Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Mar 29, 2024 7:42 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 1 post ] 
Author Message
 Post subject: [RP] Cleansing The Bastion
PostPosted: Fri Dec 23, 2016 6:57 am 
Offline
Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Synopsis: Just about every IC month since it fell, Karsh has gone to clear the zombies out of the Bastion of Light and pray to Ain for the god's intercession on their behalf. This is the latest.

Quote:
[HP:100%] [ME: 98%] [PE: 85%]
>
You soar northeast.

A Deep Valley Gorge
The deep valley is cut through the middle of the craggy
r^^^^rr mountains, a small river trailing at the very bottom. The river
v^^*^^^ is fed from water running off the mountains on either side. You
^vv^v^^ can see very little from here, only up the peaks around you and
along the deep gorge. The air seems very still as the wind is
blocked here, though a sweet aroma of fresh flowers invades your sense of
smell. Nestled against the southern mountain there lay a fortified keep of
polished white stone. A banner is displayed for all to see atop a high pole
rising from the middle of the building depicting a white sword impaled onto
a base and olive leaves entwined around its golden hilt. It's mostly clear,
warm, and there is absolutely no wind.
Obvious exits: n e s w nw ne sw se bastion

[HP:100%] [ME: 98%] [PE: 84%]
>
You stop using a lance of brilliant light.

[HP:100%] [ME: 98%] [PE: 84%]
>
You start to pray.

[HP:100%] [ME: 98%] [PE: 84%]
>
You utter the words, 'pawwzf ay dies'.
A hammer of light appears in your hand!

[HP:100%] [ME: 95%] [PE: 84%]
>

Outer Courtyard
The arched opening leading from the wilderness is the only thing that
interrupts the walls crafted all around the structure ahead. A courtyard
greets the visitors of this place as it is seen stretching to cover the
space outside the building. From this distance one can see the building
directly to the south, a square-shaped white fortress flanked by four towers
at each point. The wooden doors providing entry can be noticed directly to
the south.
It's mostly clear, warm, and there is absolutely no wind.
Obvious exits: n e s w sw se
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie misses you.
You dodge a mutilated zombie's attack.
Overall, a mutilated zombie is in excellent condition.
You dodge a mutilated zombie's attack.
Overall, a mutilated zombie is in excellent condition.

[HP:100%] [ME: 95%] [PE: 84%]
>
You massacre a mutilated zombie's head with your divine wrath.
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

You massacre a mutilated zombie's chest with your divine wrath.
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP: 99%] [ME: 93%] [PE: 80%]
>
You soar west.

Outer Courtyard
The courtyard continues further west from the arched entryway. To the
south the large square-shaped structure is seen, four towers line up at each
point, those on the north side just tall enough to be over the walls
themselves, while the ones in the south stretch further into the sky to cast
a wider vigil.
It's mostly clear, warm, and there is absolutely no wind.
Obvious exits: e s w sw se

[HP: 99%] [ME: 93%] [PE: 80%]
>
You soar west.

Outer Courtyard
Further west into the courtyard contains little to look at save for the
view of the structure. One of the towers lies directly to the southwest,
not much else can be seen from here, yet one can travel closer to the tower
to the west and to the south to get closer to the structure itself.
It's mostly clear, warm, and there is absolutely no wind.
Obvious exits: e s w se
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire bites at your right toe, cutting it slightly.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire bites at your left toe, cutting it slightly.
Overall, the zombie of a human squire is in excellent condition.
You dodge the zombie of a human squire's attack.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire misses you.
Overall, the zombie of a human squire is in excellent condition.

[HP: 99%] [ME: 93%] [PE: 80%]
>
A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

[HP:100%] [ME: 91%] [PE: 75%]
>
You soar west.

Outer Courtyard
The tall walls halting movement directly to the west announce the end of
the courtyard, to the south one can see the northwestern watchtower rise to
cast its vigil against any outside threat to the structure it protects. A
line of defense, but by the build of the place it seems not to be its only
one.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: e

[HP:100%] [ME: 91%] [PE: 74%]
>
You soar east.

Outer Courtyard
Further west into the courtyard contains little to look at save for the
view of the structure. One of the towers lies directly to the southwest,
not much else can be seen from here, yet one can travel closer to the tower
to the west and to the south to get closer to the structure itself.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: e s w se
The sliced-off leg of an undead is lying here.
The severed hand of an undead is here.

[HP:100%] [ME: 91%] [PE: 74%]
>
You soar south.

Outer Courtyard
The wall ends here as a tall tower begins its climb to the sky just to
the west, the narrow slits can be seen from this distance. The grassy
courtyard is devoid of any decoration, save for those who fancy the beauty
of the architecture in the struture itself.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: n e ne

[HP:100%] [ME: 91%] [PE: 74%]
>
You soar east.

Outer Courtyard
Just to the west of the double-doors leading into the building there is
this strip of courtyard that contains a decorative fountain serving as the
only aesthestic item in the courtyard itself, save for its other that can be
seen further east on the other side of the door. Along the wall of the
building there is a small bush providing its tiny fruit to those hungry
enough for a small snack.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: n e w nw ne
A large fountain made of marble rests in the courtyard.
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie misses you.
You dodge a mutilated zombie's attack.
Overall, a mutilated zombie is in excellent condition.
A mutilated zombie tries to bite at your chest, but his blow is deflected by fur hide.
You dodge a mutilated zombie's attack.
Overall, a mutilated zombie is in excellent condition.

[HP:100%] [ME: 91%] [PE: 74%]
>
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP:100%] [ME: 91%] [PE: 72%]
>
You soar east.

Outer Courtyard
The double doors loom over this section of the courtyard. The stone
blocks that make up the structure lay well tended, not showing much signs of
wear despite the passing of time. To the east and west the courtyard
stretches in front of the walls of this place.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: n e s(closed) w nw ne

[HP:100%] [ME: 91%] [PE: 72%]
>
You soar east.

Outer Courtyard
The courtyard continues further east from the arched entryway. To the
south the large square-shaped structure is seen, four towers line up at each
point, those on the north side just tall enough to be over the walls
themselves, while the ones in the south stretch further into the sky to cast
a wider vigil.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: e s w sw se

[HP:100%] [ME: 91%] [PE: 72%]
>
You see Outer Courtyard.
The zombie of a human squire, the zombie of a human squire, the zombie of a human squire, the zombie of a human squire, the zombie of a human squire and the zombie of a human squire are nearby east from here.

[HP:100%] [ME: 92%] [PE: 86%]
>
You soar east.

Outer Courtyard
Further west into the courtyard contains little to look at save for the
view of the structure. One of the towers lies directly to the southwest,
not much else can be seen from here, yet one can travel closer to the tower
to the west and to the south to get closer to the structure itself. From
here one can notice the mountain range looming behind the building.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: e s w sw
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
Your charge does UNSPEAKABLE THINGS to the zombie of a human squire!
The zombie of a human squire is DEAD!!
You hear the zombie of a human squire's death cry.
You junk a corpse of the zombie of a human squire.
The zombie of a human squire misses you.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire misses you.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire tries to bite at your chest, but his blow is deflected by fur hide.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire misses you.
Overall, the zombie of a human squire is in excellent condition.

[HP:100%] [ME: 92%] [PE: 86%]
>
A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

[HP:100%] [ME: 92%] [PE: 83%]
>
You soar east.

Outer Courtyard
The space of land serving as an outer courtyard to the looming building
continues here in its green fervor. Directly to the south one can see the
tall watchtower climbing higher than the rest of the building itself. The
narrow slits are visible from this distance, during the right light of the
day the glint of metal of a nocked arrow can sometimes be noticed.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: e w

[HP:100%] [ME: 92%] [PE: 82%]
>
You soar east.

The Stables
Foul smells instantly assault your senses as you enter the large stables;
the wooden structure holds a modest appeal with the stalls and common
hayloft over a straw littered earthen floor, where dozens of pages are at
work under the careful supervision of the taskmasters and the caretakers of
the stall's residents.
Obvious exits: w

[HP:100%] [ME: 92%] [PE: 82%]
>
You soar west.

Outer Courtyard
The space of land serving as an outer courtyard to the looming building
continues here in its green fervor. Directly to the south one can see the
tall watchtower climbing higher than the rest of the building itself. The
narrow slits are visible from this distance, during the right light of the
day the glint of metal of a nocked arrow can sometimes be noticed.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: e w

[HP:100%] [ME: 92%] [PE: 82%]
>
You soar west.

Outer Courtyard
Further west into the courtyard contains little to look at save for the
view of the structure. One of the towers lies directly to the southwest,
not much else can be seen from here, yet one can travel closer to the tower
to the west and to the south to get closer to the structure itself. From
here one can notice the mountain range looming behind the building.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: e s w sw
( 2) The severed foot of an undead is here.

[HP:100%] [ME: 92%] [PE: 82%]
>
You soar south.

Outer Courtyard
The wall ends here as a tall tower begins its climb to the sky just to
the east, the narrow slits can be seen from this distance. The grassy
courtyard is devoid of any decoration in this section, save for those who
fancy the beauty of the architecture in the struture itself.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: n w nw

[HP:100%] [ME: 92%] [PE: 82%]
>
You soar west.

Outer Courtyard
Just to the east of the double-doors leading into the building there is
this strip of courtyard that contains a decorative fountain serving as the
only aesthestic item in the courtyard itself, save for its other that can be
seen further west on the other side of the door. Along the wall of the
building there is a small bush providing its tiny fruit to those hungry
enough for a small snack.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: n e w nw ne
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie misses you.
Overall, a mutilated zombie is in excellent condition.
A mutilated zombie tries to bite at your chest, but his blow is deflected by fur hide.
Overall, a mutilated zombie is in excellent condition.
You dodge a mutilated zombie's attack.
Overall, a mutilated zombie is in excellent condition.

[HP:100%] [ME: 92%] [PE: 82%]
>
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP:100%] [ME: 91%] [PE: 92%]
>
You soar west.

Outer Courtyard
The double doors loom over this section of the courtyard. The stone
blocks that make up the structure lay well tended, not showing much signs of
wear despite the passing of time. To the east and west the courtyard
stretches in front of the walls of this place.
It's mostly clear, hot, and there is absolutely no wind.
Obvious exits: n e s(closed) w nw ne

[HP:100%] [ME: 91%] [PE: 92%]
>
You open the massive double doors crafted of oak.

[HP:100%] [ME: 91%] [PE: 92%]
>
You soar south.

Bastion of Light
The doorway from the outside opens into this pristine sanctuary of the
Paladin Council - the so titled Bastion of Light, inside its walls is said
to be where the many tasks concerning the Holy Order of Knights take place,
the most famed of all, the gathering of Paladins for their meetings of their
actions and occurrences throughout the continent. The cyan-and-black
swirled marble tiles adorning the floor are polished to a high sheen as they
compliment the fervently cleaned alabaster walls. Draping the northern wall
with its broad expanse of a single tapestry emblazoned with the heraldic
symbol of the Council of Paladins.
Obvious exits: n e s w
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
A mutilated zombie misses you.
Overall, a mutilated zombie is in excellent condition.

[HP:100%] [ME: 91%] [PE: 92%]
>
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP: 99%] [ME: 84%] [PE: 89%]
>
You soar west.

Hallway
The hallway branch that travels west from the entrance of the Bastion
begins here, stretching towards the other sections of the fortress. The
cyan-and-black tiles continue to line up to adorn the floor contrasting with
the white walls of the hall itself. To spare the dreary continuity of the
hallway, several decorative pieces are sometimes placed in the hall for
aesthestic appreciation. A painting hangs on the wall here, depicting a
field of battle.
Obvious exits: e w
A mutilated zombie stalks the area for prey.

[HP: 99%] [ME: 84%] [PE: 89%]
>
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP: 98%] [ME: 84%] [PE: 88%]
>
You soar west.

Hallway
The hallway stretches further to the west, the casual polish of the floor
making it possible for reflecting the images of those who walk upon it. On
a measured distance on the walls, a guesswork of about twelve spaces, brass
torches dot their presence for use of illumination. The hallway continues
down to the southwest, while a wooden door has been built directly to the
northwest, baring passage.
Obvious exits: e nw(closed) sw
A mutilated zombie stalks the area for prey.
A mutilated zombie stalks the area for prey.
Your charge does UNSPEAKABLE THINGS to a mutilated zombie!
A mutilated zombie is DEAD!!
You hear a mutilated zombie's death cry.
You junk a corpse of a mutilated zombie.
A mutilated zombie misses you.
You dodge a mutilated zombie's attack.
Overall, a mutilated zombie is in excellent condition.

[HP:100%] [ME: 84%] [PE:100%]
>
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP:100%] [ME: 84%] [PE: 99%]
>
Hallway
The hallway stretches further to the west, the casual polish of the floor
making it possible for reflecting the images of those who walk upon it. On
a measured distance on the walls, a guesswork of about twelve spaces, brass
torches dot their presence for use of illumination. The hallway continues
down to the southwest, while a wooden door has been built directly to the
northwest, baring passage.
Obvious exits: e nw(closed) sw
The sliced-off arm of an undead is lying here.

[HP:100%] [ME: 84%] [PE: 99%]
>
You soar southwest.

A Vented Hallway
There is a curious ammount of heat coming from the room to the north, one
could easily hear the collision of metal against metal coming from there as
well. This chamber seems to have been fashioned as to somewhat help vent
the heat that seeps from the other room, as openings have been made high up
the wall for the air to climb and finally escape to the outside.
Obvious exits: s w ne
A mutilated zombie stalks the area for prey.

[HP:100%] [ME: 84%] [PE: 99%]
>
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP:100%] [ME: 84%] [PE: 98%]
>
You soar south.

Hallway
There is still a light hint of heat eminating from the north, but the
sensation is only enough to cause only a light perspiration on most races.
The ringing however, cannot be so easily drowned out. Clearly that matter
was considered and no room other than the hallway stretch was placed in this
section. On some hours of the day there are sound of agitated yells being
carried through the halls that seem to eminate from further south. On the
eastern wall someone has hung a painting.
Obvious exits: n s
A mutilated zombie stalks the area for prey.
Your shield blocks a mutilated zombie's attack.
Overall, a mutilated zombie is in excellent condition.

[HP:100%] [ME: 84%] [PE: 98%]
>
A divine wrath destroys a mutilated zombie as he falls lifeless to the ground.
A mutilated zombie is DEAD!!

[HP:100%] [ME: 84%] [PE: 97%]
>
You soar south.

Hallway
The hallway stretches on to span the rest of the sections of the
Bastion, but this strip is devoid of a western wall. Instead, two steps
lead down into a courtyard. The roofing of the opened wall has been built
with an incline to protect against rain and snow spilling into the hallway.
Only torches line the western wall and eastern pillars that support the
roof, any paintings would be ruined by the elements seeping from the
outside.
Obvious exits: n s w sw

[HP:100%] [ME: 84%] [PE: 97%]
>
You soar south.

Hallway
The western wall of this hallway has been removed and arches have been
erected that open up to the inner courtyard, from here one can see the high
walls that loom around it protecting it from any outside aggression. The
hallway continues to the southeast but an alcove has been built directly to
the east.
Obvious exits: n e w nw se

[HP:100%] [ME: 84%] [PE: 97%]
>
You soar southeast.

Hallway
The bend that travels from the northwest leads to this stretch of hallway
leading to an eastern direction. The hall is draped with the casual
structure of the rest of the hallways in the Bastion what with the tiles and
the alabaster walls. Yet there is something different to this section. On
the southern side that begins after the bend two fringes mark a separation
that takes up most of the wall, the fringes separate the space that is being
used to create an impressive mural painting on the wall that starts here and
continues to the east. The northern wall has been fitted with torches to
provide illumination for the images to be seen clearly.
Obvious exits: e nw sw
The zombie of a human paladin shuffles along.

[HP:100%] [ME: 84%] [PE: 97%]
>
A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

[HP:100%] [ME: 84%] [PE: 97%]
>
You soar southwest.

Hallway
The hallway that branched from the northeast leads into this relatively
empty strip. It isn't quite as busy as the others, and the walls are empty
of the tapestries paintings of the other sections. The hallway travels
further to the southwest.
Obvious exits: ne sw
The zombie of a human paladin shuffles along.

[HP:100%] [ME: 84%] [PE: 96%]
>
A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

[HP:100%] [ME: 84%] [PE: 96%]
>
You soar northeast.

Hallway
The bend that travels from the northwest leads to this stretch of hallway
leading to an eastern direction. The hall is draped with the casual
structure of the rest of the hallways in the Bastion what with the tiles and
the alabaster walls. Yet there is something different to this section. On
the southern side that begins after the bend two fringes mark a separation
that takes up most of the wall, the fringes separate the space that is being
used to create an impressive mural painting on the wall that starts here and
continues to the east. The northern wall has been fitted with torches to
provide illumination for the images to be seen clearly.
Obvious exits: e nw sw

[HP:100%] [ME: 84%] [PE: 96%]
>
e
You soar east.

Hallway
The impressive mural continues flowing down the hallway, fringed by the
wooden border that separates the rest of the wall from the painted section.
The torches continue to line the walls to the north and light up the detail
of the artwork. Upon the ceiling there is a long slant that runs down the
hallway that has been capped with a glass covering to allow for sunlight to
seep into the room. On the northern wall, over a gap in the torches a
shield has been fitted as a decorative piece.
Obvious exits: e w
The zombie of a human paladin shuffles along.
The zombie of a human paladin shuffles along.
You dodge the zombie of a human paladin's attack.
Overall, the zombie of a human paladin is in excellent condition.

[HP:100%] [ME: 84%] [PE: 95%]
>
A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

[HP:100%] [ME: 85%] [PE:100%]
>
You soar east.

Hallway Intersection
The torches that decorated the northern wall of this hallway stretch are
interrupted by an opening in the wall leading a way into what appears to be
an office. To the south the mural still spreads down to the east and west.
Despite the lack of the torches here, light still succeeds in brightening
this hall.
Obvious exits: n e w

[HP:100%] [ME: 85%] [PE:100%]
>
You soar north.

Office of the High Paladin
A highly polished granite wall wraps all around this quaint room.
Housing only very few pieces of furniture, the office houses an organized
desk at the far side of the room bearing a chair behind it. A single
painting looms over it on the wall. A fireplace has been erected on the
western wall, the hearth having been filled with lumber. When lit the
flicker and crackles of the fire complements the overall peaceful feel of
this room. Draped all over the tiled floor, a detailed carpet has been cut
to serve a proper fit.
Obvious exits: e s

[HP:100%] [ME: 85%] [PE:100%]
>
You soar east.

A Private Garden
Leading out from the door of the Office is a small roofless space of
earth surrounded by granite walls all around, the earth has been carefully
tended to create a garden. A diverse variety of flora being raised here,
most native to the western kingdoms of Pyrathia. The perfume scent coming
from the different types of flowers can quite appeasing to those who enjoy
the pastime. Great care seems to have been taken to a lone rosebush
separated from the rest in the back wall opposing the door.
Obvious exits: w
The zombie of a human paladin shuffles along.
The zombie of a human paladin dodges your charge.

[HP:100%] [ME: 85%] [PE:100%]
>
A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

[HP:100%] [ME: 85%] [PE: 99%]
>
You soar west.

Office of the High Paladin
A highly polished granite wall wraps all around this quaint room.
Housing only very few pieces of furniture, the office houses an organized
desk at the far side of the room bearing a chair behind it. A single
painting looms over it on the wall. A fireplace has been erected on the
western wall, the hearth having been filled with lumber. When lit the
flicker and crackles of the fire complements the overall peaceful feel of
this room. Draped all over the tiled floor, a detailed carpet has been cut
to serve a proper fit.
Obvious exits: e s

[HP:100%] [ME: 85%] [PE: 99%]
>
You soar south.

Hallway Intersection
The torches that decorated the northern wall of this hallway stretch are
interrupted by an opening in the wall leading a way into what appears to be
an office. To the south the mural still spreads down to the east and west.
Despite the lack of the torches here, light still succeeds in brightening
this hall.
Obvious exits: n e w

[HP:100%] [ME: 85%] [PE: 99%]
>
You soar east.

Hallway
The impressive mural continues flowing down the hallway, fringed by the
wooden border that separates the rest of the wall from the painted section.
The torches continue to line the walls to the north and light up the detail
of the artwork. Upon the ceiling there is a long slant that runs down the
hallway that has been capped with a glass covering to allow for sunlight to
seep into the room. On the northern wall, over a gap in the torches a
decorative shield has been fitted.
Obvious exits: e w
The zombie of a human paladin shuffles along.
The zombie of a human paladin shuffles along.
The zombie of a human paladin bites at your left toe, cutting it slightly.
Overall, the zombie of a human paladin is in excellent condition.
You dodge the zombie of a human paladin's attack.
Overall, the zombie of a human paladin is in excellent condition.

[HP: 99%] [ME: 85%] [PE: 99%]
>
A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

[HP: 99%] [ME: 85%] [PE: 97%]
>
You soar east.

Hallway
The bend that travels from the norteast leads to this stretch of hallway
leading to a western direction. The hall is draped with the casual
structure of the rest of the hallways in the Bastion what with the tiles and
the alabaster walls. Yet there is something different to this section. On
the southern side that begins after the bend two fringes mark a separation
that takes up most of the wall, the fringes separate the space that is being
used to create an impressive mural painting on the wall that starts here and
continues to the west. The northern wall has been fitted with torches to
provide illumination for the images to be seen clearly.
Obvious exits: w ne se

[HP: 99%] [ME: 85%] [PE: 97%]
>
You soar northeast.

Hallway
The hallway reaches a bend that travels to the southwest where it
continues its stretch further down the Bastion. To the east one can see the
opening to another room adjacent to the corridor, from this distance one can
notice several items dotting the room, such as stained glass windows and
what seems to be an altar at the head of the chamber. On the western wall
of the hallway another painting has been hung.
Obvious exits: n e sw
The zombie of a human paladin shuffles along.
The zombie of a human paladin shuffles along.

[HP: 99%] [ME: 85%] [PE: 97%]
>
A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

A divine wrath destroys the zombie of a human paladin as he falls lifeless to the ground.
The zombie of a human paladin is DEAD!!

[HP:100%] [ME: 86%] [PE:100%]
>
You soar north.

Hallway
Continuing its journey southward, the hallway still strides with the
marbled tiles and polished granite walls. The torches line upon the western
side of the wall, save for a wide stretch for the spot where a painting has
been hung from a tack in the wall, a brass plaque fitted underneath with an
inscription. To the east a room with a set of heavy double doors can be
seen.
Obvious exits: n e s

[HP:100%] [ME: 86%] [PE:100%]
>
You soar north.

Hallway
The hallway stretches further south, the casual polish of the floor
making it possible for reflecting the images of those who walk upon it. On
a measured distance on the walls, a guesswork of about twelve spaces, brass
torches dot their presence for use of illumination. The hallway continues
down to the south, while to the west there is an arched entrance leading
into another section of the Bastion, from here one can notice the tall racks
of bookshelves and several tables lining the floor. On the eastern wall a
suit of armor has been encased behind glass.
Obvious exits: n s w

[HP:100%] [ME: 86%] [PE:100%]
>
You soar north.

Hallway
The hallway turns once again towards the south after the southeastern
turn, the hall continues the scheme of the cyan-black tiles and white walls.
The heavily polished floor continuing its mirrored projection of everything
walking above it while the torches continue their placement on their
designed distance between each other. The hallway continues down to the
south, while to the east a door provides privacy to the opposing side. On
the western wall a painting has been hung upon the wall.
Obvious exits: e s nw

[HP:100%] [ME: 86%] [PE:100%]
>
You soar northwest.

Hallway
The hallway stretches further east, the casual polish of the floor making
it possible for reflecting the images of those who walk upon it. On a
measured distance on the walls, a guesswork of about twelve spaces, brass
torches dot their presence for use of illumination. The hallway continues
down to the southeast, while a wooden door has been built directly to the
northeast.
Obvious exits: w ne(closed) se
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
The zombie of a human squire lurches here.
Your charge does UNSPEAKABLE THINGS to the zombie of a human squire!
The zombie of a human squire is DEAD!!
The zombie of a human squire's head is skillfully severed from his body.
You junk a corpse of the zombie of a human squire.
The zombie of a human squire tries to bite at your head, but his blow is deflected by fur hide.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire tries to bite at your head, but his blow is deflected by fur hide.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire misses you.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire tries to bite at your chest, but his blow is deflected by fur hide.
Overall, the zombie of a human squire is in excellent condition.
The zombie of a human squire bites at your right toe, cutting it slightly.
Overall, the zombie of a human squire is in excellent condition.

[HP: 99%] [ME: 86%] [PE: 99%]
>
A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

A divine wrath destroys the zombie of a human squire as he falls lifeless to the ground.
The zombie of a human squire is DEAD!!

[HP: 99%] [ME: 86%] [PE: 96%]
>
You soar southeast.

Hallway
The hallway turns once again towards the south after the southeastern
turn, the hall continues the scheme of the cyan-black tiles and white walls.
The heavily polished floor continuing its mirrored projection of everything
walking above it while the torches continue their placement on their
designed distance between each other. The hallway continues down to the
south, while to the east a door provides privacy to the opposing side. On
the western wall a painting has been hung upon the wall.
Obvious exits: e s nw

[HP: 99%] [ME: 86%] [PE: 96%]
>
You soar south.

Hallway
The hallway stretches further south, the casual polish of the floor
making it possible for reflecting the images of those who walk upon it. On
a measured distance on the walls, a guesswork of about twelve spaces, brass
torches dot their presence for use of illumination. The hallway continues
down to the south, while to the west there is an arched entrance leading
into another section of the Bastion, from here one can notice the tall racks
of bookshelves and several tables lining the floor. On the eastern wall a
suit of armor has been encased behind glass.
Obvious exits: n s w

[HP: 99%] [ME: 86%] [PE: 96%]
>
You soar south.

Hallway
Continuing its journey southward, the hallway still strides with the
marbled tiles and polished granite walls. The torches line upon the western
side of the wall, save for a wide stretch for the spot where a painting has
been hung from a tack in the wall, a brass plaque fitted underneath with an
inscription. To the east a room with a set of heavy double doors can be
seen.
Obvious exits: n e s

[HP: 99%] [ME: 86%] [PE: 95%]
>
You soar south.

Hallway
The hallway reaches a bend that travels to the southwest where it
continues its stretch further down the Bastion. To the east one can see the
opening to another room adjacent to the corridor, from this distance one can
notice several items dotting the room, such as stained glass windows and
what seems to be an altar at the head of the chamber. On the western wall
of the hallway another painting has been hung.
Obvious exits: n e sw
The sliced-off arm of an undead is lying here.

[HP: 99%] [ME: 86%] [PE: 95%]
>
You soar east.

Pantheon of the Sovereign Gods
This quaint room of the Bastion holds a much deeper sense of worship and
respect than any other in the eyes of those who walk inside these walls.
Here is where the Knights offer their oaths, prayers and other devoted
practices to their patron gods. The room is decorated with a theme of
simplicity. The marble floor is ceremoniously polished daily as a sign of
purity, as are the stained glass windows that form the walls, interrupted
only by a stone wall that upholds the structure. In the walls are metal
torches. The Pantheon was designed to let the sunrays seep in and envelop
the room during the day, and the Uxmaln oil that fills the torches to burn
brightly during the night, to display the presence of divinity. At the head
of the sanctuary, the altar rests in carefully tended upkeep.
Obvious exits: w

[HP:100%] [ME: 86%] [PE:100%]
>
Karsh wing brakes into the altar room, landing just in front of the altar.

[HP:100%] [ME: 86%] [PE:100%]
>
You stop flying.

[HP:100%] [ME: 86%] [PE:100%]
>
Your hammer of light fades away.

[HP:100%] [ME: 86%] [PE:100%]
>
Karsh lowers his head and clutches a talon around his symbol. The remains of the zombie horde drips from his fur and feathers.

[HP:100%] [ME: 94%] [PE:100%]
> You say 'Lord of the Scale, I have come once again to lay low the undead that represent the injustice that has overrun this heart of the Light. I pray that my efforts here over the last several years serve as sufficient offering that you might reconsecrate this Bastion to the Light, that justice might once again flow from here.'

[HP:100%] [ME: 94%] [PE:100%]
>
Karsh releases his symbol and lifts his head.

[HP:100%] [ME: 94%] [PE:100%]
>
You start to fly.

[HP:100%] [ME: 94%] [PE:100%]
>
You soar west.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1 post ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group