<worn as a badge> a skin-wrapped dragonscale badge [85%]
<worn on head> a ghastly steel cap from Shairak and Smokeveil Forest
<worn on eyes> a boreal dragonscale visor
<worn in ear> a troll's finger [poor] [88%]
<worn in ear> an earring of the black rose (magic)
<worn on face> a terrified face frozen in fear
<worn around neck> a grim blood soaked necklace (magic)
<worn around neck> a necklace of granite
<worn on body> a magical dragonscale chainmail
<worn about waist> a zanthium belt (magic)
<worn on arms> a pair of sleeves woven from mist
<held as shield> a shield of dragonbone
<worn around wrist> a bracelet of ivy
<worn around wrist> a bracer made from the skin of a yuan-ti [modified] (magic)
<worn on hands> some light flesh claws from Shairak and Smokeveil Forest
<worn on finger> a tiny ruby ring
<worn on finger> a band of deformities [superior]
<primary weapon> a diabolical dragonscale hand axe (magic)
<worn on legs> a pair of rugged leather breeches
<worn on feet> a pair of traveling boots [poor]
Here is a pair of large double doors. The door on the left has
a rather complex looking key hole. The doors are set in a very
solid frame of iron and steel. Prisoners all around give you a
menacing glare. There is a sign here.
Obvious exits: -North -East -South#
Fresh blood splatters cover the area.
< 614h/614H 185v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
A shady prisoner is standing here glaring at you.
A sinister prisoner is standing here looking you over.(Red Aura)
A sinister prisoner is standing here looking you over.(Red Aura)
A sinister prisoner stands, apparently asleep.(Red Aura)
< 614h/614H 184v/204V Pos: standing >
A shady prisoner suddenly attacks YOU!
A shady prisoner misses you.
Sorry, you aren't allowed to do that in combat.
< 614h/614H 185v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: prisoner sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 614h/614H 185v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: prisoner sta EP: excellent >
You begin to focus your will...
< 614h/614H 185v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: prisoner sta EP: excellent >
Casting: psychic crush **
< 614h/614H 185v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: prisoner sta EP: excellent >
You parry a shady prisoner's lunge at you.
A shady prisoner misses you with his clumsy kick at your chest.
< 614h/614H 185v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: prisoner sta EP: excellent >
Casting: psychic crush *
< 614h/614H 185v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: prisoner sta EP: excellent >
Casting: psychic crush
< 614h/614H 185v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: prisoner sta EP: excellent >
Your mental manipulations become a reality...
A shady prisoner suddenly clutches their head, as if trying to shrug off some unknown malady.
[Damage: 565 ] A shady prisoner crumples to the ground, blood seeping from his ears as your psychic crush tears his mind to pieces.
A shady prisoner is dead! R.I.P.
You receive your share of experience.
A shady prisoner's death cry reverberates in your head as he falls to the ground.
< 614h/614H 185v/204V Pos: standing >
You get a few coins from the corpse of a shady prisoner.
There were: 1 platinum coin, 10 gold coins.
< 614h/614H 185v/204V Pos: standing >
Into what?
< 614h/614H 185v/204V Pos: standing >
On the Prison Floor L1
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
The corpse of a shady prisoner is lying here.
A sinister prisoner is standing here looking you over.(Red Aura)
A sinister prisoner is standing here looking you over.(Red Aura)
A sinister prisoner stands, apparently asleep.(Red Aura)
< 614h/614H 185v/204V Pos: standing >
You begin to focus your will...
< 614h/614H 186v/204V Pos: standing >
Casting: ectoplasmic form **
< 614h/614H 188v/204V Pos: standing >
Casting: ectoplasmic form *
< 614h/614H 189v/204V Pos: standing >
Casting: ectoplasmic form
< 614h/614H 190v/204V Pos: standing >
Your mental manipulations become a reality...
You shimmer, then fade from sight.
< 614h/614H 190v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard.
Obvious exits: -North -East -South
A sinister prisoner is standing here looking you over.(Red Aura)
< 614h/614H 190v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard. An iron door is to
the north.
Obvious exits: -North# -East -South
The corpse of a shady prisoner is lying here.
A timid prisoner is standing here, wishing he were free.
< 614h/614H 190v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard. An iron door is to
the north.
Obvious exits: -North# -East -South -West
A timid prisoner is standing here, wishing he were free.
A timid prisoner is standing here, wishing he were free.
< 614h/614H 189v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard. An iron door is to the
north.
Obvious exits: -North# -East -South -West
A timid prisoner is standing here, wishing he were free.
A timid prisoner is standing here, wishing he were free.
< 614h/614H 189v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard. To the north is an
iron door, while to the east is a door of steel.
Obvious exits: -North# -East# -South -West
A sinister prisoner is standing here looking you over.(Red Aura)
< 614h/614H 189v/204V Pos: standing >
The steel seems to be closed.
< 614h/614H 189v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard. To the east is a
steel door.
Obvious exits: -North -East# -South -West
< 614h/614H 189v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard.
Obvious exits: -North -South -West -Up
A timid prisoner is standing here, wishing he were free.
A sinister prisoner is standing here looking you over.(Red Aura)
< 614h/614H 188v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard.
Obvious exits: -North -West
< 614h/614H 187v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 187v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard.
Obvious exits: -North -East -West
A shady prisoner is standing here glaring at you.
< 614h/614H 187v/204V Pos: standing >
On the Prison Floor L1
This is the first level of the prison. Its criminal element is not
very hardened. Most of the inmates here are shoplifters and prostitutes.
Very rare is it that one of the more hardened inmates comes down here.
Chit chat and common conversation can be heard.
Obvious exits: -North -East -West
[2] The corpse of a timid prisoner is lying here.
The corpse of a shady prisoner is lying here.
A timid prisoner is standing here, wishing he were free.
A sinister prisoner stands, apparently asleep.(Red Aura)
< 614h/614H 186v/204V Pos: standing >
Inside the Gates of the Prison
Here is a pair of large double doors. The door on the left has
a rather complex looking key hole. The doors are set in a very
solid frame of iron and steel. Prisoners all around give you a
menacing glare. There is a sign here.
Obvious exits: -North -East -South
A Human (medium) stands here.(Gold Aura)
< 614h/614H 186v/204V Pos: standing >
Alas, you cannot go that way. . . .
A Human closes the door.
< 614h/614H 186v/204V Pos: standing >
A Human sings a song so well you feel your pain and suffering ebbing away.
< 614h/614H 186v/204V Pos: standing >
A Human locks the door.
< 614h/614H 187v/204V Pos: standing >
Your body vibrates as you fan out your molecules.
At the Entrance to The Prison
Here is a pair of large double doors. The door on the left has
a rather complex looking key hole. The doors are set in a very
solid frame of iron and steel. Screams of terror and torture escape
somehow from this five story prison, though it is doubtful that anything
else does. You can hear the the sounds of guards talking in the distance.
There is a note attached to the door here.
Obvious exits: -North# -East
A guard of the Bloodstone keep stands here looking alert.(Red Aura)
A watcher of the keep stands ready to defend the citizenry.(Red Aura)
< 614h/614H 186v/204V Pos: standing >
A watcher of the keep says 'Be careful you don't wander along the outside walls.'
On Prison Way
To the west of here can be seen a towering prison. This is where
most scum end up. The street is lined with guard pill boxes. The
air around here is wretched due to the inhumane conditions within the
prison.
Obvious exits: -East -South -West
< 614h/614H 187v/204V Pos: standing >
On Prison Way
To the west of here can be seen a towering prison. This is where
most scum end up. The street is lined with guard pill boxes. The
air around here is wretched due to the inhumane conditions within the
prison.
Obvious exits: -East -West
A wino stands here, swaying and mumbling some nonsense.
< 614h/614H 186v/204V Pos: standing >
On Prison Way
To the west of here can be seen a towering prison. This is where
most scum end up. The street is lined with guard pill boxes. The
air around here is wretched due to the inhumane conditions within the
prison.
Obvious exits: -East -South -West
< 614h/614H 186v/204V Pos: standing >
On Prison Way
To the west of here can be seen a towering prison. This is where
most scum end up. The street is lined with guard pill boxes. The
air around here is wretched due to the inhumane conditions within the
prison.
Obvious exits: -North -East -West
< 614h/614H 185v/204V Pos: standing >
On Prison Way
To the west of here can be seen a towering prison. This is where
most scum end up. The street is lined with guard pill boxes. The
air around here is wretched due to the inhumane conditions within the
prison.
Obvious exits: -East -South -West
< 614h/614H 184v/204V Pos: standing >
On Prison Way
To the west of here can be seen a towering prison. This is where
most scum end up. The street is lined with guard pill boxes. The
air around here is wretched due to the inhumane conditions within the
prison.
Obvious exits: -East -West
< 614h/614H 184v/204V Pos: standing >
In Cyloc Square
This is the main intersection of the Keep. The square is paved
with clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. In the center
of the square is a huge fountain containing a number of marble
statues. To the west the infamous prison of Bloodstone looms, and to
the east is a large glittering tree. To the north many store fronts
can be made out.
Obvious exits: -North -East -South -West
Before you stands a huge board containing news and feedback.
The fountain's waters are very inviting.
A homeless man is here, longing for better times.
The crier of the keep is standing here, voicing some new laws.(Red Aura)
< 614h/614H 183v/204V Pos: standing >
In a Garden
This is a nicely manicured garden. Rows of tulips bloom against
a backdrop of crisp green shrubary. The sounds of singing birds
spring from the branches of a drooping willow tree. A grand feeling
of relaxation is in the air. A gentle breeze meanders through playfully
pushing leaves to and fro.
Obvious exits: -North -East -West
A guard of the Bloodstone keep stands here looking alert.(Red Aura)
A watcher of the keep stands ready to defend the citizenry.(Red Aura)
< 614h/614H 182v/204V Pos: standing >
In Cyloc Square
This is the main intersection of the Keep. The square is paved
with clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. In the center
of the square is a huge fountain containing a number of marble
statues. To the west the infamous prison of Bloodstone looms, and to
the east is a large glittering tree. To the north many store fronts
can be made out.
Obvious exits: -North -East -South -West
Before you stands a huge board containing news and feedback.
The fountain's waters are very inviting.
A homeless man is here, longing for better times.
The crier of the keep is standing here, voicing some new laws.(Red Aura)
< 614h/614H 182v/204V Pos: standing >
On Cyloc Street
This is the main artery of the Keep. The street is paved with
clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted. Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms. Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
The corpse of a watcher of the keep is lying here.
< 614h/614H 181v/204V Pos: standing >
At the Foot of the Gates of Bloodstone
Large iron stalactites loom high above ready to drop at a moments
notice. The iron gate is quite impressive and looks as if it could
easily wistand a frontal assault. Thick steel chains strain but
some how manage to keep the gate suspended. From the top of the
gate the chains lead down to a pair of massive pegged spools. Beyond
is the Keep, city of wonders.
Obvious exits: -North -East -South -West
< 614h/614H 181v/204V Pos: standing >
Outside the Gates of Bloodstone
Towering arches and pilars extend upwards in what seems to be forever.
Mounted here are a number of bone guns which look as if they could
devistate even the largest of armies. These large bone guns look
like catapults. They are apparently used to launch airel assults on
invaders trying to cross the bridge. Most likely the spray of their
attacks sends the poor creatures to a fiery demise below. Faint sounds
of life are nearby.
Obvious exits: -North -South
< 614h/614H 180v/204V Pos: standing >
On the Drawbridge of Bloodstone
Two skulls stand guard at each side of the bridge. Their eye
sockets gleam, and occasionally the jaw of one will move. The
other then responds, but no sound is audible. The bridge spans
a moat deeper than any canyon in the realm. Not water, but
fiery lava flares and bubbles in the distant depths, although
mostly all that can be seen is the orange glow on the dark stone
sides of the moat.
Obvious exits: -North -South
< 614h/614H 179v/204V Pos: standing >
The Glowing Sphere
The room is encompassed by demonic statues. A pentagram is painted on
the floor with what looks like blood. Candles lie at each point of the
pentagram burning brightly with blue flames. In the middle of the
pentagram is a glowing green sphere. The sphere is humming very loudly, and
is expanding very rapidly. Within the sphere, looks like some type of
energy opening.
Obvious exits: -North
A shimmering portal is here.
< 614h/614H 179v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 179v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 179v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 179v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 180v/204V Pos: standing >
The Glowing Sphere
The room is encompassed by demonic statues. A pentagram is painted on
the floor with what looks like blood. Candles lie at each point of the
pentagram burning brightly with blue flames. In the middle of the
pentagram is a glowing green sphere. The sphere is humming very loudly, and
is expanding very rapidly. Within the sphere, looks like some type of
energy opening.
Obvious exits: -Up
A shimmering portal is here.
< 614h/614H 181v/204V Pos: standing >
Inside the Black Gate
A strong humming sound fills the air. A cold green mist creeps over
the ground. Torchlight flutters against the walls of this vaulted hall.
Swells of organ music can be heard faintly in the background, but the
music's origin is cannot be located with all this damned humming.
A few feet away is a glowing green sphere.
Obvious exits: -Up# -Down
< 614h/614H 180v/204V Pos: standing >
Your body vibrates as you fan out your molecules.
The Black Gate
The gate is very impressive, standing some thirty feet high. It is made
of an unknown black alloy. The bars on the gate are etched with a foriegn
alphabet. On occassion, a blue electricity pulses though the alloy like
blood through an artery. Cobwebs hang from the dust-covered bars of this
massive barrier. The dust and webs cast strange, moving shadows across
the faces of stone gargoyles squatting motionlessly on the pilars which
support the gate. Beyond its black iron bars can be seen some sort
of glow. There is a key hole on the gate.
Obvious exits: -Up -Down#
< 614h/614H 180v/204V Pos: standing >
On a Well Lit Path
The path seems to be lit up, but no light source is visible. Dead
leaves turn spirals about the ground. Dark surging cloads overhead
drizzle constantly. The path has been traveled, but the prints
left behind are not recognizable. Shadows play along the trees in
this part of the Svalich woods. Further down the path looks like
some type of gate. The path branches to the north from here.
Obvious exits: -North -Up -Down
< 614h/614H 177v/204V Pos: standing >
The Black Gate
The gate is very impressive, standing some thirty feet high. It is made
of an unknown black alloy. The bars on the gate are etched with a foriegn
alphabet. On occassion, a blue electricity pulses though the alloy like
blood through an artery. Cobwebs hang from the dust-covered bars of this
massive barrier. The dust and webs cast strange, moving shadows across
the faces of stone gargoyles squatting motionlessly on the pilars which
support the gate. Beyond its black iron bars can be seen some sort
of glow. There is a key hole on the gate.
Obvious exits: -Up -Down#
< 614h/614H 177v/204V Pos: standing >
Your body vibrates as you fan out your molecules.
Inside the Black Gate
A strong humming sound fills the air. A cold green mist creeps over
the ground. Torchlight flutters against the walls of this vaulted hall.
Swells of organ music can be heard faintly in the background, but the
music's origin is cannot be located with all this damned humming.
A few feet away is a glowing green sphere.
Obvious exits: -Up# -Down
< 614h/614H 176v/204V Pos: standing >
The Glowing Sphere
The room is encompassed by demonic statues. A pentagram is painted on
the floor with what looks like blood. Candles lie at each point of the
pentagram burning brightly with blue flames. In the middle of the
pentagram is a glowing green sphere. The sphere is humming very loudly, and
is expanding very rapidly. Within the sphere, looks like some type of
energy opening.
Obvious exits: -Up
A shimmering portal is here.
< 614h/614H 176v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 176v/204V Pos: standing >
The Glowing Sphere
The room is encompassed by demonic statues. A pentagram is painted on
the floor with what looks like blood. Candles lie at each point of the
pentagram burning brightly with blue flames. In the middle of the
pentagram is a glowing green sphere. The sphere is humming very loudly, and
is expanding very rapidly. Within the sphere, looks like some type of
energy opening.
Obvious exits: -North
A shimmering portal is here.
< 614h/614H 179v/204V Pos: standing >
On the Drawbridge of Bloodstone
Two skulls stand guard at each side of the bridge. Their eye
sockets gleam, and occasionally the jaw of one will move. The
other then responds, but no sound is audible. The bridge spans
a moat deeper than any canyon in the realm. Not water, but
fiery lava flares and bubbles in the distant depths, although
mostly all that can be seen is the orange glow on the dark stone
sides of the moat.
Obvious exits: -North -South
< 614h/614H 179v/204V Pos: standing >
You quickly scan the area.
A homeless man who is rather far off to your north.
A watcher of the keep who is in the distance to your north.
< 614h/614H 180v/204V Pos: standing >
You tell your racewar 'fuck he got out'
< 614h/614H 183v/204V Pos: standing >
On the Drawbridge of Bloodstone
Obvious exits: -North -South
< 614h/614H 184v/204V Pos: standing >
Outside the Gates of Bloodstone
Towering arches and pilars extend upwards in what seems to be forever.
Mounted here are a number of bone guns which look as if they could
devistate even the largest of armies. These large bone guns look
like catapults. They are apparently used to launch airel assults on
invaders trying to cross the bridge. Most likely the spray of their
attacks sends the poor creatures to a fiery demise below. Faint sounds
of life are nearby.
Obvious exits: -North -South
< 614h/614H 183v/204V Pos: standing >
At the Foot of the Gates of Bloodstone
Large iron stalactites loom high above ready to drop at a moments
notice. The iron gate is quite impressive and looks as if it could
easily wistand a frontal assault. Thick steel chains strain but
some how manage to keep the gate suspended. From the top of the
gate the chains lead down to a pair of massive pegged spools. Beyond
is the Keep, city of wonders.
Obvious exits: -North -East -South -West
< 614h/614H 183v/204V Pos: standing >
You quickly scan the area.
A homeless man who is not far off to your north.
The keep's crier who is not far off to your north.
A watcher of the keep who is a brief walk away to your north.
A hooded strongman who is rather far off to your north.
A wino who is in the distance to your north.
The baron's servant who is rather far off to your east.
A citizen of Bloodstone who is rather far off to your east.
A vrock who is a brief walk away to your west.
< 614h/614H 184v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain. High above to the east are the gates to the Keep.
Obvious exits: -East -West
< 614h/614H 184v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain.
Obvious exits: -East -West
< 614h/614H 182v/204V Pos: standing >
At a Pile of Bones Along The South Wall of the Keep
Stacked upon each other as if to form some type of objects are
the gnawed femur bones of some poor bastards. It looks as if
some creature was amusing itself with a morbid variation of
lincoln logs.
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain.
Obvious exits: -East -West
An angry vrock skulks about, looking for a victim(Red Aura)
< 614h/614H 181v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain.
Obvious exits: -East -West
< 614h/614H 179v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain.
Obvious exits: -North -East
< 614h/614H 177v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 177v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 179v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain.
Obvious exits: -East -West
< 614h/614H 178v/204V Pos: standing >
At a Pile of Bones Along The South Wall of the Keep
Stacked upon each other as if to form some type of objects are
the gnawed femur bones of some poor bastards. It looks as if
some creature was amusing itself with a morbid variation of
lincoln logs.
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain.
Obvious exits: -East -West
An angry vrock skulks about, looking for a victim(Red Aura)
< 614h/614H 176v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain.
Obvious exits: -East -West
< 614h/614H 174v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain. High above to the east are the gates to the Keep.
Obvious exits: -East -West
< 614h/614H 172v/204V Pos: standing >
At the Foot of the Gates of Bloodstone
Large iron stalactites loom high above ready to drop at a moments
notice. The iron gate is quite impressive and looks as if it could
easily wistand a frontal assault. Thick steel chains strain but
some how manage to keep the gate suspended. From the top of the
gate the chains lead down to a pair of massive pegged spools. Beyond
is the Keep, city of wonders.
Obvious exits: -North -East -South -West
< 614h/614H 172v/204V Pos: standing >
Along The South Wall of the Keep
Towering walls of the keep seem to reach the sky. On the opposite
side of this narrow path horrible screams can be heard. A quick
glance below through the burning smoke and the scalding vapor reveals
a brilliant river of fire. Down in the fiery mote filled with lava,
demons with pitchforks jab at pitiful screaming people trying to escape
the awful pain. High above to the west are the gates to the Keep.
Obvious exits: -East -West
< 614h/614H 171v/204V Pos: standing >
At the Foot of the Gates of Bloodstone
Large iron stalactites loom high above ready to drop at a moments
notice. The iron gate is quite impressive and looks as if it could
easily wistand a frontal assault. Thick steel chains strain but
some how manage to keep the gate suspended. From the top of the
gate the chains lead down to a pair of massive pegged spools. Beyond
is the Keep, city of wonders.
Obvious exits: -North -East -South -West
< 614h/614H 171v/204V Pos: standing >
On Cyloc Street
This is the main artery of the Keep. The street is paved with
clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted. Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms. Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
The corpse of a watcher of the keep is lying here.
< 614h/614H 171v/204V Pos: standing >
In Cyloc Square
This is the main intersection of the Keep. The square is paved
with clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. In the center
of the square is a huge fountain containing a number of marble
statues. To the west the infamous prison of Bloodstone looms, and to
the east is a large glittering tree. To the north many store fronts
can be made out.
Obvious exits: -North -East -South -West
Before you stands a huge board containing news and feedback.
The fountain's waters are very inviting.
A Dwarf (medium) - The Resistance stands in mid-air here.
A Human (medium) stands here.(Gold Aura)
A homeless man is here, longing for better times.
The crier of the keep is standing here, voicing some new laws.(Red Aura)
< 614h/614H 170v/204V Pos: standing >
On Cyloc Street
This is the main artery of the Keep. The street is paved with
clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted. Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms. Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
The corpse of a watcher of the keep is lying here.
< 614h/614H 171v/204V Pos: standing >
At the Foot of the Gates of Bloodstone
Large iron stalactites loom high above ready to drop at a moments
notice. The iron gate is quite impressive and looks as if it could
easily wistand a frontal assault. Thick steel chains strain but
some how manage to keep the gate suspended. From the top of the
gate the chains lead down to a pair of massive pegged spools. Beyond
is the Keep, city of wonders.
Obvious exits: -North -East -South -West
< 614h/614H 170v/204V Pos: standing >
A Dwarf suddenly attacks YOU!
A Dwarf misses you.
You snap into visibility.
< 614h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Dwarf sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 614h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Dwarf sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 614h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Dwarf sta EP: excellent >
A Human sneaks in from the south.
< 614h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Dwarf sta EP: excellent >
A Human suddenly attacks YOU!
A Human's impressive pierce wounds you.
< 599h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: excellent >
You begin to focus your will...
< 599h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: excellent >
Casting: psychic crush **
< 601h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: excellent >
Casting: psychic crush *
A Dwarf misses you.
You dodge a Dwarf's vicious attack.
A Dwarf misses you.
< 604h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: excellent >
A Dwarf starts casting an offensive spell.
< 605h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: excellent >
Casting: psychic crush
< 606h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: excellent >
Your mental manipulations become a reality...
A Dwarf suddenly clutches their head, as if trying to shrug off some unknown malady.
[Damage: 141 ] A Dwarf's eyes briefly cloud over as his entire psyche is wracked with wonderfully intense pain.
A Dwarf's transparent sheen of slime cracks as the tortured body writhes!
You dodge a Human's vicious attack.
A Human misses you.
< 606h/614H 173v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: small wounds >
You attempt to flee...
On Cyloc Street
This is the main artery of the Keep. The street is paved with
clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted. Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms. Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
The corpse of a watcher of the keep is lying here.
You flee northward!
< 609h/614H 143v/204V Pos: standing >
In Cyloc Square
This is the main intersection of the Keep. The square is paved
with clay tile, each with a distinct glyph. The glyphs on the tiles
represent the history and horrors of this region. In the center
of the square is a huge fountain containing a number of marble
statues. To the west the infamous prison of Bloodstone looms, and to
the east is a large glittering tree. To the north many store fronts
can be made out.
Obvious exits: -North -East -South -West
Before you stands a huge board containing news and feedback.
The fountain's waters are very inviting.
An elite watcher of the keep is standing here.(Red Aura)
The crier of the keep is standing here, voicing some new laws.(Red Aura)
< 614h/614H 143v/204V Pos: standing >
A Dwarf suddenly attacks YOU!
A Dwarf misses you.
< 614h/614H 144v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Dwarf sta EP: small wounds >
An elite watcher watches the area, making sure the battle does not get out of hand.
An elite watcher leaves east.
< 614h/614H 144v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Dwarf sta EP: small wounds >
A Human enters from the south.
< 614h/614H 144v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Dwarf sta EP: small wounds >
A Human suddenly attacks YOU!
A Human's pierce grazes you.
< 609h/614H 144v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Dwarf sta EP: small wounds >
You attempt to flee...
In a Garden
This is a nicely manicured garden. Rows of tulips bloom against
a backdrop of crisp green shrubary. The sounds of singing birds
spring from the branches of a drooping willow tree. A grand feeling
of relaxation is in the air. A gentle breeze meanders through playfully
pushing leaves to and fro.
Obvious exits: -North -East -West
An elite watcher of the keep is standing here.(Red Aura)
A watcher of the keep stands ready to defend the citizenry.(Red Aura)
You flee eastward!
< 609h/614H 119v/204V Pos: standing >
In a Garden
This is a nicely manicured garden. Rows of tulips bloom against
a backdrop of crisp green shrubary. The sounds of singing birds
spring from the branches of a drooping willow tree. A grand feeling
of relaxation is in the air. A gentle breeze meanders through playfully
pushing leaves to and fro.
Obvious exits: -North -East -South -West
< 614h/614H 119v/204V Pos: standing >
In a Garden
This is a nicely manicured garden. Rows of tulips bloom against
a backdrop of crisp green shrubary. The sounds of singing birds
spring from the branches of a drooping willow tree. A grand feeling
of relaxation is in the air. A gentle breeze meanders through playfully
pushing leaves to and fro.
Obvious exits: -East -South -West
< 614h/614H 118v/204V Pos: standing >
On a Dirt Path
This a path made up of staw and dirt which seems to be host to
numerous foot prints. A pile of dung a foot wide rests in the middle
of the path. The sound of striking metal oscillates through the air.
Wave after wave of the piercing pitch comes and goes, leaving only
the sound of buzzing horse flies. An awful order wafts by bringing
with it a churning sensation in your belly.
To the north is a tree. To the south are the Keep's stables.
Obvious exits: -North -East -South -West
< 614h/614H 117v/204V Pos: standing >
Path of the Unholy Warrior
Overhead corpses sway like wind chimes in the branches of
the Dead Paladin Tree. The path, well lit by firmly planted poles
hosting purple flames, is made up of tightly packed cobble. Closer
inspection of the cobble reveal it to be the same as the Road of The
Dead. Skulls jammed side by side, with only the very tops showing,
were layed down by Bloodstone's unholy masons to form this sinister
path.
Obvious exits: -North -West
< 614h/614H 117v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 117v/204V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.
Alas, you cannot go that way. . . .
< 614h/614H 117v/204V Pos: standing >
Alas, you cannot go that way. . . .
< 614h/614H 118v/204V Pos: standing >
Path of the Unholy Warrior
Overhead corpses sway like wind chimes in the branches of
the Dead Paladin Tree. The path, well lit by firmly planted poles
hosting purple flames, is made up of tightly packed cobble. Closer
inspection of the cobble reveal it to be the same as the Road of The
Dead. Skulls jammed side by side, with only the very tops showing,
were layed down by Bloodstone's unholy masons to form this sinister
path.
Obvious exits: -North -South
< 614h/614H 118v/204V Pos: standing >
Entrance to the Citadel of Darkness
A massive iron door, with torches at each side, stands here.
Intricately laid stones form a dully colored mosiac. Closer
inspection reveals that the mosiac is not comprised of stones, but
of the teeth of many creatures. Dangling above the door are a
number of weathered hides. The hides are taken from holy creatures,
such as gnomes, grey elves, and druids. At the foot of the door,
laid down in turqoise tile is a sword encased in a pentagram. This
is the mark of the citadel, the symbol of the Unholy Warrior.
Obvious exits: -North# -South
Some Bloodstone bonemail is lying here.
Some barbed leg plates are lying here.
A huge black axe is lying here.
A dark paladin stands here blocking the entrance.(Red Aura)
< 614h/614H 117v/204V Pos: standing >
The dark paladin starts casting a spell.
< 614h/614H 118v/204V Pos: standing >
The dark paladin completes his spell...
The dark paladin utters the word 'gajrgpuzre'
An aura of malevolency forms around the dark paladin!
< 614h/614H 121v/204V Pos: standing >
You tell your racewar 'come !!!!!"!!'
< 614h/614H 121v/204V Pos: standing >
You tell your racewar 'dwarf human'
< 614h/614H 126v/204V Pos: standing >
A Human enters from the south.
< 614h/614H 126v/204V Pos: standing >
A Human suddenly attacks YOU!
A Human misses you.
< 614h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Human sta EP: excellent >
Autosaving...
< 614h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Human sta EP: excellent >
You begin to focus your will...
A Dwarf suddenly attacks YOU!
A Dwarf misses you.
< 614h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Human sta EP: excellent >
Casting: psychic crush **
< 614h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Human sta EP: excellent >
Casting: psychic crush *
A Human's crude pierce grazes you.
You dodge a Human's vicious attack.
< 611h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: excellent >
Casting: psychic crush
< 613h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: excellent >
Your mental manipulations become a reality...
A Human suddenly clutches their head, as if trying to shrug off some unknown malady.
[Damage: 193 ] A Human's eyes briefly cloud over as his entire psyche is wracked with wonderfully intense pain.
A Human parries your futile lunge at him.
With unbelievable speed, a Human's dirk of infiltration intercepts your attack, and then a Human steps wide to deliver a graceful counter-attack!
A Human's decent pierce grazes you.
A dirk of infiltration slices through the air with incredible ease!
A Human misses you.
< 609h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: nasty wounds >
You dodge a Dwarf's vicious attack.
You parry a Dwarf's lunge at you.
You begin to focus your will...
< 612h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: nasty wounds >
A Dwarf starts casting an offensive spell.
< 612h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: nasty wounds >
A Dwarf stops chanting abruptly!
< 614h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Human sta EP: nasty wounds >
Casting: psychic crush **
< 614h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Human sta EP: nasty wounds >
A Human's crude pierce grazes you.
You parry a Human's lunge at you.
< 611h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: nasty wounds >
< 611h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: nasty wounds >
Casting: psychic crush *
< 612h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: nasty wounds >
A Dwarf starts casting an offensive spell.
< 613h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:few scratches E: A Human sta EP: nasty wounds >
Casting: psychic crush
< 614h/614H 126v/204V Pos: standing >
< T: Biagi TP: sta TC:excellent E: A Human sta EP: nasty wounds >
Your mental manipulations become a reality...
[Damage: 197 ] A Human crumples to the ground, blood seeping from his ears as your psychic crush tears his mind to pieces.
A Human's dirk of infiltration shattered in bits as the tortured body spasms and quivers!
A Human is dead! R.I.P.
You receive your share of experience.