The Two Towers - Friday, September 29, 2006, 6:11 PM ---------------------------------------------------- The wind picks up, as dark clouds block out the sky. A  raindrop hits you.  Gold: 294 Encumbrance: lightly encumbered You are carrying the following on your person: A keyring containing 2 keys (worn). A crystal rod (in hands). A rotting and moldy waterskin (worn). A dwarven war shield (worn). A troll pack (open) (worn). A finely-shaped pearl carapace (worn). A pair of mail pants (worn). A magnificent bronze deathmask (worn). A beautiful golden Eagle's feather (worn). A bloodstained cloak (worn). A sturdy leather baldric containing a sapphire sword (worn). A round bodhran. A fiddle case (closed). A mithril ring, inlaid with a majestic air gem. An engraved steel ring, inlaid with a glowing elfstone. A shimmering silver ring. A stunning gold ring. A carved war-horn. A translucent black gem. The Guildmaster's Handbook. A small armband worn by those instructed in battlefield first-aid (worn). A pipe belt [16 pipes, 5 pipe-weed] (worn). A songbook containing the songs of Dorf. The Tale of Beren and Luthien. An ancient, well-preserved book. Dorf's spellbook. Rank insignia. A medal (worn). (-HP:228-EP:185-)SG draw sword You whip a sapphire sword from a sturdy leather baldric with a whisk of menace! You wield a sapphire sword. (-HP:228-EP:185-)SG l Recently attacked by the Corsairs of Umbar, the small town of Linhir is situated at the mouth of the Rivers Gilrain and Serni. The local populace has swollen with refugees, fleeing the siege of Minas Tirith. Tents have been erected where houses once stood, and a rough wooden fence keeps all non-Gondorians away. Strangers are not allowed in Linhir due to the recent attack by the Corsairs of Umbar. A ford over the river is to the south. The Linhir docks are east. The River Serni is southeast. The River Gilrain is northeast and southwest. The Lebennin Road continues northwest and west. Black clouds torment the sky, as a drizzle begins. There is water to the southeast, east, southwest, south and northeast. The only obvious exits are west, south, city and north. A fearsome ranger A signpost A hitching post (-HP:228-EP:185-)SG do dorf's "failproof" alias Do: starting commands. Large command count! Forcing 'brief' mode. (-HP:228-EP:185-)SG A road in the refugee camp(s and out) (-HP:228-EP:185-)SG A road in the refugee camp(w, e, s and n) (-HP:228-EP:185-)SG A crossroad in the refugee camp(w, e, s and n) Ravathir the Fallen, the dunedain Warlord (Shadowspawn of Mordor) Azkur the dwarf Deathmaster (Shadowspawn of Mordor) (-HP:228-EP:185-)SG A road in the refugee camp(w, e, s and n) A refugee woman is sitting here Azkur enters. Ravathir enters. (-HP:228-EP:185-)SG Before the Linhir city gates(enter and n) A guard of Linhir [2] Azkur enters. Ravathir enters. (-HP:228-EP:185-)SG  A guard steps forward and informs you that all visitors  to Linhir are required to obtain a 'staying permit' if they wish to remain in the city for longer than just a brief visit. The guard instructs you to find the government offices on the north side of the main square in the city, and to request a permit there. The guard also informs you that you will have an escort until you obtain such a permit. The guard waves you and your escort through, with a final admonition not to tarry before obtaining a permit, or you will be escorted out of the city. At the town square inside the main gate of the city(se, w, e, guardhouse, s, n and out) A drunken sailor stumbles about A guard of Linhir Guard of Linhir enters. Azkur enters. Guard of Linhir enters. Ravathir enters. Guard of Linhir enters. (-HP:228-EP:185-)SG A fountain at the center of the town square(se, w, sw, e, s, ne, n and nw) An old gossiper [25 rumours] Azkur enters. Ravathir enters. Guard of Linhir enters. Guard of Linhir enters. Guard of Linhir enters. (-HP:228-EP:185-)SG The town square meets a wide street(se, w, e, nw and n) Guard of Linhir enters. Azkur enters. Guard of Linhir enters. Ravathir enters. Guard of Linhir enters. (-HP:228-EP:185-)SG A wide street runs between the docks and town square(se, sw, ne and nw) Azkur enters. Ravathir enters. Guard of Linhir enters. Guard of Linhir enters. Guard of Linhir enters. (-HP:228-EP:185-)SG A wide street runs between the docks and town square(se and nw) A lonely student wanders aimlessly Guard of Linhir enters. Azkur enters. Guard of Linhir enters. Ravathir enters. Guard of Linhir enters. (-HP:228-EP:185-)SG Inside the river gate of the city(guardhouse, e, sw, s, ne, nw and out) A guard of Linhir Azkur enters. Ravathir enters. Guard of Linhir enters. Guard of Linhir enters. Guard of Linhir enters. (-HP:228-EP:185-)SG The guard escorting you salutes as you leave the city. Guard of Linhir leaves to other duties. Outside the river gate at the port of Linhir(enter, e and office) A guard of Linhir [2] Azkur enters. Ravathir enters. (-HP:228-EP:185-)SG A dock in the Linhir port(w, e and n) Azkur enters. Ravathir enters. (-HP:228-EP:185-)SG A dock in the Linhir port(w, e and n) Azkur enters. Ravathir enters. (-HP:228-EP:185-)SG A pier(river and s) [river] A well-crafted boat A swarthy pirate Azkur enters. Ravathir enters. (-HP:228-EP:185-)SG Ravathir boards the boat! What a damned pirate! Board what? (-HP:228-EP:185-)SG You fail to board the boat. (-HP:228-EP:185-)SG You'll have to board it first. (-HP:228-EP:185-)SG You can't go that way! (-HP:228-EP:185-)SG You can't go that way! (-HP:228-EP:185-)SG You can't go that way! (-HP:228-EP:185-)SG You can't go that way! (-HP:228-EP:185-)SG You can't go that way! (-HP:228-EP:185-)SG You can't go that way! (-HP:228-EP:185-)SG You can't go that way! (-HP:228-EP:185-)SG You are attacked by Azkur! Without warning, Azkur stabs you from behind! Azkur carves some letters into you. A dock in the Linhir port(w, e and n) Azkur enters. (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You notice Azkur sizing you up. You miss Azkur. Azkur misses you. A dock in the Linhir port(w, e, s and n) A gruff-looking man Azkur enters. (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG A dock in the Linhir port(w, e and s) Azkur enters. (-HP:160-EP:185-)SG On the deck of a large ship(w, s and n) A burly sailor [2] Azkur enters. (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG l You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You miss Azkur. Azkur misses you. You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG You can't go that way! (-HP:160-EP:185-)SG A burly sailor blocks your path, growling: We don't allow your kind aboard our ship. (-HP:160-EP:185-)SG Do: Commands completed. (-HP:160-EP:185-)SG Verbose mode. (-HP:160-EP:185-)SG You stand on the weather deck of a large ship. The deck is built of an oddly dark and weathered wood, while bright white sails hang from the mast in sharp contrast. You can not put your finger on any good reason for it, but you get an oddly disturbing feeling about this ship. The bow of the ship is to the north. The main mast and the helm are aft, to the south. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, south and north. Azkur the dwarf Deathmaster (Shadowspawn of Mordor) A burly sailor [2] (-HP:160-EP:185-)SG You notice Azkur sizing you up. You miss Azkur. Azkur suddenly looks very dark and mangles you into a bloody piece of gore! You notice Azkur sizing you up. s A burly sailor blocks your path, growling: We don't allow your kind aboard our ship. (-HP:139-EP:186-)SG You almost chuckle at Azkur's pathetically weak headbutt. l You miss Azkur. Azkur misses you. Azkur looks at you. You stand on the weather deck of a large ship. The deck is built of an oddly dark and weathered wood, while bright white sails hang from the mast in sharp contrast. You can not put your finger on any good reason for it, but you get an oddly disturbing feeling about this ship. The bow of the ship is to the north. The main mast and the helm are aft, to the south. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, south and north. Azkur the dwarf Deathmaster (Shadowspawn of Mordor) A burly sailor [2] (-HP:129-EP:186-)SG w You stand on a massive dock in the port of Linhir. The dock is sturdily constructed of great wooden beams that are sealed with a thick layer of black tar. Large crates are stacked at irregular intervals along the dock. Sailors and seamen bustle about in a chaotic crowd of tanned bodies and extravagantly colored clothing. Surrounding the dock, the waters of the River Gilrain are dotted with ships of all shapes and sizes. The frenzy of activity is astounding. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east and south. Azkur enters. (-HP:129-EP:186-)SG You miss Azkur. Azkur misses you. w You stand on a massive dock in the port of Linhir. The dock is sturdily constructed of great wooden beams that are sealed with a thick layer of black tar. Large crates are stacked at irregular intervals along the dock. Sailors and seamen bustle about in a chaotic crowd of tanned bodies and extravagantly colored clothing. Surrounding the dock, the waters of the River Gilrain are dotted with ships of all shapes and sizes. The frenzy of activity is astounding. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south and north. A gruff-looking man Azkur enters. (-HP:129-EP:186-)SG w You notice Azkur sizing you up. w You stand on a massive dock in the port of Linhir. The dock is sturdily constructed of great wooden beams that are sealed with a thick layer of black tar. Large crates are stacked at irregular intervals along the dock. Sailors and seamen bustle about in a chaotic crowd of tanned bodies and extravagantly colored clothing. Surrounding the dock, the waters of the River Gilrain are dotted with ships of all shapes and sizes. The frenzy of activity is astounding. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east and north. Azkur enters. (-HP:129-EP:186-)SG You stand on a massive dock in the port of Linhir. The dock is sturdily constructed of great wooden beams that are sealed with a thick layer of black tar. Large crates are stacked at irregular intervals along the dock. Sailors and seamen bustle about in a chaotic crowd of tanned bodies and extravagantly colored clothing. Surrounding the dock, the waters of the River Gilrain are dotted with ships of all shapes and sizes. The frenzy of activity is astounding. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east and north. Azkur enters. (-HP:129-EP:186-)SG w You stand outside the river gate of Linhir at the entrance to one of the largest river ports in all of Gondor. The waters of the Gilrain are dotted with ships of every shape and size. You have heard rumours that the city was recently attacked by corsairs, but that its defenses were enough to repulse the attack. The thick wooden gate looks very strongly built. A tall stone wall rises to either side of the gate and runs down the shoreline in both directions, protecting the city from waterborne assault. The wall renders a multitude of private docks unreachable. This main dock, though, stands open and inviting to all. At the foot of the dock is a small wooden building where the harbour master carries out his duties. Black clouds torment the sky, as a drizzle begins. The office door is closed. The only obvious exits are enter, east and office. A guard of Linhir [2] Azkur enters. (-HP:129-EP:186-) w SG You stab Azkur in the abdomen. Azkur misses you. Guard of Linhir glares about. You can't go that way! (-HP:129-EP:186-)SG enter  A guard steps forward and informs you that all visitors to Linhir are required to obtain a 'staying permit' if they wish to remain in the city for longer than just a brief visit. The guard instructs you to find the government offices on the north side of the main square in the city, and to request a permit there. The guard also informs you that you will have an escort until you obtain such a permit. The guard waves you and your escort through, with a final admonition not to tarry before obtaining a permit, or you will be escorted out of the city. You stand just inside the river gate of Linhir. The city wall is high and formidable; it runs to the northeast and southwest, embracing the city like huge arms. Entrances to the battlements atop the city wall are to the south and east. Two roads intersect here, the widest running northwest and the other running northeast and southwest parallel to the wall. Through the gate you can see the city docks. A guardhouse stands against the wall just inside the gate. Black clouds torment the sky, as a drizzle begins. The guardhouse door is open. The only obvious exits are guardhouse, east, southwest, south, northeast, northwest and out. A guard of Linhir Guard of Linhir enters. Azkur enters. Guard of Linhir enters. (-HP:129-EP:186-)SG nw This wide, well-maintained street runs northwest and southeast from Linhir's town square to its docks. The street is paved with marble, a clear sign of Linhir's wealth. The road climbs gently upward as it runs northwest, following the terrain up as it gets farther from the river. Black clouds torment the sky, as a drizzle begins. The only obvious exits are southeast and northwest. A lonely student wanders aimlessly Azkur enters. Guard of Linhir enters. Guard of Linhir enters. (-HP:129-EP:186-)SG nw You miss Azkur. Azkur suddenly looks very dark and mangles you into a bloody piece of gore! Guard of Linhir misses Azkur. Guard of Linhir misses Azkur. nw This wide, well-maintained street runs northwest and southeast from Linhir's town square to its docks. The street is paved with marble, a clear sign of Linhir's wealth. The road climbs gently upward as it runs northwest, following the terrain up as it gets farther from the river. A secondary road intersects the main street here, winding northeast and southwest parallel to the river. Black clouds torment the sky, as a drizzle begins. The only obvious exits are southeast, southwest, northeast and northwest. Guard of Linhir enters. Azkur enters. Guard of Linhir enters. (-HP:103-EP:186-)SG nw You stand in Linhir's town square. A beautifully sculpted granite fountain towers high into the air at the center of the open space. The square is paved with marble--Linhir must be a very wealthy city. People walk through the square, shopping and going about their daily business. A schoolhouse sits well off the square to the east. A wide street leaves the square to the southeast. Black clouds torment the sky, as a drizzle begins. The only obvious exits are southeast, west, east, northwest and north. Azkur enters. Guard of Linhir enters. Guard of Linhir enters. (-HP:103-EP:186-)SG You are at the center of a large square in the middle of Linhir. A beautifully sculpted granite fountain towers high into the air here. The square is paved with marble -- Linhir must be a very wealthy city, or at least it was before the war began. You would almost think that the rumors of a recent corsair attack were false, but the careful scrutiny of the guard patrolling by the gate convinces you otherwise. Black clouds torment the sky, as a drizzle begins. The only obvious exits are southeast, west, southwest, east, south, northeast, north and northwest. An old gossiper [25 rumours] Guard of Linhir enters. Azkur enters. Guard of Linhir enters. (-HP:103-EP:186-)SG wn What? (-HP:103-EP:186-)SG nw You miss Azkur. Azkur slices you causing a chunk of flesh to hit you in the face. Guard of Linhir misses Azkur. Guard of Linhir misses Azkur. You stand just inside the huge main gate of Linhir, the only one open to ground traffic in these times of trouble. The city wall is high and formidable; it runs to the northeast and southwest, embracing the city like huge arms. Entrances to the battlements atop the city wall are to the north and west. The town square spreads to the southeast, with a beautiful fountain in its center. Through the gate is a disorganized and crowded refugee camp. A guardhouse is built against the wall just inside the gate. Black clouds torment the sky, as a drizzle begins. The guardhouse door is open. The only obvious exits are southeast, west, east, guardhouse, south, north and out. A drunken sailor stumbles about A guard of Linhir Azkur enters. Guard of Linhir enters. Guard of Linhir enters. (-HP:93-EP:186-)SG out The guard escorting you salutes as you leave the city. Guard of Linhir leaves to other duties. You stand before the great gates of Linhir. You have heard several rumors in the surrounding lands: that the city was recently attacked by a war party of corsairs from Umbar, accompanied by Haradrim, but that the city's defenses were enough to repulse the attack; that there is concern another attack will come soon; even that the Heir of Isildur passed by with an army of spirits a few days past! Shaking your head, you return to what your eyes can see for itself. The thick wooden gates are built strong with expert craftsmanship. Tall stone walls rise to either side of the gates; they appear to surround the entire city, or at least what you can see of it from here. Rooftops are visible above the high walls, the only visible evidence of the city inside. An archer stoop is built over the gates--no doubt you are being watched from above at this very moment. Black clouds torment the sky, as a drizzle begins. The only obvious exits are enter and north. A guard of Linhir [2] Azkur enters. (-HP:93-EP:186-)SG n You can hardly call this a road. It is distinguished only by the strip of grass that has been trampled down by the passage of many feet. To the south you see the walls of Linhir. In all other directions are tents of the refugee camp. You feel a cool wind coming from the sea, soothing your face. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south and north. A refugee woman is sitting here Azkur enters. (-HP:93-EP:186-)SG n Several roads come together here, causing a lot of commotion, and the grass is so trampled that it is almost completely dead. To the north you see the plains of Dor-en-Ernil. To the south are the gate and walls of Linhir. n To the east and west are the dead ends of the transverse road. Some tents have been put up at each end. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south and north. A soldier from Linhir patrols the camp A little boy is playing here Azkur enters. (-HP:93-EP:186-)SG n You can hardly call this a road. It is distinguished only by the strip of grass that has been trampled down by the passage of many feet. To the south you see the walls of Linhir. In all other directions are tents of the refugee camp. You feel a cool wind coming from the sea, soothing your face. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south and north. Azkur enters. (-HP:93-EP:186-)SG n You can hardly call this a road: it is distinguished only by the strip of grass that has been trampled down by many feet. Looking to the south, you can see the walls of Linhir and the tents of the refugee camp. In no other direction do you see any stone construction; it is all very temporary. You feel a cool wind coming from the sea, soothing your face. Black clouds torment the sky, as a drizzle begins. The only obvious exits are south and out. Azkur enters. (-HP:93-EP:186-)SG You can't go that way! (-HP:93-EP:186-)SG You miss Azkur. out Recently attacked by the Corsairs of Umbar, the small town of Linhir is situated at the mouth of the Rivers Gilrain and Serni. The local populace has swollen with refugees, fleeing the siege of Minas Tirith. Tents have been erected where houses once stood, and a rough wooden fence keeps all non-Gondorians away. Strangers are not allowed in Linhir due to the recent attack by the Corsairs of Umbar. A ford over the river is to the south. The Linhir docks are east. The River Serni is southeast. The River Gilrain is northeast and southwest. The Lebennin Road continues northwest and west. Black clouds torment the sky, as a drizzle begins. There is water to the southeast, east, southwest, south and northeast. The only obvious exits are west, south, city and north. A fearsome ranger A signpost A hitching post Azkur enters. (-HP:93-EP:186-)SG You chuckle as Azkur feebly attempts to headbutt you. You miss Azkur. Azkur slices you causing a chunk of flesh to hit you in the face. You notice Azkur sizing you up. You miss Azkur. Azkur misses you. You miss Azkur. Azkur misses you. You chuckle as Azkur feebly attempts to headbutt you. Athrun enters. Kittie enters. Darkhour enters. Athrun leaves city. Darkhour leaves city. Kittie leaves city. You notice Azkur sizing you up. You miss Azkur. Azkur misses you. Athrun enters. Kittie enters. Darkhour enters. Athrun chats with his party. do run away, oh shit run away Do: starting commands. (-HP:86-EP:187-)SG The river widens out and becomes shallow here, making this a natural ford site safe for voyagers to cross by foot, boat or wain to the other side. The muddy river bank slopes gently into the shallow waters before re-emerging on the opposite side. The Linhir docks are northeast. The town of Linhir is to the north. The River Serni is east. The River Gilrain is west. The Lebennin Road continues northwest and southeast. Black clouds torment the sky, as a drizzle begins. There is water to the west, east and northeast. The only obvious exits are southeast, south, north and northwest. Athrun enters. Darkhour enters. Kittie enters. Azkur enters. (-HP:86-EP:187-)SG The flat, lush land that gently slopes from the White Mountains down to the Bay of Belfalas is known for its farming. The land has been naturally irrigated by the many rivers of Gondor, providing an adequate water supply for crops. A ford over the river is to the north. The town of Linhir is to the north. The River Serni is northeast. The Lebennin Road continues east. The River Gilrain is northwest. Black clouds torment the sky, as a drizzle begins. There is water to the northeast, north and northwest. The only obvious exits are west, east, south and north. Azkur enters. Athrun enters. Kittie enters. Darkhour enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. A ford over the river is to the northwest. The River Serni is north and northeast. The Lebennin Road continues east. Black clouds torment the sky, as a drizzle begins. There is water to the northeast, north and northwest. The only obvious exits are west, east, south and northwest. Athrun enters. Darkhour enters. Kittie enters. Azkur enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The River Serni is north. The Lebennin Road continues west and east. Black clouds torment the sky, as a drizzle begins. There is water to the northeast, north and northwest. The only obvious exits are west, east and south. Azkur enters. Athrun enters. Kittie enters. Darkhour enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The River Serni is northwest and north. The Lebennin Road continues west and east. Black clouds torment the sky, as a drizzle begins. There is water to the north and northwest. The only obvious exits are west, east and south. Athrun enters. Darkhour enters. Kittie enters. Azkur enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The River Serni is northwest. The Lebennin Road continues west and east. Black clouds torment the sky, as a drizzle begins. There is water to the northwest. The only obvious exits are west, east, south and north. Azkur enters. Athrun enters. Kittie enters. Darkhour enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The Lebennin Road continues northeast and west. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south, northeast and north. Athrun enters. Darkhour enters. Kittie enters. Azkur enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The River Serni is northwest. The Lebennin Road continues east and southwest. Black clouds torment the sky, as a drizzle begins. There is water to the northwest. The only obvious exits are west, east, southwest, south and north. A traveling lad Azkur enters. Athrun enters. Kittie enters. Darkhour enters. (-HP:86-EP:187-)SG You miss Azkur. Azkur misses you. Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The Lebennin Road continues west and east. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south and north. Athrun enters. Darkhour enters. Kittie enters. Azkur enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The Lebennin Road continues northeast and west. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south, northeast and north. Azkur enters. Athrun enters. Kittie enters. Darkhour enters. (-HP:86-EP:187-)SG Moving through the fiefdom of Lebennin, this wide dirt road has been well maintained with a border of stones. Two long ruts run down either side of the road, created by heavy travel from the city of Pelargir to the village of Ethring. The Lebennin Road continues east and southwest. The small village of Lendin can be seen to the north. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, southwest, south and north. Athrun enters. Darkhour enters. Kittie enters. Azkur enters. (-HP:86-EP:187-)SG To the north of the Lebennin road lies the village of Lendin, a loose cluster of wooden houses and farms. Overlooked by the Corsairs because of the physical distance between the village and the sea, the small village remains almost untouched during these times of troubles. A path to the north leads over a small hill, before entering into the village proper. The Lebennin Road continues south and southeast. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, east, south and north. Azkur enters. Athrun enters. Kittie enters. Darkhour enters. (-HP:86-EP:187-)SG You stand at the base of a small hill. Your gaze lands upon a small village. You notice a few small farms, maintained by the village locals. Upon the side of the hill are some large trees, as well as a small cobblestone path, winding its way up the hill to the entrance to the village. There is a farm close by to the east. Black clouds torment the sky, as a drizzle begins. The only obvious exits are east, south and north. Athrun enters. Darkhour enters. Kittie enters. Azkur enters. (-HP:86-EP:187-)SG Do: Commands completed. (-HP:86-EP:187-)SG Darkhour starts casting a spell. You are attacked by Kittie! Athrun leaves south. Kittie leaves south. Darkhour leaves south. do uh... yeah... You miss Azkur. Azkur misses you. What? (-HP:86-EP:187-)SG You notice Azkur sizing you up. You miss Azkur. Azkur slices you causing a chunk of flesh to hit you in the face. Azkur drops a mysterious amber vial from a long black cowled cloak. Azkur opens a mysterious amber vial. Azkur drinks some liquid from a mysterious amber vial. do well, try that again... Do: starting commands. (-HP:75-EP:187-)SG The path leading up the hill now widens into the main road into town. Bushes give some definition to the sides of the road. A few farms can be seen past the bushes. A strong gust of wind blows over you as you stand atop this hill. Gazing further along the road you see the village square, the main part of town. To the south lies the path which leads all the way down the hill. Black clouds torment the sky, as a drizzle begins. The only obvious exits are south and north. A local villager Azkur enters. (-HP:75-EP:187-)SG Traveling along the road, you find yourself close to the center of the village. A few houses are scattered alongside the only road through town. Breaks in the bushes allow passage to the houses. One house in particular seems to have been abandoned. To the east, there is a dark alley. Black clouds torment the sky, as a drizzle begins. The northeast door is closed. The only obvious exits are east, northeast, south and north. Azkur enters. (-HP:75-EP:187-)SG Shadows and darkness surround you in this run-down part of town. Scratching sounds can be heard from further on. You guess that it's the rats and shrug it off. Empty crates and broken bottles clutter the ground before you. Looks like someone was having too much fun the other night. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west and east. A drunken ruffian [2] Ruffian attacks you. Ruffian attacks you. Azkur enters. (-HP:75-EP:187-)SG Apprehensively, you walk deeper into the alley and set your eyes upon a beggar's home. You figure that term's used loosely, since there are just a few blankets stashed in the corner. The bare wooden walls have been built rather closely together, giving little room. How horrible it would be to live here! A cold breeze sends chills down your spine. You sigh as you think of your home. The alley ends in a dead end, forcing you to reconsider your path. Black clouds torment the sky, as a drizzle begins. The only obvious exit is west. An old beggar Azkur enters. (-HP:75-EP:187-)SG Ok. (-HP:75-EP:187-)SG The beggar beckons you closer and starts to tell his story: One day, a few years back, a bunch of soldiers came to this village. These soldiers recruited all the men in the town to leave the village behind and fight in the war against the Enemy. However, some were not so cooperative. The few you see around this town are cowards refusing to go. It makes me sick to think about all the brave men who have left their families back here, and then to see the drunks stay home while the others sacrifice for the good of the land. Why, I would have gone, yet they would not accept me. I'm not as weak as you might think! Well, I just had to let you know about all the men in this village. Those who you see here are the cowards, all the rest have gone off to war like true brave men. The beggar thanks you for listening to his story and smiles. Beggar says: Oh, and since I can't help in the war, maybe you can use this. Beggar gives you a rusty key. (-HP:75-EP:187-)SG Shadows and darkness surround you in this run-down part of town. Scratching sounds can be heard from further on. You guess that it's the rats and shrug it off. Empty crates and broken bottles clutter the ground before you. Looks like someone was having too much fun the other night. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west and east. A drunken ruffian [2] Azkur enters. (-HP:75-EP:187-)SG Traveling along the road, you find yourself close to the center of the village. A few houses are scattered alongside the only road through town. Breaks in the bushes allow passage to the houses. One house in particular seems to have been abandoned. To the east, there is a dark alley. Black clouds torment the sky, as a drizzle begins. The northeast door is closed. The only obvious exits are east, northeast, south and north. Azkur enters. (-HP:75-EP:187-)SG You open the northeast door. You open the front door of this house and gingerly step into it. Floorboards creak loudly as you inspect this small home. A small fireplace sits at one end, cold and empty, filled with ashes. A few chairs, covered in dust sit next to it. The walls are bare, just strong enough to hold up the roof, which isn't quite enough to keep out all the rain. The cold, bare floor yearns for a rug, but none is to be found. The west door is closed. The southwest door is open. The only obvious exits are west, southwest and north. Azkur enters. You close the southwest door. (-HP:75-EP:187-)SG You open the west door. You enter a small, simple bedroom. The white walls are clean and fresh and appear to have been cleaned recently. An old, tattered rug lies in one corner of the room, with a small table nearby. The room appears to have been designed without a window, and you begin to feel slightly claustrophobic. The east door is open. The only obvious exit is east. Azkur enters. You close the east door. (-HP:75-EP:187-)SG You slide the rug aside to find out what's bulging under it and find a trap door with a large padlock on it. (-HP:75-EP:187-)SG You pull out all of your keys and try them one by one... a rusty key : You unlock the down door. (-HP:75-EP:187-)SG You open the down door. You can barely see in this dark and dusty cellar. Cobwebs cover every square inch of the room. You warily move forward, discovering a small, open crate. The dust stirred by your entrance makes you lapse into a horrible coughing fit. Still, you decide to remain and satisfy the curiosity which led you into this house. The up door is open. The only obvious exit is up. Azkur enters. You close the up door. (-HP:75-EP:187-)SG You are too busy to make an attack! Azkur misses you. You pull out your keys and try them one by one... a rusty key : You lock the up door. Azkur must be such a noob to get locked up! Oh, wait... crap! (-HP:75-EP:187-)SG Ok. (-HP:75-EP:187-)SG Put what into what? (-HP:75-EP:187-)SG Ok. (-HP:75-EP:187-)SG Do: Commands completed. (-HP:75-EP:187-)SG Azkur grapples with you, his cranium colliding with your  face. You are too busy to make an attack! Azkur misses you. The scouts report seeing five enemies in the Southern Gondor region. You notice Azkur sizing you up. You are too busy to make an attack! Azkur misses you. headbutt You are too busy to make an attack! (-HP:62-EP:188-)SG You notice Azkur sizing you up. do get the hell out, maybe, dumbass? Do: starting commands. (-HP:62-EP:188-)SG Ok. (-HP:62-EP:188-)SG You are too busy to do that now! (-HP:62-EP:188-)SG There is no letter here to get. (-HP:62-EP:188-)SG The door is locked. (-HP:62-EP:188-)SG You can't go that way! (-HP:62-EP:188-)SG You can't go that way! (-HP:62-EP:188-)SG You can't go that way! (-HP:62-EP:188-)SG You can't go that way! (-HP:62-EP:188-)SG You can't go that way! (-HP:62-EP:188-)SG I do not see woman here. (-HP:62-EP:188-)SG Do: Commands completed. (-HP:62-EP:188-)SG You are too busy to make an attack! Azkur slices you causing a chunk of flesh to hit you in the face. You are too busy to make an attack! Azkur beats you to a bloody pulp. unlock up door You pull out all of your keys and try them one by one... a rusty key : You unlock the up door. (-HP:35-EP:188-)SG You are too busy to make an attack! Azkur brushes you rudely. You notice Azkur sizing you up. You are too busy to make an attack! Azkur misses you. do when all else fails, try try again? Do: starting commands. (-HP:33-EP:188-)SG Put what into what? (-HP:33-EP:188-)SG You are too busy to do that now! (-HP:33-EP:188-)SG There is no letter here to get. (-HP:33-EP:188-)SG You open the up door. You enter a small, simple bedroom. The white walls are clean and fresh and appear to have been cleaned recently. An old, tattered rug lies in one corner of the room, with a small table nearby. The room appears to have been designed without a window, and you begin to feel slightly claustrophobic. The east door is closed. The down door is open. The only obvious exits are east and down. Azkur enters. You close the down door. (-HP:33-EP:188-)SG You open the east door. You open the front door of this house and gingerly step into it. Floorboards creak loudly as you inspect this small home. A small fireplace sits at one end, cold and empty, filled with ashes. A few chairs, covered in dust sit next to it. The walls are bare, just strong enough to hold up the roof, which isn't quite enough to keep out all the rain. The cold, bare floor yearns for a rug, but none is to be found. The west door is open. The southwest door is closed. The only obvious exits are west, southwest and north. Azkur enters. You close the west door. (-HP:33-EP:188-)SG You open the southwest door. Traveling along the road, you find yourself close to the center of the village. A few houses are scattered alongside the only road through town. Breaks in the bushes allow passage to the houses. One house in particular seems to have been abandoned. To the east, there is a dark alley. Black clouds torment the sky, as a drizzle begins. The northeast door is open. The only obvious exits are east, northeast, south and north. Azkur enters. You close the northeast door. (-HP:33-EP:188-)SG This must be the center of town. The road widens a bit here, giving room for a small fountain and the benches which surround it. Some large trees cover the edge of the road, swaying gently in the breeze. You spot larger buildings to the north, and a few smaller ones to the south. In front of you is a large building with a sign on it. Black clouds torment the sky, as a drizzle begins. The only obvious exits are west, south and north. Azkur enters. (-HP:33-EP:188-)SG You've reached the end of the road. From here you can see the local inn to the east and another house to the west. To the north the road gets considerably narrower, forming a path winding down the steep hill. The path seems to be rarely used, and you wonder if it's safe to go down. Black clouds torment the sky, as a drizzle begins. The west door is closed. The only obvious exits are west, east, south and north. A large, scraggly black dog Azkur enters. (-HP:33-EP:188-)SG You open the west door. You step inside this house and feel the warmth and hospitality. The cheery light of a fireplace fire flickers across a sofa and a cushioned chair to give this room a cozy atmosphere. Upon the mantle is a pair of lit candlesticks. A rug sits at the fireside, protecting feet from the cold floor. The east door is open. The only obvious exits are up, east and north. An old woman Azkur enters. You close the east door. (-HP:33-EP:188-)SG You do not have a letter. (-HP:33-EP:188-)SG Do: Commands completed. (-HP:33-EP:188-)SG You are too busy to make an attack! Azkur misses you. You are too busy to make an attack! Azkur suddenly looks very dark and mangles you into a bloody piece of gore! grin You are too busy to make an attack! Azkur cuts you causing major damage. You grin. (-HP:-5-EP:188-)SG You fall to the ground. You are bleeding to death. Azkur puts you out of your misery. Azkur puts you out of your misery. ^ (OOC) Azkur: legend dorf You sob to yourself as you fall to the ground, feeling your life energy drain away. You have died. You have a strange feeling... did Azkur legend you before you died? That's just arrogant! You can see your own lifeless body from above. Someone grips his weapon with one hand. Someone removes the Black Sword. Someone puts the Black Sword into a sheath for the Black Sword. Someone wears a sturdy leather baldric. Someone wears a beautiful golden Eagle's feather. Someone wears a finely-shaped pearl carapace. Someone wears a keyring. Someone gets a bloodstained cloak, a sapphire sword, a rotting and moldy waterskin and a magnificent bronze deathmask from corpse of Dorf into an easterling pack. Someone gets a troll pack, a pair of mail pants and some gold coins from corpse of Dorf.