Haldrik
05-11-2016, 03:45 AM
I've really fallen in love with the multi-setting gold ring teleporters so I figured I would share some of their potential. I've pasted some logs below that show how they can be integrated into lich/go2. They can also easily be integrated using macros/aliases, etc.
For my specific scripts (which aliases/macros can emulate), they have two main functions. It can teleport from my current room (if ringable) to any room in the same zone on the destination list. There are also 'waypoint' rooms, in which there always exists a path from A->B, such as outside WL Zul Cart -> WL. Or East of Zul Cart to TI.
There are a lot of squelches involved to make everything look smooth, but I pasted a raw version for my OTF trips at the bottom.
Cysaegir -> Landing (7 Minutes)
[Cysaegir, Linsandrych Common]
Placed strategically under a leafy arbor for shade, a vine-carved bench hides in the darkness. Interrupting the natural beauty of a grassy knoll sprinkled with a scattering of buttercups is a lattice-worked gazebo. A slate-paved walkway that snakes through flowering bushes and trees leads toward the steps of the structure. Gorgeous bell-shaped flowers in shades of blue and pink encircle the base of a pedestal upon which a magnificent gold statue of an elven man is perched. You also see a long ramp winding up and around a massive tree.
Obvious paths: southeast, southwest, northwest
>
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
>;go2 landing
--- Lich: go2 active.
272 matching rooms found:
1: [Wehnimer's, Exterior] (220)
2: [Wehnimer's, Outside Gate] (221)
3: [Wehnimer's, Land's End Rd.] (223)
4: [Town Square, Northwest] (227)
5: [Town Square Central] (228)
6: [Town Square, East] (229)
7: [Wehnimer's, Cheridin Ave.] (232)
8: [Wehnimer's, Erebor Square] (235)
9: [Wehnimer's, Atropa St.] (245)
10: [Wehnimer's, Locksmehr Way] (246)
11: [Wehnimer's, Bay's Watch West] (249)
12: [Wehnimer's, Locksmehr Way] (251)
13: [Wehnimer's, Locksmehr Way] (254)
14: [Wehnimer's, Dragonsclaw Rd.] (255)
15: [Wehnimer's, North Ring Rd.] (267)
16: [Wehnimer's, Stormarm St.] (270)
17: [Wehnimer's, Stormarm St.] (271)
18: [Wehnimer's, Lyon Way] (273)
19: [Wehnimer's, North Ring Rd.] (286)
20: [Wehnimer's, Airioch Lane] (302)
select a room (;send <1-20>) or ';send next' for more
>;send 5
--- sent: 5
[go2: ETA: 0:06:55 (37 rooms to move through)]
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 10. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Eastern DragonSpine, Slope]
The trail is extremely icy, steep and treacherous. Below, the homes and businesses of Zhindel's Post cluster near the face of the DragonSpine Mountains. The well-kept buildings with their candlelit windows give the Post the look of a toy town, but a few figures moving on the streets and between the buildings belies this impression. Farther to the east the conifer forest spreads out in a rolling carpet of green. You also see a steep trail and an icy path.
Obvious paths: none
>
[go2]>climb trail
You quickly climb the icy trail.
Roundtime: 10 sec.
[Cavern Mouth]
A large, well-lit cavern extends back into the mountain face. Wagonloads of freight move slowly out of the cavern, stopping at the precipice's edge to await daylight and the use of the freight pulley. The pulley appears to be closed and locked for the night. Several large bags of salt are piled near the freight pulley. The footing is icy, and the dwarves moving the wagons wear heavy-soled boots to provide better traction. You also see a steep trail and an immense black-inked sign standing nearly six feet tall.
Obvious paths: none
R>
Your disk arrives, following you dutifully.
R>
[go2]>go mouth
[Kharag 'doth Dzulthu, Tunnels]
The tunnel narrows as it approaches a set of metal rails. An endless procession of mining carts rotate along the rails, flying past at an exceptional rate of speed, and occasionally stopping to take on passengers. Several burly dwarves stand by, directing traffic and ensuring the carts move along. You also see a wooden sign and a wooden gate.
Obvious exits: east, out
>
[go2]>buy ticket
The dwarf carefully counts out the 1000 silvers and grunts, "You now have passage on one of the carts boarding shortly. If you're not here and ready to go, no refunds."
>
Your disk arrives, following you dutifully.
>
The dwarf announces, "Boarding now for Kalros."
You hastily enter the mining cart.
[Kharag 'doth Dzulthu, Tunnels]
The smooth walls of the large mining cart, so high it's nearly impossible to see over the tops, are grimy from years of use. Spots of rust mark the metal, the rivets surrounded by clouds of deep red which drip down the panels. A metal bench is mounted around the cart's sidewalls to serve as rudimentary seating.
Obvious exits: none
>
With a loud clank and bone-jarring jolt, the cart lurches forward down the track into the deepening gloom of the tunnels ahead.
>
The cart flies through the air as the track suddenly runs out, connecting with the track on the other side of the crevice with a mind-numbing jolt.
>
Splintered bits of wood fly past as the wheels of the cart scrape along the track at dangerous speeds.
>
Careening around a bend the cart barely misses an outcropping of rock in the tunnel wall.
>
No light enters the tunnel here as the cart jolts and bumps along the track.
>
Water splashes into the cart as it passes under a thin misty waterfall flowing over the track and into a narrow fissure.
>
Without warning, the cart starts a rapid descent, the wind rushing loudly through the tunnel.
>
A rusted pickaxe leans lopsidedly against the rough stone wall, toppling over as the cart flies past.
>
Rocking precariously from side to side the cart careens along the track at breakneck speed.
>
Rocking precariously from side to side the cart careens along the track at breakneck speed.
>
Careening around a bend the cart barely misses an outcropping of rock in the tunnel wall.
>
The cart jolts from side to side as it speeds down the track.
>
Plunging downward at amazing speed the cart suddenly rises, looping in a full circle before leveling out again.
>
The cart jolts suddenly to the left as it careens around the corner at breakneck speed.
>
Loud creaking and snapping noises echo through the cavern as the cart speeds its way along a rickety wooden bridge.
>
Careening along the track the mining cart tips precariously to one side as it takes a curve at breakneck speed.
>
Rough walls of stone fly past as the cart continues its journey along the rickety track.
>
Rough stone walls blur past as the cart careens along the track.
>
Without warning, the cart starts a rapid descent, the wind rushing loudly through the tunnel.
>
Lurching forward and then immediately backward, the cart comes to a sudden halt, shuddering in slight aftershocks.
You hastily exit the cart.
[Kharag 'doth Dzulthu, Tunnels]
Mica sparkles in the fissured granite walls of this small cavern. A single metal lantern hangs from an iron bracket mounted on one wall, barely illuminating the area. A carved stone arch funnels passengers out into Zul Logoth.
Obvious exits: none
>
[go2]>go arch
[go2]>west
[go2]>southwest
[Zul Logoth, Marcasite Tunnel]
Solid timbers butt up against solid granite walls in this long, relatively narrow tunnel. Standing only a foot apart, the timbers are a good foot thick and ten feet long. They rise from the scuffed granite floor to the impenetrable rock ceiling overhead, supporting cross timbers equally as long and thick. To hear them creak and groan, one would think that only these pieces of wood keep the weight of the entire mountain range from crushing everything in the tunnel. You also see a carved stone arch.
Obvious exits: east, west
>
[Zul Logoth, Marcasite Tunnel]
Gigantic toadstools rest in stone pots every twenty feet or so. The trunks of the toadstools are a bright opaque white and quite thick, reaching up to support a flaring cap. It is the cap that is of use in the dark mine. The underside of the cap glows a luminescent white, casting its light to the tunnel floor in a white circle. The topside of the cap, however, casts a light silver illumination and gives the ceiling a silvery sheen all along the tunnel. You also see a long rolaren path.
[go2]>southwest
Obvious exits: east, southwest, northwest
>
[go2]>southwest
[Zul Logoth, Sapphire Tunnel]
Rather heavy traffic proceeds northeast and southwest as dwarven laborers move burdens along the tunnel. Sacks and boxes marked "Clothing" and "Food" as well as long pieces of lumber are transported southwest, while containers marked "Salt," "Ore," and "Gems" move the other direction. Occasionally the workers move aside to let a long line of domesticated roltons or other meat-on-the-hoof move southwest, but for the most part the labor seems endless. You also see a pair of faux-wood doors.
Obvious exits: northeast, southwest
>
[go2]>west
[Zul Logoth, Sapphire Tunnel]
A breeze courses down the tunnel from northeast to southwest, bringing a bit of fresh air to the hazy, claustrophobic environs of the narrow tunnel. The sound of footsteps echoes loudly from both directions, intermingling to make it sound as if hordes of dwarves are converging on this very section from both ends. Gigantic toadstools, their caps glowing a luminescent blue, light the tunnel at twenty-foot intervals. You also see a dusty miner, a crystal-domed edifice and a stout granite building.
Obvious exits: northeast, southeast, southwest
>
[go2]>north
[Zul Logoth, Sapphire Tunnel]
Water trickles out of a clay pipe set high up on the north wall. The water falls into a long, deep, metal trough. Dwarven men and women arrive from the south and west carrying various types of containers. They dip the containers in the trough, filling them with water, and then return in the direction from whence they came. The action of filling the containers slops a great deal of water on the stone floor, creating a slippery, slightly treacherous surface. You also see a simple stone arch.
Obvious exits: northeast, south, west
>
[Zul Logoth, Sapphire Tunnel]
Traffic steadily moves north, east and southwest through this tunnel junction. A small brown door nestles unobtrusively into the west wall next to a wide glass window. Dwarves, particularly children, move up to press their noses against the window's glass and stare in at the displays. Then they either happily enter the shop or they move along, usually with a sigh and a wistful expression, and go about their business. You also see a small brown door with a golden sign on it.
Obvious exits: north, east, southwest
[go2]>north
>
[go2]>west
[Zul Logoth, Sapphire Tunnel]
The sweet scent of composted wood pervades the tunnel, though the source of the odor is not readily apparent. A steel door occupies a portion of the west wall, and a burnished brass sign flanks the door. A crude stone arch along the eastern wall provides entrance to a small shop. Dwarves carrying packages and dry goods wander in and out of the shop. Some seem happy and gregarious, while others are aloof and serious. You also see a hazel-eyed dwarven priestess and a shabby hovel.
Obvious exits: north, south
>
[Zul Logoth, Sapphire Tunnel]
[go2]>northwest
An overpowering odor of fresh meat mingled with a hint of decaying flesh fills this bend in the tunnel. A dark red swinging door set into the northeast corner of the tunnel springs open every so often, and a dwarf pushing a cart loaded with a variety of cut meats hustles her way to the west. When she returns, the cart is empty save for bits of flesh and a bloodstain or two. A burnished steel sign affixed to the wall to the right of the door announces the ownership of the premises. You also see a squat stone building.
Obvious exits: northeast, south, west
[go2]>northwest
>
[Zul Logoth, Sapphire Tunnel]
[go2]>west
The tunnel turns ever so slightly as it makes its way through this portion of the business district. A wrought iron pole protrudes several feet out of the south wall, and a silvery metal key hangs from the pole. Below the key, a heavy black door with several deadbolt locks allows entrance into the building. A wide, unpainted, metal rollup door occupies the north wall. The sound of many roltons bleating pathetically emanates from behind the door. You also see a colorful stone cottage.
Obvious exits: east, northwest
>
[Zul Logoth, Crystalline Cavern]
Crystalline formations glitter and gleam across the inside of the cavern's dome, as if one were standing in the center of a giant geode. The crystals reflect and refract the light cast by the luminescent toadstools below. The light plays off stone streets, shifting from color to color as one moves in relation to the facets of the crystals. Large pots, each sporting one massive toadstool, line the thoroughfare in all directions. You also see a gaudily colored tent, a stone arch and a bright green door.
Obvious exits: northeast, southeast, southwest, west, northwest
>
[go2]>southwest
[Zul Logoth, Crystalline Cavern]
Water courses out of a pair of small metal pipes to cascade over several rocks before filling a shallow pool. Dwarves come from all directions to fill containers, urns, cups, pitchers, and other water-bearing vessels. The pool reflects the crystalline dome, bringing in the colors from overhead and dispersing them on the walls and rocks in an enthralling display of rippling rainbow hues. Splashed water covers the floor around the pool, making footing somewhat slippery. You also see a marble arch.
Obvious exits: north, southeast, south, west
>
[go2]>southwest
[Zul Logoth, Crystalline Cavern]
The northwest corner of the crystalline cavern is bathed mostly in tints of sapphire and white due to the preponderance of blue toadstools in this section. Other colors are evident, though, due to the refractions from the dome's crystals. A long, thin opening interrupts the crystals high on the north side of the dome, and the sound of wind coursing through a tunnel emanates from that area. A wide entry occupies the west wall, flanked by two huge furs, and a marble table abuts the north wall. You also see a tunnel sweeper and a steel gate.
Obvious exits: east, south, southwest
>
[go2]>southwest
[go2]>west
[Zul Logoth, Crystalline Cavern]
A spacious gem dome stretches out to the northeast, east and southeast, unsupported by pillars or beams. The curvature is accented by the placement of hundreds of thousands of clear crystals across the stone sky. The crystals catch the light from the luminescent toadstools beneath, reflecting and refracting the light in brilliant white as well as all the colors of the rainbow. As one shifts position, the varying bands of light shift and play colorfully along the stone floor. You also see a blue painted door and a bejeweled stone arch.
Obvious exits: northeast, east, southeast, southwest
>
[Zul Logoth, Emerald Tunnel]
Emerald light plays across the tunnel ceiling in circular patches as each toadstool projects its glow upward through its green cap. A gentle, constant breeze courses through the tunnel, but the toadstools remain unmoving due to the sheer weight and solidity of their stalks and lack of variance in the wind's speed. The lower glow from the toadstools also creates pools of light and areas of darkness. This is not a travel problem, though, for the floor is smooth and clear of hidden obstructions. You also see an engraved invar sign and a massive stone building.
Obvious exits: northeast, southwest, northwest
>
[go2]>west
[Zul Logoth, Ruby Tunnel]
Colorful depictions of outdoor homes have been painted upon the walls in realistic detail. Only the doors are real, though. A white marble mansion looms on the north wall, complete with black wrought ironwork along its curtained windows. The south wall displays a cute pink bungalow nestled within a stand of birch trees. In the split between the northeast tunnel and the southeast tunnel, the bottom floor of a circular stone tower looms with candle-lit windows. You also see an ebony door, a golden metal door and a bright green door.
Obvious exits: northeast, southeast, west
[go2]>northwest
>
[Zul Logoth, Ruby Tunnel]
Overhead, the solid rock of the ceiling is broken by a steep chute. The few dwarves that pass along the stretch of tunnel seem perturbed by the presence of visitors, particularly those not of dwarven heritage. Some of the natives stare outright, while others greet intruders with a mixture of incredulity and awe. Small dwarven children hide behind a toadstool pot or behind their mothers' skirts and stare, speechless, at the travelers invading their city. You also see a steel-braced archway.
Obvious exits: east, south, west
>
[go2]>west
[Zul Logoth, Ruby Tunnel]
Large pots spaced at twenty-foot intervals house one giant toadstool each. The toadstools provide light for the mine shafts, projecting a bright crimson light toward the ceiling and a soft white light toward the floor. The illumination is not complete, with pools of light punctuated by intervals of darkness that march off into the distance. The toadstools are nearly the perfect lighting devices, causing no smoke, no fire hazard, and merely needing a bit of water and nutrition. You also see a deep grey stone hall.
Obvious exits: east, southeast, southwest, northwest
>
[Zul Logoth, Ruby Tunnel]
If mining could be called an art, this tunnel may be as close as it gets. A perfectly flat granite floor, its surface roughened just a little for traction, leads off to the southeast. The walls follow, their sides unerringly vertical and neither moving together nor widening out. The ceiling is a flat, smoothly chiseled expanse of grey granite. Thick beams set the same exact distance apart all the way down the tunnel support the walls and ceiling. You also see a large striped tent and a carved stone arch.
Obvious exits: southeast, west, down
>
[go2]>buy ticket
[Zul Logoth, Ruby Tunnel]
The smooth walls of the tunnel give way to a small cavern utilized as an entrance to the vast network of mining tunnels under the DragonSpine. Carts ricochet past on a double-railed metal track, stopping occasionally for brief instances to pick up passengers. Several dwarves busily work the area, ensuring the carts travel rapidly towards their destination. You also see a carved wooden sign and a wooden gate.
Obvious exits: east
>
The dwarf carefully counts out the 1000 silvers and grunts, "You now have passage on one of the carts boarding shortly. If you're not here and ready to go, no refunds."
>
Your disk arrives, following you dutifully.
>
The dwarf announces, "Boarding now for Kalros."
You hastily enter the mining cart.
[Kharag 'doth Dzulthu, Tunnels]
The smooth walls of the large mining cart, so high it's nearly impossible to see over the tops, are grimy from years of use. Spots of rust mark the metal, the rivets surrounded by clouds of deep red which drip down the panels. A metal bench is mounted around the cart's sidewalls to serve as rudimentary seating.
Obvious exits: none
>
Your disk arrives, following you dutifully.
>
Swaying slightly, the cart begins rolling slowly down the track, the darkness seeping in from all sides as the tunnel walls close in.
>
The tunnel darkens suddenly as the cart flies down the track, bumping and jolting along the way.
>
Your earring pulses with energy, the pulsing fades and a bright brass bracelet affixed with a diamond remains.
>
Hitting a slightly decayed length of wood lying sideways across the track, the cart lurches upward splintering the wood into a thousand pieces, connecting with the track again with a jolt.
>
Water bleeds down the rock walls in thin rivulets, puddling into small pools along the track.
>
As the cart slows slightly, the sounds of hundreds of beating wings can be heard from above. Several large bats disengage from the ceiling and flutter around the cart as it continues its journey along the track.
>
The loud rushing sounds of the wind fills the cavern as the cart careens along the track at awe inspiring speeds.
>
Pale red light ripples over your vruul hide gloves.
>
The tunnel darkens suddenly as the cart flies down the track, bumping and jolting along the way.
>
The rush of the wind howls through the tunnels as the cart speeds along the track.
>
The darkness of the tunnel would be complete but for the sparkling of the gems imbedded in the walls as stray shafts of light pierce the tunnel at irregular intervals.
>
The cart flies past an outcropping of stone imbedded with hundreds of gems of all shapes, sizes, and colors.
>
The cart bounces slightly as it hits an unrepaired piece of track at breakneck speed.
>
Flying along at dangerous speeds, the cart lurches and bumps over rough patches in the track.
>
Stalagmites scrape the side of the cart sending up showers of sparks as it flies down the track.
>
The wheels of the cart screech and squeal as they turn at incredible speed careening down the rickety track.
>
Rough walls of stone fly past as the cart continues its journey along the rickety track.
>
As the cart rounds a tight bend, it tilts precariously to one side as two of the wheels leave the track for a few heart-stopping moments.
>
The clanking of the cart echoes through the tunnel as it slows steadily before suddenly plunging down a steep embankment.
>
The rush of the wind howls through the tunnels as the cart speeds along the track.
>
The cart jolts suddenly to the right just missing a large rock outcropping on the left.
>
The cart shudders and sways, the wheels groaning loudly, as it begins to slow, finally jolting to a stop at the end of the track.
You hastily exit the cart.
[DragonSpine Mountains, Crevasse]
The pass dwindles and disappears into a large crevasse. Nearly black inside as compared to the bright light of day, dwarves and travellers hasten into the crevasse, from which odd grinding and squealing sounds can occasionally be heard. You also see an immense black-inked sign standing nearly six feet tall.
Obvious exits: west
>
[go2]>west
[go2]>northwest
[go2]>northwest
[Pass, Entrance]
A small pass winds around the mountain to the east. Groups led by dwarven guides appear and disappear around the corner of the pass towards Ta'Illistim and other eastern cities. Travelers gather around preparing for the trek, while others are resting after a long trip.
Obvious exits: east, northwest
>
[Khazar's Hold, Grotto]
The center of the village lies just to the west. Two buildings and several ratty tents have been constructed on this artificial ledge. Beyond the settlement, the deep blue sky contrasts with the bland greys of the mountainous landscape. White clouds, constantly reshaped by the wind pushing them across the jagged summits, gather around the peaks of the mountain ranges on all sides of the valley.
Obvious exits: southeast, northwest
>
[Khazar's Hold, Grotto]
Sheltered from the stiff breeze out on the ledge, a large, sturdy building stands against the stone wall created by this artificial cavern. A hand-painted sign is nailed above the door of the structure. The rough wall and ground are uneven, and marks from the picks used to carve the cave out of the mountainside are slightly smoothed by erosion, but still apparent. Occasionally, dust rains down from above, loosened by the winds.
Obvious exits: southeast, southwest, northwest
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 9. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 8. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 7. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 6. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 5. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 4. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
Your disk arrives, following you dutifully.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Lower Dragonsclaw, Forest]
The underbrush is quite thick here near the forest's edge, forcing you to slow your steps as you maneuver through the trees. You also see a briar patch and a vine-covered arch.
Obvious paths: north, east, southwest, west
>
[go2]>east
[go2]>north
[go2]>go path
[Wehnimer's, Exterior]
As you progress on this north-south path, the dark forest to the west catches your eye. A little forbidding in its primeval appearance, it is sure to offer a good source of small-game hunting.
[go2]>go wooden gates
Obvious paths: north, south, west
>
[Wehnimer's, Exterior]
You are standing at the northwest corner of the Landing. The path, which bends to the northeast as it moves along this section of the western wall of the fortified trading post. To the west can be seen a dark forest while to the south can be seen a rolling plain of high grasses. You also see some light leather, a collapsed hole in the ground sealed up by fallen rubble, a tall wooden archery tower and a cobblestoned trail leading to a wooded glade.
Obvious paths: northeast, south, west
>
[go2]>south
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see the Wayside inn and an ivy-covered white monir tower.
Obvious paths: north, east, southwest, northwest
>
[go2]>west
[Wehnimer's, Land's End Rd.]
Vigilant night guardsmen scrutinize the citizens and travelers arriving and departing through the wide gates spanning the land route into Wehnimer's Landing. The cluttered streets of the city to the south are a far cry from the deceptively calm expanse of the wilds of Elanith outside. Two daunting towers survey the countryside and protect the town, flanking the road to the east and west. You also see the town gates and a large wooden barrel.
[go2]>south
Obvious paths: south
>
[go2]>south
[Wehnimer's, North Ring Rd.]
The cobbled road girds the town along the inner side of the northern palisade. Just to the north stand the twin sentinels of the gate's guardtowers, silhouetted against the night sky. Guardsmen come and go through the main gates, keeping a close eye on the people of all races who move to and fro. Opposite the gates, you see the shop of Dakris the Furrier. You also see a burly human guardsman and a large painted sign.
Obvious paths: north, east, west
>
[go2]>southeast
[Wehnimer's, North Ring Rd.]
The road turns gradually at this point as it forms the northwest corner of the city. The main path curves along the north and west walls, and another leads south between the buildings. The massive oak and modwir logs of the city palisade tower overhead. You also see a brightly lit small painted wagon and an old weathered cart with some stuff on it.
Obvious paths: east, south, southwest
>
[Wehnimer's, Talon St.]
The street runs between the northern palisade and the central square to the south and east. The traffic is varied here, as a few traders and travelers mingle on the dark streets with the ever-present and watchful militiamen. The pristine walls of the Stone Baths occupy nearly the entire block.
Obvious paths: north, south
>
[Town Square, Northwest]
This corner of the square is lively and hectic even at night. A number of representatives of the Landing's population, including several elven loggers and a party of rough-looking dwarves, loiter around the door of the Raging Thrak Inn, where the rowdy cheers of patrons and voices raised in songs of many sorts, from snatches of heroic ballads to blushingly bawdy tunes, beckon you to enter. You also see a polished granite statue and a large painted sign.
Obvious paths: north, east, southeast, south
>
[Town Square Central]
This is the heart of the main square of Wehnimer's Landing. The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith. At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree. The oak is tall and straight, and it is apparent that the roots run deep. You also see the fiery red Atanamir disk, the Palanor disk, the Tolan disk, a forest wolf, a droopy-eyed tan bloodhound, some stone benches with some stuff on it and an herbal remedy donation bin.
Also here: Atanamir, Ketarra, Moulson, Lord Palanor, Tolan, Dhuul, Etracol who is sitting, Journeywoman Kareana who is sitting, Vencias who is kneeling, Fidelity
Obvious paths: northeast, east, southeast, southwest, west, northwest
>
[go2: travel time: 0:07:07]
--- Lich: go2 has exited.
Ta'Illistim -> Ta'Vaalor
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see a silver trash receptacle.
Obvious paths: out
>
[go2: travel time: 0:00:00]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
>tap band
Your band shimmers as the gem within glows.
Roundtime: 3 sec.
R>tap my ven band
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
>;go2 ta'vaalor
--- Lich: go2 active.
150 matching rooms found:
1: [Sylvarraend Road] (670)
2: [Ta'Vaalor, Amaranth Wey] (3483)
3: [Ta'Vaalor, Amaranth Wey] (3484)
4: [Ta'Vaalor, Amaranth Court] (3485)
5: [Ta'Vaalor, Amaranth Court] (3486)
6: [Ta'Vaalor, Amaranth Court] (3487)
7: [Ta'Vaalor, Amaranth Court] (3488)
8: [Ta'Vaalor, Amaranth Wey] (3489)
9: [Ta'Vaalor, Amaranth Wey] (3490)
10: [Ta'Vaalor, Glimaerstone Var] (3491)
11: [Ta'Vaalor, Amaranth Court] (3492)
12: [Ta'Vaalor, Amaranth Court] (3493)
13: [Ta'Vaalor, Amaranth Court] (3494)
14: [Ta'Vaalor, Amaranth Court] (3495)
15: [Ta'Vaalor, Emaereld Var] (3496)
16: [Ta'Vaalor, Emaereld Var] (3497)
17: [Ta'Vaalor, Shimeraern Var] (3498)
18: [Ta'Vaalor, Emaereld Var] (3499)
19: [Ta'Vaalor, Shimeraern Var] (3500)
20: [Ta'Vaalor, Aethenireas Wey] (3501)
select a room (;send <1-20>) or ';send next' for more
>;send 10
--- sent: 10
[go2: ETA: 0:00:30 (60 rooms to move through)]
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 12. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Apple Orchard]
Tendrils of vines creep from beneath the shade of the apple orchard to the east and trail out into the barley grass, blurring the line between furrowed field and the tangled undergrowth of the trees. Tiny hooked thorns at the tips of the vine stems clutch at the grass stalks, anchoring the plant firmly to the territory it has conquered.
Obvious paths: north, west
>
[go2]>west
[Barley Field]
Intermittent rustlings provide evidence of small wild life residing in the tall barley grass. The rotting trunk of an apple tree torn from the orchard to the east pokes its way into the open field.
Obvious paths: north, east, south, west
>
[go2]>north
[go2]>go bridge
[go2]>northeast
[go2]>north
[Barley Field]
A low-hanging bridge built across the width of the stream blocks passage to the east, but the path along the edge of the stream is unimpeded to the west. Occasionally the plopping sound of a light body hitting the water, perhaps a frog or water snake going for a swim, echoes hollowly from the dark shadows beneath the bridge.
Obvious paths: south, west
>
[Grassland]
A wooden bridge leads south across the stream that cuts across this grassy field. A narrow path parallels the stream to the west, then skirts around a large boulder to travel up the side of a hill to the northeast.
Obvious paths: north, northeast, west
>
[Grassland]
A path leads down to a bridge that crosses the stream to the south and up the hilly slope to the northeast. A small patch of violets grows to the side of the trail, forming a soft blanket on the lush green carpet of the tall grass.
Obvious paths: north, northeast, southwest
Ta'Illistim -> Cysaegir
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see a silver trash receptacle.
Obvious paths: out
>
Your disk arrives, following you dutifully.
>tap band
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
>;go2 Cysaegir
--- Lich: go2 active.
45 matching rooms found:
1: [Cysaegir, Citadel Drawbridge] (4638)
2: [Cysaegir, Citadel Bailey] (4639)
3: [Cysaegir, Treetop Platform] (4640)
4: [Cysaegir, Treetop Platform] (4641)
5: [Cysaegir, Treetop Platform] (4642)
6: [Cysaegir, Wishing Well] (4643)
7: [Cysaegir, Treetop Platform] (4644)
8: [Cysaegir, Treetop Platform] (4645)
9: [Cysaegir, Treetop Platform] (4646)
10: [Cysaegir, Disk Statue] (4650)
11: [Cysaegir, Vista Knoll] (4651)
12: [Cysaegir, Garden] (4652)
13: [Cysaegir, Linsandrych Common] (4653)
14: [Cysaegir, Linsandrych Common] (4654)
15: [Cysaegir, Linsandrych Common] (4656)
16: [Cysaegir, Gorge Base] (4657)
17: [Cysaegir, Tribute] (4658)
18: [Cysaegir, Gorge Switchback] (4659)
19: [Cysaegir, Behind Waterfall] (4660)
20: [Cysaegir, Boulder] (4661)
select a room (;send <1-20>) or ';send next' for more
>;go2 4661
--- Lich: go2 active.
[go2: ETA: 0:00:16 (6 rooms to move through)]
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 12. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 11. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Cysaegir, Brook]
A quaint bungalow rests quietly alongside a bubbling brook teeming with an assortment of fish and other aquatic life, creating a picture perfect scene. The delicate lace curtains from the window of the cobbler's cobby billows gently on a soft breeze. Fiddlehead ferns surround the brook on all sides and the light of the moon softly illuminates clusters of glossy-leafed holly trees.
Obvious paths: northwest
>
[go2]>northwest
[Cysaegir, Vista Knoll]
Cresting the top of the hill provides an ideal vantage point of the snow-capped mountains that tower in the distance and the town common spreading out below. The wan glow of a moon peeks out from between two of the largest mountains, their perpetual misty clouds breaking apart to allow a thick beam of light. Illuminated by the faint moonlight is a small clearing surrounded on three sides by thick ancient forest growth and a steep mountain slope in the remaining direction. You also see a dog-faced dark grey fruit bat that is flying around and a meandering trail.
Obvious paths: southeast, west, northwest
>
[go2]>northwest
[go2]>northwest
[go2]>east
[Cysaegir, Linsandrych Common]
Placed strategically under a leafy arbor for shade, a vine-carved bench hides in the darkness. Interrupting the natural beauty of a grassy knoll sprinkled with a scattering of buttercups is a lattice-worked gazebo. A slate-paved walkway that snakes through flowering bushes and trees leads toward the steps of the structure. Gorgeous bell-shaped flowers in shades of blue and pink encircle the base of a pedestal upon which a magnificent gold statue of an elven man is perched. You also see a long ramp winding up and around a massive tree.
Obvious paths: southeast, southwest, northwest
>
[Cysaegir, Linsandrych Common]
Centered on a stretch of land, in the middle of a network of several small ponds, is the beckoning shelter of a growth of willow trees. Their long, graceful branches sway gently back and forth on a barely palpable wind. A soft rustling sound emits from the characteristic leaves covering the branches of the willow trees that droop and almost reach to the ground. Under the wavering light of the moon, the willow trees resemble ghosts dragging their distended arms along the surface of the ground. You also see a wide fel-planked bridge.
Obvious paths: east, southeast, west
>
[Cysaegir, Tribute]
Erected on a clover-covered section of the field is an elaborate sculpture protected behind a barrier of hedges surrounded by a rail fence. Frozen in time and locked in mortal combat are two bronze figures, one of an elf, the other of a kiramon. You also see a wide fel-planked bridge.
Obvious paths: west
>
[Cysaegir, Boulder]
A lichen-coated boulder that strongly resembles a rabbit missing one ear rests beside an ivy-covered bungalow. Placed just outside the doors of the building is a polished white-marble bench that has a raggedy toy sorcerer perched precariously on the edge of the seat. A circle of light from the opened doorway illuminates ground that is paved with numerous multicolored tiles that create a superb mosaic depicting a kneeling elven child proffering a budding red rose to a woman of indescribable beauty. You also see a wide fel-planked bridge.
Obvious paths: east, northwest
>
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Ta'Illistim -> OTF
This is the raw version, I have a lot of downstream hooks removing lines.
[Ta'Illistim, Alearyl Hall]
High, corbeled arches give way to elaborately frescoed ceiling partitions, each glorified in hues of majestic purple, grey, and blue. The floor is highly polished, matching the blue-grey granite common among other Ta'Illistim architecture. A massive, maoral desk consumes a great portion of the room's far end and beyond it stands an iron-bound door along the southwest wall. Two guards carefully watch those who pass through the hall. You also see Guild Taskmaster Jarivyth.
Obvious exits: east, west, out
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
--- Lich: ring_test2 active.
[sbounty]>ask #154787 for bounty
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
Jarivyth says, "Hmm, I've got a task here from the town of Ta'Illistim. The local gem dealer, Tanzania, has an order to fill and wants our help. Head over there and see what you can do. Be sure to ASK about BOUNTIES."
--- Lich: ring_test2 has exited.
[ Next Bounty: +0:15:00, 0:15:00 remaining. ]
--- Lich: go2 active.
--- Lich: ring_test2 active.
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
--- Lich: ring_test2 has exited.
[go2: ETA: 0:00:01 (2 rooms to move through)]
[go2: 1]
[go2: 0]
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Ta'Illistim, Glaendier Wey]
The cobblestoned wey widens abruptly as it meets the edge of Shimmarglin Court. Perched at the juncture between the road and the open space is an elevated shop, raised up three steps and set with tapered marble columns. You also see an enameled silver signpost.
Obvious paths: northeast, west
[go2]>go shop
[Tanzania's Gems & Jewelry]
Soft amber-hued velvet curtains frame the shop's glaesine windows. Thick garnet-colored carpeting muffles all sounds of footfalls as shoppers mill about the shop, buying and selling various pieces of jewelry and gems. Moonlight streams in through the glaesine windowpanes, illuminating the jewels displayed in cases along the rear wall. You also see the jeweler Tanzania.
Obvious exits: south, out
[LNet]-GSIV:Japhrimel: "I did that though" (19:40:57)
[go2: travel time: 0:00:00]
--- Lich: go2 has exited.
--- Lich: ring_test2 active.
[sbounty]>ask Tanzania about bounty
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
Tanzania says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received several orders from customers interested in purchasing an aquamarine gem. Unfortunately, I do not have quite enough inventory on hand to meet this demand. I'd like for you to go round up 8 of them for me. You can SELL them to me as you find them."
--- Lich: ring_test2 has exited.
[sbounty: -- -- received bounty from gem dealer [8 aquamarine gem]]
--- Lich: bigshot active.
[bigshot: bigshot]
[bigshot]>stance defensive
You are now in a defensive stance.
--- Lich: go2 active.
--- Lich: ring_test2 active.
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
--- Lich: ring_test2 has exited.
[go2: ETA: 0:00:18 (21 rooms to move through)]
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 12. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 11. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 10. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 9. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 8. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 7. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Gyldemar Road]
Worn away by rain and the underground action of continual water, the road has sunk to swamp level. At this point, though, it remains firm enough for passage and rises slightly out of the swamp to the west. To the east the road disappears entirely under black water for twenty yards or so then emerges again to proceed unsteadily on its way. Continuing east is most likely a sink or swim proposition, and perhaps both. You also see some muck and the ruins of a paved stone road disappearing further into the swamp to the south.
Obvious paths: west
[go2]>go water
As you enter the water, the sucking mud drags you down slowly. Moving out further, you suddenly encounter a dropoff and slide quickly underneath the surface.
[Under The Black Water]
Wet blackness envelops everything, and the mud grasps powerfully at feet and legs. The lack of vision and the unsure footing in the muck below combine to confuse the senses, making direction a meaningless idea. Even "up" is in question at times. One can only swim and hope.
[go2]>swim
You do your best to swim somewhere, but the mud and darkness conspire to keep you from making any headway.
Roundtime: 5 sec.
[Under The Black Water]
Wet blackness envelops everything, and the mud grasps powerfully at feet and legs. The lack of vision and the unsure footing in the muck below combine to confuse the senses, making direction a meaningless idea. Even "up" is in question at times. One can only swim and hope.
Your disk arrives, following you dutifully.
[go2]>swim
...wait 1 seconds.
[go2]>swim
[Gyldemar Road]
Although the forest is visible on the horizon to the south, there is no way of getting there across the treacherous swamp in between. Slowly the swamp seems to be reclaiming the cobblestone road, leaving less than half the cobblestones even visible in this area. To the west the black water has completely covered the roadway, and to the east the roadway dips and jogs, fighting to stay above the sinking terrain. You also see some muck.
Obvious paths: east
You pull yourself slowly out of the black pool, covered with mud and dripping water profusely.
Roundtime: 5 sec.
Your disk arrives, following you dutifully.
You feel fully energetic again.
[go2]>east
[Gyldemar Road]
Patches of black, slimy water spread across the road in many places, causing slight detours, if possible on the muddy terrain. Mostly, though, one is forced to splash through them, leaving a grimy dark residue on feet, footwear, or, in the case of rather deep puddles, both. Often hordes of insects or small amphibians scatter out of the puddles at the footsteps' approach, disturbing and roiling the puddles as they skitter away into the safety of the flanking bulrushes.
Obvious paths: northeast, west
[go2]>northeast
[go2]>southeast
[go2]>southeast
[Gyldemar Road]
The road takes a brief northern jog, rising slightly as it does so. The reeds, cattails and bulrushes still press in against the road, but the ground seems parched and dry, as if there hasn't been a rain in a good while. The surrounding vegetation is stiff and colorless, easily breaking off at the touch of a hand. The sheer thickness of it, though, prevents any digression from the road. An errant spark would quickly turn this area into a raging inferno.
Obvious paths: southeast, southwest
[go2]>east
[Gyldemar Road]
A thick, clammy haze oozes out of the surrounding weeds to choke the road and reduce vision to merely a few feet. The moon is a wide orb with blurry edges hanging somewhere far above the mist, adding no heat to help assuage the dank chill. If not for the few cobblestones still visible above the mud, the correct direction of travel would be anyone's guess.
Obvious paths: southeast, northwest
[Gyldemar Road]
The bog has almost totally reclaimed the road. Rushes spring up where once a flat, well-maintained road might have run. Only here and there do cobblestones still make a wary appearance, fighting to stay on top of the cloying sludge. So very few of them remain, though, that it often takes careful searching to find the next cobblestone and thus continue in the right direction. Growls and snarls out in the thicker rushes suggest that there are those that wish the stones could not be found.
Obvious paths: east, northwest
[go2]>southeast
[go2]>east
[Gyldemar Road]
Thick rushes rise from the dank water, choking the area and providing excellent cover for anything small enough to fit underneath them. The rushes, combined with the water cover and unsure footing, keep the larger predators out of the area. Muskrat dens appear frequently along the edges of what might still be called a 'road,' and often one of the small, bare-tailed mammals can be seen scurrying for the safety of its home.
Obvious paths: southeast, west
[go2]>go barrier
[Gyldemar Road]
Something has died just off the road. It is far enough out in the swamp that moving off the road to investigate would be foolhardy at best, but close enough that the flies and odor are very much apparent. This, combined with the oppressive humidity, mist, sucking mud and monotonous vegetation suggest that there are probably far more interesting places one could occupy. The road, as best as can be ascertained, continues to forge northwest and east.
Obvious paths: east, northwest
[go2]>southeast
[Gyldemar Road, Sentinels]
[go2]>east
The roadway rises slightly above the swamp. From the appearances, someone has purposely built a small hillock here atop which two massive granite sentinels stand, silent and unmoving. No method of circumventing the sentinels presents itself. If one wishes to continue along the road in an easterly direction, one must pass between the sentinels. Westward the road slides into the swamp and fights to stay above the sucking mud. You also see a black fox that is sitting and a large faenor-chased basket.
Obvious paths: west
You approach the shimmering magical barrier. As you make contact with the barrier, crackling energies stream out of the sentinels to coalesce in a blinding flash around your form!
[go2]>northeast
You feel a searing sensation, as if your skin were on fire! Just as the sensation seems unbearable, you stumble out of the crackling barrier!
[Ta'Faendryl Approach]
Two massive granite sentinels reach toward the sky, flanking the road as it moves to the west. The sentinels are highly weathered, and their surfaces are pitted and cracked. No method of circumventing the sentinels presents itself if one wishes to continue along the road in a western direction. One must pass between the sentinels. To the southeast the road enters a spacious mud plain.
Obvious paths: southeast
[Ta'Faendryl Approach]
A flat sea of black mud with a rusty red tinge spreads out on all sides, and its surface shines from the thin layer of water that covers it. The water reflects the moonlight brilliantly, almost blindingly. The beauty is marred by the uncomfortable humidity that rises from the mud sea, causing clothing and armor to take on a moist feel and chafe annoyingly. The area also carries the nauseating odor of putrefying plant life.
Obvious paths: east, northwest
[go2]>east
[Ta'Faendryl Approach]
A flat expanse of reddish-black mud follows the road on both sides, trying vainly to suck the few remaining cobblestones down into its dank depths. In several spots the mud has actually dried a bit, and large cracks crisscross the surface of the swamp, breaking each patch into multisided plates. A slight fog rises from the swampy ground, merely a mist that causes the ground further away to appear to waver slightly.
Obvious paths: northeast, west
[go2]>northeast
[go2]>northeast
[Ta'Faendryl Approach]
Mud, nothing but mud, is all around. The dark, wet ground reflects heat and light back intensely, filling the air with cloying wetness. Nothing grows in the mud, perhaps due to the heavy reddish tinge, indicative of intense iron deposits mixed into the soil. It does attract one form of life in abundance, however. Massive clouds of gnats flit back and forth across the roadway as if searching vainly for something lost. Occasionally they find an adventurer with very uncomfortable results.
Obvious paths: east, southwest
[Ta'Faendryl Approach]
A few hardy swamp grasses form mounds of tight vegetation atop the black mud plain. Their thin, dusty yellow-green blades indicate that they need very little in the way of nutrients to survive, and their shallow, wide roots are able to tolerate the consistently wet conditions. Grey biting flies flit among the grasses, examining them for signs of some animal from which to drink blood. Moving along quickly seems to help keep the flies at bay.
Obvious paths: northeast, west
[go2]>northeast
[Ta'Faendryl Approach]
Patches of greenery rise up from patches of dead vegetation as the cycle of death and rebirth continues unabated, even in this seemingly deity-forsaken place. Clumps of cattails huddle protectively together, as if their numbers will be enough to ward off the creeping disease of the black mud. Braver swamp grasses venture out into the open spaces, heedless of the danger lurking just below the still waters.
Obvious paths: northeast, southwest
[go2]>northeast
[go2]>go portal
[Ta'Faendryl Approach]
What remains of the cobblestone road ventures northeast and southwest, unconcerned with the struggle for survival occurring on either side of it. Thousands of frogs have clambered up on the cobblestones, escaping a threat unknown, only to die in the exposed conditions. Their bodies have decayed to the point where all that remains are flattened, leathery pieces of eyeless amphibian stuck to the cobblestones or compressed into the cracks between them.
Obvious paths: northeast, southwest
Your disk arrives, following you dutifully.
[Ta'Faendryl Approach]
Tall reeds and cattails block the line of sight on either side of the road. Their stalks stand perfectly still as no breeze stirs the area. In many places the cattails actually grow up through the road to separate the cobblestones and expose the water pooling just below road level. Frogs croak and bellow deep within the covering vegetation, calling out to one another in a cacophony of amphibian sound.
Obvious paths: northeast, southwest
[Ta'Faendryl Approach]
The swamp moves across the road to the north, disrupting the stones and eventually sucking them all down into the mire. Passage is impossible in that direction. To the southwest the road is still passable, though, as its surface is still above the muddy plain. A huge mud mound rises just to the northeast and extends eastward as far as the eye can see. You also see a flickering portal.
Obvious paths: southwest
[Ta'Faendryl Approach]
A cobblestone road swings in a wide arc northeast and west. Many of the stones are missing, but for the most part the road is still level and easily traveled. A huge mound of mud rises just to the southwest and extends to the west as far as the eye can see. The area is eerily quiet, as if no life of any kind resides here. A few dead trees, now petrified, rise into the sky in bleak silhouette, but the earth has a scorched look to it, and the usual underbrush seems to have retreated. You also see a shimmering portal.
Obvious paths: northeast, west
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 6. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Aqueduct]
A convergence of streams occurs, with a larger body of water rushing in from the southeast to collide with a smaller flow from the northeast. The two flows intermix violently, buffeting each other and anything in their path, then seem to agree on a point of exit and move off peaceably to the west, less agitated but also considerably deeper than before. Likewise, the air following the streams whistles and howls as it is forced to accommodate an additional volume in a more constricted space.
Obvious exits: northeast, southeast, west
[go2: travel time: 0:00:16]
--- Lich: go2 has exited.
--- Lich: ring_test2 active.
1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
-> 6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
--- Lich: ring_test2 has exited.
[bigshot]>northeast
[Aqueduct]
Thousands, perhaps hundreds of thousands of gossamer webs spread across the upper walls and ceiling of this portion of the tunnel. The tiny webs collect the dampness and shine as a galaxy of faint green nebulae in the emerald light from the moving stream. In each web a tiny spider holds sway, crouching at the center and ferociously guarding its territory. It is impossible to determine what these spiders feed on, though, as no flying or crawling insect-life is evident. You also see a tattered knapsack.
Obvious exits: northeast, southwest
[bigshot]>northeast
For my specific scripts (which aliases/macros can emulate), they have two main functions. It can teleport from my current room (if ringable) to any room in the same zone on the destination list. There are also 'waypoint' rooms, in which there always exists a path from A->B, such as outside WL Zul Cart -> WL. Or East of Zul Cart to TI.
There are a lot of squelches involved to make everything look smooth, but I pasted a raw version for my OTF trips at the bottom.
Cysaegir -> Landing (7 Minutes)
[Cysaegir, Linsandrych Common]
Placed strategically under a leafy arbor for shade, a vine-carved bench hides in the darkness. Interrupting the natural beauty of a grassy knoll sprinkled with a scattering of buttercups is a lattice-worked gazebo. A slate-paved walkway that snakes through flowering bushes and trees leads toward the steps of the structure. Gorgeous bell-shaped flowers in shades of blue and pink encircle the base of a pedestal upon which a magnificent gold statue of an elven man is perched. You also see a long ramp winding up and around a massive tree.
Obvious paths: southeast, southwest, northwest
>
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
>;go2 landing
--- Lich: go2 active.
272 matching rooms found:
1: [Wehnimer's, Exterior] (220)
2: [Wehnimer's, Outside Gate] (221)
3: [Wehnimer's, Land's End Rd.] (223)
4: [Town Square, Northwest] (227)
5: [Town Square Central] (228)
6: [Town Square, East] (229)
7: [Wehnimer's, Cheridin Ave.] (232)
8: [Wehnimer's, Erebor Square] (235)
9: [Wehnimer's, Atropa St.] (245)
10: [Wehnimer's, Locksmehr Way] (246)
11: [Wehnimer's, Bay's Watch West] (249)
12: [Wehnimer's, Locksmehr Way] (251)
13: [Wehnimer's, Locksmehr Way] (254)
14: [Wehnimer's, Dragonsclaw Rd.] (255)
15: [Wehnimer's, North Ring Rd.] (267)
16: [Wehnimer's, Stormarm St.] (270)
17: [Wehnimer's, Stormarm St.] (271)
18: [Wehnimer's, Lyon Way] (273)
19: [Wehnimer's, North Ring Rd.] (286)
20: [Wehnimer's, Airioch Lane] (302)
select a room (;send <1-20>) or ';send next' for more
>;send 5
--- sent: 5
[go2: ETA: 0:06:55 (37 rooms to move through)]
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 10. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Eastern DragonSpine, Slope]
The trail is extremely icy, steep and treacherous. Below, the homes and businesses of Zhindel's Post cluster near the face of the DragonSpine Mountains. The well-kept buildings with their candlelit windows give the Post the look of a toy town, but a few figures moving on the streets and between the buildings belies this impression. Farther to the east the conifer forest spreads out in a rolling carpet of green. You also see a steep trail and an icy path.
Obvious paths: none
>
[go2]>climb trail
You quickly climb the icy trail.
Roundtime: 10 sec.
[Cavern Mouth]
A large, well-lit cavern extends back into the mountain face. Wagonloads of freight move slowly out of the cavern, stopping at the precipice's edge to await daylight and the use of the freight pulley. The pulley appears to be closed and locked for the night. Several large bags of salt are piled near the freight pulley. The footing is icy, and the dwarves moving the wagons wear heavy-soled boots to provide better traction. You also see a steep trail and an immense black-inked sign standing nearly six feet tall.
Obvious paths: none
R>
Your disk arrives, following you dutifully.
R>
[go2]>go mouth
[Kharag 'doth Dzulthu, Tunnels]
The tunnel narrows as it approaches a set of metal rails. An endless procession of mining carts rotate along the rails, flying past at an exceptional rate of speed, and occasionally stopping to take on passengers. Several burly dwarves stand by, directing traffic and ensuring the carts move along. You also see a wooden sign and a wooden gate.
Obvious exits: east, out
>
[go2]>buy ticket
The dwarf carefully counts out the 1000 silvers and grunts, "You now have passage on one of the carts boarding shortly. If you're not here and ready to go, no refunds."
>
Your disk arrives, following you dutifully.
>
The dwarf announces, "Boarding now for Kalros."
You hastily enter the mining cart.
[Kharag 'doth Dzulthu, Tunnels]
The smooth walls of the large mining cart, so high it's nearly impossible to see over the tops, are grimy from years of use. Spots of rust mark the metal, the rivets surrounded by clouds of deep red which drip down the panels. A metal bench is mounted around the cart's sidewalls to serve as rudimentary seating.
Obvious exits: none
>
With a loud clank and bone-jarring jolt, the cart lurches forward down the track into the deepening gloom of the tunnels ahead.
>
The cart flies through the air as the track suddenly runs out, connecting with the track on the other side of the crevice with a mind-numbing jolt.
>
Splintered bits of wood fly past as the wheels of the cart scrape along the track at dangerous speeds.
>
Careening around a bend the cart barely misses an outcropping of rock in the tunnel wall.
>
No light enters the tunnel here as the cart jolts and bumps along the track.
>
Water splashes into the cart as it passes under a thin misty waterfall flowing over the track and into a narrow fissure.
>
Without warning, the cart starts a rapid descent, the wind rushing loudly through the tunnel.
>
A rusted pickaxe leans lopsidedly against the rough stone wall, toppling over as the cart flies past.
>
Rocking precariously from side to side the cart careens along the track at breakneck speed.
>
Rocking precariously from side to side the cart careens along the track at breakneck speed.
>
Careening around a bend the cart barely misses an outcropping of rock in the tunnel wall.
>
The cart jolts from side to side as it speeds down the track.
>
Plunging downward at amazing speed the cart suddenly rises, looping in a full circle before leveling out again.
>
The cart jolts suddenly to the left as it careens around the corner at breakneck speed.
>
Loud creaking and snapping noises echo through the cavern as the cart speeds its way along a rickety wooden bridge.
>
Careening along the track the mining cart tips precariously to one side as it takes a curve at breakneck speed.
>
Rough walls of stone fly past as the cart continues its journey along the rickety track.
>
Rough stone walls blur past as the cart careens along the track.
>
Without warning, the cart starts a rapid descent, the wind rushing loudly through the tunnel.
>
Lurching forward and then immediately backward, the cart comes to a sudden halt, shuddering in slight aftershocks.
You hastily exit the cart.
[Kharag 'doth Dzulthu, Tunnels]
Mica sparkles in the fissured granite walls of this small cavern. A single metal lantern hangs from an iron bracket mounted on one wall, barely illuminating the area. A carved stone arch funnels passengers out into Zul Logoth.
Obvious exits: none
>
[go2]>go arch
[go2]>west
[go2]>southwest
[Zul Logoth, Marcasite Tunnel]
Solid timbers butt up against solid granite walls in this long, relatively narrow tunnel. Standing only a foot apart, the timbers are a good foot thick and ten feet long. They rise from the scuffed granite floor to the impenetrable rock ceiling overhead, supporting cross timbers equally as long and thick. To hear them creak and groan, one would think that only these pieces of wood keep the weight of the entire mountain range from crushing everything in the tunnel. You also see a carved stone arch.
Obvious exits: east, west
>
[Zul Logoth, Marcasite Tunnel]
Gigantic toadstools rest in stone pots every twenty feet or so. The trunks of the toadstools are a bright opaque white and quite thick, reaching up to support a flaring cap. It is the cap that is of use in the dark mine. The underside of the cap glows a luminescent white, casting its light to the tunnel floor in a white circle. The topside of the cap, however, casts a light silver illumination and gives the ceiling a silvery sheen all along the tunnel. You also see a long rolaren path.
[go2]>southwest
Obvious exits: east, southwest, northwest
>
[go2]>southwest
[Zul Logoth, Sapphire Tunnel]
Rather heavy traffic proceeds northeast and southwest as dwarven laborers move burdens along the tunnel. Sacks and boxes marked "Clothing" and "Food" as well as long pieces of lumber are transported southwest, while containers marked "Salt," "Ore," and "Gems" move the other direction. Occasionally the workers move aside to let a long line of domesticated roltons or other meat-on-the-hoof move southwest, but for the most part the labor seems endless. You also see a pair of faux-wood doors.
Obvious exits: northeast, southwest
>
[go2]>west
[Zul Logoth, Sapphire Tunnel]
A breeze courses down the tunnel from northeast to southwest, bringing a bit of fresh air to the hazy, claustrophobic environs of the narrow tunnel. The sound of footsteps echoes loudly from both directions, intermingling to make it sound as if hordes of dwarves are converging on this very section from both ends. Gigantic toadstools, their caps glowing a luminescent blue, light the tunnel at twenty-foot intervals. You also see a dusty miner, a crystal-domed edifice and a stout granite building.
Obvious exits: northeast, southeast, southwest
>
[go2]>north
[Zul Logoth, Sapphire Tunnel]
Water trickles out of a clay pipe set high up on the north wall. The water falls into a long, deep, metal trough. Dwarven men and women arrive from the south and west carrying various types of containers. They dip the containers in the trough, filling them with water, and then return in the direction from whence they came. The action of filling the containers slops a great deal of water on the stone floor, creating a slippery, slightly treacherous surface. You also see a simple stone arch.
Obvious exits: northeast, south, west
>
[Zul Logoth, Sapphire Tunnel]
Traffic steadily moves north, east and southwest through this tunnel junction. A small brown door nestles unobtrusively into the west wall next to a wide glass window. Dwarves, particularly children, move up to press their noses against the window's glass and stare in at the displays. Then they either happily enter the shop or they move along, usually with a sigh and a wistful expression, and go about their business. You also see a small brown door with a golden sign on it.
Obvious exits: north, east, southwest
[go2]>north
>
[go2]>west
[Zul Logoth, Sapphire Tunnel]
The sweet scent of composted wood pervades the tunnel, though the source of the odor is not readily apparent. A steel door occupies a portion of the west wall, and a burnished brass sign flanks the door. A crude stone arch along the eastern wall provides entrance to a small shop. Dwarves carrying packages and dry goods wander in and out of the shop. Some seem happy and gregarious, while others are aloof and serious. You also see a hazel-eyed dwarven priestess and a shabby hovel.
Obvious exits: north, south
>
[Zul Logoth, Sapphire Tunnel]
[go2]>northwest
An overpowering odor of fresh meat mingled with a hint of decaying flesh fills this bend in the tunnel. A dark red swinging door set into the northeast corner of the tunnel springs open every so often, and a dwarf pushing a cart loaded with a variety of cut meats hustles her way to the west. When she returns, the cart is empty save for bits of flesh and a bloodstain or two. A burnished steel sign affixed to the wall to the right of the door announces the ownership of the premises. You also see a squat stone building.
Obvious exits: northeast, south, west
[go2]>northwest
>
[Zul Logoth, Sapphire Tunnel]
[go2]>west
The tunnel turns ever so slightly as it makes its way through this portion of the business district. A wrought iron pole protrudes several feet out of the south wall, and a silvery metal key hangs from the pole. Below the key, a heavy black door with several deadbolt locks allows entrance into the building. A wide, unpainted, metal rollup door occupies the north wall. The sound of many roltons bleating pathetically emanates from behind the door. You also see a colorful stone cottage.
Obvious exits: east, northwest
>
[Zul Logoth, Crystalline Cavern]
Crystalline formations glitter and gleam across the inside of the cavern's dome, as if one were standing in the center of a giant geode. The crystals reflect and refract the light cast by the luminescent toadstools below. The light plays off stone streets, shifting from color to color as one moves in relation to the facets of the crystals. Large pots, each sporting one massive toadstool, line the thoroughfare in all directions. You also see a gaudily colored tent, a stone arch and a bright green door.
Obvious exits: northeast, southeast, southwest, west, northwest
>
[go2]>southwest
[Zul Logoth, Crystalline Cavern]
Water courses out of a pair of small metal pipes to cascade over several rocks before filling a shallow pool. Dwarves come from all directions to fill containers, urns, cups, pitchers, and other water-bearing vessels. The pool reflects the crystalline dome, bringing in the colors from overhead and dispersing them on the walls and rocks in an enthralling display of rippling rainbow hues. Splashed water covers the floor around the pool, making footing somewhat slippery. You also see a marble arch.
Obvious exits: north, southeast, south, west
>
[go2]>southwest
[Zul Logoth, Crystalline Cavern]
The northwest corner of the crystalline cavern is bathed mostly in tints of sapphire and white due to the preponderance of blue toadstools in this section. Other colors are evident, though, due to the refractions from the dome's crystals. A long, thin opening interrupts the crystals high on the north side of the dome, and the sound of wind coursing through a tunnel emanates from that area. A wide entry occupies the west wall, flanked by two huge furs, and a marble table abuts the north wall. You also see a tunnel sweeper and a steel gate.
Obvious exits: east, south, southwest
>
[go2]>southwest
[go2]>west
[Zul Logoth, Crystalline Cavern]
A spacious gem dome stretches out to the northeast, east and southeast, unsupported by pillars or beams. The curvature is accented by the placement of hundreds of thousands of clear crystals across the stone sky. The crystals catch the light from the luminescent toadstools beneath, reflecting and refracting the light in brilliant white as well as all the colors of the rainbow. As one shifts position, the varying bands of light shift and play colorfully along the stone floor. You also see a blue painted door and a bejeweled stone arch.
Obvious exits: northeast, east, southeast, southwest
>
[Zul Logoth, Emerald Tunnel]
Emerald light plays across the tunnel ceiling in circular patches as each toadstool projects its glow upward through its green cap. A gentle, constant breeze courses through the tunnel, but the toadstools remain unmoving due to the sheer weight and solidity of their stalks and lack of variance in the wind's speed. The lower glow from the toadstools also creates pools of light and areas of darkness. This is not a travel problem, though, for the floor is smooth and clear of hidden obstructions. You also see an engraved invar sign and a massive stone building.
Obvious exits: northeast, southwest, northwest
>
[go2]>west
[Zul Logoth, Ruby Tunnel]
Colorful depictions of outdoor homes have been painted upon the walls in realistic detail. Only the doors are real, though. A white marble mansion looms on the north wall, complete with black wrought ironwork along its curtained windows. The south wall displays a cute pink bungalow nestled within a stand of birch trees. In the split between the northeast tunnel and the southeast tunnel, the bottom floor of a circular stone tower looms with candle-lit windows. You also see an ebony door, a golden metal door and a bright green door.
Obvious exits: northeast, southeast, west
[go2]>northwest
>
[Zul Logoth, Ruby Tunnel]
Overhead, the solid rock of the ceiling is broken by a steep chute. The few dwarves that pass along the stretch of tunnel seem perturbed by the presence of visitors, particularly those not of dwarven heritage. Some of the natives stare outright, while others greet intruders with a mixture of incredulity and awe. Small dwarven children hide behind a toadstool pot or behind their mothers' skirts and stare, speechless, at the travelers invading their city. You also see a steel-braced archway.
Obvious exits: east, south, west
>
[go2]>west
[Zul Logoth, Ruby Tunnel]
Large pots spaced at twenty-foot intervals house one giant toadstool each. The toadstools provide light for the mine shafts, projecting a bright crimson light toward the ceiling and a soft white light toward the floor. The illumination is not complete, with pools of light punctuated by intervals of darkness that march off into the distance. The toadstools are nearly the perfect lighting devices, causing no smoke, no fire hazard, and merely needing a bit of water and nutrition. You also see a deep grey stone hall.
Obvious exits: east, southeast, southwest, northwest
>
[Zul Logoth, Ruby Tunnel]
If mining could be called an art, this tunnel may be as close as it gets. A perfectly flat granite floor, its surface roughened just a little for traction, leads off to the southeast. The walls follow, their sides unerringly vertical and neither moving together nor widening out. The ceiling is a flat, smoothly chiseled expanse of grey granite. Thick beams set the same exact distance apart all the way down the tunnel support the walls and ceiling. You also see a large striped tent and a carved stone arch.
Obvious exits: southeast, west, down
>
[go2]>buy ticket
[Zul Logoth, Ruby Tunnel]
The smooth walls of the tunnel give way to a small cavern utilized as an entrance to the vast network of mining tunnels under the DragonSpine. Carts ricochet past on a double-railed metal track, stopping occasionally for brief instances to pick up passengers. Several dwarves busily work the area, ensuring the carts travel rapidly towards their destination. You also see a carved wooden sign and a wooden gate.
Obvious exits: east
>
The dwarf carefully counts out the 1000 silvers and grunts, "You now have passage on one of the carts boarding shortly. If you're not here and ready to go, no refunds."
>
Your disk arrives, following you dutifully.
>
The dwarf announces, "Boarding now for Kalros."
You hastily enter the mining cart.
[Kharag 'doth Dzulthu, Tunnels]
The smooth walls of the large mining cart, so high it's nearly impossible to see over the tops, are grimy from years of use. Spots of rust mark the metal, the rivets surrounded by clouds of deep red which drip down the panels. A metal bench is mounted around the cart's sidewalls to serve as rudimentary seating.
Obvious exits: none
>
Your disk arrives, following you dutifully.
>
Swaying slightly, the cart begins rolling slowly down the track, the darkness seeping in from all sides as the tunnel walls close in.
>
The tunnel darkens suddenly as the cart flies down the track, bumping and jolting along the way.
>
Your earring pulses with energy, the pulsing fades and a bright brass bracelet affixed with a diamond remains.
>
Hitting a slightly decayed length of wood lying sideways across the track, the cart lurches upward splintering the wood into a thousand pieces, connecting with the track again with a jolt.
>
Water bleeds down the rock walls in thin rivulets, puddling into small pools along the track.
>
As the cart slows slightly, the sounds of hundreds of beating wings can be heard from above. Several large bats disengage from the ceiling and flutter around the cart as it continues its journey along the track.
>
The loud rushing sounds of the wind fills the cavern as the cart careens along the track at awe inspiring speeds.
>
Pale red light ripples over your vruul hide gloves.
>
The tunnel darkens suddenly as the cart flies down the track, bumping and jolting along the way.
>
The rush of the wind howls through the tunnels as the cart speeds along the track.
>
The darkness of the tunnel would be complete but for the sparkling of the gems imbedded in the walls as stray shafts of light pierce the tunnel at irregular intervals.
>
The cart flies past an outcropping of stone imbedded with hundreds of gems of all shapes, sizes, and colors.
>
The cart bounces slightly as it hits an unrepaired piece of track at breakneck speed.
>
Flying along at dangerous speeds, the cart lurches and bumps over rough patches in the track.
>
Stalagmites scrape the side of the cart sending up showers of sparks as it flies down the track.
>
The wheels of the cart screech and squeal as they turn at incredible speed careening down the rickety track.
>
Rough walls of stone fly past as the cart continues its journey along the rickety track.
>
As the cart rounds a tight bend, it tilts precariously to one side as two of the wheels leave the track for a few heart-stopping moments.
>
The clanking of the cart echoes through the tunnel as it slows steadily before suddenly plunging down a steep embankment.
>
The rush of the wind howls through the tunnels as the cart speeds along the track.
>
The cart jolts suddenly to the right just missing a large rock outcropping on the left.
>
The cart shudders and sways, the wheels groaning loudly, as it begins to slow, finally jolting to a stop at the end of the track.
You hastily exit the cart.
[DragonSpine Mountains, Crevasse]
The pass dwindles and disappears into a large crevasse. Nearly black inside as compared to the bright light of day, dwarves and travellers hasten into the crevasse, from which odd grinding and squealing sounds can occasionally be heard. You also see an immense black-inked sign standing nearly six feet tall.
Obvious exits: west
>
[go2]>west
[go2]>northwest
[go2]>northwest
[Pass, Entrance]
A small pass winds around the mountain to the east. Groups led by dwarven guides appear and disappear around the corner of the pass towards Ta'Illistim and other eastern cities. Travelers gather around preparing for the trek, while others are resting after a long trip.
Obvious exits: east, northwest
>
[Khazar's Hold, Grotto]
The center of the village lies just to the west. Two buildings and several ratty tents have been constructed on this artificial ledge. Beyond the settlement, the deep blue sky contrasts with the bland greys of the mountainous landscape. White clouds, constantly reshaped by the wind pushing them across the jagged summits, gather around the peaks of the mountain ranges on all sides of the valley.
Obvious exits: southeast, northwest
>
[Khazar's Hold, Grotto]
Sheltered from the stiff breeze out on the ledge, a large, sturdy building stands against the stone wall created by this artificial cavern. A hand-painted sign is nailed above the door of the structure. The rough wall and ground are uneven, and marks from the picks used to carve the cave out of the mountainside are slightly smoothed by erosion, but still apparent. Occasionally, dust rains down from above, loosened by the winds.
Obvious exits: southeast, southwest, northwest
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 9. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 8. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 7. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 6. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 5. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 4. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
Your disk arrives, following you dutifully.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Lower Dragonsclaw, Forest]
The underbrush is quite thick here near the forest's edge, forcing you to slow your steps as you maneuver through the trees. You also see a briar patch and a vine-covered arch.
Obvious paths: north, east, southwest, west
>
[go2]>east
[go2]>north
[go2]>go path
[Wehnimer's, Exterior]
As you progress on this north-south path, the dark forest to the west catches your eye. A little forbidding in its primeval appearance, it is sure to offer a good source of small-game hunting.
[go2]>go wooden gates
Obvious paths: north, south, west
>
[Wehnimer's, Exterior]
You are standing at the northwest corner of the Landing. The path, which bends to the northeast as it moves along this section of the western wall of the fortified trading post. To the west can be seen a dark forest while to the south can be seen a rolling plain of high grasses. You also see some light leather, a collapsed hole in the ground sealed up by fallen rubble, a tall wooden archery tower and a cobblestoned trail leading to a wooded glade.
Obvious paths: northeast, south, west
>
[go2]>south
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see the Wayside inn and an ivy-covered white monir tower.
Obvious paths: north, east, southwest, northwest
>
[go2]>west
[Wehnimer's, Land's End Rd.]
Vigilant night guardsmen scrutinize the citizens and travelers arriving and departing through the wide gates spanning the land route into Wehnimer's Landing. The cluttered streets of the city to the south are a far cry from the deceptively calm expanse of the wilds of Elanith outside. Two daunting towers survey the countryside and protect the town, flanking the road to the east and west. You also see the town gates and a large wooden barrel.
[go2]>south
Obvious paths: south
>
[go2]>south
[Wehnimer's, North Ring Rd.]
The cobbled road girds the town along the inner side of the northern palisade. Just to the north stand the twin sentinels of the gate's guardtowers, silhouetted against the night sky. Guardsmen come and go through the main gates, keeping a close eye on the people of all races who move to and fro. Opposite the gates, you see the shop of Dakris the Furrier. You also see a burly human guardsman and a large painted sign.
Obvious paths: north, east, west
>
[go2]>southeast
[Wehnimer's, North Ring Rd.]
The road turns gradually at this point as it forms the northwest corner of the city. The main path curves along the north and west walls, and another leads south between the buildings. The massive oak and modwir logs of the city palisade tower overhead. You also see a brightly lit small painted wagon and an old weathered cart with some stuff on it.
Obvious paths: east, south, southwest
>
[Wehnimer's, Talon St.]
The street runs between the northern palisade and the central square to the south and east. The traffic is varied here, as a few traders and travelers mingle on the dark streets with the ever-present and watchful militiamen. The pristine walls of the Stone Baths occupy nearly the entire block.
Obvious paths: north, south
>
[Town Square, Northwest]
This corner of the square is lively and hectic even at night. A number of representatives of the Landing's population, including several elven loggers and a party of rough-looking dwarves, loiter around the door of the Raging Thrak Inn, where the rowdy cheers of patrons and voices raised in songs of many sorts, from snatches of heroic ballads to blushingly bawdy tunes, beckon you to enter. You also see a polished granite statue and a large painted sign.
Obvious paths: north, east, southeast, south
>
[Town Square Central]
This is the heart of the main square of Wehnimer's Landing. The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith. At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree. The oak is tall and straight, and it is apparent that the roots run deep. You also see the fiery red Atanamir disk, the Palanor disk, the Tolan disk, a forest wolf, a droopy-eyed tan bloodhound, some stone benches with some stuff on it and an herbal remedy donation bin.
Also here: Atanamir, Ketarra, Moulson, Lord Palanor, Tolan, Dhuul, Etracol who is sitting, Journeywoman Kareana who is sitting, Vencias who is kneeling, Fidelity
Obvious paths: northeast, east, southeast, southwest, west, northwest
>
[go2: travel time: 0:07:07]
--- Lich: go2 has exited.
Ta'Illistim -> Ta'Vaalor
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see a silver trash receptacle.
Obvious paths: out
>
[go2: travel time: 0:00:00]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
>tap band
Your band shimmers as the gem within glows.
Roundtime: 3 sec.
R>tap my ven band
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
>;go2 ta'vaalor
--- Lich: go2 active.
150 matching rooms found:
1: [Sylvarraend Road] (670)
2: [Ta'Vaalor, Amaranth Wey] (3483)
3: [Ta'Vaalor, Amaranth Wey] (3484)
4: [Ta'Vaalor, Amaranth Court] (3485)
5: [Ta'Vaalor, Amaranth Court] (3486)
6: [Ta'Vaalor, Amaranth Court] (3487)
7: [Ta'Vaalor, Amaranth Court] (3488)
8: [Ta'Vaalor, Amaranth Wey] (3489)
9: [Ta'Vaalor, Amaranth Wey] (3490)
10: [Ta'Vaalor, Glimaerstone Var] (3491)
11: [Ta'Vaalor, Amaranth Court] (3492)
12: [Ta'Vaalor, Amaranth Court] (3493)
13: [Ta'Vaalor, Amaranth Court] (3494)
14: [Ta'Vaalor, Amaranth Court] (3495)
15: [Ta'Vaalor, Emaereld Var] (3496)
16: [Ta'Vaalor, Emaereld Var] (3497)
17: [Ta'Vaalor, Shimeraern Var] (3498)
18: [Ta'Vaalor, Emaereld Var] (3499)
19: [Ta'Vaalor, Shimeraern Var] (3500)
20: [Ta'Vaalor, Aethenireas Wey] (3501)
select a room (;send <1-20>) or ';send next' for more
>;send 10
--- sent: 10
[go2: ETA: 0:00:30 (60 rooms to move through)]
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 12. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Apple Orchard]
Tendrils of vines creep from beneath the shade of the apple orchard to the east and trail out into the barley grass, blurring the line between furrowed field and the tangled undergrowth of the trees. Tiny hooked thorns at the tips of the vine stems clutch at the grass stalks, anchoring the plant firmly to the territory it has conquered.
Obvious paths: north, west
>
[go2]>west
[Barley Field]
Intermittent rustlings provide evidence of small wild life residing in the tall barley grass. The rotting trunk of an apple tree torn from the orchard to the east pokes its way into the open field.
Obvious paths: north, east, south, west
>
[go2]>north
[go2]>go bridge
[go2]>northeast
[go2]>north
[Barley Field]
A low-hanging bridge built across the width of the stream blocks passage to the east, but the path along the edge of the stream is unimpeded to the west. Occasionally the plopping sound of a light body hitting the water, perhaps a frog or water snake going for a swim, echoes hollowly from the dark shadows beneath the bridge.
Obvious paths: south, west
>
[Grassland]
A wooden bridge leads south across the stream that cuts across this grassy field. A narrow path parallels the stream to the west, then skirts around a large boulder to travel up the side of a hill to the northeast.
Obvious paths: north, northeast, west
>
[Grassland]
A path leads down to a bridge that crosses the stream to the south and up the hilly slope to the northeast. A small patch of violets grows to the side of the trail, forming a soft blanket on the lush green carpet of the tall grass.
Obvious paths: north, northeast, southwest
Ta'Illistim -> Cysaegir
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see a silver trash receptacle.
Obvious paths: out
>
Your disk arrives, following you dutifully.
>tap band
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
>;go2 Cysaegir
--- Lich: go2 active.
45 matching rooms found:
1: [Cysaegir, Citadel Drawbridge] (4638)
2: [Cysaegir, Citadel Bailey] (4639)
3: [Cysaegir, Treetop Platform] (4640)
4: [Cysaegir, Treetop Platform] (4641)
5: [Cysaegir, Treetop Platform] (4642)
6: [Cysaegir, Wishing Well] (4643)
7: [Cysaegir, Treetop Platform] (4644)
8: [Cysaegir, Treetop Platform] (4645)
9: [Cysaegir, Treetop Platform] (4646)
10: [Cysaegir, Disk Statue] (4650)
11: [Cysaegir, Vista Knoll] (4651)
12: [Cysaegir, Garden] (4652)
13: [Cysaegir, Linsandrych Common] (4653)
14: [Cysaegir, Linsandrych Common] (4654)
15: [Cysaegir, Linsandrych Common] (4656)
16: [Cysaegir, Gorge Base] (4657)
17: [Cysaegir, Tribute] (4658)
18: [Cysaegir, Gorge Switchback] (4659)
19: [Cysaegir, Behind Waterfall] (4660)
20: [Cysaegir, Boulder] (4661)
select a room (;send <1-20>) or ';send next' for more
>;go2 4661
--- Lich: go2 active.
[go2: ETA: 0:00:16 (6 rooms to move through)]
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 12. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 11. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
>
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Cysaegir, Brook]
A quaint bungalow rests quietly alongside a bubbling brook teeming with an assortment of fish and other aquatic life, creating a picture perfect scene. The delicate lace curtains from the window of the cobbler's cobby billows gently on a soft breeze. Fiddlehead ferns surround the brook on all sides and the light of the moon softly illuminates clusters of glossy-leafed holly trees.
Obvious paths: northwest
>
[go2]>northwest
[Cysaegir, Vista Knoll]
Cresting the top of the hill provides an ideal vantage point of the snow-capped mountains that tower in the distance and the town common spreading out below. The wan glow of a moon peeks out from between two of the largest mountains, their perpetual misty clouds breaking apart to allow a thick beam of light. Illuminated by the faint moonlight is a small clearing surrounded on three sides by thick ancient forest growth and a steep mountain slope in the remaining direction. You also see a dog-faced dark grey fruit bat that is flying around and a meandering trail.
Obvious paths: southeast, west, northwest
>
[go2]>northwest
[go2]>northwest
[go2]>east
[Cysaegir, Linsandrych Common]
Placed strategically under a leafy arbor for shade, a vine-carved bench hides in the darkness. Interrupting the natural beauty of a grassy knoll sprinkled with a scattering of buttercups is a lattice-worked gazebo. A slate-paved walkway that snakes through flowering bushes and trees leads toward the steps of the structure. Gorgeous bell-shaped flowers in shades of blue and pink encircle the base of a pedestal upon which a magnificent gold statue of an elven man is perched. You also see a long ramp winding up and around a massive tree.
Obvious paths: southeast, southwest, northwest
>
[Cysaegir, Linsandrych Common]
Centered on a stretch of land, in the middle of a network of several small ponds, is the beckoning shelter of a growth of willow trees. Their long, graceful branches sway gently back and forth on a barely palpable wind. A soft rustling sound emits from the characteristic leaves covering the branches of the willow trees that droop and almost reach to the ground. Under the wavering light of the moon, the willow trees resemble ghosts dragging their distended arms along the surface of the ground. You also see a wide fel-planked bridge.
Obvious paths: east, southeast, west
>
[Cysaegir, Tribute]
Erected on a clover-covered section of the field is an elaborate sculpture protected behind a barrier of hedges surrounded by a rail fence. Frozen in time and locked in mortal combat are two bronze figures, one of an elf, the other of a kiramon. You also see a wide fel-planked bridge.
Obvious paths: west
>
[Cysaegir, Boulder]
A lichen-coated boulder that strongly resembles a rabbit missing one ear rests beside an ivy-covered bungalow. Placed just outside the doors of the building is a polished white-marble bench that has a raggedy toy sorcerer perched precariously on the edge of the seat. A circle of light from the opened doorway illuminates ground that is paved with numerous multicolored tiles that create a superb mosaic depicting a kneeling elven child proffering a budding red rose to a woman of indescribable beauty. You also see a wide fel-planked bridge.
Obvious paths: east, northwest
>
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Ta'Illistim -> OTF
This is the raw version, I have a lot of downstream hooks removing lines.
[Ta'Illistim, Alearyl Hall]
High, corbeled arches give way to elaborately frescoed ceiling partitions, each glorified in hues of majestic purple, grey, and blue. The floor is highly polished, matching the blue-grey granite common among other Ta'Illistim architecture. A massive, maoral desk consumes a great portion of the room's far end and beyond it stands an iron-bound door along the southwest wall. Two guards carefully watch those who pass through the hall. You also see Guild Taskmaster Jarivyth.
Obvious exits: east, west, out
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
--- Lich: ring_test2 active.
[sbounty]>ask #154787 for bounty
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
Jarivyth says, "Hmm, I've got a task here from the town of Ta'Illistim. The local gem dealer, Tanzania, has an order to fill and wants our help. Head over there and see what you can do. Be sure to ASK about BOUNTIES."
--- Lich: ring_test2 has exited.
[ Next Bounty: +0:15:00, 0:15:00 remaining. ]
--- Lich: go2 active.
--- Lich: ring_test2 active.
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
--- Lich: ring_test2 has exited.
[go2: ETA: 0:00:01 (2 rooms to move through)]
[go2: 1]
[go2: 0]
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Ta'Illistim, Glaendier Wey]
The cobblestoned wey widens abruptly as it meets the edge of Shimmarglin Court. Perched at the juncture between the road and the open space is an elevated shop, raised up three steps and set with tapered marble columns. You also see an enameled silver signpost.
Obvious paths: northeast, west
[go2]>go shop
[Tanzania's Gems & Jewelry]
Soft amber-hued velvet curtains frame the shop's glaesine windows. Thick garnet-colored carpeting muffles all sounds of footfalls as shoppers mill about the shop, buying and selling various pieces of jewelry and gems. Moonlight streams in through the glaesine windowpanes, illuminating the jewels displayed in cases along the rear wall. You also see the jeweler Tanzania.
Obvious exits: south, out
[LNet]-GSIV:Japhrimel: "I did that though" (19:40:57)
[go2: travel time: 0:00:00]
--- Lich: go2 has exited.
--- Lich: ring_test2 active.
[sbounty]>ask Tanzania about bounty
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
Tanzania says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received several orders from customers interested in purchasing an aquamarine gem. Unfortunately, I do not have quite enough inventory on hand to meet this demand. I'd like for you to go round up 8 of them for me. You can SELL them to me as you find them."
--- Lich: ring_test2 has exited.
[sbounty: -- -- received bounty from gem dealer [8 aquamarine gem]]
--- Lich: bigshot active.
[bigshot: bigshot]
[bigshot]>stance defensive
You are now in a defensive stance.
--- Lich: go2 active.
--- Lich: ring_test2 active.
-> 1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
--- Lich: ring_test2 has exited.
[go2: ETA: 0:00:18 (21 rooms to move through)]
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 12. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 11. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 10. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 9. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 8. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 7. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Gyldemar Road]
Worn away by rain and the underground action of continual water, the road has sunk to swamp level. At this point, though, it remains firm enough for passage and rises slightly out of the swamp to the west. To the east the road disappears entirely under black water for twenty yards or so then emerges again to proceed unsteadily on its way. Continuing east is most likely a sink or swim proposition, and perhaps both. You also see some muck and the ruins of a paved stone road disappearing further into the swamp to the south.
Obvious paths: west
[go2]>go water
As you enter the water, the sucking mud drags you down slowly. Moving out further, you suddenly encounter a dropoff and slide quickly underneath the surface.
[Under The Black Water]
Wet blackness envelops everything, and the mud grasps powerfully at feet and legs. The lack of vision and the unsure footing in the muck below combine to confuse the senses, making direction a meaningless idea. Even "up" is in question at times. One can only swim and hope.
[go2]>swim
You do your best to swim somewhere, but the mud and darkness conspire to keep you from making any headway.
Roundtime: 5 sec.
[Under The Black Water]
Wet blackness envelops everything, and the mud grasps powerfully at feet and legs. The lack of vision and the unsure footing in the muck below combine to confuse the senses, making direction a meaningless idea. Even "up" is in question at times. One can only swim and hope.
Your disk arrives, following you dutifully.
[go2]>swim
...wait 1 seconds.
[go2]>swim
[Gyldemar Road]
Although the forest is visible on the horizon to the south, there is no way of getting there across the treacherous swamp in between. Slowly the swamp seems to be reclaiming the cobblestone road, leaving less than half the cobblestones even visible in this area. To the west the black water has completely covered the roadway, and to the east the roadway dips and jogs, fighting to stay above the sinking terrain. You also see some muck.
Obvious paths: east
You pull yourself slowly out of the black pool, covered with mud and dripping water profusely.
Roundtime: 5 sec.
Your disk arrives, following you dutifully.
You feel fully energetic again.
[go2]>east
[Gyldemar Road]
Patches of black, slimy water spread across the road in many places, causing slight detours, if possible on the muddy terrain. Mostly, though, one is forced to splash through them, leaving a grimy dark residue on feet, footwear, or, in the case of rather deep puddles, both. Often hordes of insects or small amphibians scatter out of the puddles at the footsteps' approach, disturbing and roiling the puddles as they skitter away into the safety of the flanking bulrushes.
Obvious paths: northeast, west
[go2]>northeast
[go2]>southeast
[go2]>southeast
[Gyldemar Road]
The road takes a brief northern jog, rising slightly as it does so. The reeds, cattails and bulrushes still press in against the road, but the ground seems parched and dry, as if there hasn't been a rain in a good while. The surrounding vegetation is stiff and colorless, easily breaking off at the touch of a hand. The sheer thickness of it, though, prevents any digression from the road. An errant spark would quickly turn this area into a raging inferno.
Obvious paths: southeast, southwest
[go2]>east
[Gyldemar Road]
A thick, clammy haze oozes out of the surrounding weeds to choke the road and reduce vision to merely a few feet. The moon is a wide orb with blurry edges hanging somewhere far above the mist, adding no heat to help assuage the dank chill. If not for the few cobblestones still visible above the mud, the correct direction of travel would be anyone's guess.
Obvious paths: southeast, northwest
[Gyldemar Road]
The bog has almost totally reclaimed the road. Rushes spring up where once a flat, well-maintained road might have run. Only here and there do cobblestones still make a wary appearance, fighting to stay on top of the cloying sludge. So very few of them remain, though, that it often takes careful searching to find the next cobblestone and thus continue in the right direction. Growls and snarls out in the thicker rushes suggest that there are those that wish the stones could not be found.
Obvious paths: east, northwest
[go2]>southeast
[go2]>east
[Gyldemar Road]
Thick rushes rise from the dank water, choking the area and providing excellent cover for anything small enough to fit underneath them. The rushes, combined with the water cover and unsure footing, keep the larger predators out of the area. Muskrat dens appear frequently along the edges of what might still be called a 'road,' and often one of the small, bare-tailed mammals can be seen scurrying for the safety of its home.
Obvious paths: southeast, west
[go2]>go barrier
[Gyldemar Road]
Something has died just off the road. It is far enough out in the swamp that moving off the road to investigate would be foolhardy at best, but close enough that the flies and odor are very much apparent. This, combined with the oppressive humidity, mist, sucking mud and monotonous vegetation suggest that there are probably far more interesting places one could occupy. The road, as best as can be ascertained, continues to forge northwest and east.
Obvious paths: east, northwest
[go2]>southeast
[Gyldemar Road, Sentinels]
[go2]>east
The roadway rises slightly above the swamp. From the appearances, someone has purposely built a small hillock here atop which two massive granite sentinels stand, silent and unmoving. No method of circumventing the sentinels presents itself. If one wishes to continue along the road in an easterly direction, one must pass between the sentinels. Westward the road slides into the swamp and fights to stay above the sucking mud. You also see a black fox that is sitting and a large faenor-chased basket.
Obvious paths: west
You approach the shimmering magical barrier. As you make contact with the barrier, crackling energies stream out of the sentinels to coalesce in a blinding flash around your form!
[go2]>northeast
You feel a searing sensation, as if your skin were on fire! Just as the sensation seems unbearable, you stumble out of the crackling barrier!
[Ta'Faendryl Approach]
Two massive granite sentinels reach toward the sky, flanking the road as it moves to the west. The sentinels are highly weathered, and their surfaces are pitted and cracked. No method of circumventing the sentinels presents itself if one wishes to continue along the road in a western direction. One must pass between the sentinels. To the southeast the road enters a spacious mud plain.
Obvious paths: southeast
[Ta'Faendryl Approach]
A flat sea of black mud with a rusty red tinge spreads out on all sides, and its surface shines from the thin layer of water that covers it. The water reflects the moonlight brilliantly, almost blindingly. The beauty is marred by the uncomfortable humidity that rises from the mud sea, causing clothing and armor to take on a moist feel and chafe annoyingly. The area also carries the nauseating odor of putrefying plant life.
Obvious paths: east, northwest
[go2]>east
[Ta'Faendryl Approach]
A flat expanse of reddish-black mud follows the road on both sides, trying vainly to suck the few remaining cobblestones down into its dank depths. In several spots the mud has actually dried a bit, and large cracks crisscross the surface of the swamp, breaking each patch into multisided plates. A slight fog rises from the swampy ground, merely a mist that causes the ground further away to appear to waver slightly.
Obvious paths: northeast, west
[go2]>northeast
[go2]>northeast
[Ta'Faendryl Approach]
Mud, nothing but mud, is all around. The dark, wet ground reflects heat and light back intensely, filling the air with cloying wetness. Nothing grows in the mud, perhaps due to the heavy reddish tinge, indicative of intense iron deposits mixed into the soil. It does attract one form of life in abundance, however. Massive clouds of gnats flit back and forth across the roadway as if searching vainly for something lost. Occasionally they find an adventurer with very uncomfortable results.
Obvious paths: east, southwest
[Ta'Faendryl Approach]
A few hardy swamp grasses form mounds of tight vegetation atop the black mud plain. Their thin, dusty yellow-green blades indicate that they need very little in the way of nutrients to survive, and their shallow, wide roots are able to tolerate the consistently wet conditions. Grey biting flies flit among the grasses, examining them for signs of some animal from which to drink blood. Moving along quickly seems to help keep the flies at bay.
Obvious paths: northeast, west
[go2]>northeast
[Ta'Faendryl Approach]
Patches of greenery rise up from patches of dead vegetation as the cycle of death and rebirth continues unabated, even in this seemingly deity-forsaken place. Clumps of cattails huddle protectively together, as if their numbers will be enough to ward off the creeping disease of the black mud. Braver swamp grasses venture out into the open spaces, heedless of the danger lurking just below the still waters.
Obvious paths: northeast, southwest
[go2]>northeast
[go2]>go portal
[Ta'Faendryl Approach]
What remains of the cobblestone road ventures northeast and southwest, unconcerned with the struggle for survival occurring on either side of it. Thousands of frogs have clambered up on the cobblestones, escaping a threat unknown, only to die in the exposed conditions. Their bodies have decayed to the point where all that remains are flattened, leathery pieces of eyeless amphibian stuck to the cobblestones or compressed into the cracks between them.
Obvious paths: northeast, southwest
Your disk arrives, following you dutifully.
[Ta'Faendryl Approach]
Tall reeds and cattails block the line of sight on either side of the road. Their stalks stand perfectly still as no breeze stirs the area. In many places the cattails actually grow up through the road to separate the cobblestones and expose the water pooling just below road level. Frogs croak and bellow deep within the covering vegetation, calling out to one another in a cacophony of amphibian sound.
Obvious paths: northeast, southwest
[Ta'Faendryl Approach]
The swamp moves across the road to the north, disrupting the stones and eventually sucking them all down into the mire. Passage is impossible in that direction. To the southwest the road is still passable, though, as its surface is still above the muddy plain. A huge mud mound rises just to the northeast and extends eastward as far as the eye can see. You also see a flickering portal.
Obvious paths: southwest
[Ta'Faendryl Approach]
A cobblestone road swings in a wide arc northeast and west. Many of the stones are missing, but for the most part the road is still level and easily traveled. A huge mound of mud rises just to the southwest and extends to the west as far as the eye can see. The area is eerily quiet, as if no life of any kind resides here. A few dead trees, now petrified, rise into the sky in bleak silhouette, but the earth has a scorched look to it, and the usual underbrush seems to have retreated. You also see a shimmering portal.
Obvious paths: northeast, west
[go2]>pull my veniom band
The band begins to glow, giving off a greenish phosphorescence. Slowly a fiery sigil appears, depicting the numeral 6. It flickers a few moments like a candle dancing in mist, then fades away to nothing.
[go2]>rub my veniom band
Suddenly, your band spouts thick clouds of fog. In the next heartbeat, you feel yourself launch into the air, and you are hurtling through empty space! Abruptly, the sensation ceases, leaving you a bit unsteady on your feet.
[Aqueduct]
A convergence of streams occurs, with a larger body of water rushing in from the southeast to collide with a smaller flow from the northeast. The two flows intermix violently, buffeting each other and anything in their path, then seem to agree on a point of exit and move off peaceably to the west, less agitated but also considerably deeper than before. Likewise, the air following the streams whistles and howls as it is forced to accommodate an additional volume in a more constricted space.
Obvious exits: northeast, southeast, west
[go2: travel time: 0:00:16]
--- Lich: go2 has exited.
--- Lich: ring_test2 active.
1 Ta'Illistim, Glaendier Wey
2 Ta'Illistim, Hanging Gardens
3 Khazar's Hold, Grotto
4 Lower Dragonsclaw, Forest
5 Commerce Burrow, Trader's Way
-> 6 Aqueduct
7 Gyldemar Road
8 Ta'Faendryl Approach
9 East Woods, River Bank
10 Eastern DragonSpine, Slope
11 Cysaegir, Brook
12 Apple Orchard
--- Lich: ring_test2 has exited.
[bigshot]>northeast
[Aqueduct]
Thousands, perhaps hundreds of thousands of gossamer webs spread across the upper walls and ceiling of this portion of the tunnel. The tiny webs collect the dampness and shine as a galaxy of faint green nebulae in the emerald light from the moving stream. In each web a tiny spider holds sway, crouching at the center and ferociously guarding its territory. It is impossible to determine what these spiders feed on, though, as no flying or crawling insect-life is evident. You also see a tattered knapsack.
Obvious exits: northeast, southwest
[bigshot]>northeast