of limestone columns hold up the temple ceiling. A small statue of glass has been set up by another column, with various religious artifacts laid out before it. It is probably another shrine. Other shrines to various gods lie to the north and east. It is night. ( 5)A ruddy woman with dark hair preaches the word of Draak. an Aztec missionary glows with a bright light! [Exits: north east northeast southeast southwest ] Between the gate and temple This is a cramped town quarter between the southwest gate and the large temple to the northeast. Most buildings are made of slabs of limestone with linings of wood and roofs of tin. Through the matted down sand that forms the street bits of cobbled stone are exposed. A dirt road leading out of the city can be seen through the gate to the southwest. It is night. ( 5)A green murlock serves as a sentry at this post. ( 5)A green murlock serves as a sentry at this post. ( 5)A torch keeps the immediate area lit up. [Exits: north east northeast southwest ] You have left the town of Zin. Before a walled town The highway leads you before a good-sized town. The gate to the city is not too far off in a northeastern direction. The ground here is trampled down pretty hard, but a few weeds can be seen here and there in the sand. A less-used, narrower path leads west. It is night. ( 6)The pumpkin cannon operator stands here, ready to load and fire the cannon. (20)A large pumpkin-shooting contraption smokes and wheezes here. (11)A large wooden crate full of oddly shaped pumpkins sits here. [Exits: west northeast southwest ] You say, 'start' The pumpkin cannon operator says, 'Darklord, the cannon is steam powered, and the steam pressure builds up slowly' The pumpkin cannon operator says, 'when the pressure reaches its peak, a safety valve automatically releases all the steam and releases all the pressure' The pumpkin cannon operator says, 'to get the maximum distance, you should have me fire the cannon at maximum pressure, just before the safety valve blows' The pumpkin cannon operator says, 'I will pull the trigger to fire the pumpkin when you say the word, 'fire'' The pumpkin cannon operator says, 'the cannon will cycle five times, so don't wait too long!' The pumpkin cannon operator says, 'when you understand and are ready, say 'ready', and I'll load the cannon' You say, 'read' [event] The pumpkin cannon operator: Whitegoblin shot a pumpkin a distance of 561 feet west of the city of Daigaku-Tatami! You say, 'ready' The pumpkin cannon operator says, 'ok, let me load up the cannon and start the system' The cannon operator loads a big orange pumpkin into the cannon. The cannon operator opens the vent on the boiler and stokes the fire. The pumpkin cannon operator says, 'the steam pressure should start to build now, say 'fire' when you want me to shoot the cannon!' The pumpkin cannon operator says, 'this is try number 1...' The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The white aura around your body fades. The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... With a loud bang and hiss, the safety valve pops and vents the steam in a huge plume straight up! The plume slowly lessens, then with a pop the safety valve closes again. Warm mist and drops of water fall on you. The pumpkin cannon operator says, 'ok, it's reset, the pressure should start building up again' The pumpkin cannon operator says, 'the steam pressure should start to build now, say 'fire' when you want me to shoot the cannon!' The pumpkin cannon operator says, 'this is try number 2...' The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... You slowly float back to the ground as your fly spell wears off. The physical reserve deep within you feels replenished. The steam pressure in the boiler begins to rise... You say, 'fire' There is an earth shattering -=BOOM=- as the cannon fires! The pumpkin soars through the air... After long moments in the air, the barely visible pumpkin finally hits the ground far downfield! [event] The pumpkin cannon operator: Darklord shot a pumpkin a distance of 783 feet southwest of the city of Zin! The pumpkin cannon operator says, 'I love my job!' The pumpkin cannon operator says, 'the record distance is 800 feet, held by Peeon' The pumpkin cannon operator says, 'maybe next time you'll break the record' The pumpkin cannon operator says, 'Would anyone else like to try the pumpkin cannon? To begin, say 'start'' [event] The pumpkin cannon operator: Whitegoblin shot a pumpkin a distance of 494 feet east of the city of Ralnoth! The pumpkin cannon operator says, 'Would you like to try the pumpkin cannon? To begin, say 'start'' You say, 'start' You say, 'start' The pumpkin cannon operator says, 'I'm sorry Darklord, let another player go first before you try again.' The pumpkin cannon operator says, 'Would anyone else like to try the pumpkin cannon? To begin, say 'start'' Before a walled town The highway leads you before a good-sized town. The gate to the city is not too far off in a northeastern direction. The ground here is trampled down pretty hard, but a few weeds can be seen here and there in the sand. A less-used, narrower path leads west. It is night. ( 6)The pumpkin cannon operator stands here, ready to load and fire the cannon. (20)A large pumpkin-shooting contraption smokes and wheezes here. (11)A large wooden crate full of oddly shaped pumpkins sits here. [Exits: west northeast southwest ] You sigh. No-one by that name found. You have entered the city of Zin. Between the gate and temple This is a cramped town quarter between the southwest gate and the large temple to the northeast. Most buildings are made of slabs of limestone with linings of wood and roofs of tin. Through the matted down sand that forms the street bits of cobbled stone are exposed. A dirt road leading out of the city can be seen through the gate to the southwest. It is night. ( 5)A green murlock serves as a sentry at this post. ( 5)A green murlock serves as a sentry at this post. ( 5)A torch keeps the immediate area lit up. [Exits: north east northeast southwest ] A minor shrine You are under an overhanging of the second floor of the temple. A couple of limestone columns hold up the temple ceiling. A small statue of glass has been set up by another column, with various religious artifacts laid out before it. It is probably another shrine. Other shrines to various gods lie to the north and east. It is night. ( 5)A ruddy woman with dark hair preaches the word of Draak. an Aztec missionary glows with a bright light! [Exits: north east northeast southeast southwest ] The Temple of Zin This is the vaunted and famous temple of Zin, a religious structure dedicated to the gods primarily worshipped in the Naginag Combine. The major highways of the confederation cross here, and the temple serves as a waypoint for all travelers in this part of the world. Its walls and columns are constructed of quarried limestone, and the floor and ceiling are made of lacquered darkwood. An open-aired chamber--each focused on a different aspect of the pantheon--lies in each cardinal direction. There is a spiral staircase leading to the temple's second floor. ( 6)A black-robed priestess minds the temple grounds. (45)A flickering blue glow emanates from the base of the temple spire. [Exits: north east south west northeast southeast southwest northwest up ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] You enter beyond the grave. The Unholy Temple of Dentin The Temple of Dentin looks much less pleasant in the dark, without the cheery light of the sun to brighten the place. The interior is lit with torches lining the walls and columns, some lit, and some not. They burn with a dim reddish light, not the bright yellow you would normally expect. The tall stone columns are dark and foreboding, while the wide staircases at either end of the room lead up and down into darkness. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the nighttime lights and fires of the city of Ralnoth. Small dark doorways lead into antechambers to the east and west. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] The Dark Temple Square This is a small area that is constantly in the shadow of the great temple. The large magical fountain that is here provides most of the water for the entire town, and the mages of the temple control the townspeople by controlling the water from the fountain. It is night. ( 6)A large black fountain is gushing forth water here. [Exits: north east south west ] Center Street The street below you is quite worn out due to constant use. Many travelers, visitors and residents of Ralnoth pass through this busy street every day. A large boar's head hangs from the door frame of the building to the east. The sound of raucous laughter can be heard through the open door. It must be a tavern of some sort. It is night. ( 6)A drooling, singing drunk wails about his love lost in Moria. ( 0)A gallon bottle of fortified wine has been carelessly thrown in the streets. [Exits: north east south ] Center Street The street is quite worn, with muddy patches interspersed with the cobblestones. This is a very busy district in the city. To the north a large inn sits by the side of the road. Far to the north stands the temple of Dentin. It is night. ( 6)A rather tall and slender boy in a ratty white lab coat runs past you yelling, 'Eureka!' ( 6)A drooling, singing drunk wails about his love lost in Moria. [Exits: north south west ] Ralnoth Square You have arrived at the famous Ralnoth Square. All travelers through these parts have stopped here at one time or another. A few of them even left their initials carved into the street itself. The dark temple square is to your north, while the commoner's square is south. Main street leads both east and west from here. Enjoy your stay in Ralnoth. It is night. ( 6)A wavering void awaits your conversion to Squeak. (35)A huge portal to another city hovers between colossal stone towers. [Exits: north east south west ] Main Street This is a busy, wide cobblestone street that forms the main street of Ralnoth. Both sides of the street are lined with buildings and shops. To the north is a general store, and to the south a jewelry shop. Ralnoth Square, the center of Ralnoth, is to the west. It is night. [Exits: north east south west ] Main Street The road runs toward the eastern gate of Ralnoth, and west toward the center of town. To both the north and the south, the poster and advertising covered walls of tall buildings block the way, with windows visible higher up for tenants. While having a window at the lower level would be an open invitation for theft, second and higher floor windows would limit thefts to the kind of well planned jobs that would find a way in regardless of height. It is night. [Exits: east south west ] Main Street You are walking on a large, cobblestone street that forms the main roadway of the city of Ralnoth. The street is lined with various shops and buildings. To the north you can hear the clang of a weaponsmith busy at work. To the south is the warriors' guild. East of here, is the eastern gate of Ralnoth. It is night. [Exits: north east south west ] Main Street in Ralnoth This wide, cobblestone street forms the main roadway in the city of Ralnoth. The street is lined with various shops and buildings. On the north side of the street is an apothecary shop which serves as the entrance to the Druids' Guild Hall. To the south is the wall of the Warriors' Guildhall. Off to the east is the eastern gate of Ralnoth. It is night. [Exits: north east west ] Main Street This wide, cobblestone street forms the main roadway in the city of Ralnoth. The street is lined with various shops and buildings. To the north a sign proclaims the shop to be a 'Clinic'. To the east is Wall Road and the eastern gate of Ralnoth. It is night. ( 6)A proud knight walks by with his nose stuck high in the air. [Exits: north east west ] Inside the East Gate This is an archway in the stone wall that surrounds the city of Ralnoth. There is a heavy wooden gate that can be closed and locked in times of danger. To the west is the main street of Ralnoth, and to the east you will find yourself outside of Ralnoth's protective walls. It is night. ( 6)The city janitor walks about here, picking up trash. ( 6)An alert cityguard stands watch here. ( 6)An alert cityguard stands watch here. [Exits: north east south west ] You are now leaving the city of Ralnoth. Passing through the Ralnoth City East Gate You stand inside the eastern gate, in a tall tunnel through the city wall itself. Heavy gates are in both directions, able to be actuated from above or below if needed. One of the primary defenses of Ralnoth is its tall city wall, assembled over many years by the prodigious efforts of the local mages and other guilds. This passageway is one of four into the city proper. It is night. [Exits: east west ] Outside the East Gate You are standing right outside the east gate of the great city of Ralnoth. To the west is a stone archway and the heavy wooden gate that protects the city from the dangers of the outside world. To the east is a road that beckons you towards great adventures. To the south is vantage point overlooking a wide gully. It is night. ( 6)A wood woad stands here on its three spindly legs. ( 6)A vampire stands here, cloaked in shadow. A vampire is surrounded with a dark black aura. ( 6)An alert cityguard stands watch here. ( 6)An alert cityguard stands watch here. ( 6)The pumpkin cannon operator stands here, ready to load and fire the cannon. (20)A large pumpkin-shooting contraption smokes and wheezes here. (11)A large wooden crate full of oddly shaped pumpkins sits here. [Exits: north east south west ] The pumpkin cannon operator says, 'ok, let me load up the cannon and start the system' The cannon operator loads a big orange pumpkin into the cannon. The cannon operator opens the vent on the boiler and stokes the fire. The pumpkin cannon operator says, 'the steam pressure should start to build now, say 'fire' when you want me to shoot the cannon!' The pumpkin cannon operator says, 'this is try number 1...' The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... (auction) Starting bid on 'a volatile demonic potion' at 500 gold. The steam pressure in the boiler begins to rise... There is an earth shattering -=BOOM=- as the cannon fires! The pumpkin soars through the air... After long moments in the air, the barely visible pumpkin finally hits the ground far downfield! [event] The pumpkin cannon operator: Megawolf shot a pumpkin a distance of 607 feet east of the city of Ralnoth! The pumpkin cannon operator says, 'I love my job!' (auction) Now accepting bids for 'a volatile demonic potion', minimum bid is 500 gold coins. The pumpkin cannon operator says, 'the record distance is 852 feet, held by Kehlani' The pumpkin cannon operator says, 'maybe next time you'll break the record' The pumpkin cannon operator says, 'Would anyone else like to try the pumpkin cannon? To begin, say 'start'' You say, 'start' The pumpkin cannon operator says, 'Darklord, the cannon is steam powered, and the steam pressure builds up slowly' The pumpkin cannon operator says, 'when the pressure reaches its peak, a safety valve automatically releases all the steam and releases all the pressure' (auction) Now accepting bids for 'a volatile demonic potion', minimum bid is 500 gold coins. The pumpkin cannon operator says, 'to get the maximum distance, you should have me fire the cannon at maximum pressure, just before the safety valve blows' The pumpkin cannon operator says, 'I will pull the trigger to fire the pumpkin when you say the word, 'fire'' The pumpkin cannon operator says, 'the cannon will cycle five times, so don't wait too long!' The pumpkin cannon operator says, 'when you understand and are ready, say 'ready', and I'll load the cannon' (auction) First call for 'a volatile demonic potion', at 500 gold coins. You say, 'ready' The pumpkin cannon operator says, 'ok, let me load up the cannon and start the system' The cannon operator loads a big orange pumpkin into the cannon. The cannon operator opens the vent on the boiler and stokes the fire. The pumpkin cannon operator says, 'the steam pressure should start to build now, say 'fire' when you want me to shoot the cannon!' The pumpkin cannon operator says, 'this is try number 1...' (auction) Second call for 'a volatile demonic potion', at 500 gold coins. The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... (auction) Last call for 'a volatile demonic potion', at 500 gold coins. (auction) Auction failed, item returned to seller. The steam pressure in the boiler begins to rise... You say, 'fire' There is an earth shattering -=BOOM=- as the cannon fires! The pumpkin soars through the air... After long moments in the air, the barely visible pumpkin finally hits the ground far downfield! [event] The pumpkin cannon operator: Darklord shot a pumpkin a distance of 696 feet east of the city of Ralnoth! The pumpkin cannon operator says, 'I love my job!' The pumpkin cannon operator says, 'the record distance is 852 feet, held by Kehlani' The pumpkin cannon operator says, 'maybe next time you'll break the record' The pumpkin cannon operator says, 'Would anyone else like to try the pumpkin cannon? To begin, say 'start'' The pumpkin cannon operator says, 'Would you like to try the pumpkin cannon? To begin, say 'start'' No-one by that name found. The eastern road. The main road continues east into the forest, where it soon disappears into the trees and the vegetation. Far to the east you see a large hill, and at the edge of your vision a strange, dark mountain range looms. It is night. ( 0)A handful of various local fruits have been gathered up into a pile. ( 0)A bunch of nuts and seeds have been gathered up in a small woven basket. [Exits: east west ] No-one by that name found. You pray to Schlyne for transportation... ----------------------------------------------------------------- The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. The distance is too great for this waypoint to bridge the gap. (You can use waypoint 12 to bridge the distance.) You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- Overlooking a small lake high in the Ash mountains Looking from below, this appeared to be two separate hills. From the low point between them, you suddenly notice that what looked to be two hills is really just two protrusions on a much larger hill. Between the two hills and their father, a small pond has formed. The vegetation and mossy black ground is gone here, and stark black rock makes up most of what you see. The lake is held in by a ring of this rock, and is crystal clear. You can see to its shallow bottom, and notice that there is nothing alive in it. The water is too cold. At the far side of the lake can be seen a very small stream trickling water down from above, as the snowy peaks far away give up some of their content. Looking northward, you see a valley winding low through the high mountains, and at the bottom of it can be seen a river snaking through the lowest parts. Far to the north east the river disappears behind hills and peaks. The mountains also get much higher to the northeast, becoming almost a solid mass of white snow. It is night. ( 2)A small camp fire is slowly burning away to ash here. [Exits: north south ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A small meditation room The smell of burning incense fills your nostrils as you enter the small room. A richly embroidered rug covers the floor, and elegant tapestries cover the walls. It is very peaceful and quiet here. ( 1)A handcrafted torc made from silvery-gray metal sits on the ground here. ( 6)A monstrous axe sits in a pool of blood and gore. ( 6)An old man prays for the continued well-being of the village. ( 3)A board for leaving messages hangs on the wall. [Exits: south ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- City of Airam, Town Square This is the center of the city of Airam, to the north the massive bank of Airam has it's doors open and people constantly enter in and out. Looking east you can see people constantly traveling up and down the street either from the direction of the main gates or the palace. From the south a stream of people enter and exit a medium sized grey building. Most of the people leaving the square appear to be heading west towards the market part of the city and temples. It is night. ( 6)A city watchman patrols the streets. ( 5)A lantern hangs from a post with a sign below it. [Exits: north east south west ] Intersection of Black Diamond Boulevard and Fire Opal Lane This is another one of the major intersections in the city of Airam. To the east can be found the residential district while off to the west are the temples and market district. Peering north the large palace is easily visible while to the south the massive gates guarding the entrance to this city can be found. It is night. ( 6)An Airam guard stands here scanning the street. ( 5)A lantern hangs from a post lighting up the area. [Exits: north east south west ] Black Diamond Boulevard Walking upon a wide cobblestone street, the streets are well maintained and clean. Small trees and bushes that have been carefully tended to can also be seen throughout this city. Along both sides of this street, shops and other buildings are decorated with brightly colored flower beds. The smell from the flowers along this street make it smell sweet and welcoming. It is night. ( 5)A lantern hangs from a post lighting up the area. [Exits: north east south west ] Black Diamond Boulevard Walking upon a wide cobblestone street, the streets are well maintained and clean. Small trees and bushes that have been carefully tended to can also be seen throughout this city. Along both sides of this street, shops and other buildings are decorated with brightly colored flower beds. The smell from the flowers along this street make it smell sweet and welcoming. It is night. ( 6)A city watchman patrols the streets. ( 5)A lantern hangs from a post lighting up the area. [Exits: north east south west ] Black Diamond Boulevard Walking upon a wide cobblestone street, the streets are well maintained and clean. Small trees and bushes that have been carefully tended to can also be seen throughout this city. Along both sides of this street, shops and other buildings are decorated with brightly colored flower beds. The smell from the flowers along this street make it smell sweet and welcoming. It is night. ( 5)A woman goes about her shopping. ( 6)A street sweeper is here making the world a cleaner place. ( 5)A lantern hangs from a post lighting up the area. [Exits: north east south west ] Intersection of Black Diamond Boulevard and Star Sapphire Way This is one of the larger intersections within the city and people are constantly passing through either on their way into the city or heading south out of the city. Many other people head west towards the part of town containing the smiths and other more nefarious shops. Looking east you can make out the beginning of a row of modest brick homes leading into the residential district. It is night. ( 6)A battlemage patrols the streets for any trouble. ( 6)A member of the fire brigade stands here scanning the area for any smoke. ( 6)Big John walks about looking for things in need of repair. ( 5)A lantern hangs from a post lighting up the area. [Exits: north east south west ] Entering the City of Airam Before the open gates, the poor mismatched rock path that lies to the south now has become a nice wide cobblestone street. Shops of all different sizes and in different conditions can be seen along this street. Nondescript buildings have also been built along this cobblestone road. It is night. ( 3)Grox the dwarf is here replacing a broken cobblestone. ( 4)Ubu the dwarf walks about making repairs to the streets. ( 6)An Airam sentry stands on guard before the city. ( 6)An Airam sentry stands on guard before the city. ( 5)A lantern hangs from a post lighting up the area. [Exits: north south west ] Before the city. The path has become even more wider and smoother now. Small brush and plants grow along this pathway in great abundance. Animals, whose only concern is to eat, can be seen grazing in a field. The walkway leads to the great city of Airam. The city is surrounded by high walls and the gates to the north stand open to welcome travelers. It is night. ( 6)The pumpkin cannon operator stands here, ready to load and fire the cannon. (11)A large wooden crate full of oddly shaped pumpkins sits here. (20)A large pumpkin-shooting contraption smokes and wheezes here. [Exits: north southeast ] You say, 'start' You say, 'start' You say, 'u mad bro?' You say, 'fire' You say, 'ready' You say, 'start' The pumpkin cannon operator says, 'Darklord, the cannon is steam powered, and the steam pressure builds up slowly' The pumpkin cannon operator says, 'when the pressure reaches its peak, a safety valve automatically releases all the steam and releases all the pressure' (auction) Starting bid on 'Tensor's floating disc' at 10 gold. The pumpkin cannon operator says, 'to get the maximum distance, you should have me fire the cannon at maximum pressure, just before the safety valve blows' The pumpkin cannon operator says, 'I will pull the trigger to fire the pumpkin when you say the word, 'fire'' (auction) Original seller has left the game, proceeds will be donated to the mud. The pumpkin cannon operator says, 'the cannon will cycle five times, so don't wait too long!' The pumpkin cannon operator says, 'when you understand and are ready, say 'ready', and I'll load the cannon' (auction) Now accepting bids for 'Tensor's floating disc', minimum bid is 10 gold coins. You say, 'ready' The pumpkin cannon operator says, 'ok, let me load up the cannon and start the system' (auction) New bid: 30 gold coins for 'Tensor's floating disc'. The cannon operator loads a big orange pumpkin into the cannon. Your shield of faith dissipates, and you no longer feel as protected by your god. The cannon operator opens the vent on the boiler and stokes the fire. You use your faith in Schlyne as a shield to protect you. The pumpkin cannon operator says, 'the steam pressure should start to build now, say 'fire' when you want me to shoot the cannon!' The pumpkin cannon operator says, 'this is try number 1...' (auction) Current bid is 30 gold coins for 'Tensor's floating disc'. The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... (auction) Current bid is 30 gold coins for 'Tensor's floating disc'. The steam pressure in the boiler begins to rise... The steam pressure in the boiler begins to rise... (auction) Current bid is 30 gold coins for 'Tensor's floating disc'. You say, 'fire' There is an earth shattering -=BOOM=- as the cannon fires! The pumpkin soars through the air... After long moments in the air, the barely visible pumpkin finally hits the ground far downfield! (auction) 'Tensor's floating disc', going once for 30 gold coins. [event] The pumpkin cannon operator: Darklord shot a pumpkin a distance of 610 feet south of the city of Airam ! The pumpkin cannon operator says, 'I love my job!' The pumpkin cannon operator says, 'the record distance is 811 feet, held by Sinbad' The pumpkin cannon operator says, 'maybe next time you'll break the record' The pumpkin cannon operator says, 'Would anyone else like to try the pumpkin cannon? To begin, say 'start'' (auction) 'Tensor's floating disc', going twice for 30 gold coins. Gandor booms, 'mmk' (auction) 'Tensor's floating disc' sold for 30 gold coins. Gandor booms, 'Well, I am gonig to go to bed shortly. :)' The pumpkin cannon operator says, 'Would you like to try the pumpkin cannon? To begin, say 'start'' A crossing of paths. Paths head off in two different directions. Between these paths is a sign hanging from an old post. Maybe looking at the sign, will give a clue of which path to take. It is night. [Exits: south northeast northwest ] Along a rocky path. Rocks of all different sizes make up this narrow pathway. It seems to continue north to the city that appears in the distance. Occasionally patches of grass or solitary trees can be seen on either side of this path. The terrain is made up mostly of various boulders and rocks. It is night. [Exits: north south ] Along a rocky path. Rocks of all different sizes make up this narrow pathway. It seems to continue north to the city that appears in the distance. Occasionally patches of grass or solitary trees can be seen on either side of this path. The terrain is made up mostly of various boulders and rocks. It is night. ( 3)A black wolf searches for prey. ( 6)A hunter keeps the path safe. [Exits: north west ] No-one by that name found. You descend westward. Along a rocky path. Rocks of all different sizes make up this narrow pathway. It seems to continue north to the city that appears in the distance. Occasionally patches of grass or solitary trees can be seen on either side of this path. The terrain is made up mostly of various boulders and rocks. It is night. [Exits: east south ] You descend southward. Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. ( 6)A pumpkinheaded creature is here searching for revenge. [Exits: north south west ] Pumpkinhead unleashes an unsettling laugh. You parry Pumpkinhead's attack. Pumpkinhead misses you. Pumpkinhead's dissolving claw MUTILATES you! Your slash *** OBLITERATES *** Pumpkinhead! You parry Pumpkinhead's attack. You drive a stake through Pumpkinhead's shadow, pinning it in place! Your slash *** MASSACRES *** Pumpkinhead! You parry Pumpkinhead's attack. Your slash *** OBLITERATES *** Pumpkinhead! You dodge Pumpkinhead's attack. Huh? You gather yourself for the attack... Pumpkinhead knocks your legs out from under you! You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** Pumpkinhead! You gain 12401 experience! Pumpkinhead misses you. You stand up. You gather yourself for the attack... Your slash *** DEMOLISHES *** Pumpkinhead! You parry Pumpkinhead's attack. You land on your enemy, putting all your weight behind your swing! Your leaping attack *** ANNIHILATES *** Pumpkinhead! Pumpkinhead is suddenly consumed by a ball of green flames and then vanishes! Pumpkinhead is dead! Thanks for saving the world by taking out that pumpkinheaded creature! You gain 365000 experience! You are too high level, but still receive 8152 experience. You haven't had a recent victory worth shouting about. Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. (note - item is on the ground) Item: 'Flaming pumpkin tat tattoo' Weight: 3 Size: 0'10" Level: 10 (very common) Type: ARMOR Composition: WOOD Defense: 1 ac-apply Weapon damage: 4 to 16 fast fire whip, 12 strength to use. Object is: GLOW Wear locations are: ARMS LEGS Estimated cost: 63 Compared to your current equipment: A flaming pumpkin tattoo looks a lot worse than bracers of the hunter. You get a flaming pumpkin tattoo. You reach down and pick up a tattoo lying on the ground. You sense something really strange about the tattoo... You become better at identify! You gain 144000 experience. Item: 'Flaming pumpkin tat tattoo' Weight: 3 Size: 0'10" Total levels: 120 (very common) Item Quality: WELL MADE Type: ARMOR Composition: WOOD Defense: 1 ac-apply Weapon damage: 3 to 9 fast fire whip, 12 strength to use. Object is: GLOW Wear locations are: ARMS LEGS Estimated cost: 22600 Item has other effects: Affects: ARMOR by 24 Affects: SAVING_SPELL by 10% Compared to your current equipment: A flaming pumpkin tattoo looks about the same as bracers of the hunter. You donate a flaming pumpkin tattoo. Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: north south west ] You slap yourself silly. Pumpkinhead -> Standing outside the city You scan the surrounding area... You ascend northward. Along a rocky path. Rocks of all different sizes make up this narrow pathway. It seems to continue north to the city that appears in the distance. Occasionally patches of grass or solitary trees can be seen on either side of this path. The terrain is made up mostly of various boulders and rocks. It is night. ( 3)A black wolf searches for prey. ( 6)A hunter keeps the path safe. [Exits: east south ] You descend southward. Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: north south west ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: east west ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: north south west ] A cottage A sweet smelling aroma fills your nostrils upon entering this cottage. In the fireplace to the right is a small fire with a copper pot burning over it. This is most likely where the sweet smelling aroma is coming from. Along the back wall are a large bed with a table and two chairs sitting beside it. ( 6)A huntress sits at a table in the center of the room. (10)A dark green duffle bag lies on the ground. [Exits: north ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: north south west ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: east west ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: north east west ] You are Darklord - Every Day is an Adventure ~<Lawful Evil>~ You are level 37 with 2 practices (4355 hours) You are carrying 2/21 items with weight 248/540 pounds. Encumbrance: 9% You have collected 44 normal teeth and 23 dragon teeth. You have 1267/1267 hit, 376/376 mana, 399/579 movement. Str: 32 Int: 25 Wis: 24 Dex: 32 Con: 32 Chr: 16 Your levels are: Ma 27 Cl 22 Th 34 Wa 37 Nc 18 Dr 11 You have 5222991 experience points, and 1665 gold coins. Hitroll: 30 Damroll: 44 Armor: 82 (you are wearing light armor) You have one 'get out of death free' card! You are sneaking. Alignment: -649 (An evil aura radiates from your body.) You are affected by: Spell 'faith shield', two hours, 30 minutes remaining Spell 'detect invisibility', maintained, level 27 Spell 'armor', maintained, level 23 Spell 'invisibility' You are surrounded by a strong force shield. Your form shifts slightly, then separates from where your body actually is. Things take on a ghostly red hue. Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: east west ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: east northwest ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: west southeast ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: east northwest ] You consult your maps and find nearby... Level Name/Direction ------------------------------------------------------------ Tot 126 The capital city of Airam, Marketplace and Castle is a fair distance to the northeast. Tot 126 The capital city of Airam, Residential and Research Facility is a fair distance to the northeast. Grp 126 7 The Caverns of Charstal is far away, to the northeast. Tot 126 The Wyvinian Stronghold is far away, to the northeast. Grp 130 7 Underwater ruins, watery passages are far away, to the northeast. Grp 130 7 Underwater ruins, the lost city is far away, to the northeast. Grp 130 7 Underwater ruins, the lost kingdom is far away, to the northeast. Tot 122 Grae Keep is far away, to the east. Tot 122 Northern mountains are far away, to the east. To see location of nearby major cities, try 'nearby city'. Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: southeast northwest ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: west southeast ] Alas, you cannot go that way. Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: north east ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: north south ] Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: south northwest ] Alas, you cannot go that way. Along the coast For as far as one can see off to the west is just miles of ocean. Very little is seen of the creatures that occasionally break the surface. Off to the east and ahead is grass, a few trees and bushes. The lack of vegetation on this path tells it has been traveled a lot. It is night. [Exits: southeast northwest ] A barren path A few trees and a little grass line this path. The path is well worn showing its been well traveled upon. To the west is a very high stone wall that runs along the northern path. The view to the south is nothing but ocean for miles and miles. It is night. [Exits: north southeast ] A barren path A few trees and a little grass line this path. The path is well worn showing its been well traveled upon. To the west is a very high stone wall that runs along the northern path. The view to the south is nothing but ocean for miles and miles. It is night. [Exits: north south ] A barren path A few trees and a little grass line this path. The path is well worn showing its been well traveled upon. To the west is a very high stone wall that runs along the northern path. The view to the south is nothing but ocean for miles and miles. It is night. [Exits: north south ] A barren path A few trees and a little grass line this path. The path is well worn showing its been well traveled upon. To the west is a very high stone wall that runs along the northern path. The view to the south is nothing but ocean for miles and miles. It is night. [Exits: north south ] A barren path A few trees and a little grass line this path. The path is well worn showing its been well traveled upon. To the west is a very high stone wall that runs along the northern path. The view to the south is nothing but ocean for miles and miles. It is night. [Exits: north south ] Standing outside the city The solid steel gates stand open, painted upon them is a large emerald griffin. Very high stone walls run to the north and south of the gates. Lined across the top of these walls are silver poles proudly displaying the griffin banner. Very little else can be seen in any other direction. It is night. ( 6)A pumpkinheaded creature is here searching for revenge. [Exits: north south northwest ] You get The Blade of Death and Disease from the dead realm of Angmar. You get The eye of Ils from the dead realm of Angmar. You stop using a bone-handled ritual blade. Demonic thoughts slip into your mind and then vanish. You hold The eye of Ils for a security blanket. You parry Pumpkinhead's attack. You dodge Pumpkinhead's attack. You can't do that, you're too busy fighting! Pumpkinhead knocks your legs out from under you! Pumpkinhead's acidic claw *** DEVASTATES *** you! You stand up. You stop using The Blade of Death and Disease. You *** DEVASTATE *** Pumpkinhead! You put The Blade of Death and Disease in the dead realm of Angmar. You stop using The eye of Ils. You put The eye of Ils in the dead realm of Angmar. You wield a bone-handled ritual blade. Pumpkinhead's acidic spit MASSACRES you! You put a yellow ioun stone in the dead realm of Angmar. You get a yellow ioun stone from the dead realm of Angmar. You fail to cast the spell. You dodge Pumpkinhead's attack. Your slash *** DEVASTATES *** Pumpkinhead! Pumpkinhead's acidic claw devastates you! You drive a stake through Pumpkinhead's shadow, pinning it in place! Pumpkinhead's acidic claw DISMEMBERS you! You drive a stake through Pumpkinhead's shadow, pinning it in place! Pumpkinhead dodges your attack. Pumpkinhead tries to trip you, but you see the move well in advance. You gather yourself for the attack... Acid burns and corrodes your skin! You land on your enemy, putting all your weight behind your swing! Your leaping attack *** DESTROYS *** Pumpkinhead! You gain 11149 experience! Pumpkinhead's dissolving claw MUTILATES you! Pumpkinhead tries to trip you, but you see the move well in advance. You gather yourself for the attack... You land on your enemy, putting all your weight behind your swing! Your leaping attack *** ANNIHILATES *** Pumpkinhead! You gain 10448 experience! Pumpkinhead is suddenly consumed by a ball of green flames and then vanishes! Pumpkinhead is dead! Thanks for saving the world by taking out that pumpkinheaded creature! You gain 365000 experience! You are too high level, but still receive 29372 experience. Acid burns and corrodes your skin! You haven't had a recent victory worth shouting about. Standing outside the city The solid steel gates stand open, painted upon them is a large emerald griffin. Very high stone walls run to the north and south of the gates. Lined across the top of these walls are silver poles proudly displaying the griffin banner. Very little else can be seen in any other direction. It is night. ( 0)What looks to be a flaming tattoo lies here. [Exits: north south northwest ] (note - item is on the ground) Item: 'Flaming pumpkin tat tattoo' Weight: 3 Size: 0'10" Level: 10 (very common) Type: ARMOR Composition: WOOD Defense: 1 ac-apply Weapon damage: 4 to 16 fast fire whip, 12 strength to use. Object is: GLOW Wear locations are: ARMS LEGS Estimated cost: 63 Compared to your current equipment: A flaming pumpkin tattoo looks a lot worse than bracers of the hunter. You get a flaming pumpkin tattoo. You reach down and pick up a tattoo lying on the ground. You sense something really strange about the tattoo... Item: 'Flaming pumpkin tat tattoo' Weight: 3 Size: 0'10" Total levels: 120 (very common) Type: ARMOR Composition: WOOD Defense: 1 ac-apply Weapon damage: 3 to 9 fast fire whip, 12 strength to use. Object is: GLOW Wear locations are: ARMS LEGS Estimated cost: 36470 Item has other effects: Affects: MANA_REGEN by 2.0 Affects: SAVING_BREATH by 20% Affects: MANA by 3 Affects: STR by 1 Affects: HITROLL by -1 Compared to your current equipment: A flaming pumpkin tattoo looks slightly worse than bracers of the hunter. Acid burns and corrodes your skin! You donate a flaming pumpkin tattoo. Standing outside the city The solid steel gates stand open, painted upon them is a large emerald griffin. Very high stone walls run to the north and south of the gates. Lined across the top of these walls are silver poles proudly displaying the griffin banner. Very little else can be seen in any other direction. It is night. [Exits: north south northwest ] Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. TODO Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. Currently Open Event Areas ----------------------------------------------------------------- 129 - The event center You can use the 'event start' command to go to a given event area. You pray to Schlyne for transportation... ----------------------------------------------------------------- City of Airam, Town Square This is the center of the city of Airam, to the north the massive bank of Airam has it's doors open and people constantly enter in and out. Looking east you can see people constantly traveling up and down the street either from the direction of the main gates or the palace. From the south a stream of people enter and exit a medium sized grey building. Most of the people leaving the square appear to be heading west towards the market part of the city and temples. It is night. ( 5)A woman goes about her shopping. ( 5)A lantern hangs from a post with a sign below it. [Exits: north east south west ] Gandor sends a vortex of flames and death your way... Gandor has restored you to full health! A city watchman has arrived. You gossip, 'thanks gandor' No waypoint found by that number. Use 'waypoint list' to get a list of waypoints. You can also pick waypoints by name, for example 'waypoint board'. Gandor gossips, 'Bah, ineffective as it's so close to Halloween.' Teleporting to event area 129 - The event center The event center This is a large sized building that has been made out of a white colored stone, painted in the center of each wall is the familiar demon horns logo with the words "Alter Aeon" written below in an elegant cursive. Several brass lanterns have been lit and completely light up the room. In the center of the room is a large table with several benches sitting around it. [Exits: east west ] You scan the surrounding area... East 1 - The merchant Bartagar West 1 - the white witch Nikailah The Halloween house of Havoc This is a well lighted shop filled with very strange and unusual looking things. Shelves line the walls to both sides and are filled with a variety of different items. There are scrolls, books, orbs, staffs, wands and staves, along with many other treasures. In the center of the room is a large counter and a silver display case filled with even more Things, some of which even glow as if magically enchanted. ( 6)The merchant Bartagar stands here looking over his newest acquisitions. [Exits: west ] [gan] Gandor: :) [xp] Gandor: Keep up the great work. You try to strike up a conversation with The merchant Bartagar... The merchant Bartagar says, 'I have all the finest of Halloween Havoc items in stock.' The merchant Bartagar tells you, 'The following items are available for sale at this time' [ Price] One handed weapon --------------------------------------- [ 307] (lvl 17) a Halloween 2017 giant toothpick [ Price] Miscellaneous --------------------------------------- [ 307] (tot 0) a 2016 Halloween Havoc pumpkin sack [ 307] (lvl 1) a 2015 Halloween punch bowl To see a specific item in detail, give the item name. For example, 'list pick' You say, 'heh' The event center This is a large sized building that has been made out of a white colored stone, painted in the center of each wall is the familiar demon horns logo with the words "Alter Aeon" written below in an elegant cursive. Several brass lanterns have been lit and completely light up the room. In the center of the room is a large table with several benches sitting around it. [Exits: east west ] Halloween Supply and Distribution Supercenter this is a large rough framed warehouse with long rows of standing shelves running from the front all the way to the back. There is open space at the front where crates can be unloaded, and other crates can be packed for shipping. Each set of shelves is close to twenty feet high, reaching nearly to the ceiling. There is a counter to the right which has stacks of receipts and invoices on it. ( 5)The white witch Nikailah hovers in the air as she places items on the higher shelves. ( 8)A large storage crate sits beside the counter. [Exits: east ] You try to strike up a conversation with the white witch Nikailah... The white witch Nikailah says, 'I believe decorations are a great way to enhance the atmosphere of this Halloween season. Unfortunately, many less fortunate families can't afford even the smallest of these decorations. We at the Halloween Supply and Distribution Supercenter thought we could provide glowing jack-o-lanterns to these families to place on their porches or in their window. I have a shipping crate here, but I just do not have the time to go out hunting for pumpkins. So what I would like you to do will be a two step process. First I need you to go out and forage for twenty ripe pumpkins. Second, you will need to carve each pumpkin into a jack-o-lantern. When you have completed this process on twenty pumpkins, bring the finished jack-o-lanterns back here and place them in this crate. When it is full, I will deal with the shipping myself.' *Remember, you will need to use the forage skill, once you find a pumpkin, type carve pumpkin, and then bring it back to Nikailah and use it on the crate there.* The event center This is a large sized building that has been made out of a white colored stone, painted in the center of each wall is the familiar demon horns logo with the words "Alter Aeon" written below in an elegant cursive. Several brass lanterns have been lit and completely light up the room. In the center of the room is a large table with several benches sitting around it. [Exits: east west ] Alas, you cannot go that way. Alas, you cannot go that way. Halloween Supply and Distribution Supercenter this is a large rough framed warehouse with long rows of standing shelves running from the front all the way to the back. There is open space at the front where crates can be unloaded, and other crates can be packed for shipping. Each set of shelves is close to twenty feet high, reaching nearly to the ceiling. There is a counter to the right which has stacks of receipts and invoices on it. ( 5)The white witch Nikailah hovers in the air as she places items on the higher shelves. ( 8)A large storage crate sits beside the counter. [Exits: east ] Currently Open Event Areas ----------------------------------------------------------------- 129 - The event center You can use the 'event start' command to go to a given event area. You pray to Schlyne for transportation... ----------------------------------------------------------------- City of Airam, Town Square This is the center of the city of Airam, to the north the massive bank of Airam has it's doors open and people constantly enter in and out. Looking east you can see people constantly traveling up and down the street either from the direction of the main gates or the palace. From the south a stream of people enter and exit a medium sized grey building. Most of the people leaving the square appear to be heading west towards the market part of the city and temples. The sky begins to lighten, indicating dawn is not far off. ( 5)A lantern hangs from a post with a sign below it. [Exits: north east south west ] The distance is too great for this waypoint to bridge the gap. (You can use waypoint 3 to bridge the distance.) The distance is too great for this waypoint to bridge the gap. (You can use waypoint 3 to bridge the distance.) You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Unholy Temple of Dentin The Temple of Dentin looks much less pleasant in the dark, without the cheery light of the sun to brighten the place. The interior is lit with torches lining the walls and columns, some lit, and some not. They burn with a dim reddish light, not the bright yellow you would normally expect. The tall stone columns are dark and foreboding, while the wide staircases at either end of the room lead up and down into darkness. Heavy doors guard the inner sanctum of the temple to the north, while through the open archways to the south can be seen the nighttime lights and fires of the city of Ralnoth. Small dark doorways lead into antechambers to the east and west. (++)A glowing white rift has opened on the wall here. [Exits: north east south west down ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- A church of Shift You are in a local religious meetinghouse. The walls are constructed of adobe, and the inner pylons and supportwork are of wood. The ceiling is flat and also made of adobe, which would make it quite heavy and explain why so much structural support is needed for such a small building. There is a small, rectangular stained-glass window set into the south and east walls at eye height, which are darkened from the blackness of night. Light is provided by two torches set into either side of the pulpit near the east side of the building. ( 5)A man of the cloth preaches the word of Shift. a priest of Shift glows with a bright light! [Exits: west ] Before a guard post Under your feet is sand. The air is dry, but suffers from the sun because there is no overhead foliage. To the west and east are unscalable adobe walls. Before you is a break in the wall, with a sentry shack and a guard rail to assist any soldiers operating this checkpoint into the compound. The sky begins to lighten, indicating dawn is not far off. [Exits: north east south ] You can only search specifically for nuts and berries. Try 'forage nuts' or 'forage berries'. You find and gather up a handful of different fruits. You find and gather up a handful of nuts and seeds. You have sudden insight, and become much better at foraging! You gain 144000 experience. Your search comes up empty. You find and gather up some large, edible roots. Your search comes up empty. You find and gather up a handful of edible leaves. Your search comes up empty. A trail leading out of the jungle Here the trees are sparser and more deciduous than to the south, but the heat does not let up. Hardy grasses abound, blanketing the sandy, semi-fertile ground with a layer of dull greens. The grasses gradually become brighter and denser toward the south. Toward the north, the ground becomes sandier and more desert-like. In the distance, you can see a few dun adobe buildings. Thousands of prints of both man and beast are littered about, leading you to believe that the area to the north is important somehow. The first signs of dawn light up the morning sky. [Exits: north south ] A trail through the jungle All around you is the green of sub-tropical flora. The jungle plants' collective albedo retains more of the sun's heat than normal forest, keeping the ambient temperature high, even at night. The air hangs heavily with condensed water. It is remarkably quiet for a rain forest. The jungle is matted and pressed down from all of the people traveling on it. The foliage thins out to the north and becomes denser to the south. The first signs of dawn light up the morning sky. ( 3)A huge, vicious looking predatory bug looks at you curiously. [Exits: north southeast ] You find and gather up a handful of different fruits. Your search comes up empty. You find and gather up a handful of edible leaves. A giant praying mantis leaves southeast. You find and gather up a handful of nuts and seeds. You combine a handful of nuts and seeds and a handful of nuts and seeds. You find and gather up a handful of different fruits. You find and gather up a handful of nuts and seeds. You combine a handful of nuts and seeds and a basket of nuts and seeds. You are carrying: a basket of nuts and seeds a handful of different fruits a handful of edible leaves a handful of different fruits a handful of edible leaves some large, edible roots a handful of different fruits a yellow ioun stone (light) the dead realm of Angmar You eat a handful of different fruits. This is pleasantly sweet. You are full. A giant praying mantis has arrived. You eat a handful of different fruits. This is pleasantly sweet. You are full. You are carrying: a basket of nuts and seeds a handful of edible leaves a handful of edible leaves some large, edible roots a handful of different fruits a yellow ioun stone (light) the dead realm of Angmar You eat a basket of nuts and seeds. This has a pleasant, meaty flavor. You are full. You eat a handful of edible leaves. This is bland, but inoffensive. You are full. You eat a handful of edible leaves. This is bland, but inoffensive. You are full. A giant praying mantis has arrived. You are carrying: some large, edible roots a handful of different fruits a yellow ioun stone (light) the dead realm of Angmar You eat some large, edible roots. This is bland, but inoffensive. You are full. You eat a handful of different fruits. This is pleasantly sweet. You are full. A giant praying mantis leaves north. A trail leading out of the jungle Here the trees are sparser and more deciduous than to the south, but the heat does not let up. Hardy grasses abound, blanketing the sandy, semi-fertile ground with a layer of dull greens. The grasses gradually become brighter and denser toward the south. Toward the north, the ground becomes sandier and more desert-like. In the distance, you can see a few dun adobe buildings. Thousands of prints of both man and beast are littered about, leading you to believe that the area to the north is important somehow. The first signs of dawn light up the morning sky. ( 3)A huge, vicious looking predatory bug looks at you curiously. [Exits: north south ] Before a guard post Under your feet is sand. The air is dry, but suffers from the sun because there is no overhead foliage. To the west and east are unscalable adobe walls. Before you is a break in the wall, with a sentry shack and a guard rail to assist any soldiers operating this checkpoint into the compound. The sky begins to lighten, indicating dawn is not far off. [Exits: north east south ] You enter the colony of Nueva Granada. The main entrance Foliage has been cleared away from the entrance to the compound, leaving only well-trodden dirt. The only apparent entrance into the compound within sight lies directly to the north, where a guardrail has been erected between the tall adobe walls to aid in regulating traffic in and out. Immediately to the west, there is a dilapidated tin shack with large windows and no door. There are wooden chairs and racks for extra weapons and armor set up to the east of the compound entrance next to a firepit. The sky begins to lighten, indicating dawn is not far off. ( 5)A young Aztec woman sits by the firepit, looking perturbed... ( 6)A guard watches over the camp, looking around nervously. ( 6)A guard watches over the camp, looking around nervously. ( 6)A soldier is here, looking to occupy his time... ( 6)A burly man guards the entrance to the compound. [Exits: south west ] [Doors: north ] The guard rail is closed. You lift the guard rail. Within the walls of Don Milano's compound The courtyard is a bare patch of sand with only a few short patches of grass growing here and there. A guard rail to the south minds the way leading out of the compound. To the north is an elaborate manor. To the east, there is a barn and a watchtower, and one can see a shack to the west. The sky begins to lighten, indicating dawn is not far off. ( 6)An armed soldier is ready to escort you around the premises. ( 6)An armed soldier is ready to escort you around the premises. [Exits: north east south west ] On Don Milano's premises The porch of a luxurious manor lies to the north. This is more or less the center of main courtyard, and a lot of the local sand has been disrupted by all of the traffic that passes through the area. There is a well here, and flowering blue clematis has been planted around it in spite of the sandy soil. The sky begins to lighten, indicating dawn is not far off. ( 6)A elderly man meanders about muttering something about 'agua'. ( 4)A girl fetches fresh water from the well. ( 4)A little child makes the world a cleaner place. ( 3)A large pink and black poisonous lizard follows his master around. ( 5)A stone-rimmed well has a pulley and bucket. [Exits: north east south west ] You scan the surrounding area... North 1 - an infantryman North 1 - an old soldier East 1 - a hussar East 1 - a horse East 3 - Don Benito East 3 - a horse East 3 - a horse East 3 - a horse East 3 - a horse East 3 - a horse South 1 - an escort soldier South 1 - an escort soldier South 2 - a mercenary South 2 - An Aztec guide South 2 - a camp guard South 2 - a camp guard South 2 - a soldier South 2 - Don Juan South 4 - a giant praying mantis Before a large barn To the east is the front of a big red barn with a bright white roof. Entry into the barn is through a large white sliding tin door. A sconce is mounted above the door, and there is a ladder to one side of that door so that the sconce can be reached. The ground around the barn is sandy and packed hard from all of traffic moving through the area. The distinct odor of animal offal and straw wafts from the barn. The sky begins to lighten, indicating dawn is not far off. ( 6)A cavalryman tethers his horse. ( 7)You see a saddled horse tied to a post here. [Exits: north east south west ] Between the manor and the barn The gray manor that takes up much of compound is due west, and a big red barn is to the east. Sand is beneath you, and it spreads throughout the compound. An empty trough has been erected adjacent to the barn, and a thin layer of sand has collected in it. The first signs of dawn light up the morning sky. ( 6)A spearman assists with the local constabulary duties. [Exits: north south ] Alas, you cannot go that way. Before a large barn To the east is the front of a big red barn with a bright white roof. Entry into the barn is through a large white sliding tin door. A sconce is mounted above the door, and there is a ladder to one side of that door so that the sconce can be reached. The ground around the barn is sandy and packed hard from all of traffic moving through the area. The distinct odor of animal offal and straw wafts from the barn. The sky begins to lighten, indicating dawn is not far off. ( 6)A cavalryman tethers his horse. ( 7)You see a saddled horse tied to a post here. [Exits: north east south west ] Between the manor and the barn The gray manor that takes up much of compound is due west, and a big red barn is to the east. Sand is beneath you, and it spreads throughout the compound. An empty trough has been erected adjacent to the barn, and a thin layer of sand has collected in it. The first signs of dawn light up the morning sky. ( 6)A spearman assists with the local constabulary duties. [Exits: north south ] Between a few buildings To the northeast there is a small supply shack in front of a larger adobe building. Westward lies a large gray-colored manor, and southeast is a barn. There are fields of crops eastward. The ground tends to get darker and more fertile-looking in that direction, but here there nothing but searing sand. The first signs of dawn light up the morning sky. [Exits: north east south ] [Doors: west ] Between the barn and the magazine Directly south is a big red barn. Attached to the barn is a brick chimney. To the north is a small shack, beyond which lies the barracks. West is the manor, and eastward is the fields. The ground is sandy, but gradually becomes more fertile toward the fields. The first signs of dawn light up the morning sky. ( 6)A man in uniform guards the magazine. ( 6)A man in uniform guards the magazine. [Exits: east west ] [Doors: north ] Next to a big red barn The walkable premises takes a sharp turn north. A tall wooden battlement separates this area from the eastern fields. The soil becomes distinctively dark just before the wooden wall. Some coils of cheap rope are hung on the side of the barn. Barrels are stacked up where the battlement adjoins the barn. A large adobe building lies northward, and the path leads right to the entrance. The sky begins to lighten, indicating dawn is not far off. [Exits: north west ] [xp] Gandor: Hrmph. Okay. I guess that's a good thing. Good job. Alas, you cannot go that way. In front of the barracks Straightway to the north lies the entrance to the barracks, a somewhat rectangular building constructed of adobe. There are no windows, but a few small portholes around the building near the roof provide air circulation. The roof is covered with timber shingles. South is a big red barn. One can see the fields of crops which are east of here front this vantage. Though the ground here is very sandy, the ground of the fields look rich and fertile. A wooden battlement has been erected to the southeast, and a trail leads from here around it to the fields. The sky begins to lighten, indicating dawn is not far off. ( 6)A strategically-placed infantryman stands at attention. [Exits: east south ] [Doors: north ] A trail to the fields Here the dirt is less sandy than east of here. A battlement constructed of wood is southwest of here. To the north, there is a wooden gate with an archway of nice ironwork depicting a vine bearing roses overhead. To the west is sand and the main compound. Wooden swinging gates mark the entrance to the fields. The first signs of dawn light up the morning sky. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. [Exits: north east south west ] Your search comes up empty. You find and gather up a handful of nuts and seeds. You find and gather up some large, edible roots. Your search comes up empty. Your search comes up empty. [xp] Gandor: I did that myself, the last time I had an IV. It wasn't pretty. Your search comes up empty. You have enough energy to keep fighting still, you don't need a second wind yet! Your search comes up empty. You find and gather up a ripe pumpkin. You dance around waving your arms in the air. You are carrying: a ripe pumpkin some large, edible roots a handful of nuts and seeds a yellow ioun stone (light) the dead realm of Angmar You look for a partner to dance a jig with. You eat some large, edible roots. This is bland, but inoffensive. You are full. What do you want to eat? You drop a handful of nuts and seeds. A trail to the fields This trail is made of dark fertile dirt, packed down by many people that have passed over it. The path sticks close to the wooden battlement to the west, keeping most of the traffic away from the crops in the fields eastward. A few plants grow here, but the majority are elsewhere. The first signs of dawn light up the morning sky. [Exits: north east south ] Before a big red barn This is the east side of barn. To the east there is the fertile soil of the fields, filled with beans, corn and other foodstuffs. To the south, there is a chicken yard, and a dirt trail goes north to the main compound and the hamlet. The sky begins to lighten, indicating dawn is not far off. [Exits: north east ] [Doors: south ] You find and gather up a handful of different fruits. Your search comes up empty. You find and gather up a ripe pumpkin. Your search comes up empty. You find and gather up some large, edible roots. You find and gather up a handful of edible leaves. Your search comes up empty. A trail to the fields This trail is made of dark fertile dirt, packed down by many people that have passed over it. The path sticks close to the wooden battlement to the west, keeping most of the traffic away from the crops in the fields eastward. A few plants grow here, but the majority are elsewhere. The first signs of dawn light up the morning sky. [Exits: north east south ] You find and gather up a handful of local vegetables. You learn from your mistakes, and become more adept at foraging. You gain 144000 experience. Your search comes up empty. You find and gather up a ripe pumpkin. Your search comes up empty. Your search comes up empty. You find and gather up a handful of different fruits. You find and gather up some large, edible roots. You find and gather up a ripe pumpkin. You find and gather up a handful of different fruits. The sun rises in the east. You find and gather up a handful of local vegetables. You find and gather up some large, edible roots. You find and gather up some large, edible roots. You find and gather up a handful of different fruits. You find and gather up a basket of nuts and seeds. Your search comes up empty. A bean field There is an abundance of beans growing all over the place. Kidney beans dominate the field, but some different ones are also prominent: green beans, wax beans, red beans. Trails border the field on the west and north. The morning sun shines brightly in the eastern sky. ( 5)Laboring endlessly, a young woman pulls weeds out from amongst the crops. [Exits: north east south west ] You are carrying: a basket of nuts and seeds a handful of different fruits some large, edible roots some large, edible roots a handful of local vegetables a handful of different fruits a ripe pumpkin some large, edible roots a handful of different fruits a ripe pumpkin a handful of local vegetables a handful of edible leaves some large, edible roots a ripe pumpkin a handful of different fruits a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a basket of nuts and seeds. You do not seem to have that item. You do not seem to have that item. You do not seem to have that item. You donate some large, edible roots. You donate some large, edible roots. You donate some large, edible roots. You donate some large, edible roots. You do not seem to have that item. You do not seem to have that item. You are carrying: a handful of different fruits a handful of local vegetables a handful of different fruits a ripe pumpkin a handful of different fruits a ripe pumpkin a handful of local vegetables a handful of edible leaves a ripe pumpkin a handful of different fruits a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You do not seem to have that item. You do not seem to have that item. You are carrying: a handful of local vegetables a ripe pumpkin a ripe pumpkin a handful of local vegetables a handful of edible leaves a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of local vegetables. You donate a handful of local vegetables. You donate a handful of edible leaves. You find and gather up some large, edible roots. You find and gather up some large, edible roots. You find and gather up a ripe pumpkin. You suddenly feel less tired and more refreshed! You gain 28000 experience! Your search comes up empty. Your search comes up empty. You find and gather up a handful of different fruits. You find and gather up a handful of different fruits. You find and gather up a bunch of berries. Your search comes up empty. Your search comes up empty. Your search comes up empty. Your search comes up empty. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. (item is in your inventory) This jack-o-lantern has been carved with the likeness of a face. It has a pair of slits for eyes above the triangle that serves as its nose. Beneath these a smirk has been carved. Its features flicker with a reddish orange glow. Your shield of faith dissipates, and you no longer feel as protected by your god. You use your faith in Schlyne as a shield to protect you. You are carrying: a reddish orange flickering jack-o-lantern (light) a bunch of berries a handful of different fruits a handful of different fruits some large, edible roots some large, edible roots a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar Your search comes up empty. A trail through the fields A trail of packed earth leads away from the wooden gate to the west through the fields to the east, passing between a bean field on the south and a field of tomatoes to the north. The gate divides an adobe wall surrounding the hamlet to the northwest from a wooden battlement. The morning sun shines brightly in the eastern sky. (10)A wooden barrel is filled with trash collected from around the farm. [Exits: north east south west ] Your search comes up empty. Your search comes up empty. You find and gather up a handful of local vegetables. You find and gather up a ripe pumpkin. Your search comes up empty. You find and gather up a handful of different fruits. You find and gather up a basket of berries. You combine a basket of berries and a bunch of berries. Your search comes up empty. You find and gather up a handful of nuts and seeds. You find and gather up a ripe pumpkin. Your search comes up empty. You find and gather up some large, edible roots. Your search comes up empty. Your search comes up empty. The physical reserve deep within you feels replenished. You find and gather up a handful of different fruits. You find and gather up a ripe pumpkin. Your search comes up empty. You find and gather up a ripe pumpkin. You find a handful of local vegetables and drop it on the ground. You learn from your mistakes, and become more adept at foraging. You gain 144000 experience. You find a handful of local vegetables and drop it on the ground. You find a handful of different fruits and drop it on the ground. Your search comes up empty. You are carrying: a ripe pumpkin a ripe pumpkin a handful of different fruits some large, edible roots a ripe pumpkin a handful of nuts and seeds a basket of berries a handful of different fruits a ripe pumpkin a handful of local vegetables a reddish orange flickering jack-o-lantern (light) a handful of different fruits a handful of different fruits some large, edible roots some large, edible roots a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate some large, edible roots. You donate some large, edible roots. You donate some large, edible roots. You do not seem to have that item. You do not seem to have that item. You are carrying: a ripe pumpkin a ripe pumpkin a ripe pumpkin a handful of nuts and seeds a basket of berries a ripe pumpkin a handful of local vegetables a reddish orange flickering jack-o-lantern (light) a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of nuts and seeds. You donate a basket of berries. You donate a handful of local vegetables. You are carrying: a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a reddish orange flickering jack-o-lantern (light) a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar A tomato garden This is a lovely little tomato garden. The tomatoes are red and plump, just right for picking. The many footprints in the dirt are indicative of mad scramble over the garden in an effort to pick all of the ripe tomatoes before they spoil. A trail rounds the the garden on its southern and eastern edges as it makes its way from west to north, and the tomatoes grow right up the edge of the adobe wall that borders it on the west and north. There are cabinets hung on the walls with gardening tools stored in them. The morning sun shines brightly in the eastern sky. ( 5)Laboring endlessly, a young woman pulls weeds out from amongst the crops. [Exits: east south ] You find and gather up a ripe pumpkin. You are carrying: a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a reddish orange flickering jack-o-lantern (light) a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. Sorry, unknown carving command. Try 'carve help' for options. You are carrying: a reddish orange flickering jack-o-lantern (light) a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a reddish orange flickering jack-o-lantern (light) a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You are carrying: a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You pray to Schlyne for transportation... ----------------------------------------------------------------- A church of Shift You are in a local religious meetinghouse. The walls are constructed of adobe, and the inner pylons and supportwork are of wood. The ceiling is flat and also made of adobe, which would make it quite heavy and explain why so much structural support is needed for such a small building. There is a small, rectangular stained-glass window set into the south and east walls at eye height, which are darkened from the blackness of night. Light is provided by two torches set into either side of the pulpit near the east side of the building. Light from the morning sun filters in from outside. ( 5)A man of the cloth preaches the word of Shift. a priest of Shift glows with a bright light! [Exits: west ] Teleporting to event area 129 - The event center The event center This is a large sized building that has been made out of a white colored stone, painted in the center of each wall is the familiar demon horns logo with the words "Alter Aeon" written below in an elegant cursive. Several brass lanterns have been lit and completely light up the room. In the center of the room is a large table with several benches sitting around it. [Exits: east west ] Halloween Supply and Distribution Supercenter this is a large rough framed warehouse with long rows of standing shelves running from the front all the way to the back. There is open space at the front where crates can be unloaded, and other crates can be packed for shipping. Each set of shelves is close to twenty feet high, reaching nearly to the ceiling. There is a counter to the right which has stacks of receipts and invoices on it. ( 5)The white witch Nikailah hovers in the air as she places items on the higher shelves. ( 8)A large storage crate sits beside the counter. [Exits: east ] You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You are too exhausted.You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You are carrying: a yellow ioun stone (light) the dead realm of Angmar You have discovered or been given the following quests: ------------------------------------------------------------ Quest 1 - Go out and forage for twenty ripe pumpkins. (10 of 20) Quest 2 - Enter the Sas'kwal Dale and defeat the spirit of the murlock biomancer. Quest 3 - Destroy Es'pawmarow, the lich king Quest 4 - Give the note regarding Don Milano to the Gohk Shin commander in Linholt Quest 5 - Go find clues to explain why Gelithar was acting irrationally. Quest 6 - Give 10,000 gold coins to the Wallachia City innkeeper in exchange for lifetime usage of the inn's dormitory Quest 7 - Search the jungle for Centehua Quest 8 - Go and see if you can convince Krustallos to give up her ring. Quest 9 - Seek the fate of the Wild Huntsman. Quest 10 - Give the sealed scroll case to the satyr Regunus in the Giftsmarch Quest 11 - Claim Don Milano's sword of power for yourself Quest 12 - Kill Cuauhtemoc, Emperor of the Aztecs Quest 13 - Slay the drow king of Schwergheim Quest 14 - Enter the portal leading to the Domed Sea, infiltrate the Temple of Sand and Water, and rescue the Abelhadi children Quest 15 - Find a record of ancient Quelese metallurgy. Quest 16 - Defeat each of the four Elemental Lords, whose realms are accessible at the Cathedral of Elementals Quest 17 - Rescue Lady Lyonors and slay Lady Morgana Quest 18 - Rescue Calvin from the tunnels under Stoke-on-the-Mound and return him to his mother, Flo You can also see extra information with the 'quest info' command. (You may be able to start a new quest by using the 'talk' command to talk to one of the people here.) You suddenly feel less tired and more refreshed! You gain 22646 experience! You pray to Schlyne for transportation... ----------------------------------------------------------------- A church of Shift You are in a local religious meetinghouse. The walls are constructed of adobe, and the inner pylons and supportwork are of wood. The ceiling is flat and also made of adobe, which would make it quite heavy and explain why so much structural support is needed for such a small building. There is a small, rectangular stained-glass window set into the south and east walls at eye height, which are darkened from the blackness of night. Light is provided by two torches set into either side of the pulpit near the east side of the building. Light from the morning sun filters in from outside. ( 5)A man of the cloth preaches the word of Shift. a priest of Shift glows with a bright light! [Exits: west ] You feel less tired. Before a guard post Under your feet is sand. The air is dry, but suffers from the sun because there is no overhead foliage. To the west and east are unscalable adobe walls. Before you is a break in the wall, with a sentry shack and a guard rail to assist any soldiers operating this checkpoint into the compound. The morning sun shines brightly in the eastern sky. [Exits: north east south ] You enter the colony of Nueva Granada. The main entrance Foliage has been cleared away from the entrance to the compound, leaving only well-trodden dirt. The only apparent entrance into the compound within sight lies directly to the north, where a guardrail has been erected between the tall adobe walls to aid in regulating traffic in and out. Immediately to the west, there is a dilapidated tin shack with large windows and no door. There are wooden chairs and racks for extra weapons and armor set up to the east of the compound entrance next to a firepit. The morning sun shines brightly in the eastern sky. ( 6)A swordsman wanders the byways seeking vengeance. ( 5)A young Aztec woman sits by the firepit, looking perturbed... ( 6)A guard watches over the camp, looking around nervously. ( 6)A guard watches over the camp, looking around nervously. ( 6)A soldier is here, looking to occupy his time... ( 6)A burly man guards the entrance to the compound. [Exits: north south west ] Within the walls of Don Milano's compound The courtyard is a bare patch of sand with only a few short patches of grass growing here and there. A guard rail to the south minds the way leading out of the compound. To the north is an elaborate manor. To the east, there is a barn and a watchtower, and one can see a shack to the west. The morning sun shines brightly in the eastern sky. ( 6)A spearman assists with the local constabulary duties. ( 3)A large pink and black poisonous lizard follows his master around. ( 6)A elderly man meanders about muttering something about 'agua'. [Exits: north east south west ] On Don Milano's premises The porch of a luxurious manor lies to the north. This is more or less the center of main courtyard, and a lot of the local sand has been disrupted by all of the traffic that passes through the area. There is a well here, and flowering blue clematis has been planted around it in spite of the sandy soil. The morning sun shines brightly in the eastern sky. ( 5)A stone-rimmed well has a pulley and bucket. [Exits: north east south west ] Before a large barn To the east is the front of a big red barn with a bright white roof. Entry into the barn is through a large white sliding tin door. A sconce is mounted above the door, and there is a ladder to one side of that door so that the sconce can be reached. The ground around the barn is sandy and packed hard from all of traffic moving through the area. The distinct odor of animal offal and straw wafts from the barn. The morning sun shines brightly in the eastern sky. ( 4)A girl fetches fresh water from the well. ( 6)A cavalryman tethers his horse. ( 7)You see a saddled horse tied to a post here. [Exits: north east south west ] Between the manor and the barn The gray manor that takes up much of compound is due west, and a big red barn is to the east. Sand is beneath you, and it spreads throughout the compound. An empty trough has been erected adjacent to the barn, and a thin layer of sand has collected in it. The morning sun shines brightly in the eastern sky. [Exits: north south ] Between a few buildings To the northeast there is a small supply shack in front of a larger adobe building. Westward lies a large gray-colored manor, and southeast is a barn. There are fields of crops eastward. The ground tends to get darker and more fertile-looking in that direction, but here there nothing but searing sand. The morning sun shines brightly in the eastern sky. [Exits: north east south ] [Doors: west ] Between the barn and the magazine Directly south is a big red barn. Attached to the barn is a brick chimney. To the north is a small shack, beyond which lies the barracks. West is the manor, and eastward is the fields. The ground is sandy, but gradually becomes more fertile toward the fields. The morning sun shines brightly in the eastern sky. ( 6)A man in uniform guards the magazine. ( 6)A man in uniform guards the magazine. [Exits: east west ] [Doors: north ] Next to a big red barn The walkable premises takes a sharp turn north. A tall wooden battlement separates this area from the eastern fields. The soil becomes distinctively dark just before the wooden wall. Some coils of cheap rope are hung on the side of the barn. Barrels are stacked up where the battlement adjoins the barn. A large adobe building lies northward, and the path leads right to the entrance. The morning sun shines brightly in the eastern sky. [Exits: north west ] Alas, you cannot go that way. In front of the barracks Straightway to the north lies the entrance to the barracks, a somewhat rectangular building constructed of adobe. There are no windows, but a few small portholes around the building near the roof provide air circulation. The roof is covered with timber shingles. South is a big red barn. One can see the fields of crops which are east of here front this vantage. Though the ground here is very sandy, the ground of the fields look rich and fertile. A wooden battlement has been erected to the southeast, and a trail leads from here around it to the fields. The morning sun shines brightly in the eastern sky. ( 6)A strategically-placed infantryman stands at attention. [Exits: east south ] [Doors: north ] A trail to the fields Here the dirt is less sandy than east of here. A battlement constructed of wood is southwest of here. To the north, there is a wooden gate with an archway of nice ironwork depicting a vine bearing roses overhead. To the west is sand and the main compound. Wooden swinging gates mark the entrance to the fields. The morning sun shines brightly in the eastern sky. ( 0)A handful of nuts and seeds are piled up on the ground. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. ( 6)A sentry in a faded gray uniform keeps an eye on the inner gates. [Exits: north east south west ] A trail to the fields This trail is made of dark fertile dirt, packed down by many people that have passed over it. The path sticks close to the wooden battlement to the west, keeping most of the traffic away from the crops in the fields eastward. A few plants grow here, but the majority are elsewhere. The morning sun shines brightly in the eastern sky. [Exits: north east south ] Before a big red barn This is the east side of barn. To the east there is the fertile soil of the fields, filled with beans, corn and other foodstuffs. To the south, there is a chicken yard, and a dirt trail goes north to the main compound and the hamlet. The morning sun shines brightly in the eastern sky. [Exits: north east ] [Doors: south ] A bean field Many different kinds of beans grow here. Some are green, others are yellow and others still are red. More of the same grows north of here, and other crops grow east of here. To the south, there are black beans and peas. The morning sun shines brightly in the eastern sky. ( 4)A child hacks at the dirt with an enormous hoe. [Exits: north east south west ] You are carrying: a yellow ioun stone (light) the dead realm of Angmar You find and gather up a handful of different fruits. You find and gather up a ripe pumpkin. You find and gather up a bunch of berries. You find and gather up some large, edible roots. You find and gather up a handful of different fruits. Your search comes up empty. You find and gather up a handful of different fruits. Your force shield slowly dissipates. You find and gather up a handful of local vegetables. You find and gather up a handful of edible leaves. You find and gather up a handful of different fruits. You find and gather up a handful of local vegetables. You find and gather up a handful of local vegetables. You become better at foraging for food! You gain 144000 experience. Your search comes up empty. Your search comes up empty. You find and gather up a handful of different fruits. You do not seem to have that item. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You do not seem to have that item. You do not seem to have that item. You are carrying: a handful of local vegetables a handful of local vegetables a handful of edible leaves a handful of local vegetables some large, edible roots a bunch of berries a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of local vegetables. You donate a handful of local vegetables. You donate a handful of local vegetables. You do not seem to have that item. You do not seem to have that item. You donate some large, edible roots. You eat a handful of edible leaves. This is bland, but inoffensive. You are full. A small vineyard Green, red and purple grapes grow in this small but well-tended vineyard. Although there are few plants, they seem to be producing a great deal of grapes. Other berry bushes grow near the southern fence beyond the grapevines in evenly placed patches, such as blueberries and gooseberries. The morning sun shines brightly in the eastern sky. [Exits: north ] You find and gather up a handful of nuts and seeds. Your search comes up empty. You find and gather up some large, edible roots. You find and gather up a ripe pumpkin. You find and gather up a handful of edible leaves. Your search comes up empty. You learn from your mistakes, and become more adept at foraging. You gain 144000 experience. Your search comes up empty. You find and gather up a handful of different fruits. You find and gather up a handful of different fruits. You find and gather up a handful of different fruits. Your search comes up empty. You suddenly feel less tired and more refreshed! You gain 22430 experience! Your search comes up empty. You find and gather up a ripe pumpkin. Your search comes up empty. A bean field Many different kinds of beans grow here. Some are green, others are yellow and others still are red. More of the same grows north of here, and other crops grow east of here. To the south, there are black beans and peas. The morning sun shines brightly in the eastern sky. ( 4)A child hacks at the dirt with an enormous hoe. [Exits: north east south west ] The physical reserve deep within you feels replenished. A field of onions Onions have been planted in a neat rows of raised earth. There is also a small section devoted to shallots. A high chain-link fence borders the fields on the south, running westward to a barn and eastward to a corner before turning north toward a guard tower. The morning sun shines brightly in the eastern sky. [Exits: north east west ] You find and gather up a handful of local vegetables. You find and gather up some large, edible roots. You find and gather up a ripe pumpkin. Your search comes up empty. You find and gather up a ripe pumpkin. Your search comes up empty. You find and gather up a handful of different fruits. You find and gather up a handful of nuts and seeds. You combine a handful of nuts and seeds and a handful of nuts and seeds. You find and gather up a handful of different fruits. You find and gather up a handful of local vegetables. You find and gather up a handful of different fruits. You find and gather up a handful of different fruits. Your search comes up empty. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You are carrying: a handful of local vegetables a basket of nuts and seeds a ripe pumpkin a ripe pumpkin some large, edible roots a handful of local vegetables a ripe pumpkin a handful of edible leaves a ripe pumpkin some large, edible roots a bunch of berries a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of local vegetables. You donate a handful of local vegetables. You do not seem to have that item. You do not seem to have that item. You eat a handful of edible leaves. This is bland, but inoffensive. You are full. What do you want to eat? You eat some large, edible roots. This is bland, but inoffensive. You are full. You eat some large, edible roots. This is bland, but inoffensive. You are full. Your displaced image rejoins your body. A field of onions This portion of the fields has been arranged with rows of dirt. Onions of all different kinds grow here, as there are yellow, red and white onions. Various groups appear to be at different stages of growth, where some are clearly very young and still in the green onion phase. A well-used trail skirts the north part of the onion fields, branching off into smaller ones to the south amongst the crops. The morning sun shines brightly in the eastern sky. ( 4)A child hacks at the dirt with an enormous hoe. [Exits: north east south west ] You are carrying: a basket of nuts and seeds a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a bunch of berries a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You eat a basket of nuts and seeds. This has a pleasant, meaty flavor. You are full. You eat a bunch of berries. This is pleasantly sweet. You are full. You find and gather up a handful of local vegetables. Your search comes up empty. You find and gather up some large, edible roots. Your search comes up empty. Your search comes up empty. You find and gather up a ripe pumpkin. Your search comes up empty. You find and gather up a handful of nuts and seeds. Your search comes up empty. Your search comes up empty. You find and gather up a handful of nuts and seeds. You combine a handful of nuts and seeds and a handful of nuts and seeds. You find and gather up a handful of local vegetables. You find and gather up a handful of local vegetables. You find and gather up a handful of local vegetables. You find and gather up a handful of local vegetables. Your search comes up empty. An intersection of trails surrounded by fields The main trail splits three different ways: west toward the compound, north toward the hamlet, and east toward an outer gate. The trail is wide enough for horses and carts to pass one another. The morning sun shines brightly in the eastern sky. [Exits: north east south west ] You find and gather up a handful of local vegetables. You find and gather up a handful of different fruits. Your search comes up empty. You find and gather up a handful of different fruits. Your search comes up empty. The physical reserve deep within you feels replenished. You find and gather up some large, edible roots. You find and gather up a handful of different fruits. You find and gather up a ripe pumpkin. You find a handful of nuts and seeds and drop it on the ground. Your search comes up empty. You find a bunch of berries and drop it on the ground. You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You do not seem to have that item. You donate a handful of local vegetables. You donate a handful of local vegetables. You donate a handful of local vegetables. You donate a handful of local vegetables. You donate a handful of local vegetables. You donate a handful of local vegetables. You do not seem to have that item. You do not seem to have that item. You are carrying: a ripe pumpkin some large, edible roots a basket of nuts and seeds a ripe pumpkin some large, edible roots a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You eat some large, edible roots. This is bland, but inoffensive. You are full. You eat some large, edible roots. This is bland, but inoffensive. You are full. A trail through the fields This dirt trail heads between two fields of crops. Tomatoes grow to the west of the trail, while corn grows to the east. The trail is well-traveled, bearing the ruts from carts and the footprints of both beasts and men. The morning sun shines brightly in the eastern sky. ( 6)A stubby-bearded man oversees the agricultural operations. [Exits: north east south west ] You find and gather up a ripe pumpkin. It is mid-morning. You learn from your mistakes, and become more adept at foraging. You gain 144000 experience. You find and gather up a handful of different fruits. You find and gather up a handful of local vegetables. Your search comes up empty. You find and gather up some large, edible roots. Don Manuel leaves east. Your search comes up empty. You find and gather up a bunch of berries. Your search comes up empty. You find and gather up a handful of different fruits. Your search comes up empty. You find and gather up a handful of nuts and seeds. You combine a handful of nuts and seeds and a basket of nuts and seeds. (auction) Starting bid on 'a flaming pumpkin tattoo' at 250 gold. A corn field There are rows and rows of bright yellow corn growing here. Various herbs have been arranged at the end of the rows of corn. The corn is hemmed in by a tall steel mesh fence to the east. The fence is reinforced with wooden planks that run from post to post from the ground to about shoulder height. The sun shines brightly overhead. ( 6)A stubby-bearded man oversees the agricultural operations. [Exits: north south west ] You try to strike up a conversation with Don Manuel... Don Manuel says, 'eh, fulano, careful where you step' A trail through the fields This dirt trail heads between two fields of crops. Tomatoes grow to the west of the trail, while corn grows to the east. The trail is well-traveled, bearing the ruts from carts and the footprints of both beasts and men. The sun shines brightly overhead. [Exits: north east south west ] (auction) Now accepting bids for 'a flaming pumpkin tattoo', minimum bid is 250 gold coins. You find and gather up a handful of edible leaves. Your search comes up empty. You find and gather up some large, edible roots. You find and gather up some large, edible roots. (auction) Now accepting bids for 'a flaming pumpkin tattoo', minimum bid is 250 gold coins. You find and gather up a handful of different fruits. You find and gather up some large, edible roots. You find a handful of different fruits and drop it on the ground. You donate some large, edible roots. You donate some large, edible roots. You donate some large, edible roots. (auction) First call for 'a flaming pumpkin tattoo', at 250 gold coins. You donate some large, edible roots. You do not seem to have that item. You are carrying: a handful of different fruits a handful of edible leaves a basket of nuts and seeds a handful of different fruits a bunch of berries a handful of local vegetables a handful of different fruits a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You do not seem to have that item. You do not seem to have that item. A trail through the fields This dirt trail heads between two fields of crops. Tomatoes grow to the west of the trail, while corn grows to the east. The trail is well-traveled, bearing the ruts from carts and the footprints of both beasts and men. The sun shines brightly overhead. ( 0)A handful of various local fruits have been gathered up into a pile. [Exits: north east south west ] A trail through the fields This trail goes north and south. It skirts the adobe wall that encompasses the village to the west. Instead of vegetables or fruit, flowers have been planted between the road and the wall. East of the trail, corn grows in neat roads all of the way to the fence on the eastern edge of the local grain fields. A mural of a grapevine and happy children harvesting grapes has been painted on the wall. The sun shines brightly overhead. [Exits: north east south ] (auction) Second call for 'a flaming pumpkin tattoo', at 250 gold coins. You find and gather up a handful of different fruits. You find and gather up a large greenish yellow squash. You find and gather up a ripe pumpkin. You find and gather up a handful of nuts and seeds. You combine a handful of nuts and seeds and a basket of nuts and seeds. (auction) Last call for 'a flaming pumpkin tattoo', at 250 gold coins. Your search comes up empty. You find and gather up a handful of different fruits. You find and gather up a handful of local vegetables. Your search comes up empty. (auction) Auction failed, item returned to seller. You find and gather up some large, edible roots. Your search comes up empty. You find and gather up a handful of different fruits. You find a handful of different fruits and drop it on the ground. You find a handful of edible leaves and drop it on the ground. You are carrying: a handful of different fruits some large, edible roots a handful of local vegetables a handful of different fruits a basket of nuts and seeds a ripe pumpkin a large greenish yellow squash a handful of different fruits a handful of edible leaves a bunch of berries a handful of local vegetables a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of local vegetables. You donate a handful of local vegetables. You do not seem to have that item. You do not seem to have that item. You are carrying: a handful of different fruits some large, edible roots a handful of different fruits a basket of nuts and seeds a ripe pumpkin a large greenish yellow squash a handful of different fruits a handful of edible leaves a bunch of berries a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of different fruits. You do not seem to have that item. You do not seem to have that item. You are carrying: some large, edible roots a basket of nuts and seeds a ripe pumpkin a large greenish yellow squash a handful of edible leaves a bunch of berries a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You eat some large, edible roots. This is bland, but inoffensive. You are full. You eat a handful of edible leaves. This is bland, but inoffensive. You are full. You eat a bunch of berries. This is pleasantly sweet. You are full. You are carrying: a basket of nuts and seeds a ripe pumpkin a large greenish yellow squash a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You eat a basket of nuts and seeds. This has a pleasant, meaty flavor. You are full. You are carrying: a ripe pumpkin a large greenish yellow squash a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar (item is in your inventory) It is old, stale, and crunchy, but should provide you with a bit of food to fill your stomach. It is in almost new condition and will last for only a few minutes. You eat a large greenish yellow squash. This is bland, but inoffensive. You are full. A trail through the fields This trail goes north and south. It skirts the adobe wall that encompasses the village to the west. Instead of vegetables or fruit, flowers have been planted between the road and the wall. East of the trail, corn grows in neat roads all of the way to the fence on the eastern edge of the local grain fields. A mural of a grapevine and happy children harvesting grapes has been painted on the wall. The sun shines brightly overhead. ( 0)A handful of leaves from plucked various local plants have been gathered in a pile. ( 0)A handful of various local fruits have been gathered up into a pile. [Exits: north east south ] You have enough energy to keep fighting still, you don't need a second wind yet! Your search comes up empty. A trail to the fields A wooden gate divides the adobe wall to the west. A trail heads south from the gate toward large fields of grains and vegetables. To the north, there is a small orchard. A myriad of vegetables patches lie eastward. The sun shines brightly overhead. ( 4)A heavy infantryman stands guard here. ( 4)A heavy infantryman stands guard here. [Exits: north east south west ] You find and gather up a handful of nuts and seeds. You find and gather up a handful of different fruits. You find and gather up some large, edible roots. You find and gather up some large, edible roots. You find and gather up a handful of different fruits. Your search comes up empty. You find and gather up some large, edible roots. You find and gather up some large, edible roots. Your search comes up empty. Your search comes up empty. You find and gather up some large, edible roots. You suddenly feel less tired and more refreshed! You gain 17121 experience! Your search comes up empty. You find and gather up a ripe pumpkin. Your shield of faith dissipates, and you no longer feel as protected by your god. You use your faith in Schlyne as a shield to protect you. You are carrying: a ripe pumpkin some large, edible roots some large, edible roots some large, edible roots a handful of different fruits some large, edible roots some large, edible roots a handful of different fruits a handful of nuts and seeds a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate some large, edible roots. You donate some large, edible roots. You donate some large, edible roots. You donate some large, edible roots. You donate some large, edible roots. You do not seem to have that item. You are carrying: a ripe pumpkin a handful of different fruits a handful of different fruits a handful of nuts and seeds a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a ripe pumpkin a yellow ioun stone (light) the dead realm of Angmar You donate a handful of different fruits. You donate a handful of different fruits. You donate a handful of nuts and seeds. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. The red in your vision disappears. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You carve a face into a ripe pumpkin, making it into a reddish orange flickering jack-o-lantern. You are not carrying an uncarved pumpkin. You are carrying: a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a reddish orange flickering jack-o-lantern (light) a yellow ioun stone (light) the dead realm of Angmar You pray to Schlyne for transportation... ----------------------------------------------------------------- A church of Shift You are in a local religious meetinghouse. The walls are constructed of adobe, and the inner pylons and supportwork are of wood. The ceiling is flat and also made of adobe, which would make it quite heavy and explain why so much structural support is needed for such a small building. There is a small, rectangular stained-glass window set into the south and east walls at eye height, which are darkened from the blackness of night. Light is provided by two torches set into either side of the pulpit near the east side of the building. Sunlight from outside lights up the area. ( 5)A man of the cloth preaches the word of Shift. a priest of Shift glows with a bright light! [Exits: west ] Teleporting to event area 129 - The event center The event center This is a large sized building that has been made out of a white colored stone, painted in the center of each wall is the familiar demon horns logo with the words "Alter Aeon" written below in an elegant cursive. Several brass lanterns have been lit and completely light up the room. In the center of the room is a large table with several benches sitting around it. [Exits: east west ] Halloween Supply and Distribution Supercenter this is a large rough framed warehouse with long rows of standing shelves running from the front all the way to the back. There is open space at the front where crates can be unloaded, and other crates can be packed for shipping. Each set of shelves is close to twenty feet high, reaching nearly to the ceiling. There is a counter to the right which has stacks of receipts and invoices on it. ( 5)The white witch Nikailah hovers in the air as she places items on the higher shelves. ( 8)A large storage crate sits beside the counter. [Exits: east ] You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* The physical reserve deep within you feels replenished. You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You place a reddish orange flickering jack-o-lantern into a large storage crate. Check quest to see how many carved pumpkins you have placed in the crate. The jack-o-lantern slides gently into an empty space inside the crate. When you have placed all twenty jack-o-lanterns into the crate, talk to the white witch Nikailah. *Type quest to see how many you have placed in the crate.* You have discovered or been given the following quests: ------------------------------------------------------------ Quest 1 - When finished loading the crate, talk to the white witch Nikailah. Quest 2 - Enter the Sas'kwal Dale and defeat the spirit of the murlock biomancer. Quest 3 - Destroy Es'pawmarow, the lich king Quest 4 - Give the note regarding Don Milano to the Gohk Shin commander in Linholt Quest 5 - Go find clues to explain why Gelithar was acting irrationally. Quest 6 - Give 10,000 gold coins to the Wallachia City innkeeper in exchange for lifetime usage of the inn's dormitory Quest 7 - Search the jungle for Centehua Quest 8 - Go and see if you can convince Krustallos to give up her ring. Quest 9 - Seek the fate of the Wild Huntsman. Quest 10 - Give the sealed scroll case to the satyr Regunus in the Giftsmarch Quest 11 - Claim Don Milano's sword of power for yourself Quest 12 - Kill Cuauhtemoc, Emperor of the Aztecs Quest 13 - Slay the drow king of Schwergheim Quest 14 - Enter the portal leading to the Domed Sea, infiltrate the Temple of Sand and Water, and rescue the Abelhadi children Quest 15 - Find a record of ancient Quelese metallurgy. Quest 16 - Defeat each of the four Elemental Lords, whose realms are accessible at the Cathedral of Elementals Quest 17 - Rescue Lady Lyonors and slay Lady Morgana Quest 18 - Rescue Calvin from the tunnels under Stoke-on-the-Mound and return him to his mother, Flo You can also see extra information with the 'quest info' command. (You may be able to start a new quest by using the 'talk' command to talk to one of the people here.) You try to strike up a conversation with the white witch Nikailah... The white witch Nikailah says, 'Wonderful, it looks like that took some effort. I am sure the recipients will appreciate it very much.' After rummaging around on a shelf near the ceiling, she pulls out some folded fabric and shakes it out to display it. The white witch Nikailah says, 'We have way too many of these shawls in storage here, and it seems no one is ordering them anymore. Why don't you take this one off my hands? Who knows, it might even look good on you.' The white witch Nikailah cackles gleefully at you. The white witch Nikailah says, 'Anyway, thanks again for your help, and have a happy halloween.' The white witch Nikailah hands you a witch's black shawl. You gain 547500 experience! You receive a witch's black shawl. As you take the shawl it flashes a bright white for a moment and then returns to normal. A witch's black shawl is now bound permanently to you! Item: 'black shawl witch's witch material' Weight: 3 Size: 3'0" Total levels: 120 (relatively uncommon) Type: ARMOR Composition: FABRIC Defense: 0 ac-apply Weapon damage: 4 to 16 whip, 12 strength to use. Object is: ARTIFACT GLOW Wear locations are: ARMS Estimated cost: 51170 Item has other effects: Affects: MANA_REGEN by 1.5 Affects: MANA by 9 Affects: INT by 1 Affects: WIS by 1 Affects: CHR by 1 Affects: ABSORB_ZAP by 1 This item is bound to you. Compared to your current equipment: A witch's black shawl looks worse than bracers of the hunter. You get a magical knapsack from the dead realm of Angmar. You open a magical knapsack. You put a witch's black shawl in a magical knapsack. You close a magical knapsack. You put a magical knapsack in the dead realm of Angmar. Halloween Supply and Distribution Supercenter this is a large rough framed warehouse with long rows of standing shelves running from the front all the way to the back. There is open space at the front where crates can be unloaded, and other crates can be packed for shipping. Each set of shelves is close to twenty feet high, reaching nearly to the ceiling. There is a counter to the right which has stacks of receipts and invoices on it. ( 5)The white witch Nikailah hovers in the air as she places items on the higher shelves. ( 8)A large storage crate sits beside the counter. [Exits: east ] You try to strike up a conversation with the white witch Nikailah... The white witch Nikailah says, 'I believe decorations are a great way to enhance the atmosphere of this Halloween season. Unfortunately, many less fortunate families can't afford even the smallest of these decorations. We at the Halloween Supply and Distribution Supercenter thought we could provide glowing jack-o-lanterns to these families to place on their porches or in their window. I have a shipping crate here, but I just do not have the time to go out hunting for pumpkins. So what I would like you to do will be a two step process. First I need you to go out and forage for twenty ripe pumpkins. Second, you will need to carve each pumpkin into a jack-o-lantern. When you have completed this process on twenty pumpkins, bring the finished jack-o-lanterns back here and place them in this crate. When it is full, I will deal with the shipping myself.' *Remember, you will need to use the forage skill, once you find a pumpkin, type carve pumpkin, and then bring it back to Nikailah and use it on the crate there.* You have discovered or been given the following quests: ------------------------------------------------------------ Quest 1 - Go out and forage for twenty ripe pumpkins. (0 of 20) Quest 2 - Enter the Sas'kwal Dale and defeat the spirit of the murlock biomancer. Quest 3 - Destroy Es'pawmarow, the lich king Quest 4 - Give the note regarding Don Milano to the Gohk Shin commander in Linholt Quest 5 - Go find clues to explain why Gelithar was acting irrationally. Quest 6 - Give 10,000 gold coins to the Wallachia City innkeeper in exchange for lifetime usage of the inn's dormitory Quest 7 - Search the jungle for Centehua Quest 8 - Go and see if you can convince Krustallos to give up her ring. Quest 9 - Seek the fate of the Wild Huntsman. Quest 10 - Give the sealed scroll case to the satyr Regunus in the Giftsmarch Quest 11 - Claim Don Milano's sword of power for yourself Quest 12 - Kill Cuauhtemoc, Emperor of the Aztecs Quest 13 - Slay the drow king of Schwergheim Quest 14 - Enter the portal leading to the Domed Sea, infiltrate the Temple of Sand and Water, and rescue the Abelhadi children Quest 15 - Find a record of ancient Quelese metallurgy. Quest 16 - Defeat each of the four Elemental Lords, whose realms are accessible at the Cathedral of Elementals Quest 17 - Rescue Lady Lyonors and slay Lady Morgana Quest 18 - Rescue Calvin from the tunnels under Stoke-on-the-Mound and return him to his mother, Flo You can also see extra information with the 'quest info' command. (You may be able to start a new quest by using the 'talk' command to talk to one of the people here.) You throw your head back and cackle with insane glee. You say, 'no, i don't think so' Current Event Information ------------------------------------------------------------------ Welcome to Halloween Havoc 2017! Halloween Havoc has begun and will end sometime on Thursday, November 2. Pumpkinheads are roaming about the world to be hunted down for a quest and prize. The Halloween PK mobs have been enabled with a new 2017 quest. Pumpkin cannons have been setup in the following locations: south of the town of Vemarken. east of the town of Indira. west of the town of Naphtali. west of the city of Gad's Landing. north of the town of DragonTooth. east of the city of Ralnoth. South of the capital city of Airam. west of the city of Daigaku-Tatami. And southwest of the city of Zin. None of the current quests need to be accepted. ------------------------------------------------------------------ (see 'show schedule' for a schedule of events) There are open event areas! Use the 'event list' command to see them. Current Event Quests: Done Name -------------------------------------------------------- TODO Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. DONE Carved some jack-o-lanterns for the less fortunate on Halloween 2017 TODO Transformed into a creature of the night and battled it out for supremacy in 2017! TODO Out dressed all the rest in the 2017 Halloween costume contest! DONE Tracked down and exterminated one of the elusive pumpkinheads during the Halloween Havoc of 2017. The event center This is a large sized building that has been made out of a white colored stone, painted in the center of each wall is the familiar demon horns logo with the words "Alter Aeon" written below in an elegant cursive. Several brass lanterns have been lit and completely light up the room. In the center of the room is a large table with several benches sitting around it. [Exits: east west ] The Halloween house of Havoc This is a well lighted shop filled with very strange and unusual looking things. Shelves line the walls to both sides and are filled with a variety of different items. There are scrolls, books, orbs, staffs, wands and staves, along with many other treasures. In the center of the room is a large counter and a silver display case filled with even more Things, some of which even glow as if magically enchanted. ( 6)The merchant Bartagar stands here looking over his newest acquisitions. [Exits: west ] The merchant Bartagar tells you, 'The following items are available for sale at this time' [ Price] One handed weapon --------------------------------------- [ 307] (lvl 17) a Halloween 2017 giant toothpick [ Price] Miscellaneous --------------------------------------- [ 307] (tot 0) a 2016 Halloween Havoc pumpkin sack [ 307] (lvl 1) a 2015 Halloween punch bowl To see a specific item in detail, give the item name. For example, 'list pick' The merchant Bartagar tells you, 'The following items are available for sale at this time' [ Price] One handed weapon --------------------------------------- [ 307] (lvl 17) a Halloween 2017 giant toothpick Item: 'pick toothpick halloween giant orange metal rod' Weight: 7 Size: 3'6" Level: 17 (relatively common) Type: WEAPON Composition: METAL Weapon damage: 5 to 25 pierce, 16 strength to use. Object is: MULTISELL GLOW NO_SAC Item has other effects: Affects: HITROLL by 4 Affects: LUCK by 4 Affects: CHR by 1 This weapon has a well-defined blade that can rip and tear. This weapon will do extra damage to machines. This weapon will do reduced damage to skeletal creatures and plants. Compared to your current weapon: a Halloween 2017 giant toothpick sucks compared to a bone-handled ritual blade. a Halloween 2017 giant toothpick looks about as manageable as a bone-handled ritual blade. The event center This is a large sized building that has been made out of a white colored stone, painted in the center of each wall is the familiar demon horns logo with the words "Alter Aeon" written below in an elegant cursive. Several brass lanterns have been lit and completely light up the room. In the center of the room is a large table with several benches sitting around it. [Exits: east west ] Nothing special there. Nothing special there. You smirk. You pray to Schlyne for transportation... ----------------------------------------------------------------- A church of Shift You are in a local religious meetinghouse. The walls are constructed of adobe, and the inner pylons and supportwork are of wood. The ceiling is flat and also made of adobe, which would make it quite heavy and explain why so much structural support is needed for such a small building. There is a small, rectangular stained-glass window set into the south and east walls at eye height, which are darkened from the blackness of night. Light is provided by two torches set into either side of the pulpit near the east side of the building. Sunlight from outside lights up the area. ( 5)A man of the cloth preaches the word of Shift. a priest of Shift glows with a bright light! [Exits: west ] You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere... ----------------------------------------------------------------- The Heart of Darkness You are in a HUGE black structure. All around you, obsidian walls jut out and tower up toward the sky. The pure black obsidian shines brightly and gives the entire surrounding area an eerie dark hue. Strange runes decorate the walls, probably some ultra-evil, demon-summoning, gates-of-hell-opening hieroglyphics. A stone staircase spirals around the whole cylindrical cavern, leading up to a curtain of bluish-white fire. (40)A portal to the realm of the living floats ominously here. [Exits: north east west ] [Doors: south northeast southeast southwest northwest up ] You are carrying: a yellow ioun stone (light) the dead realm of Angmar You are using: head - (artifact) a crown of bestial fury (glow) neck - (artifact) the Seal of the Dark Knight neck - (artifact) holy symbol of talos arms - (artifact) bracers of the hunter (glow) wrist - (artifact) a black widow engraved bracer (glow) wrist - (artifact) a bracelet of fire (glow) hands - gauntlets of carnage finger - (artifact) a spiked platinum ring (glow) finger - (antique) a ring of power (glow) (invis) on body - the Shadowstrike breastplate about body - (artifact) a whirling tempest waist - (antique) the girdle of stone giant strength legs - a set of demon leg wraps (glow) feet - (artifact) longhorned leather boots weapon - a bone-handled ritual blade Saving your character... Done! Come back soon! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Connection closed by server. To log in again, type 'connect' or use the File / Connect menu option.