Below is an un-edited log of the starting quest for Gemstone IV. You are greeted by a Sprite who guides you through a few scenarios and teaches you some commands. I had to ask a Mentor to bring my sprite back for me since I lost mine!
ring bell
You ring the doorbell.
The doorman pops his head out and glances at you. He grumbles, "Bother! I was expecting the milk man. Well, stay right there and one of the Mentors will be with you shortly. Make yourself comfortable, it could take them a few minutes to travel back to the manor from where they be at."
gasp
You gasp.
look
[Silverwood Manor, Courtyard]
A short wall of rough grey-blue stone lines the entire expanse of the courtyard. Leading towards the carved haon door of the manor, some short boxwood hedges line the flagstone path. Affixed to the wall of the rather imposing structure is a gilded plaque, and flowerbeds at the manor's base boast colorful batches of delphinium, dragonstalk, and bluebells. Partially hidden by a large fern is a donation bin. You also see a silver bell with a long silken rope and a framed chalkboard.
Obvious paths: out
inv
You are wearing a crystal amulet, a small cobalt blue belt pouch, a large golden yellow pack, some dark blue square-toed shoes, a pair of gold-threaded leggings, a brushed blue felt hat, and some light goatskin leathers.
Click INVENTORY HELP for more options.
look in my pouch
There is nothing in there.
look in my pack
In the golden yellow pack you see a wooden flute, a rations kit, a travel guide token and some acantha leaf.
rub my hat
You rub your blue felt hat.
frown
You frown.
remove my leather
You work your way out of some light goatskin leathers.
stow leather
You put some light goatskin leathers in your golden yellow pack.
look
[Silverwood Manor, Courtyard]
A short wall of rough grey-blue stone lines the entire expanse of the courtyard. Leading towards the carved haon door of the manor, some short boxwood hedges line the flagstone path. Affixed to the wall of the rather imposing structure is a gilded plaque, and flowerbeds at the manor's base boast colorful batches of delphinium, dragonstalk, and bluebells. Partially hidden by a large fern is a donation bin. You also see a silver bell with a long silken rope and a framed chalkboard.
Obvious paths: out
sit bin
You sit down next to a donation bin.
s>lean bin
You lean against a donation bin.
s>yawn
You yawn.
s>hum cor
You softly hum a merry tune, embellishing upon the melody's jaunty lilt.
s>help hum
Usage:
HUM - Hum to yourself, based on demeanor
HUM {style} - Hum to yourself in a particular style
HUM {target} - Hum at someone or something
Where {style} is one of the following:
HAPPY SAD ANGRY
SURPRISE LORE SKILLFUL
s>help sing
Usage:
SING [:{tone}] [::{target}] {message} - Sing a message [with a tone] [to a target]
For a full list of tones, see SONG LIST.
You may sing multiple lines by separating each one with a semicolon.
EXAMPLE: SING Jori says she hears the birds;When I can't hear a thing,;Jori whistles like a robin,;I can only sing.
When SINGing, you will use whatever language you are currently SPEAKing.
You may check the status of any spell songs that you are currently singing with SONG STATUS.
Clerac the doorman pops his head out and says, "Give them another moment please."
[help]-GSIV:Pathragers: "here is a better way ;foreach name=uncut diamond in inv;move to jar"
Clerac the doorman pops his head out and says, "Mentor Roblar will be here shortly to assist you."
Roblar just arrived.
s>sing ::cor Ring a bell and wait a spell
You sing to yourself:
"Ring a bell and wait a spell"
Roblar smiles at you.
Roblar deeply says, "Hello."
s>blink roblar
You blink at Roblar.
s>gaze up
You gaze up into the heavens.
Roblar deeply asks, "How may I help?"
[help]-GSIV:Xiraz: "that's already as easy as it gets..."
s>say @roblar I chased a little sprite out of my enclave, but I think it got away
Speaking to Roblar, you say, "I chased a little sprite out of my enclave, but I think it got away."
s>blush
Your cheeks flush with a soft pale rose shade, darkening your freckles even more.
Roblar nods understandingly to you.
Roblar chuckles to himself.
s>stand
You stand back up.
A thorny golden brown sprite with silver-veined wings flutters up to you and hovers in front of your face.
The sprite says, "Hello there! I'm a forest sprite, and my name is Nalava. If you like, I can show you around town, teach you a thing or two, and maybe even find a way to get us into a bit of trouble!"
The sprite says, "So how does that sound? Would you like to go on some adventures with me?"
[You may ACCEPT the offer to travel with the sprite a bit, or DECLINE to go your own way.]
beam
You beam!
"there it is!
You exclaim, "There it is!"
Roblar deeply says, "There you go."
Roblar winks at you.
say @roblar thank you for finding it
Speaking to Roblar, you say, "Thank you for finding it."
Roblar deeply says, "Anytime."
Roblar smiles at you.
accept
You accept the sprite's invitation.
Beaming happily, the golden brown sprite flutters over to perch on your right shoulder, exclaiming, "What fun we'll have!"
The sprite reaches around your head to cover your eyes with his hands. "Don't peek!" he says. "We're just going to move to a slightly quieter spot."
[Ta'Vaalor, Rubicaene Wey]
The facade of a guild hall presents an elegant view to the wey. Clad in white marble flecked with tiny bits of amber, the hall's immense walls are pierced at regular intervals by tall, gleaming windows. A brass plaque is affixed to the doorpost.
Obvious paths: north, south
[You can click on the sprite to see a list of things you can TELL it to do.]
The golden brown sprite says, "I thought we could talk a little bit, you know, get acquainted and all. If you want to do that, give me a nod. If not, a shake will do, and I'll think of something else!"
[Click on the sprite and select NOD or SHAKE HEAD AT from the RP menu.]
nod sprite
The sprite yawns and wakes up.
You nod to the sprite.
The sprite says, "Let's talk about me, first. I come from..."
The sprite breaks off in mid-sentence, interrupted by the frantic arrival of a gaunt, terrified-looking man. The man spots you, and stops dead in his tracks.
The sprite whispers, "I wonder what he's running from? He's an odd man, you should take a LOOK at him."
[You can click on the man and select LOOK from the menu.]
[help]-GSIV:Aerowan: "what are the main differences from avian to feline companion?"
Haaplo just arrived.
Haaplo just went south.
look man
Lean and gaunt, the man has a haunted look in his eyes. He wears a threadbare black cloak and his shoes are muddy and torn.
Turning to you, the emaciated man says, "They're after me! If they catch me, it's all over for me. They're determined to persecute me for my beliefs!"
He sighs, and looks around nervously. "I'm going to hide here," he says. "Please don't let anyone know you've seen me!" With one final pleading look, he melts into the shadows.
The sprite whispers, "Things really are getting exciting around here! I wonder why people are after him? Let's SIT down and see what happens next."
[Select the SIT option from the ACTIONS menu in the quicklinks bar.]
sit
You sit down.
A wild-eyed woman comes running in at full speed. Looking hopeful, she comes up to speak with you.
The woman says, "I'm looking for a thin man wearing a black cloak. He set a serpent loose in our infirmary, because he wanted to claim souls for his lord Luukos. We cannot let him escape!" She begins to search for the man.
The sprite whispers, "That sounds like the work of Luukos all right. He feeds on the souls of the recently fallen. I can tell you more about him any time if you are interested, just ASK me ABOUT LUUKOS."
[You can also click on the sprite and select from the QUESTIONS menu.]
[help]-GSIV:Xiraz: "they all...suck. so don't expect much"
s>ask about luukos
Usage:
ASK {entity} ABOUT/FOR/TO {subject}
s>ask man about luukos
The man gives you a strange look.
Her search fruitless, the woman turns to you. "Can you help me?" she asks. "Did you see a thin man in here?"
The sprite whispers, "You can answer her by SAYing YES or NO."
[You can speak by typing your message (preceded by an apostrophe: ' ) in the command entry line at the bottom of your screen.]
s>"yes
You say, "Yes."
The woman nods to you. "I knew it!" she says. "He must be hiding around here somewhere, let's search for him together."
The sprite whispers, "A treasure hunt, my favorite! Use SEARCH to look for hidden people and things in the room."
[You can click on the quicklink for SEARCH at the bottom of the story window.]
s>search
You search around for a moment, then spot the emaciated man hiding nearby. You point out his location to the wild-eyed woman.
The wild-eyed woman yells, "We've found him!" and three large men arrive. They tie the emaciated man's hands together behind his back and drag him away.
s>point man
What were you referring to?
s>stand
You stand back up.
Roundtime: 3 sec.
R>fret
Her hands clasped together, the woman turns to you.
"Thank you," she says, "for helping me bring this man to justice. Followers of the Soul-Eater are dangerous to everyone around them. You should be careful!"
She slings a small shield off of her shoulder and holds it out to you. "I would be deeply honored if you would accept this gift from me."
A wild-eyed woman offers you a small shield. ACCEPT the offer or DECLINE it.
The sprite bounces up and down on your shoulder and whispers, "That's a nice-looking shield, that is! Go on, take it!"
You fret.
accept
Haaplo just arrived.
Haaplo just went south.
You accept the woman's offer and are now holding a small shield emblazoned with a golden key.
"thank you
You say, "Thank you."
wear shield
You sling a small shield emblazoned with a golden key over your shoulder.
Smiling at you, the wild-eyed woman says, "May the Gatekeeper watch over you and guard you from harm."
The woman leans over and whispers, "It is my hope that you will consider converting to the faith of Lorminstra. But wait until you are ready, it is a very serious choice to make. Be well!"
After shaking your hand, the woman walks away out of sight.
The sprite whispers, "You can ASK me ABOUT LORMINSTRA if you'd like to learn more about that goddess."
[You can also click on the sprite and select from the Questions menu.]
ask sprite about lorminstra
The sprite yawns and wakes up.
The sprite says, "Lorminstra is the Goddess of Death and Rebirth. Lorminstra is the Keeper of the Ebon Gate. It is her decision whether a soul is allowed to return to Elanthia each time an appeal is made via a ritual of resurrection, and even Koar will not gainsay her decision. Lorminstra regards Luukos' enslavement of souls to animate his undead as abominable. She supports her brother, Ronan, in his struggle against Luukos' minions, and also petitions Koar frequently to take direct measures to curb Luukos' activities."
;lnet untune help
[server]: "You have untuned from channel help."
With a big grin, the sprite says, "Nicely done, you came out pretty well there, I'd say. That could be a very valuable shield, you might want to find a bard who's willing to loresing to it. That's a good way to divine the secrets of mysterious items. If you want to keep it, you should register it in case it gets lost. And if it's not something you want to keep, you can always sell it at the pawnshop instead!"
[You can register the shield by holding it in your hand and typing REGISTER MY SHIELD.]
remove shield
You sling a small shield emblazoned with a golden key off from over your shoulder.
You feel as though you learned something from this encounter.
resgister shield
Please rephrase that command.
register shield
Your item, "a small shield emblazoned with a golden key", has been registered. Please remember that this is not proof of ownership.
wear shield
You sling a small shield emblazoned with a golden key over your shoulder.
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
Unconverting 1 Mnt points to return 2 Phy points. (See HELP TPS)
Training Points: 10 Phy 0 Mnt
The sprite says, "You just give me a NOD when you're ready to look for more trouble. Take as long as you need, I've got a great view from up here!"
[You can also click on the sprite and select nod from the Roleplay menu.]
nod sprite
The sprite yawns and wakes up.
You nod to the sprite.
The sprite says, "All set, are you? Right, time for me to think up something else for us to do!"
say @sprite can we find my parents?
Speaking to your golden brown sprite, you ask, "Can we find my parents?"
frown
You frown.
look
[Ta'Vaalor, Rubicaene Wey]
The facade of a guild hall presents an elegant view to the wey. Clad in white marble flecked with tiny bits of amber, the hall's immense walls are pierced at regular intervals by tall, gleaming windows. A brass plaque is affixed to the doorpost.
Obvious paths: north, south
There is a sprite sitting on your shoulder.
Haaplo just arrived.
Haaplo just went south.
The golden brown sprite says, "Why don't we go for a stroll about town? That should be entertaining, right? If you're up for it, NOD to me. If exploring doesn't interest you, a simple SHAKE of your HEAD AT me will do the trick."
[Click on the sprite and select NOD or SHAKE HEAD AT from the Roleplay menu.]
nod sprite
The sprite yawns and wakes up.
You nod to the sprite.
The sprite grins gleefully and says, "Great! Umm, now I just have to figure out where we should go." He stares up at the sky, lost in thought.
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
As the sprite thinks, a depressed young warrior wanders in wearing a sullen expression and sniffling quietly. The sprite whispers, "He seems sad. Do you want to ask him if he needs help, or shall we continue on our walk?"
[You can click on the warrior and select HELP from the questions menu, or click on the sprite and select SHAKE HEAD AT from the Roleplay menu.]
ask about help
You ask the young warrior if you can help.
The young warrior smiles weakly and says, "Oh, you are a kind man indeed! I was walking around town and, well, being inexperienced, I'm not used to handling this sword yet. If I had known better, I would have sheathed it while I was in town."
The sprite whispers, "He's right, you know. It's always smart to SHEATHE your weapon while in town. When you leave the gates, you can always UNSHEATHE it to be ready for battle once more."
[You can also use the sword icons in the combat panel to draw and put away your weapon.]
The young warrior says, "Anyway, I was walking from the pawnshop to the bank and I fell over! I tried to balance myself with my sword, but it broke, and one of the pieces cut my leg. I need to go buy myself a new sword, but I can't walk very far right now, at least not until I find an empath to heal my leg. Could you help me out?"
The sprite whispers, "You can say YES or NO to answer him."
"yes
You say, "Yes."
The young warrior smiles happily as he pulls 700 silvers out of his pocket and hands them to you, saying, "Here you are! That should be enough to cover the cost of a new sword at the weapon shop. I'll come find you after my leg has been healed." With a smile, the young warrior limps off.
[You can use the character sheet quicklink to see how many silvers you are carrying.]
wealth
You have 1210 coins with you.
In the back of your mind you remember you owe a debt of 510 silvers to the United City-States bank.
info
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
The sprite on your shoulder leans over and says, "Right, let's go get that warrior a new sword! You can get directions to places in town with the DIRECTIONS command. We need to go to the weapon shop, so we can use DIRECTIONS WEAPONRY to get there!"
[You can click on the DIRECTIONS quicklink to call up a list of options.]
dir weapon
Directions towards the Ta'Vaalor Weaponry: South.
s
[Ta'Vaalor, Rubicaene Wey]
A small stone cottage sits beside the wey. The pale blue grey of the stone walls is offset by the deep red tile roof and brightly painted door. An engraved mithglin sign hangs from an ironwork post beside the establishment's front door. You also see a dwarven recruiter.
Obvious paths: north, south, northwest
dir weapon
Directions towards the Ta'Vaalor Weaponry: South.
s
[Ta'Vaalor, Gaeld Var]
Several small homes border the var, each finely crafted from grey stone and trimmed with copper guttering. Elaborate steps lead to the front doors, each seemingly carved from large blocks of wood. Lanterns are set above some of the doors while simple candle sconces adorn others, all burning now as they attempt to carve away at the blackness of night. You also see a small stone shed.
Obvious paths: north, east
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, Gaeld Var]
A whitewashed wooden fence merges with a low stonework barricade covered with a thick, lush carpet of creeping fig. Bright purple anemones and fragrant yellow buttercups creep through the slats in the fence from the garden beyond. Citizens, both in and out of military dress, stroll casually up and down the brick path that leads through the fence.
Obvious paths: east, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, Gaeld Var]
Neatly trimmed shrubberies, punctuated by the occasional tree, line the var. Over the top of the shrubs can be seen tidy rows of cottages and houses, some dark, while others are lit by a flickering light. The night air is very fragrant from the sprawling gardens of fustic, saffron, and madder surrounding one cottage with a golden oak door.
Obvious paths: north, east, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, Gaeld Var]
A fenced courtyard stands next to the var, its mithril gate open to show a neat courtyard beyond. A group of city guardsmen congregates nearby, torches held high, their eyes scanning the night warily.
Obvious paths: south, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: South.
s
[Ta'Vaalor, Victory Wey]
A large stone-clad building sits back from the cobbled wey, its doors and windows thrown open. The clanging sound of hammer on metal rings through the area as smiths do their part to keep the city well armed. A small bronze plaque hangs upon the doorpost, illuminated by the red glow emanating from within the structure. Ambient light from the windows casts shadows on a stone walkway that leads to the rear of the building. You also see the Victory Gate, a wooden barrel and a ladder.
Obvious paths: north, east
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, Victory Wey]
A trickle of late-night patrons stride into and out of a large limestone inn that tightly hugs the wey. The sounds of talk and laughter, punctuated by the occasional bawdy tune, drift from the bright blue doors. The thick red roof tiles of the inn glint in the silvery moonlight, and the occasional shadow of a moving figure can be seen against some flickering light in a second story window.
Obvious paths: east, southeast, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, King's Court]
Windowless and forbidding, the grey granite walls of the Hall of Justice sit squarely beneath the Keep. Several city guardsmen patrol the tops of the crenellated walls while half a dozen guards flank the double doors leading into the Hall. A large mithril plaque hangs from the rightmost ironbound door.
Obvious paths: east, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, King's Court]
A small cluster of trees stands near the edge of the court, providing a shady spot and a chance for a brief respite from the bustle of the city. Several elven guards stand beneath a nearby tree, chatting quietly amongst themselves as they scan the crowded court. You also see the blue Kinzyn disk, the Siqueo disk, a darkly stained wooden bench with some stuff on it and a wooden barrel.
Also here: Kinzyn, Kaleesah, Siqueo who is sitting, Kiryna
Obvious paths: north, east, south, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
Kaleesah rummages around in her pockets.
[Ta'Vaalor, King's Court]
Thick grey stone walls clad a large structure that dominates this part of the court. Red and gold House Vaalor pennants flutter atop the crenellated walls, adding the only bit of color the building possesses. A plain faenor sign is posted beside the entrance to the imposing hall.
Obvious paths: east, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, Annatto Wey]
A squat but well-kept stone structure rests in the deep shade of the towering Annatto Gate. The thick stone walls, capped by a rather flat red tile roof, are pierced by a single bright crimson door. A small maoral sign is tacked to the doorpost.
Obvious paths: east, southwest, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, Annatto Wey]
A large stone building, with a small mithglin sign posted above its open doorway, stands near the elaborately carved Annatto Gate. The building's pristine limestone facade is adorned with several crimson and gold pennants. A young elven legionnaire stands at attention, guarding the entry and nodding respectfully to the few officers moving in and out of the building at the late hour. Several city guardsmen carefully inspect travelers passing through the gates. You also see a wooden barrel.
Obvious paths: north, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: North.
n
[Ta'Vaalor, Maerneis Var]
An enticing mixture of fragrances wafts from the small, stone-clad rations shop -- the spicy scent of jerky, the rich smell of chocolate, and the aroma of freshly baked bread. Along the side of the cottage, a small garden has been planted with an assortment of herbs and vegetables. A hand-lettered maoral sign hangs on the shop's door. You also see a light-robed erithian woman.
Obvious paths: east, south
dir weapon
Directions towards the Ta'Vaalor Weaponry: East.
e
[Ta'Vaalor, Maerneis Var]
Few pass through the intersection at this late hour. Several city guardsmen stand outside a mithril gate, watching the crowd with intent interest.
Obvious paths: north, east, west
dir weapon
Directions towards the Ta'Vaalor Weaponry: North.
n
[Ta'Vaalor, Jacinthea Wey]
The amber-colored limestone walls of the city's weaponry glow slightly in the moonlight, the warm hue of the stone belying the strength and hardness of its surface. The windows are thrown open, and the sound of hammer ringing upon anvil drifts across the wey at regular intervals. A mithglin sign hangs upon the building's doorpost.
Obvious paths: north, south
dir weapon
Directions towards the Ta'Vaalor Weaponry: GO weaponry shop.
go shop
[The Ta'Vaalor Weaponry]
The aromatic scent of oil and leather fills the air. Trimmed with faenor metal, a well-crafted solid oak counter dominates the length of this shop. Skillfully wrought and forged from rare, exotic material and hanging from metal supports in the walls is an assemblage of various weapons of war. They have been artfully arranged in geometric patterns. A black-inked sign is directly above an executioner's axe, which is leaning in the corner behind the counter. You also see a stack of sheet metal, the merchant Aerhseth that is lying down and a silvery-blue roiling fog-filled chamber.
Obvious exits: out
The sprite on your shoulder leans over and whispers, "Yep, this is the place! So listen carefully." Pointing to the oak counter, the sprite says, "To buy the weapon, you'll need to ORDER from the merchant. He'll show you some items, and you should select the double-edged sword. Then you can BUY it."
[You can click on the counter and select ORDER from the menu to get started.]
order
Aerhseth stares at you and says, "You're new here, so I suppose I can trade with you. You'll need to eventually get yourself identity papers, however, which can be gotten at Wyvern Keep. I'd suggest you get them as soon as you can...before you run afoul of the Kings Guard."
Welcome to The Ta'Vaalor Weaponry!
The merchant Aerhseth offers his catalog to browse.
Aerhseth exclaims, "Greetings stranger, have a look around!"
Catalog
- a stiletto 14. a troll-claw
- a double-edged sword 15. a paingrip
- a rapier 16. a quoit
- a falchion 17. a main gauche
- a claidhmore 18. a spear
- a troll sword 19. a steel-tipped ironwood runestaff
- a double-bit axe 20. a ruby-capped carmiln runestaff
- a battle axe 21. a polished russet kakore runestaff
- a war hammer 22. a topaz-capped pale mossbark runestaff
- a quarter staff 23. a sphere-topped villswood runestaff
- a halberd 24. some tanned leather gloves
- a discus 25. some light leather boots
- a katar
You can APPRAISE, INSPECT or DESCRIBE any item by number, ORDER by number to get pricing and customization options, BUY to purchase, or ORDER HELP for more info.
You made it! I knew you could find the place.
order 2
Aerhseth stares at you and says, "You're new here, so I suppose I can trade with you. You'll need to eventually get yourself identity papers, however, which can be gotten at Wyvern Keep. I'd suggest you get them as soon as you can...before you run afoul of the Kings Guard."
You ask about the price of a double-edged sword.
Putting on your best poker face, you begin haggling with Aerhseth about an appropriate price. He must play poker, too, for at the end of your bargaining it's hard to tell whether he likes the settled price of 129 silvers.
You may CUSTOMIZE your selection, ORDER something else, or BUY this item.
buy
Aerhseth stares at you and says, "You're new here, so I suppose I can trade with you. You'll need to eventually get yourself identity papers, however, which can be gotten at Wyvern Keep. I'd suggest you get them as soon as you can...before you run afoul of the Kings Guard."
Aerhseth exclaims, "Sold for 129 silvers!"
Aerhseth takes the 129 silvers you offer in payment.
He hands you a double-edged sword and says, "Here's your purchase. Thanks for your patronage."
look
[The Ta'Vaalor Weaponry]
The aromatic scent of oil and leather fills the air. Trimmed with faenor metal, a well-crafted solid oak counter dominates the length of this shop. Skillfully wrought and forged from rare, exotic material and hanging from metal supports in the walls is an assemblage of various weapons of war. They have been artfully arranged in geometric patterns. A black-inked sign is directly above an executioner's axe, which is leaning in the corner behind the counter. You also see a stack of sheet metal, the merchant Aerhseth that is lying down and a silvery-blue roiling fog-filled chamber.
Obvious exits: out
There is a sprite sitting on your shoulder.
The sprite on your shoulder looks at your double-edged sword and says, "Yes, that's perfect! Now, let's go on out and find that young warrior fellow!"
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
out
[Ta'Vaalor, Jacinthea Wey]
The amber-colored limestone walls of the city's weaponry glow slightly in the moonlight, the warm hue of the stone belying the strength and hardness of its surface. The windows are thrown open, and the sound of hammer ringing upon anvil drifts across the wey at regular intervals. A mithglin sign hangs upon the building's doorpost.
Obvious paths: north, south
gaze survey
You survey the area.
fret
You fret.
Zynthe takes a fine leaf green backpack off his back.
Lord Onquer just arrived.
Lord Onquer just went south.
The young warrior walks in, looking much healthier. He strides over to you.
The young warrior says, "Ah, there you are! I've been looking for you. Did you get it?"
The sprite whispers, "You can use GIVE sword TO WARRIOR to give the weapon to the warrior."
[You can also click on the warrior and select GIVE sword.]
Lord Onquer just arrived.
Lord Onquer just went north.
Kinzyn just arrived.
Kinzyn just went north.
give sword to war
You offer your double-edged sword to the young warrior, who quickly accepts it with a wide grin.
"Thank you so much," he says. "You've really helped me out a lot! This sword is even better than my last one! I really appreciate it."
The young warrior hands you 1000 silvers and gives you a firm handshake before striding out of the room.
gasp
You gasp.
say @cor this is more silver than I've ever had before!
Speaking to yourself, you exclaim, "This is more silver than I've ever had before!"
It feels like you are learning from your experiences.
The golden brown sprite sitting on your shoulder cheerfully whispers, "Excellent work, I'd say. If you want to do something more, just give me a NOD when you're ready."
[You can click on the sprite and select NOD from the Roleplay menu.]
Kinzyn just arrived.
Kinzyn just went south.
nod sprite
The sprite yawns and wakes up.
The sprite says, "All ready, are you? Hmm, what shall we do next?" The sprite furrows his brow in thought.
look sprite
You see a fairly typical forest sprite.
He appears to be in good shape.
He has nothing at this time.
[To control the sprite, click on it and select from the list of TELL options.]
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
Spotting you, an elven guard halts his patrol. "Wait!" he shouts. "Perhaps you can help me. I'm at my wit's end!"
The guard says, "This town has been plagued by smugglers, and no matter what we do, we can't seem to catch the leaders. They all know what we look like, and they scatter whenever they see us coming. What we need is a spy! Are you willing to aid me?"
The sprite leans over and whispers, "Now there's an adventure for us! Shall we - I mean shall YOU step in and help him out? You can ACCEPT the chance to help him, or DECLINE to save his sorry hide."
accept
A spark of hope shines in the guard's eye when you agree to help. "You'll aid me!" he exclaims. "This is good news indeed. I may even still have my job at the end of the day."
The guard says, "I can't pay you very much, but you'll be helping the town out a great deal. What I want you to do is make your way over to Elantaran's Magic Supply. Go into the cottage and hide. The smugglers are planning a rendezvous there very soon, and I want you to gather any information you can about their next planned shipment. Once you've learned something, come back and find me."
The sprite whispers, "Oooh, I've always wanted to be a spy! This is great, and we can use DIRECTIONS ALCHEMIST to find Elantaran's Magic Supply!"
[You can click on the DIRECTIONS quicklink and select ALCHEMIST.]
dir alchemist
Directions towards Elantaran's Magic Supply: North.
n
[Ta'Vaalor, Jacinthea Wey]
A small warehouse sits between the adjacent shops, its stone walls washed a clean white and the door painted a bright blue. The warehouse's door is bound with a thick ironwood bar clasped by an ironwork hasp and thick padlock.
Obvious paths: north, south
dir alchmeist
I don't know the directions to "alchmeist" in this part of the world.
Here are the places I can help you find in Elven nations - Ta'Vaalor:
Town Square - A common gathering area
Temple - The local Religious Establishment
Healer - The Local Empath
Herbalist - For those aches and scratches
Armory - For those needing a fresh suit (of armor)
Weaponry - For those who think sharper is better
Furrier - Purchaser of fine skins and pelts
Pawnshop - Place to sell odds and ends
Bank - A safe place to stash cash
Town/City Hall - Administration offices are here
Catacombs - Hunting area for young adventures
Gemcutter - Sell your bright baubles here
Tavern - For quaffing and swapping lie... tales of adventure
Inn - Resting, training, and some privacy
General Store - For miscellaneous supplies
Locksmith - Lockpicks sold here
Silverwood Manor - For new adventurer help
Amaranth Gate - Access to the world beyond
Vermilion Gate - Access to the world beyond
Victory Gate - Access to the world beyond
Annatto Gate - Access to the world beyond
Alchemist - Magic component shop
Cleric shop - Priestly items
Music shop - Musician's tools
Constabulary - Where the law resides
Travel office - Hire a guide for distant travels
Adventurer's Guild - Complete tasks for wealth and experience
The command format is DIRection
dir alch
Directions towards Elantaran's Magic Supply: North.
n
[Ta'Vaalor, Jacinthea Wey]
A polished limestone structure hugs the wey, surrounded by neatly trimmed box hedges. Creeper vines stretch up the walls of the building, and a small silver sign is affixed near the door. A pair of guards patrol the area, squinting into the darkness with torches held high. You also see a sleek golden ferret.
Obvious paths: north, south
dir alch
Directions towards Elantaran's Magic Supply: North.
n
[Ta'Vaalor, Jacinthea Wey]
A dark stone cottage stands back from the wey, its door and window frames painted a bright crimson. Tendrils of creeping fig crawl along the stone, slender green shoots extending and unfurling from a base at the foundation of the building. A small mithril plaque swings from the doorpost.
Obvious paths: north, south
dir alch
Directions towards Elantaran's Magic Supply: GO stone cottage.
go cott
[Ta'Vaalor, Magical Supply]
An eclectic mix of glassware fills a pair of long tables. Beakers, tubes and dishes make up most of the glassware. Each table is supported by four legs carved to resemble rampant dragons. A stunningly carved rolltop desk made from beautiful mahogany rests in one corner. Quills, scrolls and one overly large bottle of black ink reside on the desktop. A beautifully crafted scroll case towers over the desk, its many slots for scrolls mostly occupied now by a number of tomes. You also see a long marble counter with a plainly wrapped package on it and the merchant Elantaran.
Obvious exits: west, out
The sprite says, "Hey, here we are! All you have to do now is HIDE. Stay still and don't say a word, or the smugglers will spot you!"
[You can select the HIDE option from the Actions menu on the quicklinks bar.]
hide
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
The sprite whispers, "Great hiding spot! They'll never see you here."
You made it! I knew you could find the place.
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
H>look
[Ta'Vaalor, Magical Supply]
An eclectic mix of glassware fills a pair of long tables. Beakers, tubes and dishes make up most of the glassware. Each table is supported by four legs carved to resemble rampant dragons. A stunningly carved rolltop desk made from beautiful mahogany rests in one corner. Quills, scrolls and one overly large bottle of black ink reside on the desktop. A beautifully crafted scroll case towers over the desk, its many slots for scrolls mostly occupied now by a number of tomes. You also see a long marble counter with a plainly wrapped package on it and the merchant Elantaran.
Obvious exits: west, out
There is a sprite sitting on your shoulder.
Two men enter the room from opposite directions, glancing over their shoulders as they approach one another.
The first man tucks a piece of paper into the second man's pocket, gives him a nod, and slips out of the room. The second man remains where he is, pretending to browse through the magical supplies.
Fidgeting with excitement, the sprite whispers to you, "I have an idea!"
The smuggler hums tunelessly as he waits for enough time to elapse before he can be on his way.
The sprite whispers, "If we can get our hands on that piece of paper, we'll know exactly where the shipment is going to be! I don't think the smuggler will notice if you very carefully try to STEAL from him."
[You can click on the shifty-eyed smuggler and select STEAL from the menu.]
H>steal smug
You reach into the smuggler's pocket and pull out a piece of paper.
The merchant Elantaran glances around.
The smuggler strolls out with affected casualness.
The sprite whispers, "We did it! Let's go find that guard and show him what we've discovered! Oh, and you can probably UNHIDE now that they're gone."
[You can select the UNHIDE option from the Actions menu on the quicklinks bar.]
H>unhide
You stumble out of hiding.
The merchant Elantaran takes a small rag and uses it to wipe off a long marble counter.
The sprite whispers, "We need to go out of this room and look around for the guard!"
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
out
You feel a sudden sense of accomplishment, as if you have just experienced something important.
[Ta'Vaalor, Jacinthea Wey]
A dark stone cottage stands back from the wey, its door and window frames painted a bright crimson. Tendrils of creeping fig crawl along the stone, slender green shoots extending and unfurling from a base at the foundation of the building. A small mithril plaque swings from the doorpost.
Obvious paths: north, south
read my paper
In the Common language, it reads:
Transfer at the temple. Bring extra sacks.
The elven guard spots you and waves. He asks, "Did you find the smugglers? Where is their next shipment going to be delivered?"
The sprite whispers, "SHOW the paper to the guard!"
[Click on the guard and select SHOW RIGHT from the menu.]
show right to guard
You show your paper to the guard. He snatches it out of your hand and reads it over, his eyes alight with excitement. "The temple!" he shouts, then looks around with embarrassment.
Continuing in a quieter tone, he says, "I'm sorry to ask you for even more help, but it would be a tremendous aid if you could go to the temple and wait for the shipment to arrive. Would you be willing to do that?"
The sprite whispers, "Not shy about asking other folks to do his dirty work, is he? Well, say YES if you're up for it, and NO if you aren't."
"yes
You say, "Yes."
The guard appears pleased. "It won't be difficult, I promise," he says. "Just go to the temple and pretend like you're resting there, I'm sure they won't be suspicious. Just don't let them distract you! As soon as the goods arrive, give a HOOT like an owl, and our men will storm in and arrest the brigands on the spot. I'll pay you a little more after we apprehend them, but here's something for your efforts so far."
The guard hands you 200 silvers, which you quickly pocket. He strides away.
The sprite whispers, "I'm sure you know what to do now. Get DIRECTIONS to the temple, and wait for the shipment to arrive."
dir temple
Directions towards the Hall of Arkati: North.
n
[Ta'Vaalor, Caernaeas Var]
Identical limestone houses line the var, each with a precisely manicured lawn bordered by a neat row of haon shrubs. Several of the homes have dim lights shining from the windows, where goodwives can be seen tending to household chores. You also see a red-haired elven bard.
Obvious paths: north, east, south
dir temple
Directions towards the Hall of Arkati: East.
e
[Ta'Vaalor, Caernaeas Var]
Few are about in the darkness of night, scurrying along their way intent upon quickly reaching their destinations. Several city guardsmen stand casually at one corner of the intersection, watching the few passersby with appraising eyes as they pass through the city. A well-kept shop stands behind the guardsmen.
Obvious paths: north, east, west
dir temple
Directions towards the Hall of Arkati: East.
e
[Ta'Vaalor, Caernaeas Var]
A small stand of trees crowds up against the high city wall, so thickly gathered that the wall itself is barely visible through the leafy boughs. A rusty iron gate blocks progress down the lone path that disappears into the deep green bower.
Obvious paths: south, west
dir temple
Directions towards the Hall of Arkati: South.
s
[Ta'Vaalor, Shimaerslin Wey]
Far off the wey, a thin copse of trees surrounds a large stone building nestled at the foot of the city wall. Constructed of grey sandstone, the structure boasts numerous windows that reflect the moonlight filtering through the foliage. To the east side of the wey stands an ornate silver gate, past which can be seen an ivory-walled building.
Obvious paths: north, south
dir temple
Directions towards the Hall of Arkati: South.
s
[Ta'Vaalor, Shimaerslin Wey]
Thick, closely packed trees line the way, their interwoven branches allowing scant moonlight to filter through the canopy. The only break in the trees is a limestone-clad cottage set off to the west, behind which can be seen a shady path that leads deeper into the trees. A few soldiers stand about, inspecting passersby stringently.
Obvious paths: north, south
dir temple
Directions towards the Hall of Arkati: South.
s
[Ta'Vaalor, Shimaerslin Wey]
A large marble hall stands back from the wey, surrounded by a small white fence and guarded by a number of elven soldiers. Statues of Koar and Phoen stand sentinel on the left side of the heavily carved front door, while statues of Kai and Eonak are on the right. A thin trickle of scholars, citizens, and soldiers quietly moves in and out of the hall.
Obvious paths: north, south
dir temple
Directions towards the Hall of Arkati: GO marble hall.
go hall
[Assuming you mean a large marble hall.]
[Hall of the Arkati, Entry]
Fluted white marble columns hold up a high-arched, plastered ceiling. Exquisite frescoes are painted across the expanse of plaster, reflecting the night sky of Elanith with her myriad moons and constellations. Several mithglin lanterns line the edges of the rooms, each containing a small white votive that sheds just enough light to illuminate the artwork.
Obvious exits: south, west, out
The sprite whispers, "Here we are! Just...look like you're praying or something, I don't know. Act innocent!"
You made it! I knew you could find the place.
You've gained 5 physical training points.
(To use these new points, click on the "skill goals" link in the quick link bar.)
You've gained 5 mental training points.
(To use these new points, click on the "skill goals" link in the quick link bar.)
hum cor
You softly hum a merry tune, embellishing upon the melody's jaunty lilt.
A black-clad man arrives and looks around the room carefully, as though surveying it for later acquisition. He ambles over to you and pauses for a moment before speaking.
The man says, "You don't look too busy. There's an errand I need to have run, and I can pay you quite handsomely for your time. Are you interested?"
The sprite whispers, "Think about this carefully! If you want to help out the smuggler, say yes. But if you want to stick with your lookout job, better say no."
shake head man
You shake your head at a black-clad man.
"no
You say, "No."
The man gives you an odd look, but goes about his business.
Suddenly, several men enter at once, each of them lugging a large crate. They set the crates down in a pile, and speak quietly with the black-clad man. He peeks inside one of the crates, then hands one of the men a small sack. They vanish as quickly as they arrived.
The sprite whispers, "It's the shipment! Now's the time to HOOT if you still want to alert the authorities!"
[You can select HOOT from the Roleplay quicklinks menu.]
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
hoot
You hoot like an owl, and the man takes off almost instantly.
The elven guard charges in, along with a horde of others. They see the crates, but look disappointed at the lack of smugglers to arrest. Nevertheless, they fan out into the rest of the building in a careful search.
The guard inspects one of the crates personally, nodding at what he sees.
look crate
I could not find what you were referring to.
Smiling, the guard shakes your hand. "You've done this town a great service today," he says. "We will always be in your debt. I don't have much to give you, but please take these coins. I'd say you're well on your way to becoming a solid, upstanding member of this town!" The guard gives you 300 silvers, which you quickly pocket.
The guard waves farewell as he walks away.
The sprite whispers "I think they like you here! You might even become a citizen of the town one day. But you don't want to walk around too long with coins in your pocket, you never know when there might be thieves in the shadows. I suggest you get DIRECTIONS to the bank, go straight there, and DEPOSIT ALL that silver. Then WITHDRAW 5 in case you need to pay the gate toll. You just give me a nod when you're ready to continue."
You feel as though your understanding of the world has increased.
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
nod sprite
The sprite yawns and wakes up.
A worried young girl enters the room, dragging the unconscious form of an even younger child behind her. The younger child's abdomen is covered with bleeding wounds. After entering, the older girl collapses to the floor, out of breath from the effort of dragging.
The golden brown sprite says, "Oh, should we help her? That might be interesting! Just give me a NOD if so, or a SHAKE if you'd like to do something else."
[Click on the sprite and select NOD or SHAKE HEAD AT from the Roleplay menu.]
nod sprite
The sprite yawns and wakes up.
You nod to the sprite.
The sprite smiles and says, "Alright!"
Waving to the young girl, the sprite says, "Hello? Can we do anything to help?"
The young girl looks up startled, and quickly says, "Yes, yes! Would you? My sister here was attacked by a giant rat!"
The sprite whispers, "It looks like she's got a nasty wound on her abdomen there. As I see it, either we could try to TEND the wound, we could go to the herbalist's and buy a tincture of pothinir, we could try to FORAGE for herbs to help, or we could just wait and see what happens."
[You can try to TEND the child's wounds, FORAGE for or purchase herbs, or just WAIT and see what happens. Click on the sprite and use the Questions menu to ASK the sprite about TEND, FORAGE, PURCHASE, or WAIT for more information.]
tend girl
You may tend to bleeding injuries on yourself or other characters. This may stop/reduce bleeding temporarily if your skill in First Aid is sufficient. Success is a factor of the severity of an injury and your character's skill. Some areas are more difficult to mend and you may not be able to do anything at all until you get more skill in first aid.
Format: TEND [MY | {player}] {area}
{area} may be one of the following:
head chest
abdomen back
neck
right arm left arm
right hand left hand
right leg left leg
Examples:
TEND MY HEAD
TEND BARDON RIGHT ARM
tend girl ab
Tend who?
ten child
The sprite on your shoulder whispers, "She's bleeding from her abdomen!"
tend child ab
The severity of that injury is beyond your skill to do anything.
The sprite on your shoulder whispers, "Darn! Well, let's see if we can try something else!"
look
[Hall of the Arkati, Entry]
Fluted white marble columns hold up a high-arched, plastered ceiling. Exquisite frescoes are painted across the expanse of plaster, reflecting the night sky of Elanith with her myriad moons and constellations. Several mithglin lanterns line the edges of the rooms, each containing a small white votive that sheds just enough light to illuminate the artwork. You also see a worried young girl and a young wounded child that is sleeping.
Obvious exits: south, west, out
There is a sprite sitting on your shoulder.
wait
Time drags on by...
Roundtime: 2 sec.
R>look child
The child is lying unconscious on the floor, breathing unsteadily. She has deep gashes and serious bleeding from her abdomen.
tend child ab
Tend who?
tend child
You may tend to bleeding injuries on yourself or other characters. This may stop/reduce bleeding temporarily if your skill in First Aid is sufficient. Success is a factor of the severity of an injury and your character's skill. Some areas are more difficult to mend and you may not be able to do anything at all until you get more skill in first aid.
Format: TEND [MY | {player}] {area}
{area} may be one of the following:
head chest
abdomen back
neck
right arm left arm
right hand left hand
right leg left leg
Examples:
TEND MY HEAD
TEND BARDON RIGHT ARM
look child
The child is lying unconscious on the floor, breathing unsteadily. She has deep gashes and serious bleeding from her abdomen.
look
[Hall of the Arkati, Entry]
Fluted white marble columns hold up a high-arched, plastered ceiling. Exquisite frescoes are painted across the expanse of plaster, reflecting the night sky of Elanith with her myriad moons and constellations. Several mithglin lanterns line the edges of the rooms, each containing a small white votive that sheds just enough light to illuminate the artwork. You also see a worried young girl and a young wounded child that is sleeping.
Obvious exits: south, west, out
There is a sprite sitting on your shoulder.
forage
The sprite on your shoulder whispers, "We should go somewhere more suitable to forage!"
drag child out
You can't drag a young wounded child around!
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
wait
Time drags on by...
Roundtime: 2 sec.
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
out
You feel a sudden sense of accomplishment, as if you have just experienced something important.
[Ta'Vaalor, Shimaerslin Wey]
A large marble hall stands back from the wey, surrounded by a small white fence and guarded by a number of elven soldiers. Statues of Koar and Phoen stand sentinel on the left side of the heavily carved front door, while statues of Kai and Eonak are on the right. A thin trickle of scholars, citizens, and soldiers quietly moves in and out of the hall.
Obvious paths: north, south
forage
The sprite on your shoulder whispers, "We should go somewhere more suitable to forage!"
go hall
[Assuming you mean a large marble hall.]
[Hall of the Arkati, Entry]
Fluted white marble columns hold up a high-arched, plastered ceiling. Exquisite frescoes are painted across the expanse of plaster, reflecting the night sky of Elanith with her myriad moons and constellations. Several mithglin lanterns line the edges of the rooms, each containing a small white votive that sheds just enough light to illuminate the artwork.
Obvious exits: south, west, out
out
[Ta'Vaalor, Shimaerslin Wey]
A large marble hall stands back from the wey, surrounded by a small white fence and guarded by a number of elven soldiers. Statues of Koar and Phoen stand sentinel on the left side of the heavily carved front door, while statues of Kai and Eonak are on the right. A thin trickle of scholars, citizens, and soldiers quietly moves in and out of the hall.
Obvious paths: north, south
nod sprite
The sprite yawns and wakes up.
You nod to the golden brown sprite.
look
[Ta'Vaalor, Shimaerslin Wey]
A large marble hall stands back from the wey, surrounded by a small white fence and guarded by a number of elven soldiers. Statues of Koar and Phoen stand sentinel on the left side of the heavily carved front door, while statues of Kai and Eonak are on the right. A thin trickle of scholars, citizens, and soldiers quietly moves in and out of the hall.
Obvious paths: north, south
There is a sprite sitting on your shoulder.
wait
Time drags on by...
Roundtime: 2 sec.
You've gained 4 physical training points.
(To use these new points, click on the "skill goals" link in the quick link bar.)
You've gained 5 mental training points.
(To use these new points, click on the "skill goals" link in the quick link bar.)
n
[Ta'Vaalor, Shimaerslin Wey]
Thick, closely packed trees line the way, their interwoven branches allowing scant moonlight to filter through the canopy. The only break in the trees is a limestone-clad cottage set off to the west, behind which can be seen a shady path that leads deeper into the trees. A few soldiers stand about, inspecting passersby stringently.
Obvious paths: north, south
s
[Ta'Vaalor, Shimaerslin Wey]
A large marble hall stands back from the wey, surrounded by a small white fence and guarded by a number of elven soldiers. Statues of Koar and Phoen stand sentinel on the left side of the heavily carved front door, while statues of Kai and Eonak are on the right. A thin trickle of scholars, citizens, and soldiers quietly moves in and out of the hall.
Obvious paths: north, south
A worried young girl enters, dragging the unconscious form of a younger child behind her.
The wounded child wheezes once, and then quietly stops breathing. The young girl wails, "Oh no, my poor sister! I must go find a cleric!" She rushes out of the room.
The sprite on your shoulder whispers, "We should lifekeep her using a white flask! Lifekeeping is a spell which keeps a soul from departing from the body it belongs to, allowing greater time to find someone to perform a resurrection!" The sprite grins, and you notice a white flask suddenly appear in your hand!
The sprite whispers, "You can use that by pouring it into things!"
[Click on the child and select "pour flask in" from the menu.]
help sprite
Sprites -
Welcome to the Land of Elanthia. If you are reading this, you are probably trying to figure what your sprite is, and how to operate it. Sprites are programs which provide new characters experience and wealth while they teach basic movement, hunting and role playing skills. Your sprite can be asked to alter how it does its job in a variety of ways. If your sprite leaves all together before you finish your quest you can ask a MENTOR for a new one. To find a mentor type DIR SILVERWOOD and follow the prompt, or simply type HELPME. To find out what a mentor is, select HELP I-NEED-HELP from the HELP menu.
Commands for these useful Sprites are as follows:
Tell Sprite to SPEED - To speed up the sprite actions.
Tell Sprite to SLOW - To slow the sprite down.
Tell Sprite to REPEAT - Repeats the last instructions the sprite gave.
Tell Sprite to RETURN - Takes the player to begin the current activity again.
Tell Sprite to LEAVE - Player dismisses the Sprite, it will not return.
Tell Sprite to SLEEP - Puts the Sprite to sleep.
Tell Sprite to WAKE - Wakes the sprite up if has been sleeping.
There is no further help available on this topic.
pour flask in child
You force the wounded child's mouth open, and pour in a small amount from your white flask.
A luminescent web briefly forms around the wounded child, then fades into the body.
You have 5 doses left.
look child
The child's body lies dead on the floor. She has deep gashes and serious bleeding from her abdomen.
stow flask
You put a white flask in your golden yellow pack.
look
[Ta'Vaalor, Shimaerslin Wey]
A large marble hall stands back from the wey, surrounded by a small white fence and guarded by a number of elven soldiers. Statues of Koar and Phoen stand sentinel on the left side of the heavily carved front door, while statues of Kai and Eonak are on the right. A thin trickle of scholars, citizens, and soldiers quietly moves in and out of the hall. You also see a young wounded child that appears dead.
Obvious paths: north, south
There is a sprite sitting on your shoulder.
An older girl rushes in, with a cleric following quickly behind. The girl indicates the wounded child, and the cleric murmurs a few magical words and gestures at the child. A silver thread connecting an elderly well-dressed cleric and a young wounded child appears and then quickly fades into invisibility.
The well-dressed cleric murmurs a prayer under his breath and gestures at the wounded child.
A brilliant white light streaks down from the heavens and encapsulates the wounded child. A young wounded child awakes, looking very drained!
With a prayer and a few gestures, an elderly well-dressed cleric brings the wounded child back to life.
The sprite on your shoulder whispers, "The practice around here is usually to tip clerics for their services. If you'd like, go ahead and GIVE the cleric a few silvers."
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
give cleric 100
You hand the well-dressed cleric 100 silvers and he smiles warmly at you.
You sense that the gods are pleased, and have bestowed favor upon you.
exp
Level: 0 Deeds: 1
Experience: 1087 Death's Sting: None
Exp. until next: 1413 Recent Deaths: 0
Mental TPs: 17 Fame: 1060
Physical TPs: 26 Mana: 2/2 max
Long-Term Exp: 0
Your mind is fresh and clear.
An elderly well-dressed cleric strides out.
The wounded child smiles at you and says, "Thank you so much for your help! I've got to go see an empath, but I want to give you this. I always feel safer when I put it on."
The wounded child offers you a threadbare pink woolen hood. ACCEPT the offer or DECLINE it.
The sprite on your shoulder whispers, "Oh, how sweet! Go on, take it!"
accept
You accept the child's offer and are now holding a threadbare pink woolen hood. She smiles and says, "Thank you so much. I need to go get healed!" She and her sister then run out of the room.
say @child thank you
You say, "Thank you."
blink hood
The sprite on your shoulder smiles at you and says, "Good work! Now, then, let's see what we should do next!"
You blink at the pink woolen hood in your hand.
tilt hood
You tilt your pink woolen hood side to side, making the light play off it.
stow hood
You put a threadbare pink woolen hood in your golden yellow pack.
nod sprite
The sprite yawns and wakes up.
You nod to the golden brown sprite.
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
The golden brown sprite says, "I've heard some stories about a cave just outside of town that's supposed to be the lair of a terrible beast. Are you up for smoking it out and taking it on? This could be dangerous, you know! Give me a NOD if you want to try it, or SHAKE your HEAD AT me if you don't."
shake head sprite
The sprite yawns and wakes up.
You shake your head at the sprite.
The sprite says, "Beast-smashing isn't your style I take it? Right, give me a moment to think, then."
The golden brown sprite says, "I've heard some stories about a cave just outside of town that's supposed to be the lair of a terrible beast. Are you up for smoking it out and taking it on? This could be dangerous, you know! Give me a NOD if you want to try it, or SHAKE your HEAD AT me if you don't."
shake head sprite
The sprite yawns and wakes up.
You shake your head at the sprite.
The sprite says, "Beast-smashing isn't your style I take it? Right, give me a moment to think, then."
You've gained 1 physical training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
The sprite says, "If you'd like to pick up a few jobs to earn some silvers, you should look for shopkeepers who need to have errands run. You may also want to hone your fighting skills while ridding the lands of pesky vermin. That can be lucrative, too, if the creatures carry treasure or have valuable pelts. A good place to explore first is the catacombs. The fanged rodents down there are vicious, so watch out! And when you're resting, try asking some of your fellow townsfolk for tales of their adventures. You may not be able to believe half of it, but it sure makes for a good story!"
The sprite tugs on your ear and says, "Hey! It's time for me to be going. You were pretty fun, though, I had a great time. And maybe you even learned a thing or two, eh?" He gives you a broad wink.
The golden brown sprite says, "Would you like me to take you to Silverwood Manor to see if a Mentor is available? You can nod to me if you do, or shake your head at me if you'd just like to be on your way." The sprite adds, "Only NOD at me if you actually need assistance!"
[Click on the sprite and select NOD or SHAKE HEAD AT from the Roleplay menu.]
shake head sprite
The sprite yawns and wakes up.
The sprite says, "All right, I'll let you explore on your own. Be seeing you!"
With a final wave, the golden brown sprite flies away out of sight.
wave sprite
What were you referring to?
wave
You wave.
inv
You are wearing a small shield emblazoned with a golden key, a crystal amulet, a small cobalt blue belt pouch, a large golden yellow pack, some dark blue square-toed shoes, a pair of gold-threaded leggings, and a brushed blue felt hat.
Click INVENTORY HELP for more options.
You've gained 1 mental training point.
(To use these new points, click on the "skill goals" link in the quick link bar.)
look mirror
I could not find what you were referring to.
yawn
You yawn.
stretch
Stretching your arms out in front of you, you rotate your shoulders forward and roll your neck in an attempt to loosen the tension in your neck and shoulders.
look
[Ta'Vaalor, Shimaerslin Wey]
A large marble hall stands back from the wey, surrounded by a small white fence and guarded by a number of elven soldiers. Statues of Koar and Phoen stand sentinel on the left side of the heavily carved front door, while statues of Kai and Eonak are on the right. A thin trickle of scholars, citizens, and soldiers quietly moves in and out of the hall.
Obvious paths: north, south
gaze survey
You survey the area.
yawn cor
You stifle a yawn.
exit
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