A fun projectiles fight

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Reven
Posts: 47
Joined: Sat Jan 27, 2018 3:12 pm

A fun projectiles fight

Postby Reven » Thu Oct 04, 2018 7:39 pm

Definitely not my best, but it was interesting and fun thought I'd post. Still getting the hang of projectiles.


Private Rooms of the Hand of Light
A long corridor lined with strong wooden doors on both sides extends deeper
into the Dungeons. Brass lamps lights up the colorful tapestries covering
the paneled walls and gives a tranquil lighting that can easily soothe a
tired soul. Each of the doors lead into the rooms of the Hand of Light.
[ obvious exits: W ]
West: A straight-backed officer stands with his hand on his weapon.
Sevayr is tending the quarters of the Hand of Light.

* HP:Healthy MV:Fresh >
You are thirsty.

* HP:Healthy MV:Fresh >
A Child of the Light bellows 'Fermin was spotted at Checkpoint Before the Western Entrance!'
A Child of the Light bellows 'Fermin was spotted at Checkpoint Before the Western Entrance!'

* HP:Healthy MV:Fresh >
A Child of the Light bellows 'Fermin was spotted at Entrance to the Fortress of Light!'

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Fermin - Entrance to the Fortress of Light
Reven - Private Rooms of the Hand of Light

* HP:Healthy MV:Fresh > Target set to h.fermin.
sn
[sneak ]
Ok, you'll try to move silently for a while.

* S HP:Healthy MV:Fresh > w
w
Meeting Room of the Hand of the Light
Priceless tapestries skillfully worked in silver and gold thread line the
walls of this rounded chamber of polished white stone beneath the Fortress
of Light. Crystalline vases and elaborate ornaments occupy the top of a
rosewood bookshelf that follows the east side of the curving wall gives a
sense of luxury to the otherwise sparse room. A round table of sturdy oak
etched with a large red crook in its dead centre takes up the greater part
of the chamber.
[ obvious exits: N E S W ]
North: Earwin the Quartermaster is here, guarding the stores against darkfriends.
East: Sevayr is tending the quarters of the Hand of Light.
A straight-backed officer stands with his hand on his weapon.

w
* S HP:Healthy MV:Full > A Hidden Passage
White dressed stone glows with torchlight, forming the framework of a
narrow passageway. A plush crimson rug covers the floor as it runs east to
west, its thick pile muffling noise.
[ obvious exits: E W ]
East: A straight-backed officer stands with his hand on his weapon.

* S HP:Healthy MV:Full > A Hidden Passage
A narrow passageway of dressed stone is lit by torches set in ornamental
sconces. A crimson runner covers the floor from east to west, where it
stops against a panel of heavily carved wood. A marble statue set into a
niche along the wall depicts Lothair Mantelar, his hand upon the head of a
penitant man.
[ obvious exits: E W ]
An iron sconce is embedded into the wall.

* S HP:Healthy MV:Full > knock panel
Ok.

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Fermin - A White Marble Hallway
Reven - A Hidden Passage

* S HP:Healthy MV:Full > not
You start paying increased attention to your surroundings.

* S HP:Healthy MV:Full >
The panel is slid open from the other side.

* S HP:Healthy MV:Full > open panel
w
hide
It's already open!

* S HP:Healthy MV:Full > backstab h.fermin
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N E S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Healthy MV:Full > You attempt to hide yourself.

* S HP:Healthy MV:Full > Backstab who?

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Reven - The Dome of Truth
Fermin - A White Marble Hallway

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Healthy MV:Full > backstab h.fermin

The panel closes quietly.

* S HP:Healthy MV:Full > Backstab who?

* S HP:Healthy MV:Full > backstab h.fermin
Backstab who?

* S HP:Healthy MV:Full > backstab h.fermin
Backstab who?

* S HP:Healthy MV:Full > backstab h.fermin
where
Backstab who?

* S HP:Healthy MV:Full > Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Fermin - A Wide Marble Corridor
Reven - The Dome of Truth

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Fermin - A Wide Marble Corridor
Reven - The Dome of Truth

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Fermin - A Wide Marble Corridor
Reven - The Dome of Truth

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Healthy MV:Full > n
n
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Healthy MV:Full > Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: A Child of the Light fortress sentinel surveys the flow of traffic.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Healthy MV:Full > e
Along the Corridor
The pristine walls of this hallway stretch for several spans to the west
and the east, both seemingly identical. The ceiling of this room is very
high, supported by redstone columns, edged in white-clay plaster. The floor
is clean and free of scratches, not at all like what you would expect from
a hallway that is used frequently.
[ obvious exits: E W ]
East: The Child of Light officer is here, peering sternly around him.
West: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Healthy MV:Full > hide
You attempt to hide yourself.

* S HP:Healthy MV:Full > where
Players in your Zone
--------------------
Fermin - Before the Dome of Truth
Reven - Along the Corridor

* S HP:Healthy MV:Full > w
s
s
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: A Child of the Light fortress sentinel surveys the flow of traffic.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Healthy MV:Full > Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: Fermin of Two Rivers is standing here.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Healthy MV:Strong > The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Lieutenant of the Children surveys all in his line of sight.
You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Healthy MV:Strong > k h.fermin
Wimpy reset to: 187 hit points.
You try to stab Fermin, but he dodges the attack.

* S HP:Healthy MV:Strong - Fermin: Hurt > backstab h.fermin
No way! You're fighting for your life!

* S HP:Healthy MV:Strong - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Healthy MV:Strong - Fermin: Hurt >
You try to stab Fermin, but he deflects the blow.
A Child of Light Lieutenant joins your fight!
A Hand of the Light Inquisitor joins your fight!
A Hand of the Light Inquisitor joins a Hand of the Light Inquisitor's fight!

* S HP:Healthy MV:Strong - Fermin: Hurt >
You try to stab Fermin, but he deflects the blow.

* S HP:Healthy MV:Strong - Fermin: Hurt >
Fermin leaves west.

* S HP:Healthy MV:Strong > w
hide
backstab h.fermin
Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Healthy MV:Strong > You attempt to hide yourself.

* S HP:Healthy MV:Strong > Backstab who?

* S HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Fermin - Before the Dome of Truth
Reven - Before the Dome of Truth

* S HP:Healthy MV:Strong > w
k h.fermin
Junction in the Corridor
Golden lamps hang suspended from a white plastered ceiling above you. The
corridor junction leads in two directions. To the south a bubbling fountain
can be made out providing water to all. The corridor stretches either east
or west where the sides of each wall is lined with banner after banner of
fallen enemies conquered by the Children of the Light.
[ obvious exits: E S W ]
East: You sense a hidden life form in the area...
South: A Child of the Light is here, arrogantly glaring around.
West: A Lieutenant of the Children surveys all in his line of sight.
A skinny man leans against a wall here.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Healthy MV:Strong > A Child of the Light leaves south.
They aren't here.

* S HP:Healthy MV:Strong > s
k h.fermin
Sunburst Courtyard
A fountain carefully crafted of marble and gold, sits at the centre of this
courtyard, offering water for all. Slate slabs and granite pieces form a
intricate pattern on the ground around the fountain. Twin pillars
supporting a doorway mark the exit to this courtyard to the north.
[ obvious exits: N ]
North: A skinny man leans against a wall here.
A fountain is here, offering clear blue water to all.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Healthy MV:Strong > They aren't here.

* S HP:Healthy MV:Strong > n
e
Junction in the Corridor
Golden lamps hang suspended from a white plastered ceiling above you. The
corridor junction leads in two directions. To the south a bubbling fountain
can be made out providing water to all. The corridor stretches either east
or west where the sides of each wall is lined with banner after banner of
fallen enemies conquered by the Children of the Light.
[ obvious exits: E S W ]
East: You sense a hidden life form in the area...
South: A Child of the Light is here, arrogantly glaring around.
West: A Lieutenant of the Children surveys all in his line of sight.
A skinny man leans against a wall here.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

e
* S HP:Healthy MV:Strong > Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: A skinny man leans against a wall here.
You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.
Suddenly Fermin places a curved clear dagger in your back! Doh! Idiot mistake on my part.
Ouch! That Really did HURT!

You panic and attempt to flee!

hide
You flee head over heels.
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.
Alas, you cannot go that way...

* S HP:Battered MV:Strong > You attempt to hide yourself.

* S HP:Battered MV:Strong > w
k h.fermin
Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: A skinny man leans against a wall here.
Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Strong > You try to stab Fermin, but he dodges the attack.

* S HP:Battered MV:Strong - Fermin: Hurt >
Fermin tries to pierce you, but you deflect the blow.

* S HP:Battered MV:Strong - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Strong - Fermin: Hurt >
Fermin swiftly dodges your attempt to stab him.
A Child of Light Lieutenant joins your fight!
A Child of Light Lieutenant joins a Child of Light Lieutenant's fight!
A Child of Light Lieutenant joins a Child of Light Lieutenant's fight!

* S HP:Battered MV:Strong - Fermin: Hurt >
Fermin leaves east.

* S HP:Battered MV:Strong > e
k h.fermin
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > k h.fermin
They aren't here.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
A Shienaran scout narrates 'Spawn north of Lockshear!'
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring >
Fermin has arrived from the west.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > k h.fermin
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin swiftly dodges your attempt to stab him.
A Child of Light Lieutenant joins your fight!
A Hand of the Light Inquisitor joins your fight!
A Hand of the Light Inquisitor joins a Hand of the Light Inquisitor's fight!

* S HP:Battered MV:Tiring - Fermin: Hurt >
A Child of Light Lieutenant says 'DIE!'
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin leaves north.

* S HP:Battered MV:Tiring > k h.fermin
They aren't here.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: You sense a hidden life form in the area...
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: Fermin of Two Rivers is standing here.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: You sense a hidden life form in the area...
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > k h.fermin
They aren't here.

* S HP:Battered MV:Tiring > k h.fermin
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Hurt >
You try to stab Fermin, but he dodges the attack.
Fermin leaves west.

* S HP:Battered MV:Tiring > w
k h.fermin
Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: A skinny man leans against a wall here.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring > You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Hurt >
A Child of Light Lieutenant draws a two-fisted flamberge from a sword sheath with a flash of steel.
A Child of Light Lieutenant wields a two-fisted flamberge in a two-handed grip.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
A Child of Light Lieutenant says 'DIE!'
A Child of Light Lieutenant draws a two-fisted flamberge from a sword sheath with a flash of steel.
A Child of Light Lieutenant wields a two-fisted flamberge in a two-handed grip.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
A Child of Light Lieutenant says 'DIE!'
A Child of Light Lieutenant draws a two-fisted flamberge from a sword sheath with a flash of steel.
A Child of Light Lieutenant wields a two-fisted flamberge in a two-handed grip.
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
A Child of Light Lieutenant says 'DIE!'

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Hurt > k h.fermin

Fermin swiftly dodges your attempt to stab him.

* S HP:Battered MV:Tiring - Fermin: Hurt > You do the best you can!

* S HP:Battered MV:Tiring - Fermin: Hurt >
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
A Child of Light Lieutenant tries to slash Fermin, but he dodges the attack.
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he dodges the attack.
Fermin leaves east.

* S HP:Battered MV:Tiring > e
k h.fermin
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > k h.fermin
They aren't here.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > mb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 112 hit points.

k h.fermin
* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > scan w
You sense a hidden life form in the area...
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring > w
k h.fermin
Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring > You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin tries to pierce you, but you deflect the blow.
A Child of the Light joins your fight!
A Child of Light Lieutenant joins a Child of the Light's fight!
A Child of Light Lieutenant joins a Child of the Light's fight!
You stab Fermin's left leg very hard.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Wounded >
Fermin leaves east.

* S HP:Battered MV:Tiring > e
k h.fermin
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > k h.fermin
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin leaves north.

* S HP:Battered MV:Tiring > n
k h.fermin
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.
You sense a hidden life form in the area...
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring > You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt >
You try to stab Fermin, but he deflects the blow.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Hurt >
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt >
A Child of the Light sentinel slashes Fermin's right foot hard.
A Child of the Light sentinel tries to slash Fermin, but he deflects the blow.
A Child of Light Lieutenant has arrived from the south.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin leaves north.

* S HP:Battered MV:Tiring > n
k h.fermin
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > look
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Tiring > k h.fermin
They aren't here.

* S HP:Battered MV:Tiring > s
k h.fermin
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.
A Child of Light Lieutenant is here, fighting Fermin.
A Child of Light Lieutenant is here, fighting Fermin.
You sense a hidden life form in the area...
A Child of Light Lieutenant is here, fighting Fermin.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > k h.fermin
They aren't here.

* S HP:Battered MV:Tiring > look
s
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: You sense a hidden life form in the area...
South: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring > The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: Fermin of Two Rivers is standing here.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: You sense a hidden life form in the area...
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: You sense a hidden life form in the area...
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > look

A Child of Light Lieutenant has arrived from the north.
A Child of Light Lieutenant has arrived from the north.
A Child of Light Lieutenant has arrived from the north.

* S HP:Battered MV:Tiring > The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Child of Light Lieutenant is here, fighting Fermin.
A Child of Light Lieutenant is here, fighting Fermin.
A Child of Light Lieutenant is here, fighting Fermin.
You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > k h.fermin
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Hurt >
You try to stab Fermin, but he parries successfully.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin leaves north.

* S HP:Battered MV:Tiring > n
k h.fermin
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.
You sense a hidden life form in the area...
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring > You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt >
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt > where
Players in your Zone
--------------------
Reven - Before the Dome of Truth

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

who
* S HP:Battered MV:Tiring - Fermin: Hurt > Players
-------
Meren of Shon Kifar WANTED
Penna of Ghealdan
Akiran of Shienar
Gallin of Amadicia
Lord Alasdair the Gaidin Master [Gaidin] WANTED
Reven the Shepherd [Hand of Light]
Arahal Stonebow
Derick Dhai {Apprentice to Theid Gaidin} WANTED
Stiles of Shienar
Fermin of Two Rivers WANTED
Aikimimei of Altara
5 Aish Midori [Green Ajah] WANTED
Lord Kendall the Gaidin Master [Gaidin] WANTED
Tul of Illian

14 players displayed.

* S HP:Battered MV:Tiring - Fermin: Hurt >

Fermin tries to pierce you, but you dodge the attack.

* S HP:Battered MV:Tiring - Fermin: Hurt > * S HP:Battered MV:Tiring - Fermin: Hurt >
You swiftly dodge Fermin's attempt to pierce you.
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.

look
* S HP:Battered MV:Tiring - Fermin: Hurt > Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.
You sense a hidden life form in the area...
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Hurt > stat
You are a 42 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 14.4 lbs, peanuts.
Your base abilities are: Str:18 Int:9 Wil:14 Dex:19 Con:18 Sum:78.
Offensive bonus: 174, Dodging bonus: 142, Parrying bonus: 130, Total defense: 272
Your mood is: Brave. You will flee below: 112 Hit Points
You are wanted by: Andor Tar Valon Tear Seanchan Empire Mayene
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- NOTICE
- SNEAK

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.
Fermin tries to pierce you, but you deflect the blow.
A Child of Light Lieutenant has arrived from the south.
A Child of Light Lieutenant has arrived from the south.
A Child of Light Lieutenant has arrived from the south.

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Hurt >
A Child of Light Lieutenant joins a Child of Light Lieutenant's fight!
A Child of the Light sentinel joins a Child of Light Lieutenant's fight!

* S HP:Battered MV:Tiring - Fermin: Hurt >
Fermin leaves south.

* S HP:Battered MV:Tiring > k h.fermin
They aren't here.

s
* S HP:Battered MV:Tiring > k h.fermin
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: You sense a hidden life form in the area...
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Tiring > s
k h.fermin
A Tapestry Lined Passageway
Tapestries of battles won and lost line either side of this long corridor.
The walls of this corridor are made of white marble and rounded off with
redstone columns. The corridor leads in two directions, north to the
Dome of Truth and south where a row of doors indicate quarters for the
dwellers of this fortress.
[ obvious exits: N S ]
North: You sense a hidden life form in the area...
South: The Child of Light officer is here, peering sternly around him.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Winded > n
k h.fermin
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Hurt >
You try to stab Fermin, but he parries successfully.
A Child of Light Lieutenant joins your fight!
A Hand of the Light Inquisitor joins your fight!
A Hand of the Light Inquisitor joins a Hand of the Light Inquisitor's fight!

* S HP:Battered MV:Winded - Fermin: Hurt >
Fermin leaves north.

* S HP:Battered MV:Winded > n
k h.fermin
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: You sense a hidden life form in the area...
South: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > look
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: A Child of the Light is here, arrogantly glaring around.
Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > look
k h.fermin
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: A Lieutenant of the Children surveys all in his line of sight.
South: A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Hurt >
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Hurt >
You try to stab Fermin, but he deflects the blow.
A Child of Light Lieutenant joins your fight!
A Child of Light Lieutenant joins a Child of Light Lieutenant's fight!
A Child of Light Lieutenant joins a Child of Light Lieutenant's fight!

* S HP:Battered MV:Winded - Fermin: Hurt >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Hurt > where
Players in your Zone
--------------------
Fermin - Before the Dome of Truth
Reven - Before the Dome of Truth

* S HP:Battered MV:Winded - Fermin: Hurt > where

Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Hurt > Players in your Zone
--------------------
Fermin - Before the Dome of Truth
Reven - Before the Dome of Truth

* S HP:Battered MV:Winded - Fermin: Hurt >
You stab Fermin's body very hard.

* S HP:Battered MV:Winded - Fermin: Hurt >
A Child of Light Lieutenant tries to slash Fermin, but he dodges the attack.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
A Child of Light Lieutenant slashes Fermin's body very hard.
You stab Fermin's body hard.

* S HP:Battered MV:Winded - Fermin: Wounded >
Fermin leaves north.

* S HP:Battered MV:Winded > n
k h.fermin
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: A Lieutenant of the Children surveys all in his line of sight.
You sense a hidden life form in the area...
A Child of Light Lieutenant is here, fighting Fermin.

* S HP:Battered MV:Winded > You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - a Child of Light Lieutenant: Scratched - Fermin: Wounded >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - a Child of Light Lieutenant: Scratched - Fermin: Wounded >
You try to stab Fermin, but he parries successfully.
Fermin tries to pierce a Child of Light Lieutenant, but he parries successfully.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
You try to stab Fermin, but he parries successfully.
Fermin pierces a Child of Light Lieutenant's body.
A Child of Light Lieutenant has arrived from the south.
A Child of Light Lieutenant has arrived from the south.
A Child of Light Lieutenant has arrived from the south.

* S HP:Battered MV:Winded - a Child of Light Lieutenant: Scratched - Fermin: Wounded >
A Child of Light Lieutenant kicks Fermin in solar plexus, Fermin is rendered breathless!

* S HP:Battered MV:Winded - a Child of Light Lieutenant: Scratched - Fermin: Wounded >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - a Child of Light Lieutenant: Scratched - Fermin: Wounded >
Fermin swiftly dodges a Child of Light Lieutenant's attempt to slash him.
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - a Child of Light Lieutenant: Scratched - Fermin: Wounded >
Fermin leaves east.

* S HP:Battered MV:Winded > e
k h.fermin
Along the Corridor
The pristine walls of this hallway stretch for several spans to the west
and the east, both seemingly identical. The ceiling of this room is very
high, supported by redstone columns, edged in white-clay plaster. The floor
is clean and free of scratches, not at all like what you would expect from
a hallway that is used frequently.
[ obvious exits: E W ]
East: The Child of Light officer is here, peering sternly around him.
West: A Lieutenant of the Children surveys all in his line of sight.
You sense a hidden life form in the area...

* S HP:Battered MV:Winded > You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Wounded > close
You try to stab Fermin, but he parries successfully.
A Child of Light Lieutenant has arrived from the west.
Close what?

* S HP:Battered MV:Winded - Fermin: Wounded >
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - Fermin: Wounded >
A Child of Light Lieutenant has arrived from the west.
A Child of Light Lieutenant has arrived from the west.
A Child of Light Lieutenant has arrived from the west.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Wounded >
A Child of Light Lieutenant slashes Fermin's body very hard.
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
A Child of Light Lieutenant slashes Fermin's left leg extremely hard.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Wounded >
Fermin leaves east.

* S HP:Battered MV:Winded > e

A Child of Light Lieutenant leaves east.
A Child of Light Lieutenant leaves east.
A Child of Light Lieutenant leaves east.
A Child of Light Lieutenant leaves east.

k h.fermin
* S HP:Battered MV:Winded > Eastern Entrance to the Fortress of Light
Double pillars, thick as oak trees and equally as tall, support a doorway
wide enough for several men to walk abreast. The symbol of the Children of
the Light, a golden sunburst, is set into the white marble floor, just
before the doorway, welcoming guests and warning enemies. A wide hallway
leading into the fortress lies to the west, running on for several feet
until it seems to end or take a sharp turn.
[ obvious exits: E W ]
A Child of Light Lieutenant is here, fighting Fermin.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of Light Lieutenant is here, fighting Fermin.
You sense a hidden life form in the area...
The Child of Light officer is here, peering sternly around him.
A Child of the Light guard stands here, scrutinizing those who wish to enter.
A Child of the Light guard stands here, scrutinizing those who wish to enter.
A Child of the Light guard stands here, scrutinizing those who wish to enter.

* S HP:Battered MV:Winded > close checkpoint
The Child of Light officer tries to slash Fermin, but he parries successfully.
A Child of Light Lieutenant joins a Child of Light Lieutenant's fight!
A Child of Light Lieutenant joins a Child of Light Lieutenant's fight!
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - the Child of Light officer: Scratched - Fermin: Wounded > It's already closed!

* S HP:Battered MV:Winded - the Child of Light officer: Scratched - Fermin: Wounded >
You try to stab Fermin, but he parries successfully.
A Child of Light Lieutenant slashes Fermin's right leg into bloody fragments!
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
Fermin pierces the Child of Light officer's body hard.
The Child of Light officer slashes Fermin's body hard.
Fermin panics, and attempts to flee!
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
A Child of Light Lieutenant slashes Fermin's left leg extremely hard.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - the Child of Light officer: Scratched - Fermin: Battered >
Fermin leaves west.

* S HP:Battered MV:Winded >
The Child of Light officer leaves west.

* S HP:Battered MV:Winded > w
k h.fermin
Along the Corridor
The pristine walls of this hallway stretch for several spans to the west
and the east, both seemingly identical. The ceiling of this room is very
high, supported by redstone columns, edged in white-clay plaster. The floor
is clean and free of scratches, not at all like what you would expect from
a hallway that is used frequently.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: Fermin of Two Rivers is standing here.
The Child of Light officer is here, peering sternly around him.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > w
k h.fermin
The Child of Light officer leaves west.
Bend in the Wide Corridor
You are at a bend in a hallway. The floor of this hallway is white stone,
inlaid with streaks of silver and bronze. The walls are scattered with
victory banners and trophies representing victories over the enemies of the
Children of the Light and hence shadowspawn and darkfriends. The hallway
leads in two directions, one way going eastward towards the eastern gates
and the other south down a long passageway.
[ obvious exits: E S ]
South: A Child of the Light fortress sentinel surveys the flow of traffic.
The Child of Light officer is here, peering sternly around him.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > s
k h.fermin
Before the Dome of Truth
Before you is the Dome of Truth, its high vaulted ceiling from which
hundreds of leaf-shaped lamps are suspended overhead, almost seems unreal
in magnificence. The passageway to the Dome of Truth lies to the south,
through an entranceway held up by twin redstone pillars. A wide corridor
stretches towards the north.
[ obvious exits: N S ]
North: The Child of Light officer is here, peering sternly around him.
South: A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > s

The Child of Light officer has arrived from the north.

* S HP:Battered MV:Winded > k h.fermin
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: The Child of Light officer is here, peering sternly around him.
West: A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > where

The Child of Light officer has arrived from the north.

* S HP:Battered MV:Winded > Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > k h.fermin
They aren't here.

* S HP:Battered MV:Winded > look
look
A Child of the Light bellows 'Fermin was spotted at Along the White Marble Corridor!'
A Child of the Light has arrived from the west.
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > k h.fermin
They aren't here.

* S HP:Battered MV:Winded > w
Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > w
k h.fermin
Junction in the Corridor
Golden lamps hang suspended from a white plastered ceiling above you. The
corridor junction leads in two directions. To the south a bubbling fountain
can be made out providing water to all. The corridor stretches either east
or west where the sides of each wall is lined with banner after banner of
fallen enemies conquered by the Children of the Light.
[ obvious exits: E S W ]
East: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A skinny man leans against a wall here.
A Child of the Light is here, fighting Fermin.
A Child of Light Lieutenant is here, fighting Fermin.
You sense a hidden life form in the area...
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Battered MV:Weary > You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
A Child of the Light tries to slash Fermin, but he deflects the blow.
A Child of the Light bellows 'Fermin was spotted at Junction in the Corridor!'

* S HP:Battered MV:Weary - Fermin: Battered >
A Child of the Light tries to slash Fermin, but he parries successfully.
You try to stab Fermin, but he deflects the blow.
Fermin swiftly dodges a Child of the Light's attempt to slash him.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Weary - Fermin: Battered >
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin leaves south.

* S HP:Battered MV:Weary >
A Child of the Light bellows 'Fermin was spotted at Sunburst Courtyard!'
A Child of the Light leaves south.
A Child of Light Lieutenant leaves south.
A Child of the Light leaves south.
The Child of Light officer has arrived from the east.

* S HP:Battered MV:Weary > s
k h.fermin
Sunburst Courtyard
A fountain carefully crafted of marble and gold, sits at the centre of this
courtyard, offering water for all. Slate slabs and granite pieces form a
intricate pattern on the ground around the fountain. Twin pillars
supporting a doorway mark the exit to this courtyard to the north.
[ obvious exits: N ]
North: The Child of Light officer is here, peering sternly around him.
A fountain is here, offering clear blue water to all.
A Child of the Light is here, arrogantly glaring around.
A Child of Light Lieutenant is here, fighting Fermin.
A Child of the Light is here, fighting Fermin.
Fermin of Two Rivers is here, fighting a Child of the Light.
A skinny man leans against a wall here.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, fighting Fermin.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Weary > You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Weary - a Child of the Light: Healthy - Fermin: Battered >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Weary - a Child of the Light: Healthy - Fermin: Battered >
You try to stab Fermin, but he parries successfully.
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
Fermin swiftly dodges a Child of the Light's attempt to slash him.
A Child of the Light slashes Fermin's body.
The Child of Light officer has arrived from the north.

* S HP:Battered MV:Weary - a Child of the Light: Healthy - Fermin: Battered >
The Child of Light officer says 'You Fermin!!! You will die before your time!! '

* S HP:Battered MV:Weary - a Child of the Light: Healthy - Fermin: Battered >
Fermin leaves north.

* S HP:Battered MV:Weary > n
k h.fermin
Junction in the Corridor
Golden lamps hang suspended from a white plastered ceiling above you. The
corridor junction leads in two directions. To the south a bubbling fountain
can be made out providing water to all. The corridor stretches either east
or west where the sides of each wall is lined with banner after banner of
fallen enemies conquered by the Children of the Light.
[ obvious exits: E S W ]
East: A Lieutenant of the Children surveys all in his line of sight.
South: The Child of Light officer is here, peering sternly around him.
West: Fermin of Two Rivers is standing here.
A Child of the Light is here, arrogantly glaring around.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > w
k h.fermin
Along the White Marble Corridor
Pictures and tapestries of wars and famous battles line either side of this
corridor. The corridor is very wide, with a white plastered ceiling
reaching its peak at about fifteen feet. The corridor continues to the
east and west. To the east, the corridor breaks off to the south. To the
west, two huge marble pillars supporting a door frame indicates the
entrance of this passageway.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
East: A Child of the Light is here, arrogantly glaring around.
West: Fermin of Two Rivers is standing here.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > w
k h.fermin
A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
South: Fermin of Two Rivers is standing here.
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > w
Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Battered MV:Weary > e
s
k h.fermin
A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
South: You sense a hidden life form in the area...
West: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Weary > The Main Dining Hall
A cavernous dining hall, appointed in a style to accomodate hundreds, has
served the Light for hundreds of years. Banners of fallen enemies of the
Light decorate the walls as a reminder of the triumph of Light over Dark. A
dais on the far north wall holds a long table and chairs facing outward,
the seats of the Lord Captain Commander and current officers. To the north
is a white marble corridor.
[ obvious exits: N ]
North: A Lieutenant of the Children surveys all in his line of sight.
A hunk of beef has been left here. [2]
A chair made of red oak rests next to the table. [6]
A long wooden table offers room for patrons.
You sense a hidden life form in the area...

* S HP:Battered MV:Weary > You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Weary - Fermin: Battered >
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Weary - Fermin: Battered >
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin leaves north.
Fermin has arrived from the north.

* S HP:Battered MV:Weary > k h.fermin
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
You try to stab Fermin, but he deflects the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin tries to pierce you, but you dodge the attack.

* S HP:Battered MV:Weary - Fermin: Battered > scan n
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Weary - Fermin: Battered > look
The Main Dining Hall
A cavernous dining hall, appointed in a style to accomodate hundreds, has
served the Light for hundreds of years. Banners of fallen enemies of the
Light decorate the walls as a reminder of the triumph of Light over Dark. A
dais on the far north wall holds a long table and chairs facing outward,
the seats of the Lord Captain Commander and current officers. To the north
is a white marble corridor.
[ obvious exits: N ]
North: A Lieutenant of the Children surveys all in his line of sight.
A hunk of beef has been left here. [2]
A chair made of red oak rests next to the table. [6]
A long wooden table offers room for patrons.
Fermin of Two Rivers is here, fighting YOU!

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin tries to pierce you, but you dodge the attack.
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Weary - Fermin: Battered > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Battered MV:Weary - Fermin: Battered > You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Battered MV:Weary - Fermin: Battered > Fermin tries to pierce you, but you parry successfully.
You throw a throwing spike at Fermin.

* S HP:Battered MV:Weary - Fermin: Battered >
A throwing spike arcs through the air.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin tries to pierce you, but you parry successfully.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin deflects a throwing spike that was thrown at him.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Weary - Fermin: Battered > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Weary - Fermin: Battered >
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Weary - Fermin: Battered > take spike
You try to stab Fermin, but he parries successfully.
You get a throwing spike.

* S HP:Battered MV:Weary - Fermin: Battered >
Fermin leaves north.

* S HP:Battered MV:Weary > k h.fermin
They aren't here.

* S HP:Battered MV:Weary > look
The Main Dining Hall
A cavernous dining hall, appointed in a style to accomodate hundreds, has
served the Light for hundreds of years. Banners of fallen enemies of the
Light decorate the walls as a reminder of the triumph of Light over Dark. A
dais on the far north wall holds a long table and chairs facing outward,
the seats of the Lord Captain Commander and current officers. To the north
is a white marble corridor.
[ obvious exits: N ]
North: A Lieutenant of the Children surveys all in his line of sight.
A hunk of beef has been left here. [2]
A chair made of red oak rests next to the table. [6]
A long wooden table offers room for patrons.

* S HP:Battered MV:Weary > look
The Main Dining Hall
A cavernous dining hall, appointed in a style to accomodate hundreds, has
served the Light for hundreds of years. Banners of fallen enemies of the
Light decorate the walls as a reminder of the triumph of Light over Dark. A
dais on the far north wall holds a long table and chairs facing outward,
the seats of the Lord Captain Commander and current officers. To the north
is a white marble corridor.
[ obvious exits: N ]
North: A Lieutenant of the Children surveys all in his line of sight.
A hunk of beef has been left here. [2]
A chair made of red oak rests next to the table. [6]
A long wooden table offers room for patrons.

* S HP:Battered MV:Weary > look
The Main Dining Hall
A cavernous dining hall, appointed in a style to accomodate hundreds, has
served the Light for hundreds of years. Banners of fallen enemies of the
Light decorate the walls as a reminder of the triumph of Light over Dark. A
dais on the far north wall holds a long table and chairs facing outward,
the seats of the Lord Captain Commander and current officers. To the north
is a white marble corridor.
[ obvious exits: N ]
North: A Lieutenant of the Children surveys all in his line of sight.
A hunk of beef has been left here. [2]
A chair made of red oak rests next to the table. [6]
A long wooden table offers room for patrons.

* S HP:Battered MV:Weary > n
A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Haggard > w
k h.fermin
Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
Fermin of Two Rivers is standing here.

* S HP:Battered MV:Haggard > Fermin swiftly dodges your attempt to stab him.

* S HP:Battered MV:Haggard - Fermin: Battered >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Haggard - Fermin: Battered >
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Haggard - Fermin: Battered >
A Child of the Light has arrived from the east.
A Child of the Light has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of the Light has arrived from the east.
The Child of Light officer has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of Light Lieutenant has arrived from the east.

* S HP:Battered MV:Haggard - Fermin: Battered > take fluid in pack
quaff fluid
A Child of Light Lieutenant says 'You Fermin!!! You will die before your time!! '
The Child of Light officer says 'You Fermin!!! You will die before your time!! '
You get a thin vial of yellow fluid from a belt pack.

* S HP:Battered MV:Haggard - Fermin: Battered > You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
Fermin leaves west.

* S HP:Battered MV:Winded > w
k h.fermin
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: You sense a hidden life form in the area...
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Weary >
Fermin has arrived from the west.

* S HP:Battered MV:Winded > k h.fermin
You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - Fermin: Battered >
Fermin tries to pierce you, but you dodge the attack.
A Child of the Light joins your fight!
A Child of the Light joins a Child of the Light's fight!
You try to stab Fermin, but he deflects the blow.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Battered >
A Child of the Light sentinel slashes Fermin's body very hard.
A Child of the Light bellows 'Fermin was spotted at Eastern End of the Hall of Anointed!'

* S HP:Battered MV:Winded - Fermin: Battered >
A Child of the Light has arrived from the east.
A Child of the Light has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of the Light has arrived from the east.
The Child of Light officer has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of Light Lieutenant has arrived from the east.
A Child of Light Lieutenant has arrived from the east.

* S HP:Battered MV:Winded - Fermin: Battered >
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Battered >
Fermin leaves west.

* S HP:Battered MV:Winded >
A Child of the Light leaves west.
A Child of the Light leaves west.
A Child of Light Lieutenant leaves west.
A Child of the Light leaves west.
The Child of Light officer leaves west.
A Child of Light Lieutenant leaves west.
A Child of Light Lieutenant leaves west.
A Child of Light Lieutenant leaves west.
A Child of Light Lieutenant leaves west.

* S HP:Battered MV:Winded >
A Child of the Light bellows '??? was spotted at The Heart of the Fortress of Light!'
A Child of the Light bellows '??? was spotted at The Heart of the Fortress of Light!'

w
* S HP:Battered MV:Winded > k h.fermin
The Heart of the Fortress of Light
Hundreds of golden lamps are suspended over you, each illuminating a region of
this huge room. A golden sunburst several feet in diameter is intricately set
into the white marble floor, as a symbol of the power and wealth of the
Children of Light. You may go in any direction, each leading to a different
section of the Fortress of Light.
[ obvious exits: N E S W ]
East: A Child of the Light is here, arrogantly glaring around.
South: A Child of the Light fortress sentinel surveys the flow of traffic.
West: A Child of the Light is here, arrogantly glaring around.
A Child of Light Lieutenant is here, fighting Fermin.
A Lieutenant of the Children surveys all in his line of sight.
A Child of Light Lieutenant is here, fighting Fermin.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, fighting Fermin.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...
A Child of Light Lieutenant is here, fighting Fermin.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, fighting Fermin.

* S HP:Battered MV:Winded > The fighting is too thick and heavy for you to enter the fray!

* S HP:Battered MV:Winded > e
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
West: A Child of Light Lieutenant is here, fighting Fermin.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded >
A Child of the Light has arrived from the west.
You are thirsty.

* S HP:Battered MV:Winded > look
k h.fermin
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > look
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
East: Fermin of Two Rivers is standing here.
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > look
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
East: Fermin of Two Rivers is standing here.
West: A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > look
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
East: You sense a hidden life form in the area...
West: A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > e
k h.fermin
A Child of Light Lieutenant has arrived from the west.
A Child of the Light has arrived from the west.
Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...

* S HP:Battered MV:Winded > You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - Fermin: Battered > sheath dagger
draw spike
throw h.fermin
draw dagger

You try to stab Fermin, but he parries successfully.
A Child of Light Lieutenant has arrived from the west.
A Child of the Light has arrived from the west.

* S HP:Battered MV:Winded - Fermin: Battered > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Battered MV:Winded - Fermin: Battered > You try to quietly draw a throwing spike from a jeweled wristcuff.

* S HP:Battered MV:Winded - Fermin: Battered > You throw a throwing spike at Fermin.

* S HP:Battered MV:Winded - Fermin: Battered >
Fermin quaffs a thin vial of yellow fluid.
Fermin looks more invigorated and ready to go.

* S HP:Battered MV:Winded - Fermin: Battered >
A throwing spike arcs through the air.
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Battered > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Battered MV:Winded - Fermin: Battered >
Fermin spasms in excruciating pain as he is struck by a throwing spike.

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin leaves west.

* S HP:Battered MV:Winded >
A Child of Light Lieutenant leaves west.
A Child of the Light leaves west.

* S HP:Battered MV:Winded > w
k h.fermin
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of Light Lieutenant is here, fighting Fermin.
A Child of Light Lieutenant is here, fighting Fermin.
The Child of Light officer is here, fighting Fermin.
A Child of the Light is here, fighting Fermin.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, fighting Fermin.
A Child of the Light is here, fighting Fermin.
A Child of Light Lieutenant is here, fighting Fermin.
Fermin of Two Rivers is standing here.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Beaten >
A Child of the Light bellows 'Fermin was spotted at Eastern End of the Hall of Anointed!'
A Child of Light Lieutenant says 'You Fermin!!! You will die before your time!! '
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Beaten > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Battered MV:Winded - Fermin: Beaten > You try to quietly draw a throwing spike from a jeweled wristcuff.

* S HP:Battered MV:Winded - Fermin: Beaten > You throw a throwing spike at Fermin.

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you deflect the blow.
A Child of Light Lieutenant says 'You Fermin!!! You will die before your time!! '
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
A Child of Light Lieutenant tries to slash Fermin, but he deflects the blow.
The Child of Light officer slashes Fermin's right leg very hard.
Fermin panics, and attempts to flee!
Fermin leaves east.

* S HP:Battered MV:Winded >
A throwing spike arcs through the air.

* S HP:Battered MV:Winded > e
k h.fermin

A throwing spike falls to the ground after being thrown.

* S HP:Battered MV:Winded > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Battered MV:Winded > Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
West: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > w
They aren't here.

* S HP:Battered MV:Winded > Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A well balanced throwing spike is here, plume attached.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > take spike
You get a throwing spike.

* S HP:Battered MV:Winded > k h.fermin
They aren't here.

* S HP:Battered MV:Winded > e
Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
West: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > e
A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
East: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > e
Along the White Marble Corridor
Pictures and tapestries of wars and famous battles line either side of this
corridor. The corridor is very wide, with a white plastered ceiling
reaching its peak at about fifteen feet. The corridor continues to the
east and west. To the east, the corridor breaks off to the south. To the
west, two huge marble pillars supporting a door frame indicates the
entrance of this passageway.
[ obvious exits: N E W ]
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - Along the White Marble Corridor

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - Along the White Marble Corridor
Fermin - T-Junction in the Hallway

* S HP:Battered MV:Winded > look
Along the White Marble Corridor
Pictures and tapestries of wars and famous battles line either side of this
corridor. The corridor is very wide, with a white plastered ceiling
reaching its peak at about fifteen feet. The corridor continues to the
east and west. To the east, the corridor breaks off to the south. To the
west, two huge marble pillars supporting a door frame indicates the
entrance of this passageway.
[ obvious exits: N E W ]
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > e
e
e
Junction in the Corridor
Golden lamps hang suspended from a white plastered ceiling above you. The
corridor junction leads in two directions. To the south a bubbling fountain
can be made out providing water to all. The corridor stretches either east
or west where the sides of each wall is lined with banner after banner of
fallen enemies conquered by the Children of the Light.
[ obvious exits: E S W ]
East: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

where
* S HP:Battered MV:Winded > Players in your Zone
--------------------
Reven - The Dome of Truth
Fermin - T-Junction in the Hallway

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded >
A Child of the Light has arrived from the south.

* S HP:Battered MV:Winded > k h.fermin
They aren't here.

* S HP:Battered MV:Winded > look
The Dome of Truth
Hundreds of golden leaf-shaped lamps are suspended from a domed ceiling at
least twenty feet high. This circular room is held up with thick marble
pillars, with panels and banners placed between every second pillar. An
intricately crafted marble dais lies in the center of this room. A wide
passageway lies to either the south, north or west.
[ obvious exits: N S W ]
North: A Child of the Light fortress sentinel surveys the flow of traffic.
West: A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A Hand of the Light Inquisitor is here, searching for Darkfriends.
A scribe is frantically scrawling some notes here, oblivious to your presence.
Asaid Tarkis, the Hand of Light Intelligence Officer, is here reading over some papers.

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth
Fermin - T-Junction in the Hallway

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth
Fermin - T-Junction in the Hallway

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth
Fermin - T-Junction in the Hallway

* S HP:Battered MV:Winded > where
Players in your Zone
--------------------
Reven - The Dome of Truth
Fermin - T-Junction in the Hallway

* S HP:Battered MV:Winded > not
w
A Child of the Light leaves north.
You stop paying increased attention to your surroundings.

w
* S HP:Battered MV:Winded > w
Before the Dome of Truth
Two gold-streaked white marble columns mark the entrance to the Dome of
Truth. To either side of each column are banners; one with a crimson
shepherds crook and the other with a golden sunburst over a field of
white. The Dome of Truth lies to east where a marble dais stands in the
center of it. To the west, a wide brightly lit corridor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > w
Junction in the Corridor
Golden lamps hang suspended from a white plastered ceiling above you. The
corridor junction leads in two directions. To the south a bubbling fountain
can be made out providing water to all. The corridor stretches either east
or west where the sides of each wall is lined with banner after banner of
fallen enemies conquered by the Children of the Light.
[ obvious exits: E S W ]
East: A Child of the Light fortress sentinel surveys the flow of traffic.
South: A Child of the Light is here, arrogantly glaring around.
West: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > Along the White Marble Corridor
Pictures and tapestries of wars and famous battles line either side of this
corridor. The corridor is very wide, with a white plastered ceiling
reaching its peak at about fifteen feet. The corridor continues to the
east and west. To the east, the corridor breaks off to the south. To the
west, two huge marble pillars supporting a door frame indicates the
entrance of this passageway.
[ obvious exits: N E W ]
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
East: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > look
A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
East: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.

* S HP:Battered MV:Winded > w
w
Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.

w
* S HP:Battered MV:Winded > Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Battered MV:Winded > The Heart of the Fortress of Light
Hundreds of golden lamps are suspended over you, each illuminating a region of
this huge room. A golden sunburst several feet in diameter is intricately set
into the white marble floor, as a symbol of the power and wealth of the
Children of Light. You may go in any direction, each leading to a different
section of the Fortress of Light.
[ obvious exits: N E S W ]
East: A Child of the Light is here, arrogantly glaring around.
South: A Child of the Light fortress sentinel surveys the flow of traffic.
West: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.

* S HP:Battered MV:Winded > not
You start paying increased attention to your surroundings.

* S HP:Battered MV:Winded > w
w
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

k h.fermin
* S HP:Battered MV:Winded > A White Marble Hallway
You are at an intersection in an extremely broad corridor. The walls are
white marble with banners of fallen enemies ranking its length. Double
white marble pillars support a wide entrance to the north. The smell of
grease can be detected quite potently to the south.
[ obvious exits: N E S W ]
North: A Child of the Light bodyguard watches the area for trouble.
East: A Lieutenant of the Children surveys all in his line of sight.
South: You sense a hidden life form in the area...
West: A Child of the Light is here, arrogantly glaring around.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > s
k h.fermin
T-Junction in the Hallway
You are at a junction in a short corridor. The corridor is narrow but high,
the ceiling peaking at about twelve feet. To the west a dimly lit corridor
leads into an armory. Judging from the heavy odor of grease and oil, a
weaponry lies to the east.
[ obvious exits: N E W ]
East: A merchant guard eyes you warily, intent on keeping order.
West: A merchant guard eyes you warily, intent on keeping order.
You sense a hidden life form in the area...

* S HP:Battered MV:Winded > You try to stab Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - Fermin: Critical > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Battered MV:Winded - Fermin: Critical > You try to quietly draw a throwing spike from a belt with a buckle of cuendillar.

* S HP:Battered MV:Winded - Fermin: Critical > You swiftly dodge Fermin's attempt to pierce you.
You try to hit Fermin, but he deflects the blow.
You throw a throwing spike at Fermin.

* S HP:Battered MV:Winded - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Critical >
A throwing spike arcs through the air.

* S HP:Battered MV:Winded - Fermin: Critical > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Battered MV:Winded - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Critical >
Fermin deflects a throwing spike that was thrown at him.

* S HP:Battered MV:Winded - Fermin: Critical >
You try to stab Fermin, but he dodges the attack.

* S HP:Battered MV:Winded - Fermin: Critical > taek spike
sheath dagger
draw spike
throw h.fermin
draw dagger
Your extra burst of stamina fades.
Arglebargle, glop-glyf!?!

* S HP:Battered MV:Tiring - Fermin: Beaten > You sheath a pair of moonstone hilted dirks into a camouflaged hood.
Fermin leaves east.

* S HP:Battered MV:Tiring > You try to quietly draw a throwing spike from a pair of earthen colored breeches.

* S HP:Battered MV:Tiring > Throw at who?

* S HP:Battered MV:Tiring > You are already wielding a weapon!

* S HP:Battered MV:Tiring > k h.fermin
You try to hit Fermin, but he parries successfully.

* S HP:Battered MV:Tiring - Fermin: Beaten >
Fermin gets a throwing spike.

* S HP:Battered MV:Tiring - Fermin: Beaten >
Fermin tries to pierce you, but you dodge the attack.

* S HP:Battered MV:Tiring - Fermin: Beaten >
Fermin tries to pierce you, but you dodge the attack.
You try to hit Fermin, but he deflects the blow.

* S HP:Battered MV:Tiring - Fermin: Beaten >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Tiring - Fermin: Beaten > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a throwing spike into a set of cloth sleeves.

* S HP:Battered MV:Tiring - Fermin: Beaten > You try to quietly draw a throwing spike from a set of cloth sleeves.
Fermin leaves east.

* S HP:Battered MV:Tiring > Throw at who?

* S HP:Battered MV:Tiring > You are already wielding a weapon!

* S HP:Battered MV:Tiring > e
k h.fermin
Armory Supplies
The room is scattered with row upon row of armor plates and other assorted
goods made for battle. An anvil rests in the center of the room, on which
most of armor plates are mended. A smoke vent is merged into the western
wall over a huge furnace. A soot covered doorway lies to the west.
[ obvious exits: W ]
You sense a hidden life form in the area...
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.
The smithy of the Children of the Light stands here.

* S HP:Battered MV:Winded > You try to hit Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - Fermin: Beaten >
You try to hit Fermin, but he deflects the blow.

* S HP:Battered MV:Winded - Fermin: Beaten > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a throwing spike into a set of cloth sleeves.

* S HP:Battered MV:Winded - Fermin: Beaten > You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Battered MV:Winded - Fermin: Beaten > You throw a throwing spike at Fermin.

* S HP:Battered MV:Winded - Fermin: Beaten >
A throwing spike arcs through the air.

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin panics, and attempts to flee!

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin deflects a throwing spike that was thrown at him.

* S HP:Battered MV:Winded - Fermin: Beaten > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin leaves west.

* S HP:Battered MV:Winded > take spike
take spike
You get a throwing spike.

* S HP:Battered MV:Winded > You don't see a spike here.

* S HP:Battered MV:Winded > sheath dagger
ws
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Battered MV:Winded > k h.fermin
[wield spike]
You wield a throwing spike.

* S HP:Battered MV:Winded > They aren't here.

* S HP:Battered MV:Winded > sheath dagger
You sheath a throwing spike into a set of cloth sleeves.

* S HP:Battered MV:Winded > k h.fermin
They aren't here.

* S HP:Battered MV:Winded > look
Armory Supplies
The room is scattered with row upon row of armor plates and other assorted
goods made for battle. An anvil rests in the center of the room, on which
most of armor plates are mended. A smoke vent is merged into the western
wall over a huge furnace. A soot covered doorway lies to the west.
[ obvious exits: W ]
West: You sense a hidden life form in the area...
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.
The smithy of the Children of the Light stands here.

* S HP:Battered MV:Winded > w
k h.fermin
T-Junction in the Hallway
You are at a junction in a short corridor. The corridor is narrow but high,
the ceiling peaking at about twelve feet. To the west a dimly lit corridor
leads into an armory. Judging from the heavy odor of grease and oil, a
weaponry lies to the east.
[ obvious exits: N E W ]
East: A merchant guard eyes you warily, intent on keeping order.
West: A merchant guard eyes you warily, intent on keeping order.
Fermin of Two Rivers is standing here.

sheath dagger
draw spike
throw h.fermin
draw dagger
* S HP:Battered MV:Winded > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Beaten > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Battered MV:Winded - Fermin: Beaten > You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Battered MV:Winded - Fermin: Beaten > Fermin pierces your right leg into bloody fragments!
PANIC! You couldn't escape!
You throw a throwing spike at Fermin.

* S HP:Beaten MV:Winded - Fermin: Beaten >
A throwing spike arcs through the air.
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin deflects a throwing spike that was thrown at him.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin leaves east.

* S HP:Beaten MV:Winded > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Winded > k h.fermin
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten > take spike
You get a throwing spike.

sheath dagger
draw spike
throw h.fermin
draw dagger
* S HP:Beaten MV:Winded - Fermin: Beaten > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded - Fermin: Beaten > You don't seem to have a sheathed weapon.

* S HP:Beaten MV:Winded - Fermin: Beaten > You don't have anything to throw!

* S HP:Beaten MV:Winded - Fermin: Beaten > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Winded - Fermin: Beaten >
You swiftly dodge Fermin's attempt to pierce you.
You try to stab Fermin, but he deflects the blow.
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

sheath dagger
ws
sheath dagger
* S HP:Beaten MV:Winded - Fermin: Beaten > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded - Fermin: Beaten > [wield spike]
You wield a throwing spike.

* S HP:Beaten MV:Winded - Fermin: Beaten > You swiftly dodge Fermin's attempt to pierce you.
You sheath a throwing spike into a set of cloth sleeves.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Winded - Fermin: Beaten >
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin leaves east.

* S HP:Beaten MV:Winded > k h.fermin
They aren't here.

* S HP:Beaten MV:Winded > k h.fermin
They aren't here.

* S HP:Beaten MV:Winded > e
k h.fermin
Armory Supplies
The room is scattered with row upon row of armor plates and other assorted
goods made for battle. An anvil rests in the center of the room, on which
most of armor plates are mended. A smoke vent is merged into the western
wall over a huge furnace. A soot covered doorway lies to the west.
[ obvious exits: W ]
You sense a hidden life form in the area...
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.
The smithy of the Children of the Light stands here.

* S HP:Beaten MV:Winded > sheath dagger
draw spike
throw h.fermin
draw dagger
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Beaten > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded - Fermin: Beaten > You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Beaten MV:Winded - Fermin: Beaten > You throw a throwing spike at Fermin.

* S HP:Beaten MV:Winded - Fermin: Beaten >
A throwing spike arcs through the air.
Fermin tries to pierce you, but you deflect the blow.
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Winded - Fermin: Beaten > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin deflects a throwing spike that was thrown at him.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you deflect the blow.
Fermin gets a throwing spike.

* S HP:Beaten MV:Winded - Fermin: Beaten > take spike
You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Winded - Fermin: Beaten >
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten >
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin leaves west.

* S HP:Beaten MV:Winded > sheath dagger
ws
k h.fermin
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded > [wield spike]
You wield a throwing spike.

* S HP:Beaten MV:Winded > You try to hit Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Beaten > draw dagger
You are already wielding a weapon!

* S HP:Beaten MV:Winded - Fermin: Beaten > sheath dagger
Fermin tries to pierce you, but you dodge the attack.
You try to hit Fermin, but he parries successfully.
You sheath a throwing spike into a set of cloth sleeves.

draw dagger
* S HP:Beaten MV:Winded - Fermin: Beaten > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Winded - Fermin: Beaten > look

Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Beaten > Armory Supplies
The room is scattered with row upon row of armor plates and other assorted
goods made for battle. An anvil rests in the center of the room, on which
most of armor plates are mended. A smoke vent is merged into the western
wall over a huge furnace. A soot covered doorway lies to the west.
[ obvious exits: W ]
Fermin of Two Rivers is here, fighting YOU!
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.
The smithy of the Children of the Light stands here.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you deflect the blow.

mb
* S HP:Beaten MV:Winded - Fermin: Beaten > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 112 hit points.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you dodge the attack.
You try to stab Fermin, but he parries successfully.

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin gets a blue pouch of flatwort tea from an embroidered, cotton shoulder bag.

* S HP:Battered MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you parry successfully.

* S HP:Battered MV:Winded - Fermin: Beaten > inv
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.
You are carrying:
a throwing spike

* S HP:Battered MV:Winded - Fermin: Beaten > sheath dagger
ws
sheath dagger
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Battered MV:Winded - Fermin: Beaten > [wield spike]
You wield a throwing spike.

* S HP:Battered MV:Winded - Fermin: Beaten > Fermin pierces your body into bloody fragments!
PANIC! You couldn't escape!
You try to hit Fermin, but he deflects the blow.
You sheath a throwing spike into a jeweled wristcuff.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin tries to pierce you, but you parry successfully.
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You try to stab Fermin, but he parries successfully.
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Beaten > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded - Fermin: Beaten > You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Beaten MV:Winded - Fermin: Beaten > You throw a throwing spike at Fermin.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin pierces your right leg into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* S HP:Beaten MV:Winded - Fermin: Beaten > take spike

A throwing spike arcs through the air.

* S HP:Beaten MV:Winded - Fermin: Beaten > take spike
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Winded - Fermin: Beaten > take spike
You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Beaten > take spike
Fermin grunts in pain as he is struck by a throwing spike.
Fermin panics, and attempts to flee!
You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > take spike
You don't see a spike here.

take spike
* S HP:Beaten MV:Winded - Fermin: Critical > You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > sheath dagger
draw spike
throw h.fermin
draw dagger
You swiftly dodge Fermin's attempt to pierce you.
You try to stab Fermin, but he deflects the blow.
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded - Fermin: Critical > You try to quietly draw a throwing spike from a jeweled wristcuff.

* S HP:Beaten MV:Winded - Fermin: Critical > You throw a throwing spike at Fermin.

* S HP:Beaten MV:Winded - Fermin: Critical >
You swiftly dodge Fermin's attempt to pierce you.

* S HP:Beaten MV:Winded - Fermin: Critical > take spike

A throwing spike arcs through the air.

* S HP:Beaten MV:Winded - Fermin: Critical > take spike
take spike
take spike
take spike
Fermin deflects a throwing spike that was thrown at him.
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Winded - Fermin: Critical > You get a throwing spike.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > take spike
You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > take spike
Fermin tries to pierce you, but you parry successfully.
You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't see a spike here.

* S HP:Beaten MV:Winded - Fermin: Critical >
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Winded - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.
Fermin leaves west.

* S HP:Beaten MV:Winded > k h.fermin
They aren't here.

* S HP:Beaten MV:Winded > k h.fermin
w
They aren't here.

* S HP:Beaten MV:Winded > k h.fermin
T-Junction in the Hallway
You are at a junction in a short corridor. The corridor is narrow but high,
the ceiling peaking at about twelve feet. To the west a dimly lit corridor
leads into an armory. Judging from the heavy odor of grease and oil, a
weaponry lies to the east.
[ obvious exits: N E W ]
East: A merchant guard eyes you warily, intent on keeping order.
West: A merchant guard eyes you warily, intent on keeping order.
Fermin of Two Rivers is standing here.

* S HP:Beaten MV:Winded > You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

sheath dagger
draw spike
throw h.fermin
draw dagger
* S HP:Beaten MV:Winded - Fermin: Critical > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't seem to have a sheathed weapon.

* S HP:Beaten MV:Winded - Fermin: Critical > You don't have anything to throw!

* S HP:Beaten MV:Winded - Fermin: Critical > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Winded - Fermin: Beaten > sheath dagger
ws
sheath dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Winded - Fermin: Beaten > [wield spike]
You wield a throwing spike.
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Winded - Fermin: Beaten > You sheath a throwing spike into a set of cloth sleeves.

* S HP:Beaten MV:Winded - Fermin: Beaten > sheath dagger
draw spike
throw h.fermin
draw dagger
You are not wielding a weapon.

* S HP:Beaten MV:Winded - Fermin: Beaten > You try to quietly draw a throwing spike from a set of cloth sleeves.
Fermin leaves west.

* S HP:Beaten MV:Winded > Throw at who?

* S HP:Beaten MV:Winded > You are already wielding a weapon!

* S HP:Beaten MV:Winded > k h.fermin
They aren't here.

* S HP:Beaten MV:Winded > k h.fermin
You try to hit Fermin, but he deflects the blow.

sheath dagger
* S HP:Beaten MV:Winded - Fermin: Beaten > You sheath a throwing spike into a set of cloth sleeves.

* S HP:Beaten MV:Winded - Fermin: Beaten >
Fermin pierces your left leg hard.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You stab Fermin's right arm hard.
Fermin panics, and attempts to flee!

* S HP:Critical MV:Winded - Fermin: Critical > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Critical MV:Winded - Fermin: Critical > You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Critical MV:Winded - Fermin: Critical > You throw a throwing spike at Fermin.

* S HP:Critical MV:Winded - Fermin: Critical > Cancelled.
Fermin pierces your body extremely hard.
You wish that your wounds would stop BLEEDING so much!

You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Critical MV:Winded - Fermin: Critical >
A throwing spike arcs through the air.
Meren narrates 'Recent Cowl Winding.'

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin grunts in pain as he is struck by a throwing spike.
Fermin panics, and attempts to flee!

* S HP:Critical MV:Winded - Fermin: Critical >
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical > k h.fermin
You do the best you can!

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin leaves west.

* S HP:Critical MV:Winded > draw dagger
k h.fermin
You are already wielding a weapon!

* S HP:Critical MV:Winded > They aren't here.

* S HP:Critical MV:Winded > k h.fermin
They aren't here.

* S HP:Critical MV:Winded > w
k h.fermin
Weaponry Supplies
Weapons of every sort can be found in this shop. Weapon racks line the grease and
soot covered walls, displaying blades and clubs or all sorts. An anvil and
whetstone mill is stationed in the center of the room. The only exit seems
to be east, through an iron doorway.
[ obvious exits: E ]
Fermin of Two Rivers is standing here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A weaponsmith is prepared to sell his best equipment.
Fermin tries to pierce you, but you parry successfully.

* S HP:Critical MV:Winded - Fermin: Critical > You do the best you can!

* S HP:Critical MV:Winded - Fermin: Critical > mw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 187 hit points.
Fermin panics, and attempts to flee!

* S HP:Critical MV:Winded - Fermin: Critical >
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical >
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin leaves east.

* S HP:Critical MV:Winded > sc
You have 34(374) hit and 52(152) movement points.
You have scored 108,521,096 experience points and 569 quest points
You have gained -2,932 exp since last time.
You need 1727298270 exp to level and 431 qp to rank.
You have amassed 253 Turn points to date.
You have played 10 days and 14 hours (real time).
This ranks you as Reven the Shepherd [Hand of Light 6] (Level 51).
You are standing.
You are thirsty.

* S HP:Critical MV:Winded > k h.fermin
They aren't here.

* S HP:Critical MV:Winded > look
Weaponry Supplies
Weapons of every sort can be found in this shop. Weapon racks line the grease and
soot covered walls, displaying blades and clubs or all sorts. An anvil and
whetstone mill is stationed in the center of the room. The only exit seems
to be east, through an iron doorway.
[ obvious exits: E ]
East: Fermin of Two Rivers is standing here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A weaponsmith is prepared to sell his best equipment.

* S HP:Critical MV:Winded > look
Weaponry Supplies
Weapons of every sort can be found in this shop. Weapon racks line the grease and
soot covered walls, displaying blades and clubs or all sorts. An anvil and
whetstone mill is stationed in the center of the room. The only exit seems
to be east, through an iron doorway.
[ obvious exits: E ]
East: Fermin of Two Rivers is standing here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A weaponsmith is prepared to sell his best equipment.

* S HP:Critical MV:Winded > e
k h.fermin
T-Junction in the Hallway
You are at a junction in a short corridor. The corridor is narrow but high,
the ceiling peaking at about twelve feet. To the west a dimly lit corridor
leads into an armory. Judging from the heavy odor of grease and oil, a
weaponry lies to the east.
[ obvious exits: N E W ]
East: A merchant guard eyes you warily, intent on keeping order.
West: A merchant guard eyes you warily, intent on keeping order.
Fermin of Two Rivers is standing here.
Fermin tries to pierce you, but you parry successfully.

* S HP:Critical MV:Winded - Fermin: Critical > You do the best you can!

* S HP:Critical MV:Winded - Fermin: Critical >
You try to stab Fermin, but he parries successfully.
Fermin tries to pierce you, but you dodge the attack.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
Fermin panics, and attempts to flee!

* S HP:Critical MV:Winded - Fermin: Critical >
You try to stab Fermin, but he deflects the blow.
Fermin tries to pierce you, but you parry successfully.
Fermin leaves north.

* S HP:Critical MV:Winded > n
k h.fermin
A White Marble Hallway
You are at an intersection in an extremely broad corridor. The walls are
white marble with banners of fallen enemies ranking its length. Double
white marble pillars support a wide entrance to the north. The smell of
grease can be detected quite potently to the south.
[ obvious exits: N E S W ]
North: A Child of the Light bodyguard watches the area for trouble.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...

* S HP:Critical MV:Winded > You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Weary - Fermin: Critical >
You try to stab Fermin, but he parries successfully.
Your heartbeat calms down more as you feel less panicked.

* S HP:Critical MV:Winded - Fermin: Critical > mw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 187 hit points.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical >
Meren narrates 'morfran also'

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical >
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical > not
You stop paying increased attention to your surroundings.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical > look
You try to stab Fermin, but he deflects the blow.
A White Marble Hallway
You are at an intersection in an extremely broad corridor. The walls are
white marble with banners of fallen enemies ranking its length. Double
white marble pillars support a wide entrance to the north. The smell of
grease can be detected quite potently to the south.
[ obvious exits: N E S W ]
North: A Child of the Light bodyguard watches the area for trouble.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
Fermin of Two Rivers is here, fighting YOU!

* S HP:Critical MV:Winded - Fermin: Critical > where

Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical > who
Players in your Zone
--------------------
Reven - A White Marble Hallway
Fermin - A White Marble Hallway

* S HP:Critical MV:Winded - Fermin: Critical > Players
-------
Calyr of Saldaea
Meren of Shon Kifar WANTED
Penna of Ghealdan
Akiran of Shienar
Gallin of Amadicia (Linkless)
Lord Alasdair the Gaidin Master [Gaidin] WANTED
Reven the Shepherd [Hand of Light]
Arahal Stonebow
Derick Dhai {Apprentice to Theid Gaidin} WANTED
Stiles of Shienar
Fermin of Two Rivers WANTED
Aikimimei of Altara
5 Aish Midori [Green Ajah] WANTED
Lord Kendall the Gaidin Master [Gaidin] WANTED
Tul of Illian

15 players displayed.

* S HP:Critical MV:Winded - Fermin: Critical >
* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical > where
Players in your Zone
--------------------
Reven - A White Marble Hallway
Fermin - A White Marble Hallway

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he deflects the blow.

* S HP:Critical MV:Winded - Fermin: Critical > sc
HP:Critical MP:Winded
You have scored 108,521,096 experience points and 569 quest points
You have gained 0 exp since last time.
You need 1727298270 exp to level and 431 qp to rank.
You have amassed 253 Turn points to date.
You have played 10 days and 14 hours (real time).
This ranks you as Reven the Shepherd [Hand of Light 6] (Level 51).
You are fighting Fermin.
You are thirsty.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you dodge the attack.
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical >
Fermin tries to pierce you, but you deflect the blow.
You try to stab Fermin, but he parries successfully.

* S HP:Critical MV:Winded - Fermin: Critical > f
You panic and attempt to flee!


You flee head over heels.
Children of Light Recruitment Room
A large wooden table sits near the entrance this room, with letters and
scrolls littering its dark-wood surface. The walls are scattered with
banners and panels while trophies and gifts are nestled into display
cabinets around the room. The floor has the insignia of the Children of
the Light, a golden sunburst, laid into its white marble surface, serving
as a greeting for friends and a warning to enemies. The exit to this room
lies to the south, beyond a pillar supported doorway.
[ obvious exits: S ]
South: Fermin of Two Rivers is standing here.
A weapon rack stands on the ground here, ready to store weapons.
A Child of the Light bodyguard watches the area for trouble.
A Child of the Light bodyguard watches the area for trouble.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A lean Child of the Light stands here, making notes in his ledger.

* S HP:Critical MV:Winded > s
e
A White Marble Hallway
You are at an intersection in an extremely broad corridor. The walls are
white marble with banners of fallen enemies ranking its length. Double
white marble pillars support a wide entrance to the north. The smell of
grease can be detected quite potently to the south.
[ obvious exits: N E S W ]
North: A Child of the Light bodyguard watches the area for trouble.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
Fermin of Two Rivers is standing here.

e
* S HP:Critical MV:Winded > e
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Winded > The Heart of the Fortress of Light
Hundreds of golden lamps are suspended over you, each illuminating a region of
this huge room. A golden sunburst several feet in diameter is intricately set
into the white marble floor, as a symbol of the power and wealth of the
Children of Light. You may go in any direction, each leading to a different
section of the Fortress of Light.
[ obvious exits: N E S W ]
North: A Child of the Light is here, arrogantly glaring around.
East: A Child of the Light is here, arrogantly glaring around.
South: A Child of the Light fortress sentinel surveys the flow of traffic.
West: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Critical MV:Weary > Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > e
e
Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Child of the Light is here, arrogantly glaring around.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.

* S HP:Critical MV:Weary > A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
East: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Critical MV:Weary > look
A Wide Marble Corridor
Both sides of this broad hallway is ranked with banners and trophies
attained from enemies of the Children of the Light. The ceiling of the
room is extremely high and peaks at about fifteen feet. The hallway
stretches onwards, from east to west.
[ obvious exits: E S W ]
East: A Lieutenant of the Children surveys all in his line of sight.
South: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Critical MV:Weary > e
n
Along the White Marble Corridor
Pictures and tapestries of wars and famous battles line either side of this
corridor. The corridor is very wide, with a white plastered ceiling
reaching its peak at about fifteen feet. The corridor continues to the
east and west. To the east, the corridor breaks off to the south. To the
west, two huge marble pillars supporting a door frame indicates the
entrance of this passageway.
[ obvious exits: N E W ]
East: A skinny man leans against a wall here.
West: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.

w
* S HP:Critical MV:Weary > The Shepherd's Garden
Deep inside the Fortress of Light is a garden sculpted indoors, a place of
beauty and tranquility. Beds of red blossoms in varying shades line a white
gravel path that meanders through it, softly glowing lights set at about
waist height to clearly show the right path to take.
[ obvious exits: S W ]
South: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light guard stands here, scrutinizing those who wish to enter.

* S HP:Critical MV:Weary > An Intersection of Paths
The Shepherd's Garden and the Sunburst Garden come together in a blaze of
glory, each unifying to display the best of both places. Red roses bloom
over sunny golden daisies, and white hyacinth mixes with green ferns. A
small bubbling brook issues forth from a fountain in the very center, and a
set of bronze double doors to the north mark the entrance to the Chapel of
Mantelar. Two domed fixtures overhead glow softly, bathing the garden in
perpetual light.
[ obvious exits: N E W ]
North: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light is here, arrogantly glaring around.
An elaborately sculpted marble fountain splashes merrily.
A Child of the Light guard stands here, scrutinizing those who wish to enter.
A Child of the Light guard stands here, scrutinizing those who wish to enter.

* S HP:Critical MV:Weary > drink fountain
drink fountain
You drink the water.

* S HP:Critical MV:Weary > You drink the water.
You don't feel thirsty any more.

* S HP:Critical MV:Weary > where
Players in your Zone
--------------------
Reven - An Intersection of Paths
Fermin - A White Marble Hallway

* S HP:Critical MV:Weary > not
You start paying increased attention to your surroundings.

look
* S HP:Critical MV:Weary > An Intersection of Paths
The Shepherd's Garden and the Sunburst Garden come together in a blaze of
glory, each unifying to display the best of both places. Red roses bloom
over sunny golden daisies, and white hyacinth mixes with green ferns. A
small bubbling brook issues forth from a fountain in the very center, and a
set of bronze double doors to the north mark the entrance to the Chapel of
Mantelar. Two domed fixtures overhead glow softly, bathing the garden in
perpetual light.
[ obvious exits: N E W ]
North: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light is here, arrogantly glaring around.
An elaborately sculpted marble fountain splashes merrily.
A Child of the Light guard stands here, scrutinizing those who wish to enter.
A Child of the Light guard stands here, scrutinizing those who wish to enter.

* S HP:Critical MV:Weary > look
An Intersection of Paths
The Shepherd's Garden and the Sunburst Garden come together in a blaze of
glory, each unifying to display the best of both places. Red roses bloom
over sunny golden daisies, and white hyacinth mixes with green ferns. A
small bubbling brook issues forth from a fountain in the very center, and a
set of bronze double doors to the north mark the entrance to the Chapel of
Mantelar. Two domed fixtures overhead glow softly, bathing the garden in
perpetual light.
[ obvious exits: N E W ]
North: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light is here, arrogantly glaring around.
An elaborately sculpted marble fountain splashes merrily.
A Child of the Light guard stands here, scrutinizing those who wish to enter.
A Child of the Light guard stands here, scrutinizing those who wish to enter.

* S HP:Critical MV:Weary > w
s
The Sunburst Garden
Deep in the Fortress of Light, a garden has been carefully sculpted to
create harmony and beauty. Skylights allow the sunlight to stream through
when the weather is fair, and beautifully wrought sunburst sconces supply
torchlight when darkness threatens. A graceful meld of stone and
vegetation, the garden is a place of peace.
[ obvious exits: E S ]
East: A Child of the Light guard stands here, scrutinizing those who wish to enter.
A Child of the Light is here, arrogantly glaring around.

* S HP:Critical MV:Weary > Mouth of a White Marble Corridor
Two gold and silver streaked marble pillars support the mouth of a wide
marble corridor to the east. The corridor seems to stretch for several
spans before it breaks off into two, one passage going to the south and
the other continuing its run further east. To the west is a huge room with
golden lamps hanging from the ceiling and battle banners lining its
white marble walls.
[ obvious exits: N E W ]
North: A Child of the Light is here, arrogantly glaring around.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.

* S HP:Critical MV:Weary > w
Eastern End of the Hall of Anointed
Panels and banners of beaten foes of the Children of the Light are laid over a
white and golden wall. The floor is made of white marble, on which a giant,
golden sunburst is laid into the floor. The fringes of the sunburst lie
only a few feet away from you, while the center of the sunburst is at the
heart of the hall of anointed, to the west. White marble pillars support
the entrance to an expansive hallway to the east.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > steal spike fermin
Steal what from who?

* S HP:Critical MV:Weary > w
steal spike fermin
The Heart of the Fortress of Light
Hundreds of golden lamps are suspended over you, each illuminating a region of
this huge room. A golden sunburst several feet in diameter is intricately set
into the white marble floor, as a symbol of the power and wealth of the
Children of Light. You may go in any direction, each leading to a different
section of the Fortress of Light.
[ obvious exits: N E S W ]
North: A Child of the Light is here, arrogantly glaring around.
East: A Child of the Light is here, arrogantly glaring around.
South: A Child of the Light fortress sentinel surveys the flow of traffic.
West: A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Critical MV:Weary > Steal what from who?

* S HP:Critical MV:Weary > w
steal spike fermin
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Lieutenant of the Children surveys all in his line of sight.
West: Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > Steal what from who?

* S HP:Critical MV:Weary > w
steal spike fermin
A White Marble Hallway
You are at an intersection in an extremely broad corridor. The walls are
white marble with banners of fallen enemies ranking its length. Double
white marble pillars support a wide entrance to the north. The smell of
grease can be detected quite potently to the south.
[ obvious exits: N E S W ]
North: A Child of the Light bodyguard watches the area for trouble.
East: A Lieutenant of the Children surveys all in his line of sight.
West: A Child of the Light is here, arrogantly glaring around.
Fermin of Two Rivers is standing here.

* S HP:Critical MV:Weary > -=+**
Got it!

* S HP:Critical MV:Weary > k h.fermin
They aren't here.

* S HP:Critical MV:Weary > e
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > where
Players in your Zone
--------------------
Reven - Western End of the Hall of Anointed

* S HP:Critical MV:Weary > where
Players in your Zone
--------------------
Reven - Western End of the Hall of Anointed

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > mw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 187 hit points.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > where
Players in your Zone
--------------------
Reven - Western End of the Hall of Anointed

* S HP:Critical MV:Weary > look
A Child of the Light leaves east.
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > scan w

* S HP:Critical MV:Weary > where
Players in your Zone
--------------------
Reven - Western End of the Hall of Anointed

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > sc
You have 51(374) hit and 42(152) movement points.
You have scored 108,519,624 experience points and 569 quest points
You have gained -1,466 exp since last time.
You need 1727299736 exp to level and 431 qp to rank.
You have amassed 253 Turn points to date.
You have played 10 days and 14 hours (real time).
This ranks you as Reven the Shepherd [Hand of Light 6] (Level 51).
You are standing.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > look
A Child of the Light has arrived from the east.
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: Fermin of Two Rivers is standing here.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > k h.fermin
They aren't here.

* S HP:Critical MV:Weary > look
Western End of the Hall of Anointed
White and gold marble pillars support the entrance to the Children the
Light's quarters and administration to the west. To the east is the heart
of the hall of anointed, adorned by a golden sunburt carefully crafted and
laid into the floor.
[ obvious exits: E W ]
East: A Child of the Light is here, arrogantly glaring around.
West: You sense a hidden life form in the area...
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
The Child of Light officer is here, peering sternly around him.
A Child of the Light is here, arrogantly glaring around.
A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light fortress sentinel surveys the flow of traffic.
A Child of the Light fortress sentinel surveys the flow of traffic.

* S HP:Critical MV:Weary > w
steal spike fermin
A White Marble Hallway
You are at an intersection in an extremely broad corridor. The walls are
white marble with banners of fallen enemies ranking its length. Double
white marble pillars support a wide entrance to the north. The smell of
grease can be detected quite potently to the south.
[ obvious exits: N E S W ]
North: A Child of the Light bodyguard watches the area for trouble.
East: A Child of the Light is here, arrogantly glaring around.
West: A Child of the Light is here, arrogantly glaring around.
You sense a hidden life form in the area...

* S HP:Critical MV:Weary > Steal what from who?

* S HP:Critical MV:Weary > k h.fermin
You try to stab Fermin, but he dodges the attack.

* S HP:Critical MV:Weary - Fermin: Critical > sheath dagger
draw spike
throw h.fermin
draw dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Critical MV:Weary - Fermin: Critical > Fermin tries to pierce you, but you parry successfully.
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You try to stab Fermin, but he dodges the attack.
You are already wielding a weapon!

* S HP:Critical MV:Weary - Fermin: Critical > You can't throw that!

* S HP:Critical MV:Weary - Fermin: Critical > Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.
You are already wielding a weapon!

* S HP:Critical MV:Weary - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Critical MV:Weary - Fermin: Critical >
Fermin leaves west.

* S HP:Critical MV:Weary >
A Child of the Light bellows 'Fermin was spotted at Along a White Marble Hallway!'
A Child of the Light bellows 'Fermin was spotted at Along a White Marble Hallway!'

* S HP:Critical MV:Weary > w
k h.fermin
Along a White Marble Hallway
This vaulted corridor is extremely wide with more than enough room
for several men to walk abreast. A row of gilded lamps are suspended
overhead, running down the center of the ceiling. The hallway continues
east and west, both seemingly identical.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
Fermin of Two Rivers is here, fighting a Child of the Light.
A Child of the Light is here, fighting Fermin.
A Child of the Light is here, fighting Fermin.

* S HP:Critical MV:Weary > Fermin swiftly dodges a Child of the Light's attempt to slash him.
Fermin pierces a Child of the Light's body hard.
A Child of the Light tries to slash Fermin, but he parries successfully.
You try to stab Fermin, but he deflects the blow.
Fermin panics, and attempts to flee!

* S HP:Critical MV:Weary - a Child of the Light: Scratched - Fermin: Critical >
Fermin tries to pierce a Child of the Light, but he deflects the blow.

* S HP:Critical MV:Weary - a Child of the Light: Scratched - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Critical MV:Weary - a Child of the Light: Scratched - Fermin: Critical >
Fermin leaves west.

* S HP:Critical MV:Weary > w
k h.fermin
A Child of the Light leaves west.
A Child of the Light leaves west.
Break in a White Marble Hallway
The corridor is broad with banners and tapestries draped over the
white marble walls. To the north a wide double panelled door leads into
a huge room, with ranks of mattresses lining its length. The hallway
continues to the east and west.
[ obvious exits: N E W ]
North: A Lieutenant of the Children surveys all in his line of sight.
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, fighting Fermin.
A Child of the Light is here, fighting Fermin.
Fermin of Two Rivers is standing here.
A Lieutenant of the Children surveys all in his line of sight.

* S HP:Critical MV:Weary > You stab Fermin's body very hard.
Fermin panics, and attempts to flee!

* S HP:Critical MV:Weary - Fermin: Critical >
A Child of Light Lieutenant draws a two-fisted flamberge from a sword sheath with a flash of steel.
A Child of Light Lieutenant wields a two-fisted flamberge in a two-handed grip.
A Child of Light Lieutenant tries to slash Fermin, but he parries successfully.
A Child of Light Lieutenant says 'DIE!'
Fermin leaves east.

* S HP:Critical MV:Weary >
A Child of the Light leaves east.
A Child of the Light leaves east.

* S HP:Critical MV:Weary > e
k h.fermin
Along a White Marble Hallway
This vaulted corridor is extremely wide with more than enough room
for several men to walk abreast. A row of gilded lamps are suspended
overhead, running down the center of the ceiling. The hallway continues
east and west, both seemingly identical.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Critical MV:Weary > They aren't here.

* S HP:Critical MV:Weary > look
Along a White Marble Hallway
This vaulted corridor is extremely wide with more than enough room
for several men to walk abreast. A row of gilded lamps are suspended
overhead, running down the center of the ceiling. The hallway continues
east and west, both seemingly identical.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Critical MV:Weary > look
Along a White Marble Hallway
This vaulted corridor is extremely wide with more than enough room
for several men to walk abreast. A row of gilded lamps are suspended
overhead, running down the center of the ceiling. The hallway continues
east and west, both seemingly identical.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Critical MV:Weary >
Meren narrates 'okay shall assume you two are happy at malk'

look
* S HP:Critical MV:Weary > Along a White Marble Hallway
This vaulted corridor is extremely wide with more than enough room
for several men to walk abreast. A row of gilded lamps are suspended
overhead, running down the center of the ceiling. The hallway continues
east and west, both seemingly identical.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Critical MV:Weary > where
Players in your Zone
--------------------
Reven - Along a White Marble Hallway

* S HP:Critical MV:Weary > look
Along a White Marble Hallway
This vaulted corridor is extremely wide with more than enough room
for several men to walk abreast. A row of gilded lamps are suspended
overhead, running down the center of the ceiling. The hallway continues
east and west, both seemingly identical.
[ obvious exits: E W ]
West: A Lieutenant of the Children surveys all in his line of sight.
A Child of the Light is here, arrogantly glaring around.
A Child of the Light is here, arrogantly glaring around.

* S HP:Beaten MV:Weary > e
k h.fermin
A White Marble Hallway
You are at an intersection in an extremely broad corridor. The walls are
white marble with banners of fallen enemies ranking its length. Double
white marble pillars support a wide entrance to the north. The smell of
grease can be detected quite potently to the south.
[ obvious exits: N E S W ]
North: A Child of the Light bodyguard watches the area for trouble.
East: A Lieutenant of the Children surveys all in his line of sight.
South: Fermin of Two Rivers is standing here.
West: A Child of the Light is here, arrogantly glaring around.

* S HP:Beaten MV:Weary > They aren't here.

* S HP:Beaten MV:Weary > s
k h.fermin
T-Junction in the Hallway
You are at a junction in a short corridor. The corridor is narrow but high,
the ceiling peaking at about twelve feet. To the west a dimly lit corridor
leads into an armory. Judging from the heavy odor of grease and oil, a
weaponry lies to the east.
[ obvious exits: N E W ]
East: A merchant guard eyes you warily, intent on keeping order.
West: A merchant guard eyes you warily, intent on keeping order.
You sense a hidden life form in the area...

* S HP:Beaten MV:Weary > You try to stab Fermin, but he parries successfully.

sheath dagger
draw spike
throw h.fermin
draw dagger
* S HP:Beaten MV:Weary - Fermin: Critical > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Weary - Fermin: Critical > You don't seem to have a sheathed weapon.

* S HP:Beaten MV:Weary - Fermin: Critical > You don't have anything to throw!

* S HP:Beaten MV:Weary - Fermin: Critical > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Weary - Fermin: Critical >
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.
Fermin tries to pierce you, but you parry successfully.
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Weary - Fermin: Critical > sheath dagger
ws
sheath dagger
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Weary - Fermin: Critical > [wield spike]
You wield a throwing spike.

* S HP:Beaten MV:Weary - Fermin: Critical > You sheath a throwing spike into a set of cloth sleeves.

* S HP:Beaten MV:Weary - Fermin: Critical >
Akiran narrates 'you find em?'

* S HP:Beaten MV:Weary - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Weary - Fermin: Critical >
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Weary - Fermin: Critical >
You try to stab Fermin, but he parries successfully.

* S HP:Beaten MV:Weary - Fermin: Critical >
Fermin leaves west.

* S HP:Beaten MV:Weary > w
k h.fermin
Weaponry Supplies
Weapons of every sort can be found in this shop. Weapon racks line the grease and
soot covered walls, displaying blades and clubs or all sorts. An anvil and
whetstone mill is stationed in the center of the room. The only exit seems
to be east, through an iron doorway.
[ obvious exits: E ]
You sense a hidden life form in the area...
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A weaponsmith is prepared to sell his best equipment.

* S HP:Beaten MV:Haggard > sheath dagger
draw spike
throw h.fermin
draw dagger
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Haggard - Fermin: Critical > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Haggard - Fermin: Critical > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You try to stab Fermin, but he parries successfully.
You are already wielding a weapon!

* S HP:Beaten MV:Haggard - Fermin: Critical > You can't throw that!

* S HP:Beaten MV:Haggard - Fermin: Critical > You are already wielding a weapon!

* S HP:Beaten MV:Haggard - Fermin: Critical >
Fermin swiftly dodges your attempt to stab him.
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Haggard - Fermin: Critical > sheath dagger
draw spike
throw h.fermin
draw dagger

Fermin panics, and attempts to flee!

* S HP:Beaten MV:Haggard - Fermin: Critical > You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Haggard - Fermin: Critical > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
You try to stab Fermin, but he parries successfully.
You are already wielding a weapon!

* S HP:Beaten MV:Haggard - Fermin: Critical > You can't throw that!

* S HP:Beaten MV:Haggard - Fermin: Critical > You are already wielding a weapon!

* S HP:Beaten MV:Haggard - Fermin: Critical >
Meren narrates 'yes i found and am fighting'

* S HP:Beaten MV:Haggard - Fermin: Critical >
You try to stab Fermin, but he parries successfully.
Fermin leaves east.

* S HP:Beaten MV:Haggard > e
k h.fermin
T-Junction in the Hallway
You are at a junction in a short corridor. The corridor is narrow but high,
the ceiling peaking at about twelve feet. To the west a dimly lit corridor
leads into an armory. Judging from the heavy odor of grease and oil, a
weaponry lies to the east.
[ obvious exits: N E W ]
East: A merchant guard eyes you warily, intent on keeping order.
West: A merchant guard eyes you warily, intent on keeping order.
Fermin of Two Rivers is standing here.
Fermin tries to pierce you, but you deflect the blow.

* S HP:Beaten MV:Haggard - Fermin: Critical > You do the best you can!

* S HP:Beaten MV:Haggard - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Haggard - Fermin: Critical >
You try to stab Fermin, but he deflects the blow.

* S HP:Beaten MV:Haggard - Fermin: Critical >
Fermin leaves east.

* S HP:Beaten MV:Haggard > sheath dagger
ws
throw fermin
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

* S HP:Beaten MV:Haggard > [wield spike]
You don't seem to have a spike.

* S HP:Beaten MV:Haggard > You try to quietly draw a throwing spike from a set of cloth sleeves.
Throw at who?

* S HP:Beaten MV:Haggard > k h.fermin
They aren't here.

* S HP:Beaten MV:Haggard > e
Armory Supplies
The room is scattered with row upon row of armor plates and other assorted
goods made for battle. An anvil rests in the center of the room, on which
most of armor plates are mended. A smoke vent is merged into the western
wall over a huge furnace. A soot covered doorway lies to the west.
[ obvious exits: W ]
You sense a hidden life form in the area...
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.
The smithy of the Children of the Light stands here.

* S HP:Beaten MV:Haggard > k h.fermin
Fermin swiftly dodges your attempt to hit him.

* S HP:Beaten MV:Haggard - Fermin: Critical >
You try to hit Fermin, but he deflects the blow.

* S HP:Beaten MV:Haggard - Fermin: Critical >
Fermin panics, and attempts to flee!

* S HP:Beaten MV:Haggard - Fermin: Critical > throw
You throw a throwing spike at Fermin.

* S HP:Beaten MV:Haggard - Fermin: Critical >
A throwing spike arcs through the air.

* S HP:Beaten MV:Haggard - Fermin: Critical >
A throwing spike rips through Fermin's guts as he collapses to the ground.
Fermin is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear Fermin's death cry.

* S HP:Beaten MV:Haggard > ga
draw dagger
gs
[get all corpse]
You get a throwing spike from the corpse of Fermin.
You get a throwing spike from the corpse of Fermin.
You get a throwing spike from the corpse of Fermin.
You get a throwing spike from the corpse of Fermin.
You get a blue pouch of flatwort tea from the corpse of Fermin.
You get a black pair of silver-tooled boots from the corpse of Fermin.
You get a pair of earthen colored breeches from the corpse of Fermin.
You get a belt with a buckle of cuendillar from the corpse of Fermin.
You get a curved clear dagger from the corpse of Fermin.
You get a silver etched shield from the corpse of Fermin.
You get a jeweled wristcuff from the corpse of Fermin.
You get a jeweled wristcuff from the corpse of Fermin.
You get a pair of dark gloves from the corpse of Fermin.
You get a set of cloth sleeves from the corpse of Fermin.
You get an embroidered, cotton shoulder bag from the corpse of Fermin.
You get a coat bearing the ancient symbol of the Aes Sedai from the corpse of Fermin.
You get a bearskin tunic from the corpse of Fermin.
You get a silver clasp engraved with a flaring sunburst from the corpse of Fermin.
You get a silver clasp engraved with a flaring sunburst from the corpse of Fermin.
You get a camouflaged hood from the corpse of Fermin.
You get a gold ring from the corpse of Fermin.
You get a gold ring from the corpse of Fermin.

* S HP:Beaten MV:Weary > You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Beaten MV:Weary > [scalp corpse]
You lean over and sever the bloody head from the corpse of Fermin.

Lea
Posts: 134
Joined: Fri May 04, 2018 6:46 pm

Re: A fun projectiles fight

Postby Lea » Thu Oct 04, 2018 10:35 pm

This was a fun read

Sanguine
Posts: 127
Joined: Thu Oct 08, 2015 9:48 pm

Re: A fun projectiles fight

Postby Sanguine » Fri Oct 05, 2018 12:05 am

Nice read, projectiles interest me but I've never tried them outside of some PvE. 5 out of 5 times Fermin hit you through your defense was because of throwing spike being wielded or having no weapon after throwing/sheathing, seems like timing is a super important aspect to it all.

Treach
Posts: 199
Joined: Mon Feb 27, 2017 10:23 am

Re: A fun projectiles fight

Postby Treach » Fri Oct 05, 2018 12:07 am

And you were thirsty nearly the whole fight :S

Timmee
Posts: 42
Joined: Sun Mar 22, 2015 2:22 am

Re: A fun projectiles fight

Postby Timmee » Fri Oct 05, 2018 4:51 am

Out of curiosity. I thought Ely halved the number of mobs in Amador. That was a ridiculous amount of mobs just hanging around in alot of those rooms.

hasp
Posts: 365
Joined: Sun Sep 17, 2017 11:30 pm

Re: A fun projectiles fight

Postby hasp » Fri Oct 05, 2018 8:05 am

That is in the fortress and call mob I suppose.

Mhaliah
Posts: 328
Joined: Wed Feb 25, 2015 11:48 am

Re: A fun projectiles fight

Postby Mhaliah » Fri Oct 05, 2018 10:47 am

Mind sharing your projectiles prac % and OB with spike wielded?

Elysia
Posts: 4663
Joined: Sun Feb 15, 2015 1:29 pm

Re: A fun projectiles fight

Postby Elysia » Fri Oct 05, 2018 3:00 pm

Timmee wrote:Out of curiosity. I thought Ely halved the number of mobs in Amador. That was a ridiculous amount of mobs just hanging around in alot of those rooms.


I didn't touch Fortress zone, as that one is irrelevant for the war system.

Palaemon
Posts: 108
Joined: Sun Nov 26, 2017 7:56 pm

Re: A fun projectiles fight

Postby Palaemon » Fri Oct 05, 2018 3:03 pm

Timmee wrote:Out of curiosity. I thought Ely halved the number of mobs in Amador. That was a ridiculous amount of mobs just hanging around in alot of those rooms.


It's the Amador equivalent of the top floor of the Tower, certainly no reason anyone has to go there.

Surtain
Posts: 18
Joined: Thu Oct 04, 2018 11:14 am

Re: A fun projectiles fight

Postby Surtain » Fri Oct 05, 2018 3:15 pm

I just went there. for the 7th floor plus the stairs to Cadsuane, you have 19 rooms and there were 12 mobs (5 with lelaine). This is not counting inside any doors. I guess not even mobs have a reason to be up there, but they do like the fortress :-P


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