I enjoy lag death as much as the next

posted on 2013-04-12 16:52:06
<86hp 9m 163mv> n
u
Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. The path continues up a
steep rise, and to the south.

[Exits: south up]
A female slith is wandering around, doing chores.
Cragarum, the Sheriff of Sliivalan, is protecting the Village from criminals.

<86hp 9m 162mv> n
Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. The path continues north
and down through a steep decline.

[Exits: north down]

<86hp 9m 161mv> Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. The path continues south
down a slight hill, west and east.

[Exits: east south west]

<86hp 9m 160mv> n
Alas, you cannot go that way.

<86hp 9m 160mv> e
e
Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. To the north you can see a
rough mud hut. The path continues to the west and east.

[Exits: north east west]

<86hp 9m 159mv> wher
Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. To the south you can see a
rough mud building, while to the north and west the path continues.

[Exits: north south west]

<86hp 9m 158mv> Players near you:
Dehmeo Along a Worn Path
Wumslorg Along a Worn Path

<86hp 9m 158mv> n
n
Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. The path continues north
and south.

[Exits: north south]

<86hp 9m 157mv> Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. To the west you can see
quite a fine mud building, while to the north and south the path continues.

[Exits: north south west]

<86hp 9m 156mv> n
Along a Worn Path
The ground underfoot appears to have been worn by the passage of many
many feet, over many many years. At the edge of each side of the path, is
an interesting wear mark, as if something has gently dragged over it,
swaying, over a long period of time. There are slight marks of picks and
shovels still apparent along the extreme edge of the path. It has been well
kept, as there are no weeds or grass growing at all. There appears to be a
weird kind of drainage system in place, which allows the ground to dry
quickly, and supresses the collection of mud. Small steel plates, full of
holes, are spaced every few feet. Looking through the plate, you can see
what appears to be a pipe leading into darkness. To the south the path
continues. To the north the path continues but does not look as well
travelled as the southern path.

[Exits: north south]

<86hp 9m 155mv> n
Northern Outskirts of Sliivalan Village
The well travelled path has now transformed into a small animal track as
it beings to wind its way into the wilds. To the south you can see the town
of Sliivalan, while to the east the rocky outcroppings appear to grow more
prominent. The dirt underfoot has a hard, stony feel while the sparse grass
has disappeared completely.

[Exits: east south]

<86hp 9m 154mv> e
Ill-Used Path
What was once an animal track has now dissolved into nothing more than a
dried up creek bed. Loose rocks, dirt and other debris litter the ground
at regular intervals. The creek is on a visible upwards slope to the east,
while to the west the creek appears to widen somewhat. A sharp wind
whistles past swirling dust in its wake. A faint gurgling sound can be
heard from all directions.

[Exits: east west]

<86hp 9m 153mv> n
Alas, you cannot go that way.

<86hp 9m 153mv> wher
Players near you:
Dehmeo Along a Worn Path
Wumslorg Ill-Used Path

<86hp 9m 153mv> e
Rising Ground
A well-worn trail leads up a fairly steep incline to the north of here,
winding slowly around and up to the base of a mountain. Rocks, dirt, and
other loose bits of debrit litter the ground in regular spaces. Sharp winds
whip up dust from the ground, stinging the face with unseen dust. It is
desolate here, the ground barren and void of any life or personality. All
that surrounds you is the enchanting coldness of darkness and solitude.
There is little trace of any regularity in the passage of travellers over
this barren rock.

[Exits: north west]

<86hp 9m 152mv> n
n
Walking along a Rocky Incline
The dust comes to life at your feet as you walk along this slope of rocks
and gravel. A small insect flutters past you, causing you to loose your
footing for a brief moment. Suddenly, you see various rocks tumbling
downward as if responding to your presence. They fall into a large fissure
at the base of the incline, never to be seen again. The incessant echos of
the rocks fill your ears and you wonder when they will stop tumbling. The
trail is about four feet at its widest point, with portions that are less
than one. A constant wind howls past your ears, making it hard to keep
balance. The incline continues north and south.

[Exits: north south]
A slith hunter stands here, tracking some game.
A slith hunter glares icily at you.

<86hp 9m 151mv> wher
Walking along a Rocky Incline
The dust comes to life at your feet as you walk along this slope of rocks
and gravel. A small insect flutters past you, causing you to loose your
footing for a brief moment. Suddenly, you see various rocks tumbling
downward as if responding to your presence. They fall into a large fissure
at the base of the incline, never to be seen again. The incessant echos of
the rocks fill your ears and you wonder when they will stop tumbling. The
trail is about four feet at its widest point, with portions that are less
than one. A constant wind howls past your ears, making it hard to keep
balance. The incline continues west and south.

[Exits: south west]

<86hp 9m 150mv> Players near you:
Dehmeo Northern Outskirts of Sliivalan Village
Wumslorg Walking along a Rocky Incline

<86hp 9m 150mv> w
Walking along a Rocky Incline
The dust comes to life at your feet as you walk along this slope of rocks
and gravel. A small insect flutters past you, causing you to loose your
footing for a brief moment. Suddenly, you see various rocks tumbling
downward as if responding to your presence. They fall into a large fissure
at the base of the incline, never to be seen again. The incessant echos of
the rocks fill your ears and you wonder when they will stop tumbling. The
trail is about four feet at its widest point, with portions that are less
than one. A constant wind howls past your ears, making it hard to keep
balance. The incline continues north and east.

[Exits: north east]
A slith hunter stands here, tracking some game.
A slith hunter glares icily at you.

<86hp 9m 149mv> n
Walking along a Rocky Incline
The dust comes to life at your feet as you walk along this slope of rocks
and gravel. A small insect flutters past you, causing you to loose your
footing for a brief moment. Suddenly, you see various rocks tumbling
downward as if responding to your presence. They fall into a large fissure
at the base of the incline, never to be seen again. The incessant echos of
the rocks fill your ears and you wonder when they will stop tumbling. The
trail is about four feet at its widest point, with portions that are less
than one. A constant wind howls past your ears, making it hard to keep
balance. The incline continues north and south.

[Exits: north south]

<86hp 9m 148mv> n
n
Steep Incline of Shale and Skree
Shale and small pieces of rock lie all around this steep incline. The
incline appears to lead up the side of a mountain, leading completely away
from the village. From here you see a view of the realms that can be seen
this well from no other vantage point, the clear sky allowing perfect vision
for miles around. To the south you see the rivers cutting through the green
landscape, even further south the mists of the dragon sea. Westwards are
the valleys and mountains that make up the main homes of the elves and the
avians, a thin view of Seringale visible far away. To the east you see the
vast open grassland of the ford, Redhorne Mountain ascending skywards not
far behind it.

[Exits: north south]

<86hp 9m 147mv> n
South Gate of City of Valour
Here stands the great golden gates of the city of Valour. They bear the
sigil of Valour upon them - an enlarged depiction of the Holy Cross. Strong
and heavy, these gates are at least fifteen feet tall. They have been
attached to the white stone fortress wall that encloses the inside city. At
the top of the gates and looking out over them, two flags fly proudly - the
first, Valour's national flag, and the second, the flag of Seringale.

[Exits: north south]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.

<86hp 9m 146mv> n
A centurion grudgingly moves aside for you.
The Walk of Pride
Tall buildings surround this immaculately built and laid stone road.
They are of uniform height and stand close together. Natural light shines
in from the skies above. The buildings and the skies together create a
striking contrast between the forces of humanity and nature. The stone road
is wide enough for a group of adventurers to travel down. Lamp-posts line
the street, leading it to the north and south.

[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.

<86hp 9m 144mv> n
The Walk of Pride
Tall buildings surround this immaculately built and laid stone road.
They are of uniform height and stand close together. Natural light shines
in from the skies above. The buildings and the skies together create a
striking contrast between the forces of humanity and nature. The stone road
is wide enough for a group of adventurers to travel down. Lamp-posts line
the street, leading it to the north and south.

[Exits: north south west]

<86hp 9m 142mv> n
The Walk of Pride
Tall buildings surround this immaculately built and laid stone road.
They are of uniform height and stand close together. Natural light shines
in from the skies above. The buildings and the skies together create a
striking contrast between the forces of humanity and nature. The stone road
is wide enough for a group of adventurers to travel down. Lamp-posts line
the street, leading it to the north and south.

[Exits: north south]

<86hp 9m 140mv> n
The Walk of Pride
Tall buildings surround this immaculately built and laid stone road.
They are of uniform height and stand close together. Natural light shines
in from the skies above. The buildings and the skies together create a
striking contrast between the forces of humanity and nature. The stone road
is wide enough for a group of adventurers to travel down. Lamp-posts line
the street, leading it to the north and south.

[Exits: north south]

<86hp 9m 138mv> The Knight's War Memorial
A set of stairs lead up the octagonal base of this majestic statue. They
reach walls where names of fallen Knights that have died with honor are
inscribed. Standing atop this base is a twenty feet high column overlooking
the entire area. At the top of the column a statue of an angel with wings
outspread soars above the city.

[Exits: north east south west]
A memorial for the heroic Knights of Valour has been laid to rest here.

<86hp 9m 136mv> n
South Market Bridge
A wooden bridge leaps out over the gentle ocean swirling beneath here. A
rope support is provided for the hands, while wooden sleepers support the
feet that traverse it. There is enough room here for three soldiers to walk
abreast. The ocean gently laps the thick wooden pillars that keep this
remarkably sturdy platform raised above the sea level. The bridge continues
to the north and south.

[Exits: north south]

<86hp 9m 134mv> n
n
South Market Bridge
A wooden bridge leaps out over the gentle ocean swirling beneath here. A
rope support is provided for the hands, while wooden sleepers support the
feet that traverse it. There is enough room here for three soldiers to walk
abreast. The ocean gently laps the thick wooden pillars that keep this
remarkably sturdy platform raised above the sea level. The bridge continues
to the north and south.

[Exits: north south]

<86hp 9m 132mv> South Valour Bazaar
At the heart of Valour itself, stands a wide pool of water. A fountain
in the pool's centre ejects water into the air, which then scatters in all
directions into this noisy pool. This then drains into the walls that
enclose its sides. The bazaar is a bustling marketplace that takes
advantage of the pool's ability to attract visitors to the city. A place
for small trades and street performances for small coins.

[Exits: east south west]

<86hp 9m 130mv> w
n
n
South High Street
The high street runs straight through the heart of Valour, facilitating
the flow of trade throughout the area. It is a short yet wide street that
takes the trader quickly from where he is to where he wants to be. Shops
stand at its sides. The shops have been decorated with statues and sigils
of Valour, adding aesthetic beauty to this necessary place. The street
continues to the east and west.

[Exits: east west]
A street peddler wanders around hoping to score a trade.

<92hp 17m 134mv> w
w
A large pool of shallow water blocks off the road.

<92hp 17m 134mv> w
A large pool of shallow water blocks off the road.

<92hp 17m 134mv> South High Street
The high street runs straight through the heart of Valour, facilitating
the flow of trade throughout the area. It is a short yet wide street that
takes the trader quickly from where he is to where he wants to be. Shops
stand at its sides. The shops have been decorated with statues and sigils
of Valour, adding aesthetic beauty to this necessary place. The street
continues to the east and west.

[Exits: east south west]

<92hp 17m 132mv> Southwest Corner of Market Place
The two major streets through the heart of Valour meet here, to travel
away from each other again in the opposite direction. A marble statue of a
Knight of Valour strengthens the joint between these two important streets.
Its pose is one of observance, with sword in hilt, atop a large warhorse.
There is a solemn look on the Knight's face, crossed with responsibility and
concentration. It reminds the citizens of Valour of the necessity of
protecting with lives that which makes their own lives so wonderful.

[Exits: north east]
A member of the Valourian special forces is riding on a powerful steed.
A street performer juggles flaming torches.

<92hp 17m 130mv> A large building blocks the way west of here.

<92hp 17m 130mv> n
n
n
n
West Wall Street
Wall Street is home to many of Valour's most important stores and trading
hotspots. It is the busiest part of the entire area. Trade flows through
here day and night, in the city that is always awake. This is also one of
the streets that the Valourian guard parade visits when it tours the city
from its home in the palace. The street continues north and south.

[Exits: north south west]

<92hp 17m 128mv> wher
West Wall Street
Wall Street is home to many of Valour's most important stores and trading
hotspots. It is the busiest part of the entire area. Trade flows through
here day and night, in the city that is always awake. This is also one of
the streets that the Valourian guard parade visits when it tours the city
from its home in the palace. The street continues north and south.

[Exits: north south]

<92hp 17m 126mv> West Valour Bazaar
At the heart of Valour itself, stands a wide pool of water. A fountain
in the pool's centre ejects water into the air, which then scatters in all
directions into this noisy pool. This then drains into the walls that
enclose its sides. The bazaar is a bustling marketplace that takes
advantage of the pool's ability to attract visitors to the city. A place
for small trades and street performances for small coins.

[Exits: north south west]
A street peddler wanders around hoping to score a trade.

<92hp 17m 124mv> West Wall Street
Wall Street is home to many of Valour's most important stores and trading
hotspots. It is the busiest part of the entire area. Trade flows through
here day and night, in the city that is always awake. This is also one of
the streets that the Valourian guard parade visits when it tours the city
from its home in the palace. The street continues north and south.

[Exits: north south]

<92hp 17m 122mv> Players near you:
Dehmeo Southwest Corner of Market Place
Wumslorg West Wall Street

<92hp 17m 122mv> n
e

Dehmeo walks in.
A bloodhound walks in.

<92hp 17m 122mv> West Wall Street
Wall Street is home to many of Valour's most important stores and trading
hotspots. It is the busiest part of the entire area. Trade flows through
here day and night, in the city that is always awake. This is also one of
the streets that the Valourian guard parade visits when it tours the city
from its home in the palace. The street continues north and south.

[Exits: north south west]

<92hp 17m 120mv> flee
A large pool of shallow water blocks off the road.

<92hp 17m 120mv> n
e

Dehmeo walks in.
A bloodhound walks in.

<92hp 17m 120mv>
Dehmeo walks north.
A bloodhound walks north.
You aren't fighting anyone.

<92hp 17m 120mv> Northwest Corner of Market Place
The two major streets through the heart of Valour meet here, to travel
away from each other again in the opposite direction. A marble statue of a
Knight of Valour strengthens the joint between these two important streets.
Its pose is one of observance, with sword in hilt, atop a large warhorse.
There is a solemn look on the Knight's face, crossed with responsibility and
concentration. It reminds the citizens of Valour of the necessity of
protecting with lives that which makes their own lives so wonderful.

[Exits: east south]
(Charmed) A bloodhound is here, plodding along beside its master.
(Charmed) A large black panther poises here.
Dehmeo the Master of Wildlife is here.
A street performer juggles flaming torches.

<92hp 17m 118mv> flee
e
e

You yell 'Help! I am being attacked by Dehmeo!'
Dehmeo's chop MANGLES you!
You sure are BLEEDING!
You parry Dehmeo's cleave.
Dehmeo's chop MASSACRES you!
You have been KILLED!!

You turn into an invincible ghost for a few minutes.
As long as you don't attack anything.

<1hp 1m 118mv> You can't do that while resting.

<1hp 1m 118mv> You can't do that while resting.

<1hp 1m 118mv> You can't do that while resting.

<1hp 1m 118mv> You can't do that while resting.

<1hp 1m 118mv> wa
l
You stand up.

<1hp 1m 118mv> Temple of Darkness
You are standing in the Temple of Darkness. The temple is made of huge
blackened slabs of rocks, covered with carved images of goats, pigs, ravens,
and horses. This temple is where the followers of various gods of darkness
come and worship their gods. You see the altar of sacrifice to the north,
the Temple Square to the east, and the South Road to the south.

[Exits: north east south west]

<1hp 1m 118mv> sl
You go to sleep.

<1hp 1m 118mv> wa
s
You wake and stand up.

<1hp 1m 118mv> e
The South Road
You are on the South Road of Seringale. It is gloomy and dim here. All
around you are beggars and panhandlers dressed in filthy clothing. The
buildings surrounding you are old and run down. They seem like they have
been made ages ago. The once bright red bricks that the buildings are made
of are now only pale, brittle chunks barely holding the walls of the
buildings together. You see the Temple of Darkness to the north, and the
South Road continues to the east and west.

[Exits: north east west]

<1hp 1m 118mv> The South Road
You are on the South Road of Seringale. It is gloomy and dim here. All
around you are beggars and panhandlers dressed in filthy clothing. The
buildings surrounding you are old and run down. They seem like they have
been made ages ago. The once bright red bricks that the buildings are
made of are now only pale, brittle chunks barely holding the walls of the
buildings together. You see the Temple Square to the north and the South
Road continues to the east and the west.

[Exits: north east west]

<1hp 1m 118mv> e
e
The South Road
You are on the South Road of Seringale. It is gloomy and dim here. All
around you are beggars and panhandlers dressed in filthy clothing. The
buildings surrounding you are old and run down. They seem like they have
been made ages ago. The once bright red bricks that the buildings are
made of are now only pale, brittle chunks barely holding the walls of the
buildings together. You see a dark alley continue to the north and the
south, and the South Road continues to the east and the west.

[Exits: north east south west]

<1hp 1m 118mv> e
e
e
The South Road
You are on the South Road of Seringale. It is gloomy and dim here. All
around you are beggars and panhandlers dressed in filthy clothing. The
buildings surrounding you are old and run down. They seem like they have
been made ages ago. The once bright red bricks that the buildings are made
of are now only pale, brittle chunks barely holding the walls of the
buildings together. The South Road continues to the east and west.

[Exits: east west]

<1hp 1m 118mv> e
The South Road
You are on the South Road of Seringale. It is gloomy and dim here. All
around you are beggars and panhandlers dressed in filthy clothing. The
buildings surrounding you are old and run down. They seem like they have
been made ages ago. The once bright red bricks that the buildings are made
of are now only pale, brittle chunks barely holding the walls of the
buildings together. The South Road continues to the west, and Seringale's
Nexus lies to the north.

[Exits: north west]

<1hp 1m 118mv> Alas, you cannot go that way.

<1hp 1m 118mv> Alas, you cannot go that way.

<1hp 1m 118mv> n
Alas, you cannot go that way.

<1hp 1m 118mv> Seringale's Nexus Point
Created by the local mages guild, this runed circle is a recipient for
those arriving into Seringale via Nexus travel. A dim humming emanates from
the stones that the glowing runes that comprise the circle. A sulfuric
scent hangs on the burnt air here. An exit to the south leads back to the
South Road.

[Exits: south]
Dim hums from an ancient frozen nexus are audible here.
(White Aura) Zepherleanic the earthen elementalist is here standing on his head.
Zepherleanic says 'Crystal shards were needed to create Nexus stones.'
Zepherleanic says 'Unfortunately they're very valuable. I know Linde has one..'
You have found a new quest!
Questor: Retrieve the green crystal shards from Linde the gleeman of Seringale.

<1hp 1m 118mv> align sword cross
You align the left-hand sword rune with the right-hand cross rune.
The smouldering runes on the Nexus of Winter pulse with heat, and a portal appears.

<1hp 1m 118mv> enter port

The sun slowly disappears in the west.

<8hp 22m 157mv> You step through a shimmering portal.
Valour's Nexus Point
This is the transportation point created by Valour's guild of wizardry
for the use of all. The place has been built away from the heart of the
town due to the sensitivity of the materials used here. The minerals used
to maintain the Nexus would be extremely dangerous left unsupervised around
those that dabble foolishly in magic. A whiff of sulfur in the air gives
away the explosive nature of the Nexus.

[Exits: south portal]
Flares of energy scream from a shimmering portal opened here.
A Nexus of Power designed for transportation is here.
Aicilya the sorceress maintains the Nexus.

<8hp 22m 157mv> s
w
w
w
The Eastern Promenade
A stone-laden road stretches from east to west through this grass covered
plateau. The masonry on the stonework has a simple elegance - smooth and
sharply defined at its edges, seamless in its procession across the ground
it has been laid down on. It marries the man-made with the work of mother
nature, creating a bond for both to benefit from. Valourian flags, bearing
the motif of the Holy Cross, have been raised to their greatest height,
flying proudly atop white poles.

[Exits: north east south west]
A member of the Valourian special forces is riding on a powerful steed.

<8hp 22m 157mv> The Eastern Promenade
A stone-laden road stretches from east to west through this grass covered
plateau. The masonry on the stonework has a simple elegance - smooth and
sharply defined at its edges, seamless in its procession across the ground
it has been laid down on. It marries the man-made with the work of mother
nature, creating a bond for both to benefit from. Valourian flags, bearing
the motif of the Holy Cross, have been raised to their greatest height,
flying proudly atop white poles.

[Exits: east west]

<8hp 22m 157mv> The Eastern Promenade
A stone-laden road stretches from east to west through this grass covered
plateau. The masonry on the stonework has a simple elegance - smooth and
sharply defined at its edges, seamless in its procession across the ground
it has been laid down on. It marries the man-made with the work of mother
nature, creating a bond for both to benefit from. Valourian flags, bearing
the motif of the Holy Cross, have been raised to their greatest height,
flying proudly atop white poles.

[Exits: east south west]

<8hp 22m 157mv> w
w
w
The Eastern Promenade
A stone-laden road stretches from east to west through this grass covered
plateau. The masonry on the stonework has a simple elegance - smooth and
sharply defined at its edges, seamless in its procession across the ground
it has been laid down on. It marries the man-made with the work of mother
nature, creating a bond for both to benefit from. Valourian flags, bearing
the motif of the Holy Cross, have been raised to their greatest height,
flying proudly atop white poles.

[Exits: east west]

<8hp 22m 157mv> The Arch of Saint Avangulen
A long arch stretches all the way across this square. It has been
fashioned out of marble. At its left base, streams of colour begin flight
across the arch, burning out just before they reach halfway. The streams
flicker and contort even as they are looked upon. At its right base, a
flower bed has been laid, with white roses in bloom within it in all
seasons.

[Exits: north east south]
The marble arch of Avangulen hangs overhead.

<8hp 22m 157mv> w
n
n
A long fall into a lot of water is all there is in that direction.

<8hp 22m 157mv> n
A long fall into a lot of water is all there is in that direction.

<8hp 22m 157mv> A long fall into a lot of water is all there is in that direction.

<8hp 22m 157mv> Liberty Street
This road leads through into the centre of Greater Valour, towards the
epicentre of its business district. Buildings line the street, tall and
with smooth gentle walls that create a warm and welcoming atmosphere.
Sigils of the Knights are marked upon every door frame. The masonry is of
the highest quality, matched only by that of the street itself. Lamp-posts
lead the way north and south.

[Exits: north south]
A noble of Valour walks down the street.
A noble of Valour walks down the street.

<8hp 22m 157mv> Liberty Street
This road leads through into the centre of Greater Valour, towards the
epicentre of its business district. Buildings line the street, tall and
with smooth gentle walls that create a warm and welcoming atmosphere.
Sigils of the Knights are marked upon every door frame. The masonry is of
the highest quality, matched only by that of the street itself. Lamp-posts
lead the way north and south.

[Exits: north east south]

<8hp 22m 157mv> n
Liberty Street
This road leads through into the centre of Greater Valour, towards the
epicentre of its business district. Buildings line the street, tall and
with smooth gentle walls that create a warm and welcoming atmosphere.
Sigils of the Knights are marked upon every door frame. The masonry is of
the highest quality, matched only by that of the street itself. Lamp-posts
lead the way north and south.

[Exits: north south west]
A noble of Valour walks down the street.

<8hp 22m 157mv> Liberty Street
This road leads through into the centre of Greater Valour, towards the
epicentre of its business district. Buildings line the street, tall and
with smooth gentle walls that create a warm and welcoming atmosphere.
Sigils of the Knights are marked upon every door frame. The masonry is of
the highest quality, matched only by that of the street itself. Lamp-posts
lead the way north and south.

[Exits: north east south]

<8hp 22m 157mv> n

The night has begun.

<20hp 32m 196mv> Liberty Street
This road leads through into the centre of Greater Valour, towards the
epicentre of its business district. Buildings line the street, tall and
with smooth gentle walls that create a warm and welcoming atmosphere.
Sigils of the Knights are marked upon every door frame. The masonry is of
the highest quality, matched only by that of the street itself. Lamp-posts
lead the way north and south.

[Exits: north south]

<20hp 32m 196mv> n
City Forum
This is an open air forum that can be wandered through as a person
travels down the streets. A few simple low walls create an enclosure to
separate it from the busiest flow of traffic. Some of the most powerful
political figures ever to involve themselves with Valour have given speeches
from the lectern that stands in the City Forum. It is the place where the
monarch addresses the city as a whole in such important issues as
declarations of war and the the need for good men to fight for his causes.

[Exits: east south west]
Water flows from a marble statue of the sigil of Valour.
A Knight of the Holy Cross patrols the area diligently.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
A noble of Valour walks down the street.
A dame of Valour walks down the street.
A Knight of the Holy Cross looks at you sternly.

<20hp 32m 196mv> w
w
w
Greater Valour Avenue
This road leads through the upper district of the city of Valour. At its
border are the large business buildings that direct the commerce and
government. Their walls are decorated with gold and gemstone, showing off
the wealth that has been attained by this successful city. The buildings
provide an inspiring backdrop contrasted against the clear skies. A series
of lamp-posts lead the way east and west.

[Exits: east west]

<20hp 32m 196mv> Greater Valour Avenue
This road leads through the upper district of the city of Valour. At its
border are the large business buildings that direct the commerce and
government. Their walls are decorated with gold and gemstone, showing off
the wealth that has been attained by this successful city. The buildings
provide an inspiring backdrop contrasted against the clear skies. A series
of lamp-posts lead the way east and west.

[Exits: east west]
A noble of Valour walks down the street.

<20hp 32m 196mv> w
Greater Valour Avenue
This road leads through the upper district of the city of Valour. At its
border are the large business buildings that direct the commerce and
government. Their walls are decorated with gold and gemstone, showing off
the wealth that has been attained by this successful city. The buildings
provide an inspiring backdrop contrasted against the clear skies. A series
of lamp-posts lead the way east and west.

[Exits: north east west]

<20hp 32m 196mv> w
Greater Valour Avenue
This road leads through the upper district of the city of Valour. At its
border are the large business buildings that direct the commerce and
government. Their walls are decorated with gold and gemstone, showing off
the wealth that has been attained by this successful city. The buildings
provide an inspiring backdrop contrasted against the clear skies. A series
of lamp-posts lead the way east and west.

[Exits: east west]
A noble of Valour walks down the street.

<20hp 32m 196mv> Greater Valour Avenue
This road leads through the upper district of the city of Valour. At its
border are the large business buildings that direct the commerce and
government. Their walls are decorated with gold and gemstone, showing off
the wealth that has been attained by this successful city. The buildings
provide an inspiring backdrop contrasted against the clear skies. A series
of lamp-posts lead the way east and west.

[Exits: east west]
A Knight of the Holy Cross patrols the area diligently.
A noble of Valour walks down the street.

<20hp 32m 196mv> w
Queen Victoria's Needle
This monument has been built in memorial of the late Queen Victoria, the
first to sit upon Valour's powerful throne. It is a twenty feet high golden
needle, inserted into a heavy and strong marble base. The needle symbolises
the care that Knights must place into their work, and the precision needed
in the choice of crusades they leave on.

[Exits: north east south west]
A golden needle thrust into a marble platform extends high overhead.



[Exits: north south]

<2
The high street runs straight through the heart of Valour, facilitating
the flow of trade throughout the area. It is a short yet wide street that
takes the trader quickly from where he is to where he wants to be. Shops
stand at its sides. The shops have been decorated with statues and sigils
of Valour, adding aesthetic beauty to this necessary place. The street
continues to the east and west.

[Exits: east west]

<20hp 32m 196mv> North High Street
The high street runs straight through the heart of Valour, facilitating
the flow of trade throughout the area. It is a short yet wide street that
takes the trader quickly from where he is to where he wants to be. Shops
stand at its sides. The shops have been decorated with statues and sigils
of Valour, adding aesthetic beauty to this necessary place. The street
continues to the east and west.

[Exits: north east west]
A street peddler wanders around hoping to score a trade.

<20hp 32m 196mv> Northwest Corner of Market Place
The two major streets through the heart of Valour meet here, to travel
away from each other again in the opposite direction. A marble statue of a
Knight of Valour strengthens the joint between these two important streets.
Its pose is one of observance, with sword in hilt, atop a large warhorse.
There is a solemn look on the Knight's face, crossed with responsibility and
concentration. It reminds the citizens of Valour of the necessity of
protecting with lives that which makes their own lives so wonderful.

[Exits: east south]
Some multicolored cloth is on the ground here.
The corpse of Wumslorg is lying here.
(Charmed) A bloodhound is here, plodding along beside its master.
(Charmed) A large black panther poises here.
Dehmeo the Master of Wildlife is here.
A street performer juggles flaming torches.

<20hp 32m 196mv> A large building blocks the way west of here.

<20hp 32m 196mv> A large building blocks the way west of here.

<20hp 32m 196mv> Dehmeo sacrifices a chameleon poncho to The Overlord.
You get a Big Ol'Pack Sack from the corpse of Wumslorg.
You get a pair of red steel vambraces from the corpse of Wumslorg.
You get red dragonscale leggings from the corpse of Wumslorg.
You get a seeking stone from the corpse of Wumslorg.
You get a steel belt from the corpse of Wumslorg.
You get a manual of healing arts from the corpse of Wumslorg.
You get a pair of black leather pants from the corpse of Wumslorg.
You get a black leather hood from the corpse of Wumslorg.
You get a manual of healing arts from the corpse of Wumslorg.

<20hp 32m 196mv>
<20hp 32m 196mv> delete or2vsx6

A large black panther looks uncomfortable in these surroundings.
You have become better at meditation!
You have now mastered !

<27hp 56m 235mv> delete
Type delete again to confirm this command.
WARNING: this command is irreversible.
Typing delete with an argument will undo delete status.
Note: If you are over level 20, you will be unable to re-use your name.

<27hp 56m 235mv> Per player requests, this character has been temporarily locked.
You have escaped from the Abandoned Realms.



But keep full looting people who you have 5 ranks on and you will be alone because you drive off other players.
  1. Eloret I enjoy lag death as much as the next -
    Nice pword dude, might want to ask a moderator to change this or to make sure you log at exactly 4 hours and change it...Smooth.
  2. Wumslorg I enjoy lag death as much as the next -
    who says I didn't mask it for the sake of the log?
  3. Eloret I enjoy lag death as much as the next -
    pretty deliberate key strokes for masking it.
  4. dehmeo I enjoy lag death as much as the next -
    Why didn't you post the whole log, you came at me, you were beaten down and I chased you down for the kill...
  5. dremil I enjoy lag death as much as the next -
    Is it just me or did you type flee before he attacked you? Little strange, no?
  6. Wumslorg I enjoy lag death as much as the next -
    aw, your poor feelings hurt dem? You've been trying to cheese kill me since rank 25. fuck off.

    I was typing flee because I was expecting to be hit in combat before being able to move. 9b8em3ia <- here eloret.

    He's my only character at this mud so I'm not even playing anymore. The game isnt balanced or fun. Please don't bang the "it gets better at 50" drum. If it's unbalanced, it's unbalanced.
  7. stephen whoa -
    Hey Wumslorg. I've enjoyed the logs you've been posting lately - thank you! Any kind of weirdness, or battle or anything is welcome.

    I agree with you that full loot/sac, with the possible exception of cabal warfare, is bad for the game and I hate it. I don't do it to people and hope they don't to me.

    There's no question that being a pre-40 Illilthid IS a hard job, perhaps you'd enjoy a Minotaur who is strong all the way up to 50 and crazy fun!

    Anyway, I hope you don't really leave, and I hope you don't abandon this character - I liked him.


  8. Nadrin I enjoy lag death as much as the next -
    I hate to tell you this buddy, but All illusionists are gimp pre 50. They get some of the best levelling/ pve skills in the game, IE haste, enlarge, gate/group gate. Its amazing, their survivability at 50 is off the charts, coupled with the fact that a 50 illusionist pumps out more damage then any other class... So the crap you have to deal with pre 50, well rank up and you won't have to deal with it anymore. It does get much much better.
  9. kalist I enjoy lag death as much as the next -
    Illithid illusionist is one of the hardest race/class combos on this game..

    The best classes for starting out are probably shaman or healer (they are very forgiving). If you want to be more aggressive than that, a ranger can be forgiving also due to escaping with camo.

    At least you've probably experienced some PK adrenaline. That's worth sticking around for and trying something else out right?
  10. Nadrin I enjoy lag death as much as the next -
    Personally I have thought about making an Illithid for legion. Could be interesting.
  11. dehmeo I enjoy lag death as much as the next -
    its a bit amusing to me that you are trying to play the poor me card. The only reason why I killed you at rank 25 was because of how rude you were to me calling me and idiot and incompetent at rank 10 because you cast a spell on an ofcol guard instead of a citizen getting yourself killed. Part of the reason for fighting you was also because I haven't played this game in a while and I wanted to get the bugs out of pking.

    You seemed like a competent player so I wanted to chase and run around, I was surprised as anyone when you just let me kill you. The time you killed me I was drunk it was 130 am and you did a good job. I didn't say anything post anything and you were pretty happy with yourself.

    I came after you again for revenge after you killed me what 2 weeks later, you quit out. I killed you today when you start the fight and now you cry about it. Don't start a fight you can't finish and watch your mouth.
  12. Beljia I enjoy lag death as much as the next -
    Nadrin> Thinking about Occulius?
  13. ergorion I enjoy lag death as much as the next -
    Upper rank potential has to be balanced by lower rank deficiencies. That's balance.

    As others have pointed out, illus can be extremely lethal at 50. My illithid illusionist one rounded a Justice not once, but twice. Illusionists have a tougher time against warrior classes that defend the majority of their dupes' attacks. They make up for it in being able to mow down casters.

    A successful illusionist can still take down warrior types if played right. Occuilus was one such example. He had enough healing items from cabal shop to survive to finish them off. Sure, you might not have access to the cabal heals, but there are a fair number of healing items in the game that you can and should use to your advantage.
  14. Nadrin I enjoy lag death as much as the next -
    That and I remember just how annoying Ergorions Squid was. Haha. I don't like playing Illus, I have taken two to 50 and I did not stick with them, so more then likely i wont make one, but who knows?
  15. darshanzn I enjoy lag death as much as the next -
    if you using cellphone internet there's a 1 second delay.
  16. darshanzn I enjoy lag death as much as the next -
    if you using cellphone internet there's a 1 second delay.
  17. Wumslorg I enjoy lag death as much as the next -
    1. I didnt get myself killed.
    2. Citguards assist citizens, you're using OOC knowledge to berate someone and you cant even get that right.
    3. You started the fight multiple times. I attacked you because you logged in, and it was the best chance to have an "equal" fight.
    4a. I didnt "quit out". I just avoided you until you quit. And what else is the option? take a sure death? You know that it's an easy kill, which is why you started your shit in the first place. A: rank advantage. B: vuln. C: poor hp. D: a non-niche level for a caster that has shit defense. E: you still full looted and sacced all of my shit, costing me 30 minutes+ of reprep time in basic trash gear. You chose that. You. As a person behind the screen. I don't need to waste my time like that. You weren't satisfied with the kill you got on someone who can only win if you rem all;drop all. And you full looted and sacced MY TIME. fuck you. Seriously. If you don't want people to play with, I am amenable to that.
    4. saying that a class needs to be underpowered at low ranks to balance out it being overpowered with "1 rounding" at high ranks gives more credence to the game just being overall unbalanced.
    5. I had healing items. Spent 30 minutes grinding up 4 energy scrolls and 4 books of healing from mahn-tor. Guess what happened when he started full saccing me? Lost those 30 minutes instantly. The damage output is too much to stand around trying to get in a lucky heal and hope not to give him a free murder.
    6. It's not poor me at all. It's "this game bites", I can play better balanced mage vs fighter vs rogue games on any one of the top mud sites.

    ciao.
  18. stephen bye -
    1) Wumslorg - people tried to be nice to you in the comments and this is your response? Please do wander off to another of the top mud sites, I hope they're more to your liking.

    2) If any good comes from this mess, it's for those who play AR to realize that full loot/SAC does turn people off.

    3) The balance is definitely NOT what people say. Ill Ill is not overpowered at 50, or history would be dominated by them. Even though you're not at your strongest, you could take down a Paladin. Duplicate something tough, haste it, dispel magic, slow and terrain/flashfire on the Paladin and it would die.

    If you're going to be a dick - bye, but don't try and blame it on the game of Abandoned Realms which IS balanced, challenging and yes - can be incredibly frustrating when a better skilled person beats you! I guess you're just experiencing that frustration.
  19. foobat I enjoy lag death as much as the next -
    It's not supposed to be balanced, it's supposed to be fun. Sometimes you get your fun by ruining someone else's day.

    Don't be a bitch and respond to people who say you quit out on them. Who gives a fuck? Just quit when you're disadvantaged. They would do it to you. Come back at 2am, gain 4 levels, and then fuck them up the next day. Let them be the next guy on the forums whining about how unfair it is
  20. retard I enjoy lag death as much as the next -
    You chose a race with a slash vuln and then probably just failed to leverage all the illusionist stuff correctly.

    Things to always keep up:
    - weapon ward up
    - prot shield up
    - blur up
    - hold a recall potion (as an illithid, very useful)
    - use mirror to confuse opponents murder
    - use illusions to help deal damage

    (fighters have none of these options)

    Also
    -you must use sanc
    - fly up

    Good to have:
    - armor spell on
    - stoneskin on

    If you have all of that up, its hard to see why you would just drop like a stone.

    Last resort:
    - teleport

    (another getaway a fighter doesnt have)
  21. xenyar I enjoy lag death as much as the next -
    I remember the days when I first started playing. I'd get my shit kicked in left and right. but I stuck with it. Then again, thats my personality too. I'm very competitive, and I don't like to lose. Next this you know, you're in the top 5 pk list regularly. Just stick with it, Wumslorg. You're off to a better start than I was when I first started.
  22. foobat I enjoy lag death as much as the next -
    I didn't even have a 50 the whole first year I started playing, and for the longest time I would delete the first time I died to a player. It's just no fun playing an evil when there's someone out there who thinks (knows?) you are weak. There's no shame in deleting when you get behind the curve, just make aother character and go again.

    It used to be a lot faster to iterate like this when all the trash pk happened at levels 16-25 and you could just roll up and be back in the shitstorm again in an hour
  23. Etelaan I enjoy lag death as much as the next -
    lol to stephen. There's no such thing as skill difference between a class that requires niche ranks to do well vs a class that can rock and roll from third attack and enhanced damage and dual wield.

    It looks like dehmeo started it but you're calling the response being a dick to all, and I just don't see that. I don't play anything but warriors, rangers, invokers, and shaman, precisely because the other classes have terrible weakpoints where you are required to get your ass kicked because you have nothing for offense and defense unless you run the gauntlet to make it to your own character's niche level. That doesn't sound balanced to me either, but it's all a matter of personal opinion.

    Its like people who play SC2 calling zerg vs protoss balanced because if the game goes on too long, protoss is unstoppable with its high damage army maxed out with crazy spells, whereas zerg is considered much more powerful in midgame with it's brood lords and infestor fungal spam. Essentially the idea is that the zerg beats the protoss before a specific time limit or it's game over, which sounds analogous to the concept of balance that is being applied to AR.

    Human fighters and shaman are more fun because you get to be on top of other people in pk ranks and it's easy to just rock and roll after grabbing up some red dragon. Illusionists and necromancers have rollercoaster levels, where they gain a sudden burst of power due to their charmyarmy increasing by 1 for for every 10 ranks, and then start dropping off in power quickly until the next one. I think that's due to both the way that defenses are handled on player vs mob (and the charmies are mobs, so if a player canparry all the mobs attacks at X ranks higher, then its now a useless charmie), and the gaps of decent mobs per level.