<worn as a badge> a beacon of courage (glowing) (illuminating)
<worn on head> a wizards hat
<worn on eyes> a fuzzy eyepatch made of rabbit's fur
<worn in ear> a drow-made steel earring
<worn in ear> a tiny diorite ear stud
<worn on face> a fanged rubber mask
<worn around neck> a choker with red, white and a blue gems
<worn around neck> a dangling spider necklace (humming)
<worn about body> a griffon feather cloak [superior] (illuminating)
<worn about waist> a well-crafted belt pouch (glowing) (illuminating)
<worn on belt buckle>a glowing black tome with a bone splint spine (glowing)
<worn on arms> some sandy sleeves
<held as shield> a small round wooden shield
<worn around wrist> a lizard tail bracer (glowing)
<worn around wrist> a lizard tail bracer (glowing)
<worn on hands> a pair of studded black leather gloves
<worn on finger> a silver ring encrusted with a black sapphire (humming)
<primary weapon> a mining pick [67%]
<worn on legs> some sandy leggings
Myrabolus Highway - Protection Street 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
< 216h/216H 139v/140V Pos: standing >
Obvious exits:
North- Myrabolus Highway
East - Protection Street East
South- Myrabolus Highway
West - Protection Street West
< 216h/216H 139v/140V Pos: standing >
Protection Street West
Running from Aphantan Avenue to the Myrabolus Highway,
Protection Street West is home to many of the city commoners as
well as a the last guard towers before the palace, built on either
side of the highway. Cresent Concourse can only be accessed
from this street for those wishing a tour around the palace.
Obvious exits: -East -West -Up
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.
< 216h/216H 138v/140V Pos: standing >
Myrabolus Highway - Protection Street 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
< 216h/216H 139v/140V 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
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.
< 216h/216H 138v/140V Pos: standing >
Obvious exits:
North- Myrabolus Highway
South- Myrabolus Highway - Protection Street Intersection
< 216h/216H 138v/140V 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
< 216h/216H 139v/140V Pos: standing >
Obvious exits:
North- The Palace Gates
South- Myrabolus Highway
< 216h/216H 139v/140V 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
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.
< 216h/216H 138v/140V Pos: standing >
Myrabolus Highway - Protection Street 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
< 216h/216H 137v/140V Pos: standing >
Obvious exits:
North- Myrabolus Highway
East - Protection Street East
South- Myrabolus Highway
West - Protection Street West
< 216h/216H 137v/140V 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
A standard Myrabolan hunter guard keeps peace in the city.
A self-righteous High Elf citizen travels the town.
< 216h/216H 139v/140V Pos: standing >
Myrabolus Fountain Plaza
Here, the highway intersects with Ancients Avenue and although
the avenue is most of the time the quietest street in the city, the plaza
has become the symbol of the balance between the Hunters and their patron
Magistrate. The fountain is contructed from white marble and shaped like
the Myrabolan elite guard's cresent moon insignia with a black stone
sword rising from the fountain's base to impale the moon. It represents
the balance of light and darkness and the spirit of Myrabolus.
Obvious exits: -North -East -South -West
A fountain, designed with the symbol of balance, bubbles with fresh water.
A celestial dragon curls around the fountain plaza, absorbing the sun.
< 216h/216H 138v/140V Pos: standing >
Obvious exits:
North- Myrabolus Highway
East - Ancients Avenue
South- Myrabolus Highway
West - Ancients Avenue
< 216h/216H 138v/140V 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
< 216h/216H 139v/140V 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
This Halfling spends his days playing pranks on visitors.
< 216h/216H 138v/140V Pos: standing >
Obvious exits:
North- Myrabolus Highway
East - Market Road East
South- Myrabolus Highway
West - Market Road West
< 216h/216H 138v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -East -West
< 216h/216H 139v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -West
A pigeon, trained by animal empathists, flutters about.
< 216h/216H 138v/140V Pos: standing >
Rico's Cool Stuff
This shop is abosolutely littered with junk of all kinds. Apparently
Rico's collection includes carnal objects as well that are best
if left unmentioned. He will, and does, swear everything in his store
is hundred percent, purified, concentrated cool. Whether or not
anyone else believes it bothers him little.
Obvious exits: -South
Rico, otherwise known as King Cool, attempts to sell his wares.
< 216h/216H 138v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -West
A pigeon, trained by animal empathists, flutters about.
< 216h/216H 139v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -South -West
< 216h/216H 138v/140V Pos: standing >
Andryn's Armory
This shop continually lacks ventilation. It is stuffy, unbearably
hot, and extremely smokey. The blacksmith's pupils seem to have
no problem with it though as they work through the smog that only
burning steel can produce and in the process produce some of the finest
weapons in the countryside as well as the city.
Obvious exits: -North
A Half-Orc, born and raised in the city, loiters here.
Andryn, the city's blacksmith, is busy teaching his pupils.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.
< 216h/216H 139v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -South -West
< 216h/216H 138v/140V Pos: standing >
Andryn's Armory
This shop continually lacks ventilation. It is stuffy, unbearably
hot, and extremely smokey. The blacksmith's pupils seem to have
no problem with it though as they work through the smog that only
burning steel can produce and in the process produce some of the finest
weapons in the countryside as well as the city.
Obvious exits: -North
A Half-Orc, born and raised in the city, loiters here.
Andryn, the city's blacksmith, is busy teaching his pupils.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.
< 216h/216H 137v/140V Pos: standing >
Sorry, but you cannot do that here!
< 216h/216H 140v/140V Pos: standing >
Sorry, but you cannot do that here!
< 216h/216H 140v/140V Pos: standing >
Andryn's Armory
Obvious exits: -North
A Half-Orc, born and raised in the city, loiters here.
Andryn, the city's blacksmith, is busy teaching his pupils.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.
< 216h/216H 140v/140V Pos: standing >
Unlike the other shopkeepers in the city Andryn didn't meet the
Hunters till after they moved here. Since then he has earned their
respect as the man who can take two parts of almost anything and make
them whole again. He smiles as you enter and boasts heartily :
'I have practiced much over the years, my skills are honed,
I believe my blacksmithing to be second only to Emition
now!'
Andryn appears to be Human and is in excellent condition.
He's medium in size.
< 216h/216H 140v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -South -West
A pigeon, trained by animal empathists, flutters about.
< 216h/216H 139v/140V Pos: standing >
Random's Karmic Advisements
Random has turned a once profitable store into a store of cosmic
oddities. Everything here reeks of fraud, from the glowing crystal ball,
to the tarot cards spread out upon the red carpeted table. However
a fair ammount of people actually pay to hear their fortunes read
by him including and foremost the Magistrate himself.
Obvious exits: -South
Random, spiritual advisor to the Magistrate, oversees his business.
< 216h/216H 138v/140V Pos: standing >
Sorry, but you cannot do that here!
< 216h/216H 140v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -South -West
A pigeon, trained by animal empathists, flutters about.
< 216h/216H 139v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -West
A logger from Desolate has travelled to the city here.
A Half-Orc, born and raised in the city, loiters here.
< 216h/216H 138v/140V Pos: standing >
Myrabolan Stables
The Mryabolan stables do not have much of a selection on
hand but what they do have are very realiable animals. The same tigers
that the city militia use are kept here as well proud black war
horses that the military depend on. There is no service or handling
charges for borrowing these animals. All that they ask is please return
them alive.
Obvious exits: -South
A trained whitetiger waits for an owner
< 216h/216H 139v/140V Pos: standing >
Autosaving...
< 216h/216H 139v/140V Pos: standing >
Market Road East
On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East -West
A logger from Desolate has travelled to the city here.
A Half-Orc, born and raised in the city, loiters here.
< 216h/216H 138v/140V Pos: standing >
Hint: Searching a room can sometimes reveal a hidden exit! Search in suspicious dead ends or in rooms with suspicious descriptions.
< 216h/216H 139v/140V Pos: standing >
A logger from desolate leaves east.
Skylight Lane and Market Road
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South -West
A logger from Desolate has travelled to the city here.
A small rabbit is here, hopping through the grass.
< 216h/216H 139v/140V Pos: standing >
Skylight Lane
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South
< 216h/216H 138v/140V Pos: standing >
A myrabolan commoner enters from the south.
Skylight Lane and Market Road
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South -West
A logger from Desolate has travelled to the city here.
A small rabbit is here, hopping through the grass.
< 216h/216H 139v/140V Pos: standing >
Skylight Lane
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South -West #
A Grey Elf from Charing, wanders the city.
< 216h/216H 138v/140V Pos: standing >
The granite seems to be closed.
< 216h/216H 140v/140V Pos: standing >
Ok.
< 216h/216H 140v/140V Pos: standing >
A Sitting Room
This house has been built to be avoidable by both the citizens of Myrabolus
and its resident. The living room seems simple and common enough, but
on the west wall a painting depicting the image of Lloth is hung.
Obviously this is not your standard, nuetral, Myrabolan's building.
Obvious exits: -East -Up
< 216h/216H 139v/140V Pos: standing >
Mardoc's Study
This room is littered with overturned chairs and is covered with scattered papers being blown about by the open window. In one corner is a young bleeding guard, being bandaged by his comrades, and sitting slumped in a chair is an older looking soldier, possibly their squad leader. The usual inhabitant of these quarters is nowhere to be seen.
Obvious exits: -Down
A small doe stands on the road here, wary of travellers.
A Myrabolan hunter guard tends to the wounds of his comrade.
A wounded Myrabolan hunter guard lies here bleeding.
A Myrabolan hunter guard tends to the wounds of his comrade.
A Captain of the Myrabolan Guard tends to his wounded recruit.
< 216h/216H 138v/140V Pos: standing >
Slumped in Mardoc's chair, this old captain looks miserable.
"I am so ashamed. Master Markam himself entrusted me with such an
important task and I have failed him, and every soul in this city.
He told me to bring a full force to apprehend the emissary, but I
disobeyed and left most of my men patrolling the streets. Who
would have thought such a weak looking creature could move so
quickly? By now he has probably reached the refuge of the orcish
caves and has given them all the information they need to wage
a successful invasion. I fear my arrogance has doomed many of
my fellow countrymen to death at the hands of the mighty hoardes."
A myrabolan guard hunter captain appears to be Human and is in excellent condition.
He's medium in size.
< 216h/216H 140v/140V Pos: standing >
A Sitting Room
This house has been built to be avoidable by both the citizens of Myrabolus
and its resident. The living room seems simple and common enough, but
on the west wall a painting depicting the image of Lloth is hung.
Obviously this is not your standard, nuetral, Myrabolan's building.
Obvious exits: -East -Up
< 216h/216H 139v/140V Pos: standing >
Skylight Lane
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South -West
A Grey Elf from Charing, wanders the city.
< 216h/216H 138v/140V Pos: standing >
Ok.
< 216h/216H 140v/140V Pos: standing >
Skylight Lane and Ancients Avenue Corner
Skylight Lane ends and intersects with Ancients Avenue here.
To the north the wreckage of a monolithic spelljammer rests like
the corpse of a monsterous storm giant. Debris from the wreckage
has been cleaned from this street corner so tourists have a clear
walk-through of the area.
Obvious exits: -North -South -West
< 216h/216H 139v/140V Pos: standing >
Ancients Avenue
East of the Myrabolus Highway, Ancients Avenue is home to three
of the six resident Hunters of Myrabolus. The homes begin a
block away from the highway for quieter, more comfortable living.
The Hunters have such a influence over the city's Magistrate, he
is willing to provide any service they require. Including, this, their
own avenue.
Obvious exits: -East -South -West
< 216h/216H 138v/140V Pos: standing >
Skylight Lane and Ancients Avenue Corner
Skylight Lane ends and intersects with Ancients Avenue here.
To the north the wreckage of a monolithic spelljammer rests like
the corpse of a monsterous storm giant. Debris from the wreckage
has been cleaned from this street corner so tourists have a clear
walk-through of the area.
Obvious exits: -North -South -West
< 216h/216H 138v/140V Pos: standing >
Crash Site of a Fallen SpellJammer
Five, perhaps six years ago, a massive spelljammer was shot
down while attacking the city. During its crash to earth an
entire city block was destroyed and dozens of civilians were
killed. It is unclear just who owned this monolithic vessel as
there are no markings visible, but the the wreckage continues
to remind the citizens of Myrabolus of the horrors and
enormity of war to this day.
Obvious exits: -North -South -West
< 216h/216H 139v/140V Pos: standing >
Crash Site of a Fallen SpellJammer
Five, perhaps six years ago, a massive spelljammer was shot
down while attacking the city. During its crash to earth an
entire city block was destroyed and dozens of civilians were
killed. It is unclear just who owned this monolithic vessel as
there are no markings visible, but the the wreckage continues
to remind the citizens of Myrabolus of the horrors and
enormity of war to this day.
Obvious exits: -North -East
< 216h/216H 137v/140V Pos: standing >
Crash Site of a Fallen SpellJammer
Five, perhaps six years ago, a massive spelljammer was shot
down while attacking the city. During its crash to earth an
entire city block was destroyed and dozens of civilians were
killed. It is unclear just who owned this monolithic vessel as
there are no markings visible, but the the wreckage continues
to remind the citizens of Myrabolus of the horrors and
enormity of war to this day.
Obvious exits: -North -South -West
< 216h/216H 138v/140V Pos: standing >
Skylight Lane and Ancients Avenue Corner
Skylight Lane ends and intersects with Ancients Avenue here.
To the north the wreckage of a monolithic spelljammer rests like
the corpse of a monsterous storm giant. Debris from the wreckage
has been cleaned from this street corner so tourists have a clear
walk-through of the area.
Obvious exits: -North -South -West
< 216h/216H 136v/140V Pos: standing >
Skylight Lane
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South -West #
A Grey Elf from Charing, wanders the city.
< 216h/216H 135v/140V Pos: standing >
Skylight Lane and Market Road
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South -West
A logger from Desolate has travelled to the city here.
A small rabbit is here, hopping through the grass.
< 216h/216H 136v/140V Pos: standing >
Skylight Lane
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South
A common resident of the city wanders the streets.
< 216h/216H 137v/140V Pos: standing >
Skylight Lane and Gate Road
Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -West
A woman shopper travels the city.
< 216h/216H 139v/140V Pos: standing >
Gate Road East
To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -East -West
A Minotaur, raised in the city, wanders about.
A frantic man searches for his lost monkey!
< 216h/216H 138v/140V Pos: standing >
Gate Road East
To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -East -South -West
A common resident of the city wanders the streets.
A Grey Elf from Charing, wanders the city.
< 216h/216H 139v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 139v/140V Pos: standing >
Defence Station Second
The secondary barracks along Gate Road house the general militia
men of the city of Myrabolus. This includes first and foremost the
Hunter Guards, the elite ranger unit trained from early teens to
protect and serve the city proper. Generally the Hunter Guards
stationed in these barracks are not as efficient as soldiers as the ones
about the town. It appears these barracks are empty today, indicating
the guards usually resting here must be out working on something.
Obvious exits: -North
A self-righteous High Elf citizen travels the town.
< 216h/216H 138v/140V Pos: standing >
Gate Road East
To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -East -South -West
A common resident of the city wanders the streets.
A Grey Elf from Charing, wanders the city.
< 216h/216H 139v/140V Pos: standing >
Gate Road East
To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -North -East -West
A Half-Orc, born and raised in the city, loiters here.
< 216h/216H 138v/140V Pos: standing >
Defence Station Prime
On the each side of the highway, off of Gate Road sits
the second defence station after the gate guards. This building serves
as the barracks of the shock troops who spring into action the moment
the gates are penetrated or the front lines of the battlefield
become too weakened to continue fighting.
Obvious exits: -South
A Myrabolan shock troop waits for deployment.
A Myrabolan shock troop waits for deployment.
A Myrabolan shock troop waits for deployment.
A Myrabolan shock troop waits for deployment.
< 216h/216H 138v/140V Pos: standing >
Gate Road East
To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -North -East -West
A Half-Orc, born and raised in the city, loiters here.
< 216h/216H 139v/140V Pos: standing >
Gate Road East
To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -East -West -Up
A young warlock wanders the city.
< 216h/216H 138v/140V Pos: standing >
A young warlock leaves west.
< 216h/216H 140v/140V 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
A young warlock wanders the city.
A woman shopper travels the city.
< 216h/216H 139v/140V 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
< 216h/216H 138v/140V 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
A young warlock wanders the city.
A woman shopper travels the city.
< 216h/216H 139v/140V Pos: standing >
Gate Road West
Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -West -Up
< 216h/216H 138v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 138v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 140v/140V Pos: standing >
Gate Road West
Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -North -East -West
A Half-Orc, born and raised in the city, loiters here.
A standard Myrabolan hunter guard keeps peace in the city.
< 216h/216H 139v/140V Pos: standing >
Defence Station Prime
On the each side of the highway, off of Gate Road sits
the second defence station after the gate guards. This building serves
as the barracks of the shock troops who spring into action the moment
the gates are penetrated or the front lines of the battlefield
become too weakened to continue fighting.
Obvious exits: -South
This Halfling spends his days playing pranks on visitors.
A Myrabolan shock troop waits for deployment.
A Myrabolan shock troop waits for deployment.
A Myrabolan shock troop waits for deployment.
A Myrabolan shock troop waits for deployment.
A sleek, well trained, black panther follows her master around the city.
< 216h/216H 138v/140V Pos: standing >
Gate Road West
Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -North -East -West
A Half-Orc, born and raised in the city, loiters here.
A standard Myrabolan hunter guard keeps peace in the city.
< 216h/216H 139v/140V Pos: standing >
Gate Road West
Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -South -West
< 216h/216H 138v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 139v/140V Pos: standing >
Defence Station Second
The secondary barracks along Gate Road house the general militia
men of the city of Myrabolus. This includes first and foremost the
Hunter Guards, the elite ranger unit trained from early teens to
protect and serve the city proper. Generally the Hunter Guards
stationed in these barracks are not as efficient as soldiers as the ones
about the town.
Obvious exits: -North
A Half-Orc, born and raised in the city, loiters here.
A resting hunter guard waits here for his duty shift.
A resting hunter guard waits here for his duty shift.
A resting hunter guard waits here for his duty shift.
< 216h/216H 139v/140V Pos: standing >
Gate Road West
Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -South -West
< 216h/216H 138v/140V Pos: standing >
Gate Road West
Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -West
A Minotaur, raised in the city, wanders about.
< 216h/216H 137v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 138v/140V Pos: standing >
Aphantan Avenue and Gate Road
Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -East
A woman shopper travels the city.
< 216h/216H 139v/140V Pos: standing >
Aphantan Avenue
Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -South
< 216h/216H 138v/140V Pos: standing >
Aphantan Avenue and Market Road
Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -East -South
A Minotaur, raised in the city, wanders about.
< 216h/216H 139v/140V Pos: standing >
Market Road West
Running east to 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: -East -South -West
< 216h/216H 138v/140V Pos: standing >
Shantil's Merchandising
Yet another friend of the Hunters, Shantil sells the more useful
items in the city. The shop is very tidy, clean, and organized much
unlike that of her fellow vendors on Market Road and many beginner
adventurers should seek out her wares before leaving the city.
Obvious exits: -North
A pigeon, trained by animal empathists, flutters about.
Shantil, a stern, yet pretty woman, works at the counter.
< 216h/216H 138v/140V Pos: standing >
Market Road West
Running east to 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: -East -South -West
< 216h/216H 139v/140V Pos: standing >
Market Road West
Running east to 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
< 216h/216H 138v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 139v/140V Pos: standing >
Decker's Predictions Hut
Despite the fact this isn't really a shop it has still been placed off
of Market Road. It is a simple room, bare of furniture, except
a table and a chair which Decker sits at spouting his prophetic
blurbs. The majority of the commoners walking by outside have learned to
pay him no mind whatsoever but he can still catch the odd tourist by
curiosity and entrall him.
Obvious exits: -South
A cute little black kitten wanders around here.
A cute little black kitten wanders around here.
Decker sits here, spreading predictions he has heard elsewhere.
< 216h/216H 139v/140V Pos: standing >
Market Road West
Running east to 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
< 216h/216H 138v/140V Pos: standing >
A Drow Elf enters from the west.
A Duergar enters from the west.
The vampire of a city guard enters from the west.
The vampire of a city guard enters from the west.
The vampire of a city guard enters from the west.
< 216h/216H 138v/140V Pos: standing >
A Duergar suddenly attacks YOU!
A Duergar misses you.
A Drow Elf leaves north.
The vampire of a city guard leaves north.
The vampire of a city guard leaves north.
The vampire of a city guard leaves north.
< 216h/216H 139v/140V Pos: standing >
< T: Baub TP: sta TC:excellent E: A Duergar sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 216h/216H 140v/140V Pos: standing >
< T: Baub TP: sta TC:excellent E: A Duergar sta EP: excellent >
A Drow Elf enters from the north.
The vampire of a city guard enters from the north.
The vampire of a city guard enters from the north.
The vampire of a city guard enters from the north.
< 216h/216H 140v/140V Pos: standing >
< T: Baub TP: sta TC:excellent E: A Duergar sta EP: excellent >
A young warlock enters from the east.
< 216h/216H 140v/140V Pos: standing >
< T: Baub TP: sta TC:excellent E: A Duergar sta EP: excellent >
You attempt to flee...
Decker's Predictions Hut
Despite the fact this isn't really a shop it has still been placed off
of Market Road. It is a simple room, bare of furniture, except
a table and a chair which Decker sits at spouting his prophetic
blurbs. The majority of the commoners walking by outside have learned to
pay him no mind whatsoever but he can still catch the odd tourist by
curiosity and entrall him.
Obvious exits: -South
A cute little black kitten wanders around here.
A cute little black kitten wanders around here.
Decker sits here, spreading predictions he has heard elsewhere.
You flee northward!
< 216h/216H 111v/140V Pos: standing >
You attempt to flee...
Market Road West
Running east to 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
A young warlock wanders the city.
The vampire of a city guard stands here. (minion)
The vampire of a city guard stands here. (minion)
The vampire of a city guard stands here. (minion)
A Troll (large) Nameless stands in mid-air here.
A Drow Elf (medium) Nameless stands in mid-air here.
A Duergar (medium) Nameless stands in mid-air here.
You flee southward!
< 216h/216H 81v/140V Pos: standing >
A Drow Elf snaps into visibility.
A Kobold snaps into visibility.
Someone suddenly attacks YOU!
A Kobold snaps into visibility.
A Kobold misses you.
< 216h/216H 82v/140V Pos: standing >
< T: Baub TP: sta TC:excellent E: A Kobold sta EP: excellent >
A Drow Elf leaves east.
The vampire of a city guard leaves east.
The vampire of a city guard leaves east.
The vampire of a city guard leaves east.
Sorry, you aren't allowed to do that in combat.
< 216h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC:excellent E: A Kobold sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 216h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC:excellent E: A Kobold sta 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!
A Kobold snaps into visibility.
Sorry, you aren't allowed to do that in combat.
< 161h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC: few wounds E: A Kobold sta EP: excellent >
A Drow Elf snaps into visibility.
A Drow Elf enters from the east.
The vampire of a city guard enters from the east.
The vampire of a city guard enters from the east.
The vampire of a city guard enters from the east.
Pardon?
< 161h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC: few wounds E: A Kobold sta EP: excellent >
A Drow Elf gives an order to his followers.
< 161h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC: few wounds E: A Kobold sta EP: excellent >
A Duergar suddenly attacks YOU!
A Duergar misses you.
< 161h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC: few wounds E: A Kobold sta EP: excellent >
A Drow Elf snaps into visibility.
A Kobold starts casting an offensive spell.
< 161h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC: few wounds E: A Kobold sta EP: excellent >
Pardon?
< 161h/216H 83v/140V Pos: standing >
< T: Baub TP: sta TC: few wounds E: A Kobold sta EP: excellent >
A Kobold completes her spell...
A Kobold utters the words 'buoblg qrunsoqpze yugh'
A Kobold's giant fist of force is the last thing you ever see.
Your ring of strength was completely destroyed by the massive blow!
Your pair of duergar-hide boots [superior] was completely destroyed by the massive blow!