Valgren
06-11-2008, 11:22 PM
sR>
[script aborted]
>point aresh
You point at Areshin, ruining his hiding place.
Roundtime: 2 sec.
sR>
Daheus traces a series of glowing runes while chanting an arcane phrase...
Daheus gestures.
Multicolored rays shoot out of Daheus's body and flow into the shimmering sphere around him.
s>
Daheus recites a series of mystical phrases while raising his hands...
Daheus gestures.
Daheus is surrounded by a shimmering field of energy.
s>.fletch 1 no bow dagger handaxe backpack
[Script fletch is running, Esc to cancel, Shift-Esc to pause]
>glance
You glance down to see a feras dagger in your right hand and nothing in your left hand.
s>get 1 shaft from my backpack
You remove a single rough arrow shaft from a bundle of rough arrow shafts.
s>cut my shaft with my dagger
You pare away the excess wood, taking care to keep the shaft straight. Despite a few rough spots along the length, you seem to be making consistently straighter shafts.
Roundtime: 21 sec.
sR>cut my shaft with my dagger
Generally, you should paint or crest your shafts before cutting nocks in them, but it is not necessary. If you do decide to skip this step, you will not be able to go back and paint them later, although cresting might still be possible.
s>get dagger from my backpack
Get what?
s>cut nock in my shaft with my dagger
You decide to skip painting your ammunition. Hey, if it's good enough for nature, it's good enough for you, eh?
You begin cutting a nock in the end of the arrow shaft, but cut too deeply into one side, and slice part of the end off. That'll never fire... might as well toss it.
Roundtime: 16 sec.
sR>glance
You glance down to see a feras dagger in your right hand and nothing in your left hand.
s>
Nesa just arrived.
s>get 1 shaft from my backpack
You remove a single rough arrow shaft from a bundle of rough arrow shafts.
s>
Nesa just went east.
s>chat I have a Cisco something-or-other with 4 port switch
You focus on transmitting your thought.
s>cut my shaft with my dagger
You pare away the excess wood, taking care to keep the shaft straight. The shaft is barely curved at all, but could stand to be a little thicker. It looks like it will work just fine, but is not really worthy of mention.
That was a little easier. Perhaps you are growing more skillful?
Roundtime: 36 sec.
sR>
* Kestrynna just bit the dust!
sR>chat whatever that means
You focus on transmitting your thought.
sR>
Floodsun just arrived.
sR>
Floodsun slings a silvery grey vultite shield over his shoulder.
sR>
Areshin glances at you.
sR>
Natam's spirit appears to be lifted by the singing.
The mirror images surrounding Natam undulate and grow stronger.
Natam renews his songs.
sR>
Floodsun sits down.
sR>
Floodsun leans against a large fireplace.
sR>
Speaking in Dark Elven, Areshin says, "Do not do that."
s>cut my shaft with my dagger
Generally, you should paint or crest your shafts before cutting nocks in them, but it is not necessary. If you do decide to skip this step, you will not be able to go back and paint them later, although cresting might still be possible.
s>get dagger from my backpack
Get what?
s>raise eye areshin
You raise an eyebrow in Areshin's direction.
s>cut nock in my shaft with my dagger
You decide to skip painting your ammunition. Hey, if it's good enough for nature, it's good enough for you, eh?
You carefully cut a nock into the end of the arrow shaft.
Roundtime: 13 sec.
sR>look aresh
You see Areshin.
He appears to be a Faendryl Dark Elf.
He is taller than average and appears to be young. He has piercing crystal green eyes and ebon skin. He has long, fine black hair worn in a ponytail. He has an angular face, a straight nose and sharply-curved pointed ears.
He has an old battle scar across his back, and an old battle scar across his abdominal area.
He is wearing an ebony wool cape, a brushed blue felt hat, a little round mirror, a crystal amulet, a slashed indigo sash, a large golden yellow pack, some blue double leather, a wrist sheath, a dark leather locksmith's toolkit, a leather sheath, a small cobalt blue belt pouch, a pair of gold-threaded leggings, and some dark blue square-toed shoes.
sR>
Areshin appears to be checking his pockets for something, but finds them empty.
sR>
You notice Areshin slip into a hiding place.
sR>put my dagger in my backpack
You put a feras dagger in your heavy backpack.
s>get bow from my backpack
>"find a better spot and I wont
You remove a long bow from in your heavy backpack.
s>
You softly say, "Find a better spot and I wont."
s>swap
You swap a long bow to your left hand and a single arrow shaft to your right hand.
s>measure my shaft
Nocking the arrow shaft in your long bow, you draw it back as though preparing to let fly. When the bow string reaches optimal tension, you carefully un-nock the shaft and ease the string forward while grasping the shaft with your left hand to mark the length until you can make a tiny cut on the shaft.
Roundtime: 5 sec.
sR>point areshin
You point at Areshin, ruining his hiding place.
Roundtime: 2 sec.
sR>put my bow in my backpack
You put a long bow in your heavy backpack.
s>
Areshin hauls off and slaps you up'side the head!
s>get dagger from my backpack
>swap
You remove a feras dagger from in your heavy backpack.
s>
You swap a single arrow shaft to your left hand and a feras dagger to your right hand.
s>cut my shaft with my dagger
Using your previous mark as a guide, you cleanly slice the end off the arrow shaft.
Roundtime: 4 sec.
sR>
[script aborted]
>put shaft in waste
As you place a single arrow shaft into a simple wooden wastebasket you feel pleased with yourself at having cleaned up the surrounding area.
s>
Adagan offers Nagada a Wehnimer's promissory note.
s>
Nagada accepts Adagan's promissory note.
s>put dagg in bac
You put a feras dagger in your heavy backpack.
s>
Nagada nods.
s>stand
You stand back up.
>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
HR>look
[Raging Thrak Inn, Trophy Room]
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see the Natam disk, a polished bloodwood wand, a green zircon, a thrak hide curtain and a simple wooden wastebasket.
Also here: Floodsun who is sitting, Natam, Areshin who is sitting, Adagan who is sitting, Nagada, Tiner, Daheus
Obvious exits: northeast, east
H>look in cloak
In the vruul skin cloak you see a a pair of skull-patterned dice, a feras dagger, a solid wooden wedge (x3), a strong wooden wedge (x2), a linen badge, an onyx-inlaid ora pin, a radiant-cut golden topaz earring, a silver and aquamarine clasp, an engraved gold alloy torc and the following:
1 Scrolls: a crumbling scroll
7 Magic: a crystal amulet, a ruby amulet, a black crystal, a blue crystal, a thick gold ring, a twisted gold ring, a small statue
2 Herbs: some acantha leaf, some ambrominas leaf
H>
* Warex just bit the dust!
H>
Areshin appears to be checking his pockets for something, but finds them empty.
H>info
Name: Valgren Race: Dark Elf Profession: Rogue (shown as: Locksmith)
Gender: Male Age: 424 Expr: 1331110 Level: 34
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 76 (13) ... 76 (13)
Constitution (CON): 71 (5) ... 71 (5)
Dexterity (DEX): 87 (28) ... 87 (28)
Agility (AGI): 72 (16) ... 72 (16)
Discipline (DIS): 92 (11) ... 92 (11)
Aura (AUR): 95 (32) ... 95 (32)
Logic (LOG): 81 (15) ... 81 (15)
Intuition (INT): 86 (23) ... 86 (23)
Wisdom (WIS): 74 (17) ... 74 (17)
Influence (INF): 53 (-4) ... 53 (-4)
Mana: 35 Silver: 2500
H>
Nagada just went east.
H>profile aresh
H>fame areshin
Areshin has 70473 fame.
H>look aresh
You see Areshin.
He appears to be a Faendryl Dark Elf.
He is taller than average and appears to be young. He has piercing crystal green eyes and ebon skin. He has long, fine black hair worn in a ponytail. He has an angular face, a straight nose and sharply-curved pointed ears.
He has an old battle scar across his back, and an old battle scar across his abdominal area.
He is wearing an ebony wool cape, a brushed blue felt hat, a little round mirror, a crystal amulet, a slashed indigo sash, a large golden yellow pack, some blue double leather, a wrist sheath, a dark leather locksmith's toolkit, a leather sheath, a small cobalt blue belt pouch, a pair of gold-threaded leggings, and some dark blue square-toed shoes.
H>
Teclys just arrived.
H>get dagg from bac
You remove a feras dagger from in your heavy backpack.
H>
Teclys makes a quick gesture while calling upon the powers of the elements...
Teclys gestures.
H>stalk aresh
You move into position to stalk Areshin when he moves.
HJ>
Teclys gestures while calling upon the lesser spirits for aid...
Teclys gestures.
Teclys suddenly looks more powerful.
HJ>
Nesa just arrived.
HJ>
Teclys rubs his crystal amulet.
HJ>
Nesa just went east.
HJ>stance off
You are now in an offensive stance.
HJ>
Nesa just arrived.
HJ>
Nesa just went east.
HJ>chat i'm about to kill someone
You focus on transmitting your thought.
>chat as soon as they leave town
You focus on transmitting your thought.
* Belezia just bit the dust!
HJ>chat will be the first person i've killed in years
You focus on transmitting your thought.
>chat will do
You focus on transmitting your thought.
HJ>
Daheus traces a series of glowing runes while chanting an arcane phrase...
Daheus gestures.
Daheus blurs before your eyes.
HJ>
Teclys checks his equipment, adjusting and rearranging his gear.
HJ>chat the guy slapped me
You focus on transmitting your thought.
>chat that is death
You focus on transmitting your thought.
Teclys just went east.
HJ>look
[Raging Thrak Inn, Trophy Room]
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see the Natam disk, a polished bloodwood wand, a green zircon, a thrak hide curtain and a simple wooden wastebasket.
Also here: Floodsun who is sitting, Natam, Areshin who is sitting, Adagan who is sitting, Tiner, Daheus
Obvious exits: northeast, east
HJ>chat he doesnt know it yet tho
You focus on transmitting your thought.
Teclys just arrived.
HJ>chat later rada
You focus on transmitting your thought.
HJ>
High Lord Griffinex just arrived.
HJ>
High Lord Griffinex just went northeast.
HJ>
Nagada just arrived.
HJ>
Nagada sits down.
HJ>aim
USAGE: AIM {location} Sets your default aiming preference
AIM CLEAR Clears your default aiming preference
AIM RANDOM Same as AIM CLEAR
AIM LIST Produces a list of aimable locations
You're not aiming at anything in particular right now.
HJ>
* Khasa just bit the dust!
HJ>
* Bandaor just bit the dust!
HJ>
Tiner recites a series of mystical phrases while raising his hands...
Tiner gestures.
Tiner is surrounded by a shimmering field of energy.
HJ>
High Lord Griffinex just arrived.
HJ>
Tiner slides an intricate gold ring off his finger.
HJ>
Tiner slides a gold and brass ring on his finger.
Suddenly Tiner vanishes!
HJ>look
Daheus traces a series of glowing runes while chanting an arcane phrase...
Daheus gestures.
A luminescent aura begins to swirl around Daheus.
HJ>
[Raging Thrak Inn, Trophy Room]
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see the Natam disk, a polished bloodwood wand, a green zircon, a thrak hide curtain and a simple wooden wastebasket.
Also here: High Lord Griffinex, Nagada who is sitting, Teclys, Floodsun who is sitting, Natam, Areshin who is sitting, Adagan who is sitting, Daheus
Obvious exits: northeast, east
HJ>look aresh
You see Areshin.
He appears to be a Faendryl Dark Elf.
He is taller than average and appears to be young. He has piercing crystal green eyes and ebon skin. He has long, fine black hair worn in a ponytail. He has an angular face, a straight nose and sharply-curved pointed ears.
He has an old battle scar across his back, and an old battle scar across his abdominal area.
He is wearing an ebony wool cape, a brushed blue felt hat, a little round mirror, a crystal amulet, a slashed indigo sash, a large golden yellow pack, some blue double leather, a wrist sheath, a dark leather locksmith's toolkit, a leather sheath, a small cobalt blue belt pouch, a pair of gold-threaded leggings, and some dark blue square-toed shoes.
HJ>
* Meksill just bit the dust!
HJ>chat 700k fame should be old enough to kill you think yeah?
You focus on transmitting your thought.
Natam's spirit appears to be lifted by the singing.
The mirror images surrounding Natam undulate and grow stronger.
Natam renews his songs.
HJ>chat besides outstanding cases like myself
You focus on transmitting your thought.
>fame
HJ>
Your personal fame is 271064.
You are a level 34 Dark Elf Rogue.
HJ>
Griffinex makes a nearly imperceptible motion while whispering a soft phrase...
Griffinex gestures.
Griffinex suddenly looks much more dextrous.
HJ>
Griffinex makes a nearly imperceptible motion while whispering a soft phrase...
Griffinex gestures.
Griffinex suddenly looks much more dextrous.
HJ>chat 270k fame at 35
You focus on transmitting your thought.
High Lord Griffinex just went east.
HJ>
Nagada rubs his crystal amulet.
HJ>
High Lord Griffinex just arrived.
HJ>
Griffinex checks his equipment, adjusting and rearranging his gear.
HJ>
High Lord Griffinex just went east.
HJ>
Areshin stands up.
HJ>
Areshin just went east.
[Raging Thrak Inn, Barroom]
A long and polished wooden bar occupies the whole north wall of the tavern here in The Raging Thrak, which is named for the fiery proprietor. Hard wooden chairs, tables and benches are spaced liberally throughout the room. The tavern does good business, and seems to be at least half full, no matter what time of day. You also see a doorway.
Also here: Areshin
Obvious exits: north, south, west, out
HJ>
Areshin just went out.
[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 woodland wolf.
Also here: Areshin
Obvious paths: north, east, southeast, south
HJ>
Areshin just went southeast.
[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 a dented gold trunk, a large acorn, the Siierra disk, a large acorn, a large acorn, a wooden arrow, a large acorn, a large acorn, a large acorn, some stone benches with some stuff on it and an herbal remedy donation bin.
Also here: Areshin, Taishara who is sitting, Loralaii, Lord Wakko, Lord Demiga, Necroniss who is sitting, Siierra, Lord Demyse, Grand Lady Katya who is sleeping, Alairico who is kneeling
Obvious paths: northeast, east, southeast, southwest, west, northwest
HJ>
Ausek's group just arrived.
HJ>
Ausek's group just went west.
HJ>chat ooh he's moving....damn, went to TSC
You focus on transmitting your thought.
Siierra murmurs a simple, mystical chant...
HJ>
Siierra gestures.
Siierra's left hand looks better.
HJ>
Libras just arrived.
HJ>
Brokenwing just arrived.
HJ>
Libras just went northeast.
HJ>
Brokenwing deeply says, "Any healing? bout to bleed to death."
HJ>
Lord Wakko just went northeast.
HJ>
Brokenwing put an ancient bloodstained white ora sledgehammer with razor-sharp eonake spikes in his weapon sling.
HJ>
Brokenwing removes some acantha leaf from in an herbal remedy donation bin.
HJ>
Brokenwing takes a bite of his acantha leaf.
Brokenwing looks a little better.
HJ>
Areshin just went northwest.
[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 woodland wolf.
Also here: Areshin
Obvious paths: north, east, southeast, south
HJ>
Kivex just arrived.
HJ>
Areshin just went north.
[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 damaged walls of Cholgar's Bathhouse occupy nearly the entire block. You also see a ruined wooden rolton with a dilapidated sign on it.
Also here: Areshin
Obvious paths: north, south
HJ>
Areshin just went north.
>look
[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.
Also here: Areshin
Obvious paths: east, south, southwest
HJ>
[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.
Also here: Areshin
Obvious paths: east, south, southwest
HJ>
Areshin just went east.
[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.
Also here: Areshin
Obvious paths: north, east, west
HJ>
Areshin just went north.
[Wehnimer's, Land's End Rd.]
Vigilant night guardsmen scrutinize the citizens and travelers arriving and departing through the wide gateway 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 a wooden barrel.
Also here: Areshin, Lord Wakko, Mahopac, Drooly
Obvious paths: south
HJ>
Areshin just entered the east tower.
[Land Tower East, Office]
The ground floor of this guard tower appears to be some kind of office. A single guard sits behind one of the desks reviewing some paperwork. A small wood stove in the corner provides heat to the room. You also see a sky-blue glaes scarab, the Guerand disk, the Xixtrataa disk, a large wastebasket and some wooden steps.
Also here: Areshin, Guerand, Xixtrataa, Eesham who is sitting, Lebirty who is sitting
Obvious exits: out
HJ>
Lebirty says, "I wish this one was nicer."
HJ>
Lebirty taps a silver-hilted veniom-wrapped longsword, which is in his right hand.
HJ>
Eesham fiddles with a sky-blue glaes scarab for a moment.
HJ>
Xixtrataa slings a crimson shield inset with black deathstones in a smiling face over her shoulder.
HJ>chat now to east tower....
You focus on transmitting your thought.
Lebirty put a silver-hilted veniom-wrapped longsword in his veniom-threaded backpack.
HJ>
Eesham says, "Dont use longswords."
HJ>chat leave town you douche so I can kill you
You focus on transmitting your thought.
Eesham taps a sky-blue glaes scarab.
HJ>
Eesham picks up a sky-blue glaes scarab.
HJ>
Eesham just opened a dark veniom mesh haversack.
HJ>
Eesham put a sky-blue glaes scarab in his veniom mesh haversack.
HJ>stance off
You are now in an offensive stance.
HJ>
Eesham just closed a dark veniom mesh haversack.
HJ>
Lebirty nods to Eesham.
HJ>
Xixtrataa huskily says, "Good luck on the hunt for a dagger."
HJ>
Xixtrataa waves to Eesham.
HJ>
Eesham removes a set of professional calipers from in his veniom mesh battle-cloak.
HJ>
Floodsun just arrived.
HJ>
Eesham uses a set of professional calipers to carefully measure the lock...
HJ>
Simarious just arrived.
HJ>
Xixtrataa put an elegantly gleaming dirk in her stylish cobalt thigh-boots.
HJ>
Lebirty says, "When I find a better dagger than what I have."
HJ>
[Using macro set 5 - Macro set 5]
HJ>
Xixtrataa smiles.
HJ>
Xixtrataa just went out.
HJ>
Guerand gazes at his reflection in the white jade mirror.
HJ>
Eesham put a set of professional calipers in his veniom mesh battle-cloak.
HJ>
Floodsun asks, "Anyone open for crystal golems?"
HJ>
Simarious nods to Floodsun.
HJ>
Simarious sits down.
HJ>
Floodsun says, "Just a couple."
HJ>
Guerand says, "What train."
HJ>
Guerand says, "Are those."
HJ>
Areshin just went out.
[Wehnimer's, Land's End Rd.]
Vigilant night guardsmen scrutinize the citizens and travelers arriving and departing through the wide gateway 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 Xixtrataa disk and a wooden barrel.
Also here: Areshin, Xixtrataa, Mahopac, Drooly
Obvious paths: south
HJ>
Areshin just went through the town gates.
[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 a massive wheeled tower and a Wayside Inn.
Also here: Areshin, Journeyman Syloth, Great Lady Traiva
Obvious paths: north, east, southwest, northwest
HJ>
Natam just came through the wooden gates.
HJ>
Natam just went southwest.
HJ>
Areshin just went southwest.
[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 a rolton, a single faewood arrow shaft and a cobblestoned trail leading to a wooded glade.
Also here: Areshin, Tristinia
Obvious paths: northeast, south, west
HJ>
Areshin just went south.
[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. You also see a rolton.
Also here: Areshin
Obvious paths: north, south, west
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
The muted sounds of loud bartering from within Wehnimer's Landing, and the lonely calls of a pair of mated fenvaoks high up in the air vie for your attention as you march along the outer western edge of the town. You also see a town guard and a large wooden gate.
Also here: Areshin
Obvious paths: north, south
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
To the west, the landscape is gradually changing from a thick dark forest to an open, green grassy plain. You also see a weathered canvas tent.
Also here: Areshin
Obvious paths: north, south
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
Clear grassland stretches far to the southwest, a futile lesson in the immensity of Elanith. To the northwest, the grassy plain gives way to a smattering of pines that dot the landscape. Immediately east of you looms the high wooden wall of the Landing which provides you with a sense of security against all the unknown things that may lurk in plain and forest alike.
Also here: Areshin, Rhylie
Obvious paths: north, south
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
As you stand next to the southwest corner of the Landing, you have an unobstructed view of the plain. Some distance away you can make out the vague figures of shepherdesses tending their flocks of Rolton -- sheep indigenous to the region. Further south the grassy expanse turns hilly, eventually terminating in stark mountains that line the horizon. You also see a rolton, a small white-bellied hawk that is flying around and a wooden signpost.
Also here: Areshin
Obvious paths: north, southeast, southwest
HJ>
Areshin just went southeast.
[Wehnimer's, Exterior]
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a heap of splintered timbers and torn hide, a red silk ribbon and a rolton skeleton.
Also here: Areshin
Obvious paths: east, northwest
HJ>
Areshin just went east.
[Wehnimer's, Exterior]
Through a crack in the wooden palisade to the north, you can see the bustling traffic of Wehnimer. It is a stark contrast to the open path that you walk.
Also here: Areshin
Obvious paths: east, west
HJ>
Areshin just went east.
[Wehnimer's, Exterior]
You are standing on the western shore of the Locksmehr river. From here you can see the southern water entrance to the town of Wehnimer's Landing. It is through this entrance that the boats returning from their upstream sojourns to the south have access to the town. A rough trail descends a rocky slope toward a stand of willow trees. You also see a wooden sign and a sturdy bridge.
Also here: Areshin
Obvious paths: west
HJ>
Areshin just went across a sturdy bridge.
[Wehnimer's, Exterior]
You stand below the top bank of the eastern shore of the Locksmehr River. From here you have a good view of the many merchant barges and fishing boats that move along the river. Some move towards the Landing to exchange their goods for silver, while others are working their way upstream to gather new cargo. You also see a rolton, a sturdy bridge, a large metal-topped barrier arcing over most of the area and a wooden sign.
Also here: Areshin
Obvious paths: east, south
HJ>
Areshin removes a jade-tipped imflass epee from in his leather sheath.
HJ>
Areshin removes an elegant black ash-hilted zorchar main-gauche from in his wrist sheath.
HJ>
Areshin just climbed a high bank.
[Mine Road]
As you top the ridge of the bank of the Locksmehr River you see the remains of the northern mining road that leads northeastward into the hills near Darkstone Bay. It is obvious that the road is in little use now. You also see a tall bank.
Also here: Areshin
Obvious paths: northeast
HJ>
Areshin just went northeast.
[Upper Trollfang]
The packed dirt road is almost swallowed by the grassy hills that surround you. There are tree stumps all around and some young trees grow as evidence that the fringes of the forest here were once mined for timber. You also see a wooden signpost, a trail and a flat black rock with some writing carved on it.
Also here: Areshin
Obvious paths: northeast, southwest, northwest
HJ>
Areshin just went northeast.
[Upper Trollfang]
The long grass quickly hides your trail as you proceed along this route.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
You move between shallow hills in the tall grass that swallows the trail you leave behind you. The steady sound of the wind muffles the usual sounds of nature you have come to expect in this wilderness country.
Also here: Areshin
Obvious paths: south, west
HJ>
Areshin just went west.
[Upper Trollfang]
As you reach the crest of a small hill you can see a trail to the south that leads in the general direction of Wehnimer's Landing. You also see the gradual climbing slope of the hills as you proceed to the northeast.
Also here: Areshin
Obvious paths: northeast, east, south
HJ>
Areshin just went northeast.
[Upper Trollfang]
It takes effort climbing through the rolling hills, but you move easily now through this level glen. Other people have rested here, as it is quiet, with no hint of the Bay winds. There is evidence of old fire pits here.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
The shattered frame of an ancient tree stands alone here, ravaged by lightning and fire on this hillcrest. You see the trees end abruptly nearby to the west as the hills drop off into Darkstone Bay.
Also here: Areshin
Obvious paths: northeast, south
HJ>
Areshin just went northeast.
[Upper Trollfang]
The grass holds fast some larger boulders that have fallen from the start of a ridge line above this trail. The smell of ocean breezes and the sounds of gulls high above remind you of this land's seafaring heritage.
Also here: Areshin
Obvious paths: northeast, southwest
HJ>
Areshin just went northeast.
[Upper Trollfang]
You reach another hilltop and the valley is clearly visible to the south and west. The trail leads ever upward to the north and trees now start to line this trail. You also see a kobold skin.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
The path is not well defined as you move along the grassy trail. Tall pines sway with the ocean winds that are so prevalent here. The grass has been trodden upon in different places here confusing the trail.
Also here: Areshin
Obvious paths: north, south, northwest
HJ>
Areshin just went north.
[Upper Trollfang]
This hill crest reveals three routes to follow. You have a choice of continuing upward to the ridge crest, or over a small hill and into a winding run under the ridge, as the trail downward to the south is the final choice. You also see a wooden signpost.
Also here: Areshin
Obvious paths: northeast, south, northwest
HJ>
Areshin just went northeast.
[Upper Trollfang]
You reach this nobby hill that is devoid of vegetation. It appears that various travelers have camped in this place and you can see half buried trash from these previous visitors.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
You reach a rock filled crevice that used to be a narrow passage. It looks as if a rockslide from above has decided to impede your progress. It could take days to remove all the rocks and clear the passageway.
Also here: Areshin
Obvious paths: south
HJ>
Areshin just climbed up a large rockslide.
[Upper Trollfang]
The trail narrows as you pass between the two rock faces. To the west, a pile of fallen rock impedes your passage. To the east, you view a winding trail descending into a grassy valley meadow. You also see a large rockslide.
Also here: Areshin
Obvious paths: east
HJ>chat ooh he's hunting
You focus on transmitting your thought.
Areshin just went east.
[Upper Valley]
The forces of nature meet here as the rock face of the ridge dives into the top of the rolling grassy meadow. There are a few places in the grass where it appears that some larger animals have bedded under the open sky.
Also here: Areshin
Obvious paths: southwest, west
HJ>
Areshin just went southwest.
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest. You also see a thrak and a thrak.
Also here: Areshin
Obvious paths: northeast, southeast, south
HJ>
Areshin just went southeast.
[Valley]
Dead and burned tree stumps hide playfully among the tall grasses of this rolling meadow country. The thorny undergrowth takes its toll on cloth garments and exposed flesh.
Also here: Areshin
Obvious paths: northeast, south, southwest, northwest
HJ>
Areshin just went south.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Also here: Areshin
Obvious paths: north, west, northwest
HJ>
Areshin just went west.
[Valley]
You are surrounded by a circle of trees with an ancient oak in its center. The oak is carved with many small ornate symbols and a few wood carvings are tied to limbs high above you.
Also here: Areshin
Obvious paths: east, west
HJ>
Areshin just went west.
[Mine]
There is a black doorway supported by wooden pillars in the face of the hill. The grass grows tall around mounds of crushed rocks and various rusted tools are scattered about the ground. You also see a wooden sign and a dark recessed hole.
Also here: Areshin
Obvious paths: east
HJ>
Areshin just went east.
[Valley]
You are surrounded by a circle of trees with an ancient oak in its center. The oak is carved with many small ornate symbols and a few wood carvings are tied to limbs high above you.
Also here: Areshin
Obvious paths: east, west
HJ>
Areshin just went east.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Also here: Areshin
Obvious paths: north, west, northwest
HJ>
Areshin just went northwest.
[Valley]
From this hillcrest you can see much of the middle meadowlands and the hilly crests above the city of Wehnimer's Landing. Rocky ledges lie to the northeast with the meadows in every other direction.
Also here: Areshin
Obvious paths: north, east, southeast, south
HJ>
Areshin just went north.
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest. You also see a thrak.
Also here: Areshin
Obvious paths: northeast, southeast, south
HJ>
Areshin just went northeast.
[Upper Valley]
The forces of nature meet here as the rock face of the ridge dives into the top of the rolling grassy meadow. There are a few places in the grass where it appears that some larger animals have bedded under the open sky. You also see a thrak.
Also here: Areshin
Obvious paths: southwest, west
HJ>
A thrak tries to bite Areshin!
AS: +110 vs DS: +195 with AvD: +32 + d100 roll: +20 = -33
A clean miss.
A thrak drools with ravenous hunger!
HJ>
Areshin just went southwest.
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest.
Also here: Areshin
Obvious paths: northeast, southeast, south
HJ>
Areshin just went southeast.
[Valley]
Dead and burned tree stumps hide playfully among the tall grasses of this rolling meadow country. The thorny undergrowth takes its toll on cloth garments and exposed flesh.
Also here: Areshin
Obvious paths: northeast, south, southwest, northwest
HJ>
Areshin just went south.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Also here: Areshin
Obvious paths: north, west, northwest
HJ>
Areshin just wandered up a wandering path.
[The Slope, Forest Trail]
As the trail climbs slowly out of the valley through the soft scent of pines, small stones mark the way, their larger kin disrupting the roots of the trees that loom overhead. Clear tracks in the loam indicate other creatures have traveled this way. You also see an overgrown trail and a wandering path.
Also here: Areshin
Obvious paths: south
HJ>
A black bear shudders and lumbers in, snarling in agony!
HJ>
Areshin just went south.
[The Slope, Forest Trail]
The trail splits here. The southeast path goes more steeply uphill, while the southwest path looks both more inviting, and better traveled. A large sphinx moth flutters around a tree next to the trail leading north, its rapidly beating wings a stark contrast to the quiet serenity that dominates the view. You also see a manticore and a snowy white silver-striped tiger.
Also here: Areshin
Obvious paths: north, southeast, southwest
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore just arrived.
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore swings a closed fist at Areshin!
Areshin evades the attack by a hair!
HJ>
A black bear shudders and lumbers in, snarling in agony!
HJ>
Areshin glances at a snowy white silver-striped tiger.
HJ>
Areshin just went southeast.
[The Slope, Forest Trail]
The path rises quickly underfoot. A cool breeze wafts through the trees, carrying an unidentified odor. The trees seem taller here, with the trunks increasing in size as well. A twilight of calm settles around you. You also see a great boar.
Also here: Areshin
Obvious paths: southeast, northwest
HJ>
A great boar notices Areshin botch an attempt at concealing himself.
HJ>
A manticore just arrived.
HJ>
A great boar charges at Areshin!
At the last moment, Areshin parries the blow with his main-gauche!
HJ>
A manticore swings a closed fist at Areshin!
With no room to spare, Areshin manages to parry the blow with his imflass epee!
HJ>
Areshin looks determined and focused.
In a breathtaking display of agility and combat mastery, Areshin whirls in a fury of unrelenting strikes and ripostes!
Areshin thrusts with a jade-tipped imflass epee at a manticore!
The manticore dodges just in the nick of time!
Areshin swings an elegant zorchar main-gauche at a manticore! A hit!
Strike pierces thigh!
The manticore is knocked to the ground!
Areshin thrusts with a jade-tipped imflass epee at a great boar! A hit!
Deft slash to the great boar's leg digs deep!
Areshin swings an elegant zorchar main-gauche at a great boar!
The great boar barely dodges the attack!
HJ>wave baton at Mercusius
>wave baton at Tashalin
>wave baton at Ganndolph
>wave baton at Celery
You come out of hiding.
What were you referring to?
J>
What were you referring to?
J>
What were you referring to?
J>
What were you referring to?
J>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
HR>
A manticore stands back up with a grunt.
HR>
A manticore just arrived.
HR>stalk aresh
You move into position to stalk Areshin when he moves.
HJ>
Areshin is informing you that he considers your character's current behavior to be harassment.
HJ>
Areshin thrusts with a jade-tipped imflass epee at a great boar!
AS: +121 vs DS: +38 with AvD: +45 + d100 roll: +16 = +144
... and hits for 21 points of damage!
Well aimed shot, punctures upper arm!
Areshin swings an elegant zorchar main-gauche at a great boar!
AS: +114 vs DS: +35 with AvD: +28 + d100 roll: +66 = +173
... and hits for 34 points of damage!
Elbow punctured, oh what pain!
** Areshin's zorchar main-gauche emits a searing bolt of lightning! **
... 15 points of damage!
Light shock to left hand. Fingers tingle.
The great boar collapses to the ground, emits a final squeal, and dies.
HJ>
[Using macro set 4 - Macro set 4]
>look
[The Slope, Forest Trail]
The path rises quickly underfoot. A cool breeze wafts through the trees, carrying an unidentified odor. The trees seem taller here, with the trunks increasing in size as well. A twilight of calm settles around you. You also see a manticore, a manticore and a great boar that appears dead.
Also here: Areshin
Obvious paths: southeast, northwest
HJ>
Areshin skinned a great boar, yielding a boar tusk.
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore claws at Areshin!
Areshin evades the attack by inches!
HJ>
Areshin searches a great boar.
A great boar decays into a pile of fur and bone.
HJ>
Areshin thrusts with a jade-tipped imflass epee at a manticore!
By amazing chance, the manticore evades the attack!
Areshin swings an elegant zorchar main-gauche at a manticore!
AS: +114 vs DS: +37 with AvD: +24 + d100 roll: +12 = +113
... and hits for 3 points of damage!
Thrust glances off the manticore's knee.
HJ>
A great boar barrels in!
HJ>hurl dagg at aresh
You cannot attack the feras dagger.
HJ>
Areshin thrusts with a jade-tipped imflass epee at a manticore!
The manticore moves at the last moment to evade the attack!
Areshin swings an elegant zorchar main-gauche at a manticore!
AS: +114 vs DS: +37 with AvD: +24 + d100 roll: +95 = +196
... and hits for 31 points of damage!
Nice puncture to the back, just grazed the spine!
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore just arrived.
HJ>
A manticore claws at Areshin!
Areshin moves at the last moment to evade the attack!
HJ>
Areshin thrusts with a jade-tipped imflass epee at a manticore!
AS: +121 vs DS: +40 with AvD: +38 + d100 roll: +72 = +191
... and hits for 27 points of damage!
Slash to the manticore's shield arm!
Shears off a thin layer of skin!
Areshin swings an elegant zorchar main-gauche at a manticore!
The manticore evades the attack by inches!
HJ>
A black bear shudders and lumbers in, snarling in agony!
HJ>hurl aresh
With a quick flick of your wrist, you deftly send a feras dagger into flight.
You throw a feras dagger at Areshin!
AS: +211 vs DS: +102 with AvD: +20 + d100 roll: +99 = +228
... and hit for 46 points of damage!
Diagonal slash leaves a bloody trail across Areshin's torso.
He is stunned!
** As the blow lands, the feras dagger unleashes a moderate discharge of lightning! **
... 10 points of damage!
Heavy spark to left leg. Areshin cringes in surprise.
The feras dagger is lodged in Areshin's abdomen!
Roundtime: 3 sec.
HJR>get dagg
You remove a feras dagger from in your vruul skin cloak.
HJ>hurl aresh
With a quick flick of your wrist, you deftly send a feras dagger into flight.
You throw a feras dagger at Areshin!
AS: +211 vs DS: +66 with AvD: +20 + d100 roll: +13 = +178
... and hit for 24 points of damage!
Glancing slash to Areshin's shield arm!
* Areshin drops dead at your feet!
The brilliant luminescence fades from around Areshin.
Areshin becomes solid again.
Areshin returns to normal color.
The feras dagger is lodged in Areshin's left arm!
Roundtime: 3 sec.
HR>
* Areshin just bit the dust!
HR>
The manticore sniffs around looking for something.
HR>
The manticore sniffs around looking for something.
HR>
The manticore sniffs around looking for something.
HR>hide
...wait 1 seconds.
HR>
A great boar grunts and barrels northwest.
H>hide
A tad paranoid, aren't we?
H>
A cloud of dense silvery fog suddenly appears. The fog quickly dissipates to reveal Kaedra.
H>
An expressive alpine spirit floats in, following Kaedra.
H>
A great boar barrels in!
H>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
H>
Kaedra chants a reverent litany and clasps her hands while tightly focusing her thoughts...
Kaedra gestures at a manticore.
Small sparks race over Kaedra's skin, and the smell of the sea swirls past on a quick gust of wind.
H>
A deafening thunderclap splits the air! Rather than fading away, the sound's echoes grow, and they gather into a rhythmic, crashing pulse like the sound of storm-tossed waves breaking on a desolate shore.
H>
A manticore limps southeast.
H>
The manticore sniffs around looking for something.
H>
The manticore sniffs around looking for something.
H>
A black bear mauls the broken and battered body of Areshin!
H>
Kaedra says, "Hello."
H>look
[The Slope, Forest Trail]
The path rises quickly underfoot. A cool breeze wafts through the trees, carrying an unidentified odor. The trees seem taller here, with the trunks increasing in size as well. A twilight of calm settles around you. You also see a great boar, an expressive alpine spirit that is flying around, a black bear, a manticore, a boar tusk and a manticore.
Also here: Kaedra, the body of Areshin who is lying down
Obvious paths: southeast, northwest
H>sneak nw
[The Slope, Forest Trail]
The trail splits here. The southeast path goes more steeply uphill, while the southwest path looks both more inviting, and better traveled. A large sphinx moth flutters around a tree next to the trail leading north, its rapidly beating wings a stark contrast to the quiet serenity that dominates the view. You also see a great boar and a snowy white silver-striped tiger.
Obvious paths: north, southeast, southwest
Roundtime: 3 sec.
HR>
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>
A great boar barrels in!
H>
A great boar barrels in!
H>
* Porcius just bit the dust!
H>chat With a quick flick of your wrist, you deftly send a feras dagger into flight.
You focus on transmitting your thought.
>You throw a feras dagger at Areshin!
> AS: +211 vs DS: +102 with AvD: +20 + d100 roll: +99 = +228
> ... and hit for 46 points of damage!
> Diagonal slash leaves a bloody trail across Areshin's torso.
Please rephrase that command.
H>
Please rephrase that command.
Please rephrase that command.
H>
Please rephrase that command.
H> He is stunned!
Please rephrase that command.
H>
You feel the mind of Kamkor touch yours, calling the memory of your location as you last saw it. You offer no resistance.
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>
A great boar grunts and barrels southwest.
H>
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>chat You throw a feras dagger at Areshin!
You focus on transmitting your thought.
>chat AS: +211 vs DS: +102 with AvD: +20 + d100 roll: +99 = +228
You focus on transmitting your thought.
A great boar grunts and barrels north.
H>
You feel the mind of Kamkor touch yours, calling the memory of your location as you last saw it. You offer no resistance.
A great boar barrels in!
H>
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>chat eh, he's dead
You focus on transmitting your thought.
A manticore just arrived.
H>
The manticore sniffs around looking for something.
H>chat Areshin drops dead at your feet!
You focus on transmitting your thought.
A great boar barrels in!
H>
A great boar grunts and barrels southeast.
H>
A great boar grunts and barrels southeast.
H>
The manticore sniffs around looking for something.
H>
A manticore just arrived, limping.
H>chat to asthe no
You focus on transmitting your thought.
H>look
The manticore sniffs around looking for something.
H>
The manticore sniffs around looking for something.
H>
[The Slope, Forest Trail]
The trail splits here. The southeast path goes more steeply uphill, while the southwest path looks both more inviting, and better traveled. A large sphinx moth flutters around a tree next to the trail leading north, its rapidly beating wings a stark contrast to the quiet serenity that dominates the view. You also see a manticore, a great boar, a manticore and a snowy white silver-striped tiger.
Obvious paths: north, southeast, southwest
H>
A great boar grunts and barrels southwest.
H>n
[The Slope, Forest Trail]
As the trail climbs slowly out of the valley through the soft scent of pines, small stones mark the way, their larger kin disrupting the roots of the trees that loom overhead. Clear tracks in the loam indicate other creatures have traveled this way. You also see an overgrown trail and a wandering path.
Obvious paths: south
Roundtime: 3 sec.
HR>
A manticore just arrived.
H>
A manticore just arrived, limping.
H>sneak trail
You attempt to move silently down an overgrown trail.
[Hummingbird Pond, Sunny Path]
Underbrush gives way to thick meadow grass where the trail begins a steep ascent. A tall hill fills the southeastern horizon, its gentle slopes adorned with patches of green and gold pasturage. Dwellings are visible, nestled on the slopes in colorful groups, their sod roofs blending with the hill's thick mantle of grass. You also see an overgrown trail.
Obvious paths: up
Roundtime: 3 sec.
HR>u
[Hummingbird Pond, Grassy Knoll]
The trail turns, giving egress to a wide plateau, which is bejeweled with a pond that sparkles in the moonlight. Cottages cluster in groups around the pool, some boasting picket fences and most decorated with gardens and brightly painted shutters. You also see a sign beside the trail with carefully painted lettering.
Obvious paths: east, down
Roundtime: 3 sec.
HR>d
[Hummingbird Pond, Sunny Path]
Underbrush gives way to thick meadow grass where the trail begins a steep ascent. A tall hill fills the southeastern horizon, its gentle slopes adorned with patches of green and gold pasturage. Dwellings are visible, nestled on the slopes in colorful groups, their sod roofs blending with the hill's thick mantle of grass. You also see an overgrown trail.
Obvious paths: up
Roundtime: 3 sec.
HR>sneak trail
You attempt to move silently down an overgrown trail.
[The Slope, Forest Trail]
As the trail climbs slowly out of the valley through the soft scent of pines, small stones mark the way, their larger kin disrupting the roots of the trees that loom overhead. Clear tracks in the loam indicate other creatures have traveled this way. You also see an overgrown trail and a wandering path.
Obvious paths: south
Roundtime: 3 sec.
HR>
A manticore just arrived.
HR>sneak pacth
Where are you trying to go?
H>
The manticore sniffs around looking for something.
H>sneak path
You attempt to move silently down a wandering path.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Obvious paths: north, west, northwest
Roundtime: 3 sec.
HR>n
[Valley]
Dead and burned tree stumps hide playfully among the tall grasses of this rolling meadow country. The thorny undergrowth takes its toll on cloth garments and exposed flesh.
Obvious paths: northeast, south, southwest, northwest
Roundtime: 3 sec.
HR>ne
Zoom: Retrying ne
...wait 1 seconds.
HR>
Zoom: Retrying ne
...wait 1 seconds.
HR>
Zoom: Retrying ne
...wait 1 seconds.
HR>
Zoom: Retrying ne
...wait 1 seconds.
HR>
[Valley]
Each footstep is swallowed by the sea of grass that flows across the meadows and hills around you. High above you see gulls dancing on the ocean breezes.
Obvious paths: north, southwest, west
Roundtime: 3 sec.
HR>w
Zoom: Retrying w
...wait 1 seconds.
HR>
Zoom: Retrying w
...wait 1 seconds.
HR>
Zoom: Retrying w
...wait 1 seconds.
HR>
Zoom: Retrying w
...wait 1 seconds.
H>
[Valley]
From this hillcrest you can see much of the middle meadowlands and the hilly crests above the city of Wehnimer's Landing. Rocky ledges lie to the northeast with the meadows in every other direction.
Obvious paths: north, east, southeast, south
Roundtime: 3 sec.
HR>n
Zoom: Retrying n
...wait 1 seconds.
HR>
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest.
Obvious paths: northeast, southeast, south
Roundtime: 3 sec.
HR>ne
[Upper Valley]
The forces of nature meet here as the rock face of the ridge dives into the top of the rolling grassy meadow. There are a few places in the grass where it appears that some larger animals have bedded under the open sky.
Obvious paths: southwest, west
Roundtime: 3 sec.
HR>w
Zoom: Retrying w
...wait 1 seconds.
H>
[Upper Trollfang]
The trail narrows as you pass between the two rock faces. To the west, a pile of fallen rock impedes your passage. To the east, you view a winding trail descending into a grassy valley meadow. You also see a large rockslide.
Obvious paths: east
Roundtime: 3 sec.
HR>sneak rock
You're going to have to climb that.
H>climb rock
You come out of hiding.
You climb down a large rockslide.
[Upper Trollfang]
You reach a rock filled crevice that used to be a narrow passage. It looks as if a rockslide from above has decided to impede your progress. It could take days to remove all the rocks and clear the passageway.
Obvious paths: south
>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
HR>s
[Upper Trollfang]
You reach this nobby hill that is devoid of vegetation. It appears that various travelers have camped in this place and you can see half buried trash from these previous visitors.
Obvious paths: north, southwest
Roundtime: 3 sec.
HR>sw
[Upper Trollfang]
This hill crest reveals three routes to follow. You have a choice of continuing upward to the ridge crest, or over a small hill and into a winding run under the ridge, as the trail downward to the south is the final choice. You also see a wooden signpost.
Obvious paths: northeast, south, northwest
Roundtime: 3 sec.
HR>s
[Upper Trollfang]
The path is not well defined as you move along the grassy trail. Tall pines sway with the ocean winds that are so prevalent here. The grass has been trodden upon in different places here confusing the trail.
Obvious paths: north, south, northwest
Roundtime: 3 sec.
HR>s
[Upper Trollfang]
You reach another hilltop and the valley is clearly visible to the south and west. The trail leads ever upward to the north and trees now start to line this trail. You also see a kobold skin.
Obvious paths: north, southwest
Roundtime: 3 sec.
HR>sw
[Upper Trollfang]
The grass holds fast some larger boulders that have fallen from the start of a ridge line above this trail. The smell of ocean breezes and the sounds of gulls high above remind you of this land's seafaring heritage.
Obvious paths: northeast, southwest
Roundtime: 3 sec.
HR>
* Marileigh just bit the dust!
HR>sw
[Upper Trollfang]
The shattered frame of an ancient tree stands alone here, ravaged by lightning and fire on this hillcrest. You see the trees end abruptly nearby to the west as the hills drop off into Darkstone Bay.
Obvious paths: northeast, south
Roundtime: 3 sec.
HR>
SEND[Andraste] Hello Valgren, got a moment to chat?
H>chat lol
You focus on transmitting your thought.
>report sure, let's go
REPORT should only be used to notify the GemStone IV staff of emergency situations or gamewide technical errors. Please use ASSIST for general support.
Message sent to all online game staff. While no staff members are currently on duty, there are likely to be several lurking behind the scenes to investigate your report. If you feel the need to speak with the staff, please type ASSIST for a list of options.
H>
Valgren just appeared.
You feel yourself being pulled away...
[Consultation Lounge]
The cozy surroundings of this simple conference room provide a much-welcomed respite from the chaos just outside its walls. You notice several plush chairs arranged casually around the room in a comfortable grouping.
Obvious exits: none
>chat
Usage: CHAT [Message]
CHAT TO [Target] [Message]
CHAT [Target]:[Message]
,[Message]
Chat a message to a person or channel on PsiNet. If no target is specified, it will use your default (last TUNEd) channel. The comma character (,) can be used to begin a line, and PsiNet will treat it as though you typed CHAT.
Use the TUNE, UNTUNE, CHANNELS, PEEK, and MODERATE commands to manage channels.
What did you want to chat to OOC?
>
>SEND[Andraste] Hello Valgren, got a moment to chat?
Please rephrase that command.
>
Low thunder rumbles off in the distance, getting closer with each clap. As it appears to crash overhead, a sudden lightning bolt stabs at the ground with a mighty *BOOM*! As your vision clears, you see GameMaster Andraste standing there.
>chat
Usage: CHAT [Message]
CHAT TO [Target] [Message]
CHAT [Target]:[Message]
,[Message]
Chat a message to a person or channel on PsiNet. If no target is specified, it will use your default (last TUNEd) channel. The comma character (,) can be used to begin a line, and PsiNet will treat it as though you typed CHAT.
Use the TUNE, UNTUNE, CHANNELS, PEEK, and MODERATE commands to manage channels.
What did you want to chat to OOC?
>
Andraste says, "Good evening."
> chatSEND[Andraste] Hello Valgren, got a moment to chat?
Please rephrase that command.
>
Andraste smiles at you.
>
>
>chat SEND[Andraste] Hello Valgren, got a moment to chat?
You focus on transmitting your thought.
>'what can I do for you?
You softly ask, "What can I do for you?"
>
Andraste asks, "Could you tell me why you just killed Areshin?"
>'he slapped me
You softly say, "He slapped me."
>shrug
You shrug.
>
Andraste asks, "That's it?"
>
* Spert just bit the dust!
>
Andraste asks, "And why do you think he did so?"
>
* Shingles just bit the dust!
>'i'm sorry, is he one of your pets/
You softly say, "I'm sorry, is he one of your pets/."
>'?
You softly ask, "?"
>
Andraste raises an eyebrow.
>chuc
You chuckle.
>
Andraste says, "Let's stick to addressing the issue here."
>'ofcourse
You softly say, "Ofcourse."
>
Andraste asks, "For what reason do you think he slapped you?"
>'he was hiding, and doing it poorly. Completely in character, I suggested he hide somewhere else, or I would continue to point out his failings.
You softly say, "He was hiding, and doing it poorly. Completely in character, I suggested he hide somewhere else, or I would continue to point out his failings."
>"and he initiated physical contact with my character
You softly say, "And he initiated physical contact with my character."
>
Andraste asks, "In town or while trying to hunt?"
>
Andraste asks, "How so?"
>'in town
You softly say, "In town."
>'by slapping me...while it doesn't get a d100 roll, it is a physical attack on my character
You softly say, "By slapping me...while it doesn't get a d100 roll, it is a physical attack on my character."
>chat yeah, tho the spark didn't kill him
You focus on transmitting your thought.
>chat the lvl 3 to the eye did
You focus on transmitting your thought.
>chat talking to andraste atm, one minute
You focus on transmitting your thought.
Andraste says, "And hardly worth death."
>
Andraste says, "So back to my other question..."
>
Andraste asks, "Was he hiding in town or while trying to hunt?"
>'I would say that's your opinion, but I guess since you are the gods of this game, it would be your opinion
You softly say, "I would say that's your opinion, but I guess since you are the gods of this game, it would be your opinion."
>'in town
You softly say, "In town."
>
* Alasia just bit the dust!
>
* Valglin has been vaporized!
>
Andraste says, "Not gods, but enforcers of policy, you're right."
>
* The death cry of Valglin echoes in your mind!
>
* Nilandia has been vaporized!
>'in a room that is possible to be stolen from
You softly say, "In a room that is possible to be stolen from."
>
* Nilandia just bit the dust!
>'you take it a little far some times...let the people play for christsake
You softly say, "You take it a little far some times...let the people play for christsake."
>
* Garvane just bit the dust!
>'if he files some sort of formal complaint, i'll have nothing further to do with him
You softly say, "If he files some sort of formal complaint, i'll have nothing further to do with him."
>
Andraste asks, "How about the WARN he issued you?"
>
Andraste raises an eyebrow.
>'was that after I killed him or after he slapped me?
You softly ask, "Was that after I killed him or after he slapped me?"
>
Andraste says, "That should have been a clear hint to just let it go and leave him alone."
>'answer me, because I know of no warn
You softly say, "Answer me, because I know of no warn."
>
Andraste says, "It was befoe you killed him."
>'i've never met the man until he slapped me
You softly say, "I've never met the man until he slapped me."
>
Andraste says, "He warned you for harassment."
>'one moment
You softly say, "One moment."
>
Andraste says, "I suggest you highlight the WARN messaging."
>
Andraste says, "He also issued a second one afterwards."
>'mmhm
You softly say, "Mmhm."
>"i don't see either of those
You softly say, "I don't see either of those."
>
Andraste says, "Again, my suggestion is to start highlight the messaging."
>"and why would he warn me a second time? He slapped me, I disappeared....he never saw me again ever, even when I killed him
You softly say, "And why would he warn me a second time? He slapped me, I disappeared....he never saw me again ever, even when I killed him."
>
Andraste is informing you that she considers your character's current behavior to be harassment.
>
Andraste says, "That's what it looks like, for reference."
>'it is highlighted, trust me
You softly say, "It is highlighted, trust me."
>"andraste, you may have known me before as Teclys
You softly say, "Andraste, you may have known me before as Teclys."
>"i'm no rookie to you or this room
You softly say, "I'm no rookie to you or this room."
>
Andraste says, "Then you need a different color for it, apparently."
>"or your policy
You softly say, "Or your policy."
>
Andraste says, "Because you missed it twice."
>'no, I didn't. I was never warned
You softly say, "No, I didn't. I was never warned."
>"he had no reason to warn me
You softly say, "He had no reason to warn me."
>
Andraste says, "And afterwards was probably because you didn't heed the hint the first time."
>
Andraste says, "You were warned, twice."
>
Andraste says, "It does log."
>"I pointed him out for hiding. If that's a reason to get a warn interact you need to seriously revise your policy
You softly say, "I pointed him out for hiding. If that's a reason to get a warn interact you need to seriously revise your policy."
>
Andraste says, "That's not the issue."
>"it is the issue
You softly say, "It is the issue."
>
* Mollins is off to a rough start! He just bit the dust!
>
Andraste says, "He felt you were harassing him, which he has a right to complain about."
>
Andraste says, "He used the right tools to let you know... you ignored them."
>'I was not warned
You softly say, "I was not warned."
>
Andraste says, "You killed him for something as ridiculous as a slap after you couldn't just leave his bad hiding skills alone."
>
Andraste says, "You were warned twice."
>
Andraste says, "And who you might have player before tonight has absolutely no bearing on this current issue."
>
Andraste says, "Played."
>'look, if he's your other character or something or your little brother or whatever just say so and i'll let it go
You softly say, "Look, if he's your other character or something or your little brother or whatever just say so and i'll let it go."
>
Andraste says, "If you think that's what this is about, feel free to write to Feedback."
>
Andraste says, "I am telling you to leave him alone."
>
Andraste says, "He has warned you."
>'otherwise, I was not warned. He assaulted my character physically and I retaliated. I'm sorry if it killed him
You softly say, "Otherwise, I was not warned. He assaulted my character physically and I retaliated. I'm sorry if it killed him."
>
Andraste says, "You killed him for something totally not worth a killing."
>chat killing means dick in this game anymore. Let him drop his stuff and drag him off till he decays and then get on my ass about killing someone
You focus on transmitting your thought.
************************************************** **************
Please read the policy file at this time by typing POLICY and the page number that you wish to read. Once you have finished reading all of the policies, a GameMaster will return to answer any questions you may have.
************************************************** **************
>
Andraste asks, "How about you read policy?"
>
Andraste says, "And then I will be back."
>'are you serious?
You softly ask, "Are you serious?"
>
A bolt of lightning strikes the ground outside, followed by a clap of rumbling thunder. A nearby wall distorts and the fabric of space appears to tear as Andraste gracefully slips through the opening.
>'i'll let your little buddy alone
You softly say, "I'll let your little buddy alone."
>"jesus
You softly say, "Jesus."
>chat are you fucking kidding me?
You focus on transmitting your thought.
>chat I have to sit here and read policy because I killed this dude for slapping me
You focus on transmitting your thought.
>chat apparently he slapped me and then warn interacted me twice
You focus on transmitting your thought.
>chat and I killed him so it's like super no-no
You focus on transmitting your thought.
>"I want to talk to your superior officer
You softly say, "I want to talk to your superior officer."
>"this is BS
You softly say, "This is BS."
>"can you people let us roleplay or what?
You softly ask, "Can you people let us roleplay or what?"
>'you know, this is the reason I sold most of my character and canceled three premium accounts
You softly say, "You know, this is the reason I sold most of my character and canceled three premium accounts."
>"GM's sticking their nose where it doesn't belong. You are here to keep the game running, not involve yourselves in players' issues.
You softly say, "GM's sticking their nose where it doesn't belong. You are here to keep the game running, not involve yourselves in players' issues."
>chat I don't see him warn interacting me at all. But according to Andraste he did so twice
You focus on transmitting your thought.
* Jemiquist just bit the dust!
>
* Onzeleya just bit the dust!
>"hello?
You softly ask, "Hello?"
>chat he only slapped me once. But apparently he warn interacted me twice immediately after doing so
You focus on transmitting your thought.
>"listen seriously. I want to see the logs so I can compare them to my logs
You softly say, "Listen seriously. I want to see the logs so I can compare them to my logs."
>"this guy never warned me. And even if he did he was a douchebag for initiating physical contact with my character and then immediately warn interacting me
You softly say, "This guy never warned me. And even if he did he was a douchebag for initiating physical contact with my character and then immediately warn interacting me."
>"you have to admit that's pretty messed up
You softly say, "You have to admit that's pretty messed up."
>"[OOC]-Kamkor: "So you can fuck with somone, then warn interact, and its a free pass? That should be mechanic abuse
You softly say, "-Kamkor: "So you can fuck with somone, then warn interact, and its a free pass? That should be mechanic abuse."
>"people agree with me
You softly say, "People agree with me."
>"[OOC]-Japhrimel: "he should get a warning for warning twice
You softly say, "-Japhrimel: "he should get a warning for warning twice."
>look
[Consultation Lounge]
The cozy surroundings of this simple conference room provide a much-welcomed respite from the chaos just outside its walls. You notice several plush chairs arranged casually around the room in a comfortable grouping.
Obvious exits: none
>"seriously, I demand a higher authority. or atleast a different authority.
You softly say, "Seriously, I demand a higher authority. or atleast a different authority. ."
>'this is crap
You softly say, "This is crap."
>
SEND[Andraste] When you finish reading policy we can continue our chat, and then you can write to Feedback with your concerns.
>
* Fenrift just bit the dust!
>
* Keldran just bit the dust!
>chat SEND[Andraste] When you finish reading policy we can continue our chat, and then you can write to Feedback with your concerns.
You focus on transmitting your thought.
* Mollins is off to a rough start! He just bit the dust!
>chat bullshit
You focus on transmitting your thought.
>policy
Usage: POLICY {page}
GemStone IV Player Policy
Topics Page Topics Page
------------------------------ --------------------------------
Introduction.................1 Score Lists...................11
Role-Play....................2 GameMasters, Sages and Hosts..12
Abusive/Disruptive Behavior..3 Repair/Replacement Of Items...13
Player vs Player Conflict....4 Unique Items..................14
Solicitations................5 Game Mechanics and Changes....15
Character Names..............6 Quests And Special Events.....16
Bug Abuse....................7 Privacy.......................17
Delays Or Slowdowns..........8 Scripting Abuse...............18
Transferring Characters......9 Violations Of Policy..........19
Character Purges............10 High Maintenance Guests.......20
Your next unread page is page 1.
>policy
GemStone IV Player Policy: Introduction
This policy is in addition to the overall TERMS AND CONDITIONS that every user of Simutronics services agrees to follow. Included in the Terms are topics like use of accounts, use of vulgarity, and use of the service. We strongly recommend that every Player read the TERMS and CONDITIONS on the web site, as every user is required to follow them and this Policy. Our goal is to provide an enjoyable experience for the majority of our Players. If you have any questions about either the TERMS AND CONDITIONS or this policy after reading them, you may put in an assist to speak with a staff member.
By using GemStone IV, players agree that Simutronics reserves the sole right to make the final determination of what is and is not in violation of any part of this policy. Other policies in addition to the ones listed here may occasionally be necessary (such as unique rules for a quest). Therefore, Simutronics also reserves the right to make special-case adjustments to its policies and the steps it takes concerning violation of these policies.
Your next unread page is page 2.
>policy
You need to read each section fully, you must wait 31 seconds before reading the next page.
>'andraste this is BS and you know it
You softly say, "Andraste this is BS and you know it."
>
* Dworinn just bit the dust!
>'i've sold all my old chars, I don't go around starting things with people like I used to. I roleplay a very quiet locksmith that most of the population of Gemstone (that's still around anyway) likes and respects. I REFUSE to believe that it's ok for someone to initiate physical contact with my character and then immediately warn interact and I get in trouble for retaliating
You softly say, "I've sold all my old chars, I don't go around starting things with people like I used to. I roleplay a very quiet locksmith that most of the population of Gemstone (that's still around anyway) likes and respects. I REFUSE to believe that it's ok for someone to initiate physical contact with my character and then immediately warn interact and I get in trouble for retaliating."
>'anyone with half a brain knows this is crap
You softly say, "Anyone with half a brain knows this is crap."
>policy
GemStone IV Player Policy: Role-playing
GemStone IV is a Role-playing Game. This means that players interact in the world playing the part of their characters in a medieval fantasy environment. This is known as "in character" (IC) and means that the player is acting out the part believably. The term "out of character" (OOC) means that the player is behaving inconsistently with their character's situation in the game (such as discussing the latest sports event, singing the latest music release, playing the part of a starship captain, or communicating in French, Swahili or any earthly language other than English (Elanthia's Common tongue).
Players are expected to remain in character. Generally, if someone wants or needs to be OOC (such as explain game mechanics to another player), they may do so in ways that are not in public. Using a private room (one with a locked or latched door) or talking in whispers is recommended. Note that tables are considered in public.
When one individual is reducing the enjoyment of other players by out-of-character behavior (be it by speech, actions, ESP messages, or any other method of communication within GemStone IV), this may be considered disruptive behavior. Private rooms, whispers, direct thoughts to another player through ESP, or any other methods of communication are not excluded from this if one of the participants involved objects.
Staff Member Characters (GMs, Sages, and Hosts) are necessary to keep the game running smoothly and to assist players with working out problems and are inherently OOC entities because of the nature of their tasks. Because of the reasons a Player may need the assistance of a staff member, interactions with staff characters are not required to be IC. It would be extremely difficult for a high elf to describe the details of a serious game mechanics calculation bug that the character would never see, but the Player has to talk about the numbers involved. This only applies to Staff Member characters, not interactions with Non-player characters (merchants, creatures, royalty, or other NPCs). These should be IC.
Your next unread page is page 3.
>'even if he DID warn, which I still maintain he didn't, and my logs show he didnt
You softly say, "Even if he DID warn, which I still maintain he didn't, and my logs show he didnt."
>policy
GemStone IV Player Policy: Abusive Or Disruptive Behavior
Because GemStone IV is a multi-player game, there can sometimes be a conflict between an individual player's idea of entertainment and that of the majority of the players as a whole. In such situations, the majority will be given the greatest weight.
GemStone IV is designed for the enjoyment of everyone, and as a general rule, any behavior which is specifically targeted to lessen that enjoyment for another player may be in violation of GemStone IV policy. While what is disruptive is an extremely long list, it includes things such as harassment, sexual advances, and actions specifically targeted to be disruptive.
Your next unread page is page 4.
>'even if he did, it should NEVER be ok for someone to start something with another character and then immediately warn interact and get them in trouble
You softly say, "Even if he did, it should NEVER be ok for someone to start something with another character and then immediately warn interact and get them in trouble."
>"that's crap, and you should know it's crap
You softly say, "That's crap, and you should know it's crap."
Cut it off here because the rest is just me reading policy
[script aborted]
>point aresh
You point at Areshin, ruining his hiding place.
Roundtime: 2 sec.
sR>
Daheus traces a series of glowing runes while chanting an arcane phrase...
Daheus gestures.
Multicolored rays shoot out of Daheus's body and flow into the shimmering sphere around him.
s>
Daheus recites a series of mystical phrases while raising his hands...
Daheus gestures.
Daheus is surrounded by a shimmering field of energy.
s>.fletch 1 no bow dagger handaxe backpack
[Script fletch is running, Esc to cancel, Shift-Esc to pause]
>glance
You glance down to see a feras dagger in your right hand and nothing in your left hand.
s>get 1 shaft from my backpack
You remove a single rough arrow shaft from a bundle of rough arrow shafts.
s>cut my shaft with my dagger
You pare away the excess wood, taking care to keep the shaft straight. Despite a few rough spots along the length, you seem to be making consistently straighter shafts.
Roundtime: 21 sec.
sR>cut my shaft with my dagger
Generally, you should paint or crest your shafts before cutting nocks in them, but it is not necessary. If you do decide to skip this step, you will not be able to go back and paint them later, although cresting might still be possible.
s>get dagger from my backpack
Get what?
s>cut nock in my shaft with my dagger
You decide to skip painting your ammunition. Hey, if it's good enough for nature, it's good enough for you, eh?
You begin cutting a nock in the end of the arrow shaft, but cut too deeply into one side, and slice part of the end off. That'll never fire... might as well toss it.
Roundtime: 16 sec.
sR>glance
You glance down to see a feras dagger in your right hand and nothing in your left hand.
s>
Nesa just arrived.
s>get 1 shaft from my backpack
You remove a single rough arrow shaft from a bundle of rough arrow shafts.
s>
Nesa just went east.
s>chat I have a Cisco something-or-other with 4 port switch
You focus on transmitting your thought.
s>cut my shaft with my dagger
You pare away the excess wood, taking care to keep the shaft straight. The shaft is barely curved at all, but could stand to be a little thicker. It looks like it will work just fine, but is not really worthy of mention.
That was a little easier. Perhaps you are growing more skillful?
Roundtime: 36 sec.
sR>
* Kestrynna just bit the dust!
sR>chat whatever that means
You focus on transmitting your thought.
sR>
Floodsun just arrived.
sR>
Floodsun slings a silvery grey vultite shield over his shoulder.
sR>
Areshin glances at you.
sR>
Natam's spirit appears to be lifted by the singing.
The mirror images surrounding Natam undulate and grow stronger.
Natam renews his songs.
sR>
Floodsun sits down.
sR>
Floodsun leans against a large fireplace.
sR>
Speaking in Dark Elven, Areshin says, "Do not do that."
s>cut my shaft with my dagger
Generally, you should paint or crest your shafts before cutting nocks in them, but it is not necessary. If you do decide to skip this step, you will not be able to go back and paint them later, although cresting might still be possible.
s>get dagger from my backpack
Get what?
s>raise eye areshin
You raise an eyebrow in Areshin's direction.
s>cut nock in my shaft with my dagger
You decide to skip painting your ammunition. Hey, if it's good enough for nature, it's good enough for you, eh?
You carefully cut a nock into the end of the arrow shaft.
Roundtime: 13 sec.
sR>look aresh
You see Areshin.
He appears to be a Faendryl Dark Elf.
He is taller than average and appears to be young. He has piercing crystal green eyes and ebon skin. He has long, fine black hair worn in a ponytail. He has an angular face, a straight nose and sharply-curved pointed ears.
He has an old battle scar across his back, and an old battle scar across his abdominal area.
He is wearing an ebony wool cape, a brushed blue felt hat, a little round mirror, a crystal amulet, a slashed indigo sash, a large golden yellow pack, some blue double leather, a wrist sheath, a dark leather locksmith's toolkit, a leather sheath, a small cobalt blue belt pouch, a pair of gold-threaded leggings, and some dark blue square-toed shoes.
sR>
Areshin appears to be checking his pockets for something, but finds them empty.
sR>
You notice Areshin slip into a hiding place.
sR>put my dagger in my backpack
You put a feras dagger in your heavy backpack.
s>get bow from my backpack
>"find a better spot and I wont
You remove a long bow from in your heavy backpack.
s>
You softly say, "Find a better spot and I wont."
s>swap
You swap a long bow to your left hand and a single arrow shaft to your right hand.
s>measure my shaft
Nocking the arrow shaft in your long bow, you draw it back as though preparing to let fly. When the bow string reaches optimal tension, you carefully un-nock the shaft and ease the string forward while grasping the shaft with your left hand to mark the length until you can make a tiny cut on the shaft.
Roundtime: 5 sec.
sR>point areshin
You point at Areshin, ruining his hiding place.
Roundtime: 2 sec.
sR>put my bow in my backpack
You put a long bow in your heavy backpack.
s>
Areshin hauls off and slaps you up'side the head!
s>get dagger from my backpack
>swap
You remove a feras dagger from in your heavy backpack.
s>
You swap a single arrow shaft to your left hand and a feras dagger to your right hand.
s>cut my shaft with my dagger
Using your previous mark as a guide, you cleanly slice the end off the arrow shaft.
Roundtime: 4 sec.
sR>
[script aborted]
>put shaft in waste
As you place a single arrow shaft into a simple wooden wastebasket you feel pleased with yourself at having cleaned up the surrounding area.
s>
Adagan offers Nagada a Wehnimer's promissory note.
s>
Nagada accepts Adagan's promissory note.
s>put dagg in bac
You put a feras dagger in your heavy backpack.
s>
Nagada nods.
s>stand
You stand back up.
>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
HR>look
[Raging Thrak Inn, Trophy Room]
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see the Natam disk, a polished bloodwood wand, a green zircon, a thrak hide curtain and a simple wooden wastebasket.
Also here: Floodsun who is sitting, Natam, Areshin who is sitting, Adagan who is sitting, Nagada, Tiner, Daheus
Obvious exits: northeast, east
H>look in cloak
In the vruul skin cloak you see a a pair of skull-patterned dice, a feras dagger, a solid wooden wedge (x3), a strong wooden wedge (x2), a linen badge, an onyx-inlaid ora pin, a radiant-cut golden topaz earring, a silver and aquamarine clasp, an engraved gold alloy torc and the following:
1 Scrolls: a crumbling scroll
7 Magic: a crystal amulet, a ruby amulet, a black crystal, a blue crystal, a thick gold ring, a twisted gold ring, a small statue
2 Herbs: some acantha leaf, some ambrominas leaf
H>
* Warex just bit the dust!
H>
Areshin appears to be checking his pockets for something, but finds them empty.
H>info
Name: Valgren Race: Dark Elf Profession: Rogue (shown as: Locksmith)
Gender: Male Age: 424 Expr: 1331110 Level: 34
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 76 (13) ... 76 (13)
Constitution (CON): 71 (5) ... 71 (5)
Dexterity (DEX): 87 (28) ... 87 (28)
Agility (AGI): 72 (16) ... 72 (16)
Discipline (DIS): 92 (11) ... 92 (11)
Aura (AUR): 95 (32) ... 95 (32)
Logic (LOG): 81 (15) ... 81 (15)
Intuition (INT): 86 (23) ... 86 (23)
Wisdom (WIS): 74 (17) ... 74 (17)
Influence (INF): 53 (-4) ... 53 (-4)
Mana: 35 Silver: 2500
H>
Nagada just went east.
H>profile aresh
H>fame areshin
Areshin has 70473 fame.
H>look aresh
You see Areshin.
He appears to be a Faendryl Dark Elf.
He is taller than average and appears to be young. He has piercing crystal green eyes and ebon skin. He has long, fine black hair worn in a ponytail. He has an angular face, a straight nose and sharply-curved pointed ears.
He has an old battle scar across his back, and an old battle scar across his abdominal area.
He is wearing an ebony wool cape, a brushed blue felt hat, a little round mirror, a crystal amulet, a slashed indigo sash, a large golden yellow pack, some blue double leather, a wrist sheath, a dark leather locksmith's toolkit, a leather sheath, a small cobalt blue belt pouch, a pair of gold-threaded leggings, and some dark blue square-toed shoes.
H>
Teclys just arrived.
H>get dagg from bac
You remove a feras dagger from in your heavy backpack.
H>
Teclys makes a quick gesture while calling upon the powers of the elements...
Teclys gestures.
H>stalk aresh
You move into position to stalk Areshin when he moves.
HJ>
Teclys gestures while calling upon the lesser spirits for aid...
Teclys gestures.
Teclys suddenly looks more powerful.
HJ>
Nesa just arrived.
HJ>
Teclys rubs his crystal amulet.
HJ>
Nesa just went east.
HJ>stance off
You are now in an offensive stance.
HJ>
Nesa just arrived.
HJ>
Nesa just went east.
HJ>chat i'm about to kill someone
You focus on transmitting your thought.
>chat as soon as they leave town
You focus on transmitting your thought.
* Belezia just bit the dust!
HJ>chat will be the first person i've killed in years
You focus on transmitting your thought.
>chat will do
You focus on transmitting your thought.
HJ>
Daheus traces a series of glowing runes while chanting an arcane phrase...
Daheus gestures.
Daheus blurs before your eyes.
HJ>
Teclys checks his equipment, adjusting and rearranging his gear.
HJ>chat the guy slapped me
You focus on transmitting your thought.
>chat that is death
You focus on transmitting your thought.
Teclys just went east.
HJ>look
[Raging Thrak Inn, Trophy Room]
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see the Natam disk, a polished bloodwood wand, a green zircon, a thrak hide curtain and a simple wooden wastebasket.
Also here: Floodsun who is sitting, Natam, Areshin who is sitting, Adagan who is sitting, Tiner, Daheus
Obvious exits: northeast, east
HJ>chat he doesnt know it yet tho
You focus on transmitting your thought.
Teclys just arrived.
HJ>chat later rada
You focus on transmitting your thought.
HJ>
High Lord Griffinex just arrived.
HJ>
High Lord Griffinex just went northeast.
HJ>
Nagada just arrived.
HJ>
Nagada sits down.
HJ>aim
USAGE: AIM {location} Sets your default aiming preference
AIM CLEAR Clears your default aiming preference
AIM RANDOM Same as AIM CLEAR
AIM LIST Produces a list of aimable locations
You're not aiming at anything in particular right now.
HJ>
* Khasa just bit the dust!
HJ>
* Bandaor just bit the dust!
HJ>
Tiner recites a series of mystical phrases while raising his hands...
Tiner gestures.
Tiner is surrounded by a shimmering field of energy.
HJ>
High Lord Griffinex just arrived.
HJ>
Tiner slides an intricate gold ring off his finger.
HJ>
Tiner slides a gold and brass ring on his finger.
Suddenly Tiner vanishes!
HJ>look
Daheus traces a series of glowing runes while chanting an arcane phrase...
Daheus gestures.
A luminescent aura begins to swirl around Daheus.
HJ>
[Raging Thrak Inn, Trophy Room]
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see the Natam disk, a polished bloodwood wand, a green zircon, a thrak hide curtain and a simple wooden wastebasket.
Also here: High Lord Griffinex, Nagada who is sitting, Teclys, Floodsun who is sitting, Natam, Areshin who is sitting, Adagan who is sitting, Daheus
Obvious exits: northeast, east
HJ>look aresh
You see Areshin.
He appears to be a Faendryl Dark Elf.
He is taller than average and appears to be young. He has piercing crystal green eyes and ebon skin. He has long, fine black hair worn in a ponytail. He has an angular face, a straight nose and sharply-curved pointed ears.
He has an old battle scar across his back, and an old battle scar across his abdominal area.
He is wearing an ebony wool cape, a brushed blue felt hat, a little round mirror, a crystal amulet, a slashed indigo sash, a large golden yellow pack, some blue double leather, a wrist sheath, a dark leather locksmith's toolkit, a leather sheath, a small cobalt blue belt pouch, a pair of gold-threaded leggings, and some dark blue square-toed shoes.
HJ>
* Meksill just bit the dust!
HJ>chat 700k fame should be old enough to kill you think yeah?
You focus on transmitting your thought.
Natam's spirit appears to be lifted by the singing.
The mirror images surrounding Natam undulate and grow stronger.
Natam renews his songs.
HJ>chat besides outstanding cases like myself
You focus on transmitting your thought.
>fame
HJ>
Your personal fame is 271064.
You are a level 34 Dark Elf Rogue.
HJ>
Griffinex makes a nearly imperceptible motion while whispering a soft phrase...
Griffinex gestures.
Griffinex suddenly looks much more dextrous.
HJ>
Griffinex makes a nearly imperceptible motion while whispering a soft phrase...
Griffinex gestures.
Griffinex suddenly looks much more dextrous.
HJ>chat 270k fame at 35
You focus on transmitting your thought.
High Lord Griffinex just went east.
HJ>
Nagada rubs his crystal amulet.
HJ>
High Lord Griffinex just arrived.
HJ>
Griffinex checks his equipment, adjusting and rearranging his gear.
HJ>
High Lord Griffinex just went east.
HJ>
Areshin stands up.
HJ>
Areshin just went east.
[Raging Thrak Inn, Barroom]
A long and polished wooden bar occupies the whole north wall of the tavern here in The Raging Thrak, which is named for the fiery proprietor. Hard wooden chairs, tables and benches are spaced liberally throughout the room. The tavern does good business, and seems to be at least half full, no matter what time of day. You also see a doorway.
Also here: Areshin
Obvious exits: north, south, west, out
HJ>
Areshin just went out.
[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 woodland wolf.
Also here: Areshin
Obvious paths: north, east, southeast, south
HJ>
Areshin just went southeast.
[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 a dented gold trunk, a large acorn, the Siierra disk, a large acorn, a large acorn, a wooden arrow, a large acorn, a large acorn, a large acorn, some stone benches with some stuff on it and an herbal remedy donation bin.
Also here: Areshin, Taishara who is sitting, Loralaii, Lord Wakko, Lord Demiga, Necroniss who is sitting, Siierra, Lord Demyse, Grand Lady Katya who is sleeping, Alairico who is kneeling
Obvious paths: northeast, east, southeast, southwest, west, northwest
HJ>
Ausek's group just arrived.
HJ>
Ausek's group just went west.
HJ>chat ooh he's moving....damn, went to TSC
You focus on transmitting your thought.
Siierra murmurs a simple, mystical chant...
HJ>
Siierra gestures.
Siierra's left hand looks better.
HJ>
Libras just arrived.
HJ>
Brokenwing just arrived.
HJ>
Libras just went northeast.
HJ>
Brokenwing deeply says, "Any healing? bout to bleed to death."
HJ>
Lord Wakko just went northeast.
HJ>
Brokenwing put an ancient bloodstained white ora sledgehammer with razor-sharp eonake spikes in his weapon sling.
HJ>
Brokenwing removes some acantha leaf from in an herbal remedy donation bin.
HJ>
Brokenwing takes a bite of his acantha leaf.
Brokenwing looks a little better.
HJ>
Areshin just went northwest.
[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 woodland wolf.
Also here: Areshin
Obvious paths: north, east, southeast, south
HJ>
Kivex just arrived.
HJ>
Areshin just went north.
[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 damaged walls of Cholgar's Bathhouse occupy nearly the entire block. You also see a ruined wooden rolton with a dilapidated sign on it.
Also here: Areshin
Obvious paths: north, south
HJ>
Areshin just went north.
>look
[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.
Also here: Areshin
Obvious paths: east, south, southwest
HJ>
[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.
Also here: Areshin
Obvious paths: east, south, southwest
HJ>
Areshin just went east.
[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.
Also here: Areshin
Obvious paths: north, east, west
HJ>
Areshin just went north.
[Wehnimer's, Land's End Rd.]
Vigilant night guardsmen scrutinize the citizens and travelers arriving and departing through the wide gateway 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 a wooden barrel.
Also here: Areshin, Lord Wakko, Mahopac, Drooly
Obvious paths: south
HJ>
Areshin just entered the east tower.
[Land Tower East, Office]
The ground floor of this guard tower appears to be some kind of office. A single guard sits behind one of the desks reviewing some paperwork. A small wood stove in the corner provides heat to the room. You also see a sky-blue glaes scarab, the Guerand disk, the Xixtrataa disk, a large wastebasket and some wooden steps.
Also here: Areshin, Guerand, Xixtrataa, Eesham who is sitting, Lebirty who is sitting
Obvious exits: out
HJ>
Lebirty says, "I wish this one was nicer."
HJ>
Lebirty taps a silver-hilted veniom-wrapped longsword, which is in his right hand.
HJ>
Eesham fiddles with a sky-blue glaes scarab for a moment.
HJ>
Xixtrataa slings a crimson shield inset with black deathstones in a smiling face over her shoulder.
HJ>chat now to east tower....
You focus on transmitting your thought.
Lebirty put a silver-hilted veniom-wrapped longsword in his veniom-threaded backpack.
HJ>
Eesham says, "Dont use longswords."
HJ>chat leave town you douche so I can kill you
You focus on transmitting your thought.
Eesham taps a sky-blue glaes scarab.
HJ>
Eesham picks up a sky-blue glaes scarab.
HJ>
Eesham just opened a dark veniom mesh haversack.
HJ>
Eesham put a sky-blue glaes scarab in his veniom mesh haversack.
HJ>stance off
You are now in an offensive stance.
HJ>
Eesham just closed a dark veniom mesh haversack.
HJ>
Lebirty nods to Eesham.
HJ>
Xixtrataa huskily says, "Good luck on the hunt for a dagger."
HJ>
Xixtrataa waves to Eesham.
HJ>
Eesham removes a set of professional calipers from in his veniom mesh battle-cloak.
HJ>
Floodsun just arrived.
HJ>
Eesham uses a set of professional calipers to carefully measure the lock...
HJ>
Simarious just arrived.
HJ>
Xixtrataa put an elegantly gleaming dirk in her stylish cobalt thigh-boots.
HJ>
Lebirty says, "When I find a better dagger than what I have."
HJ>
[Using macro set 5 - Macro set 5]
HJ>
Xixtrataa smiles.
HJ>
Xixtrataa just went out.
HJ>
Guerand gazes at his reflection in the white jade mirror.
HJ>
Eesham put a set of professional calipers in his veniom mesh battle-cloak.
HJ>
Floodsun asks, "Anyone open for crystal golems?"
HJ>
Simarious nods to Floodsun.
HJ>
Simarious sits down.
HJ>
Floodsun says, "Just a couple."
HJ>
Guerand says, "What train."
HJ>
Guerand says, "Are those."
HJ>
Areshin just went out.
[Wehnimer's, Land's End Rd.]
Vigilant night guardsmen scrutinize the citizens and travelers arriving and departing through the wide gateway 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 Xixtrataa disk and a wooden barrel.
Also here: Areshin, Xixtrataa, Mahopac, Drooly
Obvious paths: south
HJ>
Areshin just went through the town gates.
[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 a massive wheeled tower and a Wayside Inn.
Also here: Areshin, Journeyman Syloth, Great Lady Traiva
Obvious paths: north, east, southwest, northwest
HJ>
Natam just came through the wooden gates.
HJ>
Natam just went southwest.
HJ>
Areshin just went southwest.
[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 a rolton, a single faewood arrow shaft and a cobblestoned trail leading to a wooded glade.
Also here: Areshin, Tristinia
Obvious paths: northeast, south, west
HJ>
Areshin just went south.
[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. You also see a rolton.
Also here: Areshin
Obvious paths: north, south, west
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
The muted sounds of loud bartering from within Wehnimer's Landing, and the lonely calls of a pair of mated fenvaoks high up in the air vie for your attention as you march along the outer western edge of the town. You also see a town guard and a large wooden gate.
Also here: Areshin
Obvious paths: north, south
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
To the west, the landscape is gradually changing from a thick dark forest to an open, green grassy plain. You also see a weathered canvas tent.
Also here: Areshin
Obvious paths: north, south
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
Clear grassland stretches far to the southwest, a futile lesson in the immensity of Elanith. To the northwest, the grassy plain gives way to a smattering of pines that dot the landscape. Immediately east of you looms the high wooden wall of the Landing which provides you with a sense of security against all the unknown things that may lurk in plain and forest alike.
Also here: Areshin, Rhylie
Obvious paths: north, south
HJ>
Areshin just went south.
[Wehnimer's, Exterior]
As you stand next to the southwest corner of the Landing, you have an unobstructed view of the plain. Some distance away you can make out the vague figures of shepherdesses tending their flocks of Rolton -- sheep indigenous to the region. Further south the grassy expanse turns hilly, eventually terminating in stark mountains that line the horizon. You also see a rolton, a small white-bellied hawk that is flying around and a wooden signpost.
Also here: Areshin
Obvious paths: north, southeast, southwest
HJ>
Areshin just went southeast.
[Wehnimer's, Exterior]
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a heap of splintered timbers and torn hide, a red silk ribbon and a rolton skeleton.
Also here: Areshin
Obvious paths: east, northwest
HJ>
Areshin just went east.
[Wehnimer's, Exterior]
Through a crack in the wooden palisade to the north, you can see the bustling traffic of Wehnimer. It is a stark contrast to the open path that you walk.
Also here: Areshin
Obvious paths: east, west
HJ>
Areshin just went east.
[Wehnimer's, Exterior]
You are standing on the western shore of the Locksmehr river. From here you can see the southern water entrance to the town of Wehnimer's Landing. It is through this entrance that the boats returning from their upstream sojourns to the south have access to the town. A rough trail descends a rocky slope toward a stand of willow trees. You also see a wooden sign and a sturdy bridge.
Also here: Areshin
Obvious paths: west
HJ>
Areshin just went across a sturdy bridge.
[Wehnimer's, Exterior]
You stand below the top bank of the eastern shore of the Locksmehr River. From here you have a good view of the many merchant barges and fishing boats that move along the river. Some move towards the Landing to exchange their goods for silver, while others are working their way upstream to gather new cargo. You also see a rolton, a sturdy bridge, a large metal-topped barrier arcing over most of the area and a wooden sign.
Also here: Areshin
Obvious paths: east, south
HJ>
Areshin removes a jade-tipped imflass epee from in his leather sheath.
HJ>
Areshin removes an elegant black ash-hilted zorchar main-gauche from in his wrist sheath.
HJ>
Areshin just climbed a high bank.
[Mine Road]
As you top the ridge of the bank of the Locksmehr River you see the remains of the northern mining road that leads northeastward into the hills near Darkstone Bay. It is obvious that the road is in little use now. You also see a tall bank.
Also here: Areshin
Obvious paths: northeast
HJ>
Areshin just went northeast.
[Upper Trollfang]
The packed dirt road is almost swallowed by the grassy hills that surround you. There are tree stumps all around and some young trees grow as evidence that the fringes of the forest here were once mined for timber. You also see a wooden signpost, a trail and a flat black rock with some writing carved on it.
Also here: Areshin
Obvious paths: northeast, southwest, northwest
HJ>
Areshin just went northeast.
[Upper Trollfang]
The long grass quickly hides your trail as you proceed along this route.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
You move between shallow hills in the tall grass that swallows the trail you leave behind you. The steady sound of the wind muffles the usual sounds of nature you have come to expect in this wilderness country.
Also here: Areshin
Obvious paths: south, west
HJ>
Areshin just went west.
[Upper Trollfang]
As you reach the crest of a small hill you can see a trail to the south that leads in the general direction of Wehnimer's Landing. You also see the gradual climbing slope of the hills as you proceed to the northeast.
Also here: Areshin
Obvious paths: northeast, east, south
HJ>
Areshin just went northeast.
[Upper Trollfang]
It takes effort climbing through the rolling hills, but you move easily now through this level glen. Other people have rested here, as it is quiet, with no hint of the Bay winds. There is evidence of old fire pits here.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
The shattered frame of an ancient tree stands alone here, ravaged by lightning and fire on this hillcrest. You see the trees end abruptly nearby to the west as the hills drop off into Darkstone Bay.
Also here: Areshin
Obvious paths: northeast, south
HJ>
Areshin just went northeast.
[Upper Trollfang]
The grass holds fast some larger boulders that have fallen from the start of a ridge line above this trail. The smell of ocean breezes and the sounds of gulls high above remind you of this land's seafaring heritage.
Also here: Areshin
Obvious paths: northeast, southwest
HJ>
Areshin just went northeast.
[Upper Trollfang]
You reach another hilltop and the valley is clearly visible to the south and west. The trail leads ever upward to the north and trees now start to line this trail. You also see a kobold skin.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
The path is not well defined as you move along the grassy trail. Tall pines sway with the ocean winds that are so prevalent here. The grass has been trodden upon in different places here confusing the trail.
Also here: Areshin
Obvious paths: north, south, northwest
HJ>
Areshin just went north.
[Upper Trollfang]
This hill crest reveals three routes to follow. You have a choice of continuing upward to the ridge crest, or over a small hill and into a winding run under the ridge, as the trail downward to the south is the final choice. You also see a wooden signpost.
Also here: Areshin
Obvious paths: northeast, south, northwest
HJ>
Areshin just went northeast.
[Upper Trollfang]
You reach this nobby hill that is devoid of vegetation. It appears that various travelers have camped in this place and you can see half buried trash from these previous visitors.
Also here: Areshin
Obvious paths: north, southwest
HJ>
Areshin just went north.
[Upper Trollfang]
You reach a rock filled crevice that used to be a narrow passage. It looks as if a rockslide from above has decided to impede your progress. It could take days to remove all the rocks and clear the passageway.
Also here: Areshin
Obvious paths: south
HJ>
Areshin just climbed up a large rockslide.
[Upper Trollfang]
The trail narrows as you pass between the two rock faces. To the west, a pile of fallen rock impedes your passage. To the east, you view a winding trail descending into a grassy valley meadow. You also see a large rockslide.
Also here: Areshin
Obvious paths: east
HJ>chat ooh he's hunting
You focus on transmitting your thought.
Areshin just went east.
[Upper Valley]
The forces of nature meet here as the rock face of the ridge dives into the top of the rolling grassy meadow. There are a few places in the grass where it appears that some larger animals have bedded under the open sky.
Also here: Areshin
Obvious paths: southwest, west
HJ>
Areshin just went southwest.
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest. You also see a thrak and a thrak.
Also here: Areshin
Obvious paths: northeast, southeast, south
HJ>
Areshin just went southeast.
[Valley]
Dead and burned tree stumps hide playfully among the tall grasses of this rolling meadow country. The thorny undergrowth takes its toll on cloth garments and exposed flesh.
Also here: Areshin
Obvious paths: northeast, south, southwest, northwest
HJ>
Areshin just went south.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Also here: Areshin
Obvious paths: north, west, northwest
HJ>
Areshin just went west.
[Valley]
You are surrounded by a circle of trees with an ancient oak in its center. The oak is carved with many small ornate symbols and a few wood carvings are tied to limbs high above you.
Also here: Areshin
Obvious paths: east, west
HJ>
Areshin just went west.
[Mine]
There is a black doorway supported by wooden pillars in the face of the hill. The grass grows tall around mounds of crushed rocks and various rusted tools are scattered about the ground. You also see a wooden sign and a dark recessed hole.
Also here: Areshin
Obvious paths: east
HJ>
Areshin just went east.
[Valley]
You are surrounded by a circle of trees with an ancient oak in its center. The oak is carved with many small ornate symbols and a few wood carvings are tied to limbs high above you.
Also here: Areshin
Obvious paths: east, west
HJ>
Areshin just went east.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Also here: Areshin
Obvious paths: north, west, northwest
HJ>
Areshin just went northwest.
[Valley]
From this hillcrest you can see much of the middle meadowlands and the hilly crests above the city of Wehnimer's Landing. Rocky ledges lie to the northeast with the meadows in every other direction.
Also here: Areshin
Obvious paths: north, east, southeast, south
HJ>
Areshin just went north.
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest. You also see a thrak.
Also here: Areshin
Obvious paths: northeast, southeast, south
HJ>
Areshin just went northeast.
[Upper Valley]
The forces of nature meet here as the rock face of the ridge dives into the top of the rolling grassy meadow. There are a few places in the grass where it appears that some larger animals have bedded under the open sky. You also see a thrak.
Also here: Areshin
Obvious paths: southwest, west
HJ>
A thrak tries to bite Areshin!
AS: +110 vs DS: +195 with AvD: +32 + d100 roll: +20 = -33
A clean miss.
A thrak drools with ravenous hunger!
HJ>
Areshin just went southwest.
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest.
Also here: Areshin
Obvious paths: northeast, southeast, south
HJ>
Areshin just went southeast.
[Valley]
Dead and burned tree stumps hide playfully among the tall grasses of this rolling meadow country. The thorny undergrowth takes its toll on cloth garments and exposed flesh.
Also here: Areshin
Obvious paths: northeast, south, southwest, northwest
HJ>
Areshin just went south.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Also here: Areshin
Obvious paths: north, west, northwest
HJ>
Areshin just wandered up a wandering path.
[The Slope, Forest Trail]
As the trail climbs slowly out of the valley through the soft scent of pines, small stones mark the way, their larger kin disrupting the roots of the trees that loom overhead. Clear tracks in the loam indicate other creatures have traveled this way. You also see an overgrown trail and a wandering path.
Also here: Areshin
Obvious paths: south
HJ>
A black bear shudders and lumbers in, snarling in agony!
HJ>
Areshin just went south.
[The Slope, Forest Trail]
The trail splits here. The southeast path goes more steeply uphill, while the southwest path looks both more inviting, and better traveled. A large sphinx moth flutters around a tree next to the trail leading north, its rapidly beating wings a stark contrast to the quiet serenity that dominates the view. You also see a manticore and a snowy white silver-striped tiger.
Also here: Areshin
Obvious paths: north, southeast, southwest
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore just arrived.
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore swings a closed fist at Areshin!
Areshin evades the attack by a hair!
HJ>
A black bear shudders and lumbers in, snarling in agony!
HJ>
Areshin glances at a snowy white silver-striped tiger.
HJ>
Areshin just went southeast.
[The Slope, Forest Trail]
The path rises quickly underfoot. A cool breeze wafts through the trees, carrying an unidentified odor. The trees seem taller here, with the trunks increasing in size as well. A twilight of calm settles around you. You also see a great boar.
Also here: Areshin
Obvious paths: southeast, northwest
HJ>
A great boar notices Areshin botch an attempt at concealing himself.
HJ>
A manticore just arrived.
HJ>
A great boar charges at Areshin!
At the last moment, Areshin parries the blow with his main-gauche!
HJ>
A manticore swings a closed fist at Areshin!
With no room to spare, Areshin manages to parry the blow with his imflass epee!
HJ>
Areshin looks determined and focused.
In a breathtaking display of agility and combat mastery, Areshin whirls in a fury of unrelenting strikes and ripostes!
Areshin thrusts with a jade-tipped imflass epee at a manticore!
The manticore dodges just in the nick of time!
Areshin swings an elegant zorchar main-gauche at a manticore! A hit!
Strike pierces thigh!
The manticore is knocked to the ground!
Areshin thrusts with a jade-tipped imflass epee at a great boar! A hit!
Deft slash to the great boar's leg digs deep!
Areshin swings an elegant zorchar main-gauche at a great boar!
The great boar barely dodges the attack!
HJ>wave baton at Mercusius
>wave baton at Tashalin
>wave baton at Ganndolph
>wave baton at Celery
You come out of hiding.
What were you referring to?
J>
What were you referring to?
J>
What were you referring to?
J>
What were you referring to?
J>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
HR>
A manticore stands back up with a grunt.
HR>
A manticore just arrived.
HR>stalk aresh
You move into position to stalk Areshin when he moves.
HJ>
Areshin is informing you that he considers your character's current behavior to be harassment.
HJ>
Areshin thrusts with a jade-tipped imflass epee at a great boar!
AS: +121 vs DS: +38 with AvD: +45 + d100 roll: +16 = +144
... and hits for 21 points of damage!
Well aimed shot, punctures upper arm!
Areshin swings an elegant zorchar main-gauche at a great boar!
AS: +114 vs DS: +35 with AvD: +28 + d100 roll: +66 = +173
... and hits for 34 points of damage!
Elbow punctured, oh what pain!
** Areshin's zorchar main-gauche emits a searing bolt of lightning! **
... 15 points of damage!
Light shock to left hand. Fingers tingle.
The great boar collapses to the ground, emits a final squeal, and dies.
HJ>
[Using macro set 4 - Macro set 4]
>look
[The Slope, Forest Trail]
The path rises quickly underfoot. A cool breeze wafts through the trees, carrying an unidentified odor. The trees seem taller here, with the trunks increasing in size as well. A twilight of calm settles around you. You also see a manticore, a manticore and a great boar that appears dead.
Also here: Areshin
Obvious paths: southeast, northwest
HJ>
Areshin skinned a great boar, yielding a boar tusk.
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore claws at Areshin!
Areshin evades the attack by inches!
HJ>
Areshin searches a great boar.
A great boar decays into a pile of fur and bone.
HJ>
Areshin thrusts with a jade-tipped imflass epee at a manticore!
By amazing chance, the manticore evades the attack!
Areshin swings an elegant zorchar main-gauche at a manticore!
AS: +114 vs DS: +37 with AvD: +24 + d100 roll: +12 = +113
... and hits for 3 points of damage!
Thrust glances off the manticore's knee.
HJ>
A great boar barrels in!
HJ>hurl dagg at aresh
You cannot attack the feras dagger.
HJ>
Areshin thrusts with a jade-tipped imflass epee at a manticore!
The manticore moves at the last moment to evade the attack!
Areshin swings an elegant zorchar main-gauche at a manticore!
AS: +114 vs DS: +37 with AvD: +24 + d100 roll: +95 = +196
... and hits for 31 points of damage!
Nice puncture to the back, just grazed the spine!
HJ>
The manticore sniffs around looking for something.
HJ>
A manticore just arrived.
HJ>
A manticore claws at Areshin!
Areshin moves at the last moment to evade the attack!
HJ>
Areshin thrusts with a jade-tipped imflass epee at a manticore!
AS: +121 vs DS: +40 with AvD: +38 + d100 roll: +72 = +191
... and hits for 27 points of damage!
Slash to the manticore's shield arm!
Shears off a thin layer of skin!
Areshin swings an elegant zorchar main-gauche at a manticore!
The manticore evades the attack by inches!
HJ>
A black bear shudders and lumbers in, snarling in agony!
HJ>hurl aresh
With a quick flick of your wrist, you deftly send a feras dagger into flight.
You throw a feras dagger at Areshin!
AS: +211 vs DS: +102 with AvD: +20 + d100 roll: +99 = +228
... and hit for 46 points of damage!
Diagonal slash leaves a bloody trail across Areshin's torso.
He is stunned!
** As the blow lands, the feras dagger unleashes a moderate discharge of lightning! **
... 10 points of damage!
Heavy spark to left leg. Areshin cringes in surprise.
The feras dagger is lodged in Areshin's abdomen!
Roundtime: 3 sec.
HJR>get dagg
You remove a feras dagger from in your vruul skin cloak.
HJ>hurl aresh
With a quick flick of your wrist, you deftly send a feras dagger into flight.
You throw a feras dagger at Areshin!
AS: +211 vs DS: +66 with AvD: +20 + d100 roll: +13 = +178
... and hit for 24 points of damage!
Glancing slash to Areshin's shield arm!
* Areshin drops dead at your feet!
The brilliant luminescence fades from around Areshin.
Areshin becomes solid again.
Areshin returns to normal color.
The feras dagger is lodged in Areshin's left arm!
Roundtime: 3 sec.
HR>
* Areshin just bit the dust!
HR>
The manticore sniffs around looking for something.
HR>
The manticore sniffs around looking for something.
HR>
The manticore sniffs around looking for something.
HR>hide
...wait 1 seconds.
HR>
A great boar grunts and barrels northwest.
H>hide
A tad paranoid, aren't we?
H>
A cloud of dense silvery fog suddenly appears. The fog quickly dissipates to reveal Kaedra.
H>
An expressive alpine spirit floats in, following Kaedra.
H>
A great boar barrels in!
H>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
H>
Kaedra chants a reverent litany and clasps her hands while tightly focusing her thoughts...
Kaedra gestures at a manticore.
Small sparks race over Kaedra's skin, and the smell of the sea swirls past on a quick gust of wind.
H>
A deafening thunderclap splits the air! Rather than fading away, the sound's echoes grow, and they gather into a rhythmic, crashing pulse like the sound of storm-tossed waves breaking on a desolate shore.
H>
A manticore limps southeast.
H>
The manticore sniffs around looking for something.
H>
The manticore sniffs around looking for something.
H>
A black bear mauls the broken and battered body of Areshin!
H>
Kaedra says, "Hello."
H>look
[The Slope, Forest Trail]
The path rises quickly underfoot. A cool breeze wafts through the trees, carrying an unidentified odor. The trees seem taller here, with the trunks increasing in size as well. A twilight of calm settles around you. You also see a great boar, an expressive alpine spirit that is flying around, a black bear, a manticore, a boar tusk and a manticore.
Also here: Kaedra, the body of Areshin who is lying down
Obvious paths: southeast, northwest
H>sneak nw
[The Slope, Forest Trail]
The trail splits here. The southeast path goes more steeply uphill, while the southwest path looks both more inviting, and better traveled. A large sphinx moth flutters around a tree next to the trail leading north, its rapidly beating wings a stark contrast to the quiet serenity that dominates the view. You also see a great boar and a snowy white silver-striped tiger.
Obvious paths: north, southeast, southwest
Roundtime: 3 sec.
HR>
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>
A great boar barrels in!
H>
A great boar barrels in!
H>
* Porcius just bit the dust!
H>chat With a quick flick of your wrist, you deftly send a feras dagger into flight.
You focus on transmitting your thought.
>You throw a feras dagger at Areshin!
> AS: +211 vs DS: +102 with AvD: +20 + d100 roll: +99 = +228
> ... and hit for 46 points of damage!
> Diagonal slash leaves a bloody trail across Areshin's torso.
Please rephrase that command.
H>
Please rephrase that command.
Please rephrase that command.
H>
Please rephrase that command.
H> He is stunned!
Please rephrase that command.
H>
You feel the mind of Kamkor touch yours, calling the memory of your location as you last saw it. You offer no resistance.
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>
A great boar grunts and barrels southwest.
H>
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>chat You throw a feras dagger at Areshin!
You focus on transmitting your thought.
>chat AS: +211 vs DS: +102 with AvD: +20 + d100 roll: +99 = +228
You focus on transmitting your thought.
A great boar grunts and barrels north.
H>
You feel the mind of Kamkor touch yours, calling the memory of your location as you last saw it. You offer no resistance.
A great boar barrels in!
H>
A great boar cocks his head and peers about suspiciously.
A great boar glances around, sure that he has missed something...
H>chat eh, he's dead
You focus on transmitting your thought.
A manticore just arrived.
H>
The manticore sniffs around looking for something.
H>chat Areshin drops dead at your feet!
You focus on transmitting your thought.
A great boar barrels in!
H>
A great boar grunts and barrels southeast.
H>
A great boar grunts and barrels southeast.
H>
The manticore sniffs around looking for something.
H>
A manticore just arrived, limping.
H>chat to asthe no
You focus on transmitting your thought.
H>look
The manticore sniffs around looking for something.
H>
The manticore sniffs around looking for something.
H>
[The Slope, Forest Trail]
The trail splits here. The southeast path goes more steeply uphill, while the southwest path looks both more inviting, and better traveled. A large sphinx moth flutters around a tree next to the trail leading north, its rapidly beating wings a stark contrast to the quiet serenity that dominates the view. You also see a manticore, a great boar, a manticore and a snowy white silver-striped tiger.
Obvious paths: north, southeast, southwest
H>
A great boar grunts and barrels southwest.
H>n
[The Slope, Forest Trail]
As the trail climbs slowly out of the valley through the soft scent of pines, small stones mark the way, their larger kin disrupting the roots of the trees that loom overhead. Clear tracks in the loam indicate other creatures have traveled this way. You also see an overgrown trail and a wandering path.
Obvious paths: south
Roundtime: 3 sec.
HR>
A manticore just arrived.
H>
A manticore just arrived, limping.
H>sneak trail
You attempt to move silently down an overgrown trail.
[Hummingbird Pond, Sunny Path]
Underbrush gives way to thick meadow grass where the trail begins a steep ascent. A tall hill fills the southeastern horizon, its gentle slopes adorned with patches of green and gold pasturage. Dwellings are visible, nestled on the slopes in colorful groups, their sod roofs blending with the hill's thick mantle of grass. You also see an overgrown trail.
Obvious paths: up
Roundtime: 3 sec.
HR>u
[Hummingbird Pond, Grassy Knoll]
The trail turns, giving egress to a wide plateau, which is bejeweled with a pond that sparkles in the moonlight. Cottages cluster in groups around the pool, some boasting picket fences and most decorated with gardens and brightly painted shutters. You also see a sign beside the trail with carefully painted lettering.
Obvious paths: east, down
Roundtime: 3 sec.
HR>d
[Hummingbird Pond, Sunny Path]
Underbrush gives way to thick meadow grass where the trail begins a steep ascent. A tall hill fills the southeastern horizon, its gentle slopes adorned with patches of green and gold pasturage. Dwellings are visible, nestled on the slopes in colorful groups, their sod roofs blending with the hill's thick mantle of grass. You also see an overgrown trail.
Obvious paths: up
Roundtime: 3 sec.
HR>sneak trail
You attempt to move silently down an overgrown trail.
[The Slope, Forest Trail]
As the trail climbs slowly out of the valley through the soft scent of pines, small stones mark the way, their larger kin disrupting the roots of the trees that loom overhead. Clear tracks in the loam indicate other creatures have traveled this way. You also see an overgrown trail and a wandering path.
Obvious paths: south
Roundtime: 3 sec.
HR>
A manticore just arrived.
HR>sneak pacth
Where are you trying to go?
H>
The manticore sniffs around looking for something.
H>sneak path
You attempt to move silently down a wandering path.
[Valley]
The tall grasses recede as you near a line of pine trees which have been spared the axe. Dense undergrowth now blocks the trail and moonlight must work to find its path through the treelimbs. You also see a wandering path and a footpath.
Obvious paths: north, west, northwest
Roundtime: 3 sec.
HR>n
[Valley]
Dead and burned tree stumps hide playfully among the tall grasses of this rolling meadow country. The thorny undergrowth takes its toll on cloth garments and exposed flesh.
Obvious paths: northeast, south, southwest, northwest
Roundtime: 3 sec.
HR>ne
Zoom: Retrying ne
...wait 1 seconds.
HR>
Zoom: Retrying ne
...wait 1 seconds.
HR>
Zoom: Retrying ne
...wait 1 seconds.
HR>
Zoom: Retrying ne
...wait 1 seconds.
HR>
[Valley]
Each footstep is swallowed by the sea of grass that flows across the meadows and hills around you. High above you see gulls dancing on the ocean breezes.
Obvious paths: north, southwest, west
Roundtime: 3 sec.
HR>w
Zoom: Retrying w
...wait 1 seconds.
HR>
Zoom: Retrying w
...wait 1 seconds.
HR>
Zoom: Retrying w
...wait 1 seconds.
HR>
Zoom: Retrying w
...wait 1 seconds.
H>
[Valley]
From this hillcrest you can see much of the middle meadowlands and the hilly crests above the city of Wehnimer's Landing. Rocky ledges lie to the northeast with the meadows in every other direction.
Obvious paths: north, east, southeast, south
Roundtime: 3 sec.
HR>n
Zoom: Retrying n
...wait 1 seconds.
HR>
[Valley]
A few large rocks rise from the grassy hillside as the rocky ridgeline gives way to the meadows at this juncture. A few treestumps also protrude from the grasses giving evidence of a slain forest.
Obvious paths: northeast, southeast, south
Roundtime: 3 sec.
HR>ne
[Upper Valley]
The forces of nature meet here as the rock face of the ridge dives into the top of the rolling grassy meadow. There are a few places in the grass where it appears that some larger animals have bedded under the open sky.
Obvious paths: southwest, west
Roundtime: 3 sec.
HR>w
Zoom: Retrying w
...wait 1 seconds.
H>
[Upper Trollfang]
The trail narrows as you pass between the two rock faces. To the west, a pile of fallen rock impedes your passage. To the east, you view a winding trail descending into a grassy valley meadow. You also see a large rockslide.
Obvious paths: east
Roundtime: 3 sec.
HR>sneak rock
You're going to have to climb that.
H>climb rock
You come out of hiding.
You climb down a large rockslide.
[Upper Trollfang]
You reach a rock filled crevice that used to be a narrow passage. It looks as if a rockslide from above has decided to impede your progress. It could take days to remove all the rocks and clear the passageway.
Obvious paths: south
>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
HR>s
[Upper Trollfang]
You reach this nobby hill that is devoid of vegetation. It appears that various travelers have camped in this place and you can see half buried trash from these previous visitors.
Obvious paths: north, southwest
Roundtime: 3 sec.
HR>sw
[Upper Trollfang]
This hill crest reveals three routes to follow. You have a choice of continuing upward to the ridge crest, or over a small hill and into a winding run under the ridge, as the trail downward to the south is the final choice. You also see a wooden signpost.
Obvious paths: northeast, south, northwest
Roundtime: 3 sec.
HR>s
[Upper Trollfang]
The path is not well defined as you move along the grassy trail. Tall pines sway with the ocean winds that are so prevalent here. The grass has been trodden upon in different places here confusing the trail.
Obvious paths: north, south, northwest
Roundtime: 3 sec.
HR>s
[Upper Trollfang]
You reach another hilltop and the valley is clearly visible to the south and west. The trail leads ever upward to the north and trees now start to line this trail. You also see a kobold skin.
Obvious paths: north, southwest
Roundtime: 3 sec.
HR>sw
[Upper Trollfang]
The grass holds fast some larger boulders that have fallen from the start of a ridge line above this trail. The smell of ocean breezes and the sounds of gulls high above remind you of this land's seafaring heritage.
Obvious paths: northeast, southwest
Roundtime: 3 sec.
HR>
* Marileigh just bit the dust!
HR>sw
[Upper Trollfang]
The shattered frame of an ancient tree stands alone here, ravaged by lightning and fire on this hillcrest. You see the trees end abruptly nearby to the west as the hills drop off into Darkstone Bay.
Obvious paths: northeast, south
Roundtime: 3 sec.
HR>
SEND[Andraste] Hello Valgren, got a moment to chat?
H>chat lol
You focus on transmitting your thought.
>report sure, let's go
REPORT should only be used to notify the GemStone IV staff of emergency situations or gamewide technical errors. Please use ASSIST for general support.
Message sent to all online game staff. While no staff members are currently on duty, there are likely to be several lurking behind the scenes to investigate your report. If you feel the need to speak with the staff, please type ASSIST for a list of options.
H>
Valgren just appeared.
You feel yourself being pulled away...
[Consultation Lounge]
The cozy surroundings of this simple conference room provide a much-welcomed respite from the chaos just outside its walls. You notice several plush chairs arranged casually around the room in a comfortable grouping.
Obvious exits: none
>chat
Usage: CHAT [Message]
CHAT TO [Target] [Message]
CHAT [Target]:[Message]
,[Message]
Chat a message to a person or channel on PsiNet. If no target is specified, it will use your default (last TUNEd) channel. The comma character (,) can be used to begin a line, and PsiNet will treat it as though you typed CHAT.
Use the TUNE, UNTUNE, CHANNELS, PEEK, and MODERATE commands to manage channels.
What did you want to chat to OOC?
>
>SEND[Andraste] Hello Valgren, got a moment to chat?
Please rephrase that command.
>
Low thunder rumbles off in the distance, getting closer with each clap. As it appears to crash overhead, a sudden lightning bolt stabs at the ground with a mighty *BOOM*! As your vision clears, you see GameMaster Andraste standing there.
>chat
Usage: CHAT [Message]
CHAT TO [Target] [Message]
CHAT [Target]:[Message]
,[Message]
Chat a message to a person or channel on PsiNet. If no target is specified, it will use your default (last TUNEd) channel. The comma character (,) can be used to begin a line, and PsiNet will treat it as though you typed CHAT.
Use the TUNE, UNTUNE, CHANNELS, PEEK, and MODERATE commands to manage channels.
What did you want to chat to OOC?
>
Andraste says, "Good evening."
> chatSEND[Andraste] Hello Valgren, got a moment to chat?
Please rephrase that command.
>
Andraste smiles at you.
>
>
>chat SEND[Andraste] Hello Valgren, got a moment to chat?
You focus on transmitting your thought.
>'what can I do for you?
You softly ask, "What can I do for you?"
>
Andraste asks, "Could you tell me why you just killed Areshin?"
>'he slapped me
You softly say, "He slapped me."
>shrug
You shrug.
>
Andraste asks, "That's it?"
>
* Spert just bit the dust!
>
Andraste asks, "And why do you think he did so?"
>
* Shingles just bit the dust!
>'i'm sorry, is he one of your pets/
You softly say, "I'm sorry, is he one of your pets/."
>'?
You softly ask, "?"
>
Andraste raises an eyebrow.
>chuc
You chuckle.
>
Andraste says, "Let's stick to addressing the issue here."
>'ofcourse
You softly say, "Ofcourse."
>
Andraste asks, "For what reason do you think he slapped you?"
>'he was hiding, and doing it poorly. Completely in character, I suggested he hide somewhere else, or I would continue to point out his failings.
You softly say, "He was hiding, and doing it poorly. Completely in character, I suggested he hide somewhere else, or I would continue to point out his failings."
>"and he initiated physical contact with my character
You softly say, "And he initiated physical contact with my character."
>
Andraste asks, "In town or while trying to hunt?"
>
Andraste asks, "How so?"
>'in town
You softly say, "In town."
>'by slapping me...while it doesn't get a d100 roll, it is a physical attack on my character
You softly say, "By slapping me...while it doesn't get a d100 roll, it is a physical attack on my character."
>chat yeah, tho the spark didn't kill him
You focus on transmitting your thought.
>chat the lvl 3 to the eye did
You focus on transmitting your thought.
>chat talking to andraste atm, one minute
You focus on transmitting your thought.
Andraste says, "And hardly worth death."
>
Andraste says, "So back to my other question..."
>
Andraste asks, "Was he hiding in town or while trying to hunt?"
>'I would say that's your opinion, but I guess since you are the gods of this game, it would be your opinion
You softly say, "I would say that's your opinion, but I guess since you are the gods of this game, it would be your opinion."
>'in town
You softly say, "In town."
>
* Alasia just bit the dust!
>
* Valglin has been vaporized!
>
Andraste says, "Not gods, but enforcers of policy, you're right."
>
* The death cry of Valglin echoes in your mind!
>
* Nilandia has been vaporized!
>'in a room that is possible to be stolen from
You softly say, "In a room that is possible to be stolen from."
>
* Nilandia just bit the dust!
>'you take it a little far some times...let the people play for christsake
You softly say, "You take it a little far some times...let the people play for christsake."
>
* Garvane just bit the dust!
>'if he files some sort of formal complaint, i'll have nothing further to do with him
You softly say, "If he files some sort of formal complaint, i'll have nothing further to do with him."
>
Andraste asks, "How about the WARN he issued you?"
>
Andraste raises an eyebrow.
>'was that after I killed him or after he slapped me?
You softly ask, "Was that after I killed him or after he slapped me?"
>
Andraste says, "That should have been a clear hint to just let it go and leave him alone."
>'answer me, because I know of no warn
You softly say, "Answer me, because I know of no warn."
>
Andraste says, "It was befoe you killed him."
>'i've never met the man until he slapped me
You softly say, "I've never met the man until he slapped me."
>
Andraste says, "He warned you for harassment."
>'one moment
You softly say, "One moment."
>
Andraste says, "I suggest you highlight the WARN messaging."
>
Andraste says, "He also issued a second one afterwards."
>'mmhm
You softly say, "Mmhm."
>"i don't see either of those
You softly say, "I don't see either of those."
>
Andraste says, "Again, my suggestion is to start highlight the messaging."
>"and why would he warn me a second time? He slapped me, I disappeared....he never saw me again ever, even when I killed him
You softly say, "And why would he warn me a second time? He slapped me, I disappeared....he never saw me again ever, even when I killed him."
>
Andraste is informing you that she considers your character's current behavior to be harassment.
>
Andraste says, "That's what it looks like, for reference."
>'it is highlighted, trust me
You softly say, "It is highlighted, trust me."
>"andraste, you may have known me before as Teclys
You softly say, "Andraste, you may have known me before as Teclys."
>"i'm no rookie to you or this room
You softly say, "I'm no rookie to you or this room."
>
Andraste says, "Then you need a different color for it, apparently."
>"or your policy
You softly say, "Or your policy."
>
Andraste says, "Because you missed it twice."
>'no, I didn't. I was never warned
You softly say, "No, I didn't. I was never warned."
>"he had no reason to warn me
You softly say, "He had no reason to warn me."
>
Andraste says, "And afterwards was probably because you didn't heed the hint the first time."
>
Andraste says, "You were warned, twice."
>
Andraste says, "It does log."
>"I pointed him out for hiding. If that's a reason to get a warn interact you need to seriously revise your policy
You softly say, "I pointed him out for hiding. If that's a reason to get a warn interact you need to seriously revise your policy."
>
Andraste says, "That's not the issue."
>"it is the issue
You softly say, "It is the issue."
>
* Mollins is off to a rough start! He just bit the dust!
>
Andraste says, "He felt you were harassing him, which he has a right to complain about."
>
Andraste says, "He used the right tools to let you know... you ignored them."
>'I was not warned
You softly say, "I was not warned."
>
Andraste says, "You killed him for something as ridiculous as a slap after you couldn't just leave his bad hiding skills alone."
>
Andraste says, "You were warned twice."
>
Andraste says, "And who you might have player before tonight has absolutely no bearing on this current issue."
>
Andraste says, "Played."
>'look, if he's your other character or something or your little brother or whatever just say so and i'll let it go
You softly say, "Look, if he's your other character or something or your little brother or whatever just say so and i'll let it go."
>
Andraste says, "If you think that's what this is about, feel free to write to Feedback."
>
Andraste says, "I am telling you to leave him alone."
>
Andraste says, "He has warned you."
>'otherwise, I was not warned. He assaulted my character physically and I retaliated. I'm sorry if it killed him
You softly say, "Otherwise, I was not warned. He assaulted my character physically and I retaliated. I'm sorry if it killed him."
>
Andraste says, "You killed him for something totally not worth a killing."
>chat killing means dick in this game anymore. Let him drop his stuff and drag him off till he decays and then get on my ass about killing someone
You focus on transmitting your thought.
************************************************** **************
Please read the policy file at this time by typing POLICY and the page number that you wish to read. Once you have finished reading all of the policies, a GameMaster will return to answer any questions you may have.
************************************************** **************
>
Andraste asks, "How about you read policy?"
>
Andraste says, "And then I will be back."
>'are you serious?
You softly ask, "Are you serious?"
>
A bolt of lightning strikes the ground outside, followed by a clap of rumbling thunder. A nearby wall distorts and the fabric of space appears to tear as Andraste gracefully slips through the opening.
>'i'll let your little buddy alone
You softly say, "I'll let your little buddy alone."
>"jesus
You softly say, "Jesus."
>chat are you fucking kidding me?
You focus on transmitting your thought.
>chat I have to sit here and read policy because I killed this dude for slapping me
You focus on transmitting your thought.
>chat apparently he slapped me and then warn interacted me twice
You focus on transmitting your thought.
>chat and I killed him so it's like super no-no
You focus on transmitting your thought.
>"I want to talk to your superior officer
You softly say, "I want to talk to your superior officer."
>"this is BS
You softly say, "This is BS."
>"can you people let us roleplay or what?
You softly ask, "Can you people let us roleplay or what?"
>'you know, this is the reason I sold most of my character and canceled three premium accounts
You softly say, "You know, this is the reason I sold most of my character and canceled three premium accounts."
>"GM's sticking their nose where it doesn't belong. You are here to keep the game running, not involve yourselves in players' issues.
You softly say, "GM's sticking their nose where it doesn't belong. You are here to keep the game running, not involve yourselves in players' issues."
>chat I don't see him warn interacting me at all. But according to Andraste he did so twice
You focus on transmitting your thought.
* Jemiquist just bit the dust!
>
* Onzeleya just bit the dust!
>"hello?
You softly ask, "Hello?"
>chat he only slapped me once. But apparently he warn interacted me twice immediately after doing so
You focus on transmitting your thought.
>"listen seriously. I want to see the logs so I can compare them to my logs
You softly say, "Listen seriously. I want to see the logs so I can compare them to my logs."
>"this guy never warned me. And even if he did he was a douchebag for initiating physical contact with my character and then immediately warn interacting me
You softly say, "This guy never warned me. And even if he did he was a douchebag for initiating physical contact with my character and then immediately warn interacting me."
>"you have to admit that's pretty messed up
You softly say, "You have to admit that's pretty messed up."
>"[OOC]-Kamkor: "So you can fuck with somone, then warn interact, and its a free pass? That should be mechanic abuse
You softly say, "-Kamkor: "So you can fuck with somone, then warn interact, and its a free pass? That should be mechanic abuse."
>"people agree with me
You softly say, "People agree with me."
>"[OOC]-Japhrimel: "he should get a warning for warning twice
You softly say, "-Japhrimel: "he should get a warning for warning twice."
>look
[Consultation Lounge]
The cozy surroundings of this simple conference room provide a much-welcomed respite from the chaos just outside its walls. You notice several plush chairs arranged casually around the room in a comfortable grouping.
Obvious exits: none
>"seriously, I demand a higher authority. or atleast a different authority.
You softly say, "Seriously, I demand a higher authority. or atleast a different authority. ."
>'this is crap
You softly say, "This is crap."
>
SEND[Andraste] When you finish reading policy we can continue our chat, and then you can write to Feedback with your concerns.
>
* Fenrift just bit the dust!
>
* Keldran just bit the dust!
>chat SEND[Andraste] When you finish reading policy we can continue our chat, and then you can write to Feedback with your concerns.
You focus on transmitting your thought.
* Mollins is off to a rough start! He just bit the dust!
>chat bullshit
You focus on transmitting your thought.
>policy
Usage: POLICY {page}
GemStone IV Player Policy
Topics Page Topics Page
------------------------------ --------------------------------
Introduction.................1 Score Lists...................11
Role-Play....................2 GameMasters, Sages and Hosts..12
Abusive/Disruptive Behavior..3 Repair/Replacement Of Items...13
Player vs Player Conflict....4 Unique Items..................14
Solicitations................5 Game Mechanics and Changes....15
Character Names..............6 Quests And Special Events.....16
Bug Abuse....................7 Privacy.......................17
Delays Or Slowdowns..........8 Scripting Abuse...............18
Transferring Characters......9 Violations Of Policy..........19
Character Purges............10 High Maintenance Guests.......20
Your next unread page is page 1.
>policy
GemStone IV Player Policy: Introduction
This policy is in addition to the overall TERMS AND CONDITIONS that every user of Simutronics services agrees to follow. Included in the Terms are topics like use of accounts, use of vulgarity, and use of the service. We strongly recommend that every Player read the TERMS and CONDITIONS on the web site, as every user is required to follow them and this Policy. Our goal is to provide an enjoyable experience for the majority of our Players. If you have any questions about either the TERMS AND CONDITIONS or this policy after reading them, you may put in an assist to speak with a staff member.
By using GemStone IV, players agree that Simutronics reserves the sole right to make the final determination of what is and is not in violation of any part of this policy. Other policies in addition to the ones listed here may occasionally be necessary (such as unique rules for a quest). Therefore, Simutronics also reserves the right to make special-case adjustments to its policies and the steps it takes concerning violation of these policies.
Your next unread page is page 2.
>policy
You need to read each section fully, you must wait 31 seconds before reading the next page.
>'andraste this is BS and you know it
You softly say, "Andraste this is BS and you know it."
>
* Dworinn just bit the dust!
>'i've sold all my old chars, I don't go around starting things with people like I used to. I roleplay a very quiet locksmith that most of the population of Gemstone (that's still around anyway) likes and respects. I REFUSE to believe that it's ok for someone to initiate physical contact with my character and then immediately warn interact and I get in trouble for retaliating
You softly say, "I've sold all my old chars, I don't go around starting things with people like I used to. I roleplay a very quiet locksmith that most of the population of Gemstone (that's still around anyway) likes and respects. I REFUSE to believe that it's ok for someone to initiate physical contact with my character and then immediately warn interact and I get in trouble for retaliating."
>'anyone with half a brain knows this is crap
You softly say, "Anyone with half a brain knows this is crap."
>policy
GemStone IV Player Policy: Role-playing
GemStone IV is a Role-playing Game. This means that players interact in the world playing the part of their characters in a medieval fantasy environment. This is known as "in character" (IC) and means that the player is acting out the part believably. The term "out of character" (OOC) means that the player is behaving inconsistently with their character's situation in the game (such as discussing the latest sports event, singing the latest music release, playing the part of a starship captain, or communicating in French, Swahili or any earthly language other than English (Elanthia's Common tongue).
Players are expected to remain in character. Generally, if someone wants or needs to be OOC (such as explain game mechanics to another player), they may do so in ways that are not in public. Using a private room (one with a locked or latched door) or talking in whispers is recommended. Note that tables are considered in public.
When one individual is reducing the enjoyment of other players by out-of-character behavior (be it by speech, actions, ESP messages, or any other method of communication within GemStone IV), this may be considered disruptive behavior. Private rooms, whispers, direct thoughts to another player through ESP, or any other methods of communication are not excluded from this if one of the participants involved objects.
Staff Member Characters (GMs, Sages, and Hosts) are necessary to keep the game running smoothly and to assist players with working out problems and are inherently OOC entities because of the nature of their tasks. Because of the reasons a Player may need the assistance of a staff member, interactions with staff characters are not required to be IC. It would be extremely difficult for a high elf to describe the details of a serious game mechanics calculation bug that the character would never see, but the Player has to talk about the numbers involved. This only applies to Staff Member characters, not interactions with Non-player characters (merchants, creatures, royalty, or other NPCs). These should be IC.
Your next unread page is page 3.
>'even if he DID warn, which I still maintain he didn't, and my logs show he didnt
You softly say, "Even if he DID warn, which I still maintain he didn't, and my logs show he didnt."
>policy
GemStone IV Player Policy: Abusive Or Disruptive Behavior
Because GemStone IV is a multi-player game, there can sometimes be a conflict between an individual player's idea of entertainment and that of the majority of the players as a whole. In such situations, the majority will be given the greatest weight.
GemStone IV is designed for the enjoyment of everyone, and as a general rule, any behavior which is specifically targeted to lessen that enjoyment for another player may be in violation of GemStone IV policy. While what is disruptive is an extremely long list, it includes things such as harassment, sexual advances, and actions specifically targeted to be disruptive.
Your next unread page is page 4.
>'even if he did, it should NEVER be ok for someone to start something with another character and then immediately warn interact and get them in trouble
You softly say, "Even if he did, it should NEVER be ok for someone to start something with another character and then immediately warn interact and get them in trouble."
>"that's crap, and you should know it's crap
You softly say, "That's crap, and you should know it's crap."
Cut it off here because the rest is just me reading policy