<worn as a badge> a glowing hide badge
<worn on head> a bright yellow hat [poor]
<worn in ear> a tiger's tooth earring
<worn on face> a frogskin mask [superior]
<worn around neck> a rusty softwood amulet
<worn on body> a diabolical bronze robe from Rift Valley Jungle
<worn about body> a bright red cloak [superior]
<worn on arms> some pitted clay vambraces
<held as shield> an ashen leather tower shield
<worn around wrist> a frost-rimed clay bracelet
<worn on hands> some superior marble mitts
<worn on finger> a frozen leather signet
<held> some thin, soft bark
<worn on legs> some static bark leg plates
<worn on feet> human skin flippers
< 165h/165H 146v/152V Pos: standing >
Hunter's Tavern
Built close to the Highway but still in the commercial sector, this
bustling pub is a second home to many of the militia of Myrabolus.
Many off-duty soldiers relax and talk casually, hardley noticing anything
going on around them. Up a short flight of stairs is the reception area
of the Rising Sun Inn.
Obvious exits: -South -Up
(Q)Dispensing drinks causally, this Duergar has made his home here.
An off-duty Myrabolan guard lounges in the tavern.
An off-duty Myrabolan guard lounges in the tavern.
An off-duty Myrabolan guard lounges in the tavern.
< 165h/165H 146v/152V Pos: standing >
Market Road West
Running west off the Myrabolus Highway, Market Road is the
designated commerce center of the city. It also happens to be the loudest
area in the city where the shouts of hundreds of humaniods mingle together
in an obscence display of inter-racial bartering.
Obvious exits: -North -East -West
< 165h/165H 145v/152V Pos: standing >
Myrabolus Highway - Market Road Intersection
This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds. Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -East -South -West
< 165h/165H 146v/152V Pos: standing >
Myrabolus Highway
This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds. Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -South
< 165h/165H 146v/152V Pos: standing >
Myrabolus Highway - Gate Road Intersection
This is the first main insection in the city. Gate Road runs east
to west parallel Market Road and Ancients Avenue. Inside the gates
a huge red painted sign reads:
'Welcome to Myrabolus, Home of the Hunters.'
The peaceful citizens of the town welcome all visitors warmly and offer
directions to all this great city's attractions. The Highway here runs
straight north here, directly towards the palace gates.
Obvious exits: -North -East -South -West
< 165h/165H 145v/152V Pos: standing >
The Gates of Myrabolus
Rumors have said that even the immortals themselves have not been able
to penetrate the walls of this amazing city. The gates are made of four
feet of solid oak, the walls, six feet of stone. To physically break in
would be next to impossible, but intruders must also be warned of not
the archers watching carefully in the twin parapets above, but the immense
arcane energies that have been fused with both these walls and gates,
protecting from any sort of magical entry.
Obvious exits: -North -South
A veteran pikeman is stretched out, sound asleep.
An elite guard is stretched out, sound asleep.
< 165h/165H 144v/152V Pos: standing >
A Well Worn Path
This path appears to be constantly used. Even now it is being used by both
trade caravans and military transports. Not far north is the city of
Myrabolus, capital of the defending armies. Directly south is No Man's Land.
A wide area where hundreds of thousands have died both attacking and
defending the city. Row after row of crosses systematically flank this road,
proving this could just possibly be the most sought after strategic location
on the continent.
Obvious exits: -North -East -South -West
< 165h/165H 142v/152V Pos: standing >
A Newly Built Road
This road has been built recently to compensate for the heavy
traffic the capital city of Myrabolus has been experiencing over the
last several years. As a secondary route from and to the city, this
road leads easternly towards the sea.
Obvious exits: -East -West
A small doe stands on the road here, wary of travellers.
< 165h/165H 141v/152V Pos: standing >
A Wagon Stop
The path leading east, the newest road out of Myrabolus, indeed
only constructed over the last year, truly begins here, with a large
wagon stop. Caravans and wagon trains use this area to refill supplies
and equipment for the journey ahead, as well as a rest area for those
coming in. Just off to the south a small bar has been built for those
seeking rest from travelling. The road continues on to the north.
Obvious exits: -North -East -South# -West
< 165h/165H 139v/152V Pos: standing >
The Myrabolan Dock Road
The road continues north here, towards the ocean and through the
forested country side. The great city of Myrabolus can be seen just
to the west, with the tall palace and the city walls rising up beyond
the tree line. Not far off to the south is a small tavern that is
used by weary travellers nearing the end of the road.
Obvious exits: -North -South
A small doe stands on the road here, wary of travellers.
< 165h/165H 137v/152V Pos: standing >
The Myrabolan Dock Road
The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area. The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge. The citizens and commoners that wander the road are
quite polite and wave hello to others when they cross paths.
Obvious exits: -North -South
A woman shopper travels the city.
A young Half-Elf wanders the road here.
A small doe stands on the road here, wary of travellers.
< 165h/165H 135v/152V Pos: standing >
The Myrabolan Dock Road
The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area. The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge. The citizens and commoners that wander the road are
quite polite and wave hello to others when they cross paths.
Obvious exits: -East -South
< 165h/165H 134v/152V Pos: standing >
The Myrabolan Dock Road
The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area. The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge. The citizens and commoners that wander the road are
quite polite and wave hello to others when they cross paths.
Obvious exits: -East -West
< 165h/165H 132v/152V Pos: standing >
The Myrabolan Dock Road
The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area. The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge. The path forks to the north here, but the trail is
much less traveled than the main road. The great ocean can clearly
be seen with just a glance north now.
Obvious exits: -North -East -West
A playful squirrel hops down the road here.
< 165h/165H 130v/152V Pos: standing >
The Myrabolan Dock Road
The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area. The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge. The path forks to the north here, but the trail is
much less traveled than the main road. The great ocean can clearly
be seen with just a glance north now.
Obvious exits: -South -West
< 165h/165H 129v/152V Pos: standing >
The Myrabolan Dock Road
The road continues here, but turns to avoid a heavy forest that
must have been to difficult to clear. The Myrabolan Docks are now
quite close, just off to the east a short distance, while the popular
ziggurat palace of the city can be seen rising up a distance in the
west. To the south here a faint trail opens up into the forest,
most likely used more for the animals that inhabit the forest than
travellers along the road.
Obvious exits: -North -East
A playful squirrel hops down the road here.
A young Half-Elf wanders the road here.
An elite hunter guard looks to the south intently.
< 165h/165H 128v/152V Pos: standing >
A wandering half-elf leaves north.
< 165h/165H 128v/152V Pos: standing >
The Myrabolan Dock Road
The road continues to wind through the forest here, while the
ocean spreads up open to the north. The docks of Myrabolus are close
by here, and open up to the north with a large gate. The further
one travels east, the more the foliage thickens and the field out-
side of the city comes to life with vegetation.
Obvious exits: -East -West
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.
< 165h/165H 127v/152V Pos: standing >
A playful squirrel enters from the west.
The Myrabolan Dock Road
The road continues to wind through the forest here, while the
ocean spreads up open to the north. The docks of Myrabolus are close
by here, and open up to the north with a large gate. The further
one travels east, the more the foliage thickens and the field out-
side of the city comes to life with vegetation.
Obvious exits: -East -West
A common resident of the city travels down the road.
< 165h/165H 125v/152V Pos: standing >
A black panther enters from the west.
Before the Myrabolan Docks
The road continues to wind through the forest here, while the
ocean spreads up open to the north. The docks of Myrabolus are close
by here, and open up to the north with a large gate. The further
one travels east, the more the foliage thickens and the field out-
side of the city comes to life with vegetation. The road forks to
the north here, where the gates of the docks lie.
Obvious exits: -North -East -West
A playful squirrel hops down the road here.
< 165h/165H 123v/152V Pos: standing >
The Gates of the Myrabolan Docks
The small docks of Myrabolus are straight north of here, with
only a single pier. The guards stationed here protect the guards from
the unwelcome from entering the road to the south. In case of an
emergency they would sealed the gates here to lock intruders on
the pier. The gate itself is held up by two large white stone pillars.
Obvious exits: -North# -South
A common resident of the city travels down the road.
A standard Myrabolan soldier guards the gates.
A standard Myrabolan soldier guards the gates.
A standard Myrabolan soldier guards the gates.
< 165h/165H 123v/152V Pos: standing >
A playful squirrel enters from the south.
The gates seems to be closed.
< 165h/165H 123v/152V Pos: standing >
Ok.
< 165h/165H 128v/152V Pos: standing >
Before the Pier
The long pier of the Myrabolan Docks begins just north of here,
while the large gates, separated by two white stone pillars is just
south. Though there isn't all that much here, the guards to the
south are always on guard looking out for trouble makers undocking
their ships here. To the east a small structure has been built
for use for the harbour master.
Obvious exits: -North -East# -South
< 165h/165H 127v/152V Pos: standing >
Ok.
< 165h/165H 128v/152V Pos: standing >
The Pier
This is the single pier that makes up the Myrabolan Docks. Though
no where near as large as the docks in other capital cities, the dock
does serve its purpose well and is able to handle many ships in harbour
at the same time. Straight south are the gates of the docks that
exit to the road to Myrabolus.
Obvious exits: -North -South
(Q)The famous bounty hunter, Balance, stands here.
< 165h/165H 127v/152V Pos: standing >
The Pier
This is the single pier that makes up the Myrabolan Docks. Though
no where near as large as the docks in other capital cities, the dock
does serve its purpose well and is able to handle many ships in harbour
at the same time. Straight south are the gates of the docks that
exit to the road to Myrabolus.
Obvious exits: -North -South
The Galleon The General Lee floats here.
The Sloop Newton floats here.
The Clipper noos floats here.
The Yacht Beda floats here.
The Sloop Sea Breeze floats here.
The Sloop Deathinator floats here.
The Sloop Sloop floats here.
The Sloop bolognapony floats here.
The Ketch TiTtIeS aNd BeEr floats here.
The Sloop The Cunning Linguist floats here.
The Sloop *Gelda* floats here.
The Ketch The Arach Serpent floats here.
The dock master of Myrabolus stands here gazing out at sea.
< 165h/165H 126v/152V Pos: standing >
Someone gives an order to his followers.
< 165h/165H 130v/152V Pos: standing >
Someone gives an order to his followers.
You dodge a bash from an air elemental, who loses its balance and falls.
An air elemental's mass slams into you, knocking you to the ground!
You dodge a bash from an air elemental, who loses its balance and falls.
< 164h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC:few scratches E: air kne EP: excellent >
You miss an air elemental.
< 164h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC:few scratches E: air kne EP: excellent >
An air elemental misses you.
< 164h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC:few scratches E: air kne EP: excellent >
-=[An air elemental's weak crush wounds you.]=-
-=[An air elemental's weak crush wounds you.]=-
-=[An air elemental's crude crush wounds you.]=-
-=[An air elemental's decent crush strikes you.]=-
< 147h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: small wounds E: air kne EP: excellent >
You miss an air elemental.
A Kobold snaps into visibility.
< 147h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: small wounds E: air kne EP: excellent >
A Kobold completes his spell...
A Kobold utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Kobold engulfs you.
OUCH! That really did HURT!
< 82h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: nasty wounds E: air kne EP: excellent >
An air elemental misses you.
< 82h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: nasty wounds E: air kne EP: excellent >
A Kobold misses you.
A Kobold misses you.
< 82h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: nasty wounds E: air kne EP: excellent >
A Kobold starts casting an offensive spell.
< 82h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: nasty wounds E: air kne EP: excellent >
An air elemental misses you.
An air elemental misses you.
An air elemental misses you.
< 82h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: nasty wounds E: air kne EP: excellent >
A Kobold completes his spell...
A Kobold utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Kobold engulfs you.
YIKES! Another hit like that, and you've had it!!
Your pitted clay vambraces is filled with electrical energy!
< 24h/165H 132v/152V Pos: sitting >
< T: Zun TP: sit TC: awful E: air kne EP: excellent >
The electrical arcs turn your exposed flesh black!
Your consciousness begins to fade in and out as your mortality slips away.....
< -9h/165H 132v/152V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -9h/165H 132v/152V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -9h/165H 132v/152V Pos: on your ass >