rpherbig / dr-scripts

A series of Lich 5 (https://github.com/elanthia-online/lich-5) scripts for use with DragonRealms (http://www.play.net/dr/). Donations are welcome (http://www.paypal.me/rcuhljr)!
GNU General Public License v2.0
52 stars 177 forks source link

Workorder for Remedies being wasteful #5449

Closed Kaesken closed 2 years ago

Kaesken commented 2 years ago

This has been happening for awhile now but I've just been too busy to make this post.

Workorder for remedies will do it's normal by going to ask for job and all that jazz, but the stuff it makes me buy, once she finishes with the workorder, she will dump to the ground, go turn it in, then repeat it by asking for another job, buy more of the same stuff she just dumped to the ground at my alchemy_room and does it all over again. I feel like at this point, I'm not making any money on my workorders cause this script is buying the materials that they just dumped. xD

asechrest commented 2 years ago

Thanks for the report. If you could please run it again, and then post a log, that would really help us to fix the issue.

Kaesken commented 2 years ago

Sure! I can do that right now. Be a few minutes.

Kaesken commented 2 years ago
[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see an ojhenik elixir, an ojhenik elixir, Alchemy Society Mistress Benzia, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some skin tonic. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 140 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a limb elixir. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 230 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a face elixir. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 230 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some skin tonic. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a skin elixir. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some general poultices. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some general poultices. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 185 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a limb elixir. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 230 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 140 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a limb elixir. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 230 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some general poultices. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a face elixir. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 230 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 230 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some general poultices. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 140 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some general poultices. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a body elixir. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 185 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>put my logbook in my leather satchel

You put your logbook in your leather satchel.
> 
[workorders]>wealth dokoras

  4 platinum, 7 gold, 8 silver, 3 bronze, and 7 copper Dokoras (47837 copper Dokoras).
> 
--- Lich: go2 active.

[go2: ETA: 0:00:01 (9 rooms to move through)]

[go2]>down

You limp down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>north

You limp north.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>east

You limp east.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>east

You limp east.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Also here: Amazon Tayliah.
Obvious paths: east, west.

[go2]>go bank

[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

Master of Fate Keemar just arrived.

[go2]>north

You run north.

[First Bank of Ilithi, Teller's Windows]
Polished walnut windows and paneling separate the customers from the tellers and vault against the back of the wall.  Several young and pretty Elothean men and women stand behind bars of an anlora-avtoma and steel alloy to process transactions.  A gleaming brass sign is embedded into the west wall, stating the bank's policies.
You also see some jadice flowers, a broken needle, a tiny bronze face, a pair of long broadcloth gloves, some silver studs, a tiny silver nugget, a wax label, a broken needle, a broken rune, a tiny bronze face, some hulnik grass, a broken rune, a steel striker, a broken needle, some silver studs and a small calendar.
Obvious exits: south.

Master of Fate Keemar just arrived.

[go2: travel time: 0:00:03]

--- Lich: go2 has exited.

[workorders]>withdraw 2 gold

The clerk counts out 2 gold Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>withdraw 1 silver

The clerk counts out 1 silver Dokoras and hands them over, making a notation in her ledger.
> 
Keemar speaks with the clerk.
> 
[workorders]>withdraw 6 bronze

Keemar and the clerk share a few words.
> 
The clerk counts out 6 bronze Dokoras and hands them over, making a notation in her ledger.
> 
Keemar exchanges some words with the clerk.
> 
[workorders]>withdraw 3 copper

The clerk counts out 3 copper Dokoras and hands them over, making a notation in her ledger.
> 
Keemar and the clerk share a few words.
> 
[workorders]>tap first ojhenik in my leather satchel

I could not find what you were referring to.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:01 (9 rooms to move through)]

[go2]>south

You limp south.

[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

[go2]>out

You limp out.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Also here: Amazon Tayliah.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>south

You run south.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>go society tower

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>up

You run up.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see an ojhenik elixir, an ojhenik elixir, Alchemy Society Mistress Benzia, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2: travel time: 0:00:02]

--- Lich: go2 has exited.

[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:03 (17 rooms to move through)]

[go2]>down

You limp down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>north

You limp north.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>climb ladder

[Shard, West Battlements]
Paved in stone, the walkway extends a short distance to the south, giving a good view of the West Gates below.  Though the battlement's construction feels somewhat hasty, several reinforcements make it able to hold up to strong attacks.  The Great Tower lies directly to the east, the sturdy walls coming to just above the city's rooftops.
You also see a ladder to the street below.
Obvious paths: south.

[go2]>south

You limp south.

[Shard, West Battlements]
High above the West Gate, embrasures pierce the stone battlements between the merlons that give cover to the defenders of the walls.  The perch commands the main entrance to the city with a field of fire that covers the West Bridge.  
Obvious paths: north.

[go2]>climb embrasure

[Shard, West Bridge]
The walls of Shard gleam with an inner light rivaling the sun for magnificence, the carefully cut crystal reflecting and refracting light in amazing patterns.  Wyvern Mountain rises up in the west, a huge shadow against the daytime sky.  
Obvious paths: west.

[go2]>west

You limp west.

[Shard, West Bridge]
The Lake of Tears stretches out below and to the sides of this causeway, surrounding the city of Shard and serving as its oldest defender.  Wyvern Mountain dominates the landscape west beyond the Journey's Rest.  
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, West Bridge]
The Tower of Shard stabs into the sky above the city to the east, the power of presence evident even from this far away.  It is overshadowed, however, by the hulking majesty of Wyvern Mountain on the western horizon.  A white streak is visible cascading down the mountain's side from its highest peak to the darkness at its base.  
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West Bridge]
The bridge leads to and from west district of the great city of Shard, under the careful watch of the guards and the respectful silence of Wyvern Mountain.  A white ribbon of water showers down the mountain's face.  
Obvious paths: east, west.

[go2]>west

You run west.

[Wyvern Trail, Journey's Rest]
A small area has been cleared here for travelers to stop and rest before crossing the bridge to Shard's west gate, or stop and recheck their packs before leaving the city's comfortable embrace entirely.  Wyvern Mountain stands in the western distance, a great waterfall cascading down its face.
You also see a muddy trail and the battered and splintered remains of a barricade that once blocked the passage west.
Obvious paths: east, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
A dull roar can be heard from the west as water cascades down the face of Wyvern Mountain, its looming presence casting shadows that absorb light and chill the air.  To the east is the Lake of Tears, its waters casting glimmering reflections against the crystal walls of Shard.  Around the base of the mountain, a crude road curves into the distance.
You also see a completely destroyed fort.
Obvious paths: east, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern's great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.  
Obvious paths: north, southeast.

[go2]>north

You run north.

[Western Road, Foot of Wyvern Mountain]
The road narrows slightly as it bends to follow the base of Wyvern Mountain.  Shade-loving columbine and blue iris stretch to reach any stray beams of sunlight that manage to filter past the great shadows of the Spine.  
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
The road rises slightly, continuing its long trek.  Wyvern Mountain towers overhead, its misty, snow-capped reaches so distant that they seem almost unreal, as if painted against the sky.  A small spring trickles across the road, feeding nearby clusters of mint and sorrel with its mineral-rich water.
You also see a rockslide and a wrought iron gate.
Obvious paths: southeast, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
Large boulders hug the foot of the slopes, silently keeping vigil over the road beneath them.  Occasionally there are slithering or skittering sounds among the rocks, but no sign of the creatures inhabiting their shadowed crevices.  To the north, the Dragon Spine range pushes up towards the sky, a stark frame for the chill reaches of Wyvern Mountain.
You also see a pile of rocks, a pile of rocks and a rocky path.
Also here: Bag of Bones Lukedo and Goblin Bait Evro who is emanating a bright holy aura.
Obvious paths: north, east.

[go2]>north

Evro smashes his foot into a pile of rocks.  It suddenly explodes, scattering bits and pieces of debris in every direction.

You run north.

[Western Road, Foot of Wyvern Mountain]
Some unknown force has left one slope of the mountain fire-blackened and sheared nearly smooth.  Carved into the base of the slope is a line of flowing, irregular symbols, weathered and almost entirely chipped away.  On the other side of the road, a blanket of tiny starflowers covers the scorched land, beginning the cycle of renewal.  
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
A chill breeze rustles periodically through the low brush and plants flanking the scree-covered road.  Towards the north, the Dragon Spine can be seen, jutting out like rocky teeth from a nest of brown and green vegetation.  Above, Wyvern Mountain looms against the southern skyscape, its jagged profile immense and austere.
You also see some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a messy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a putrid ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a messy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a putrid ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik and a putrid ojhenik elixir.
Obvious paths: north, southeast.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

--- Lich: remedy active.

[remedy]>tap my water

The black rat slinks down your shoulder, controlling its descent with scrabbly little claws, until it disappears with a curious squeak into a heavy silk duffel bag.
> 
You feel fully rested.
> 
You tap some water inside your leather satchel.
> 
[remedy]>tap my alcohol

You tap some grain alcohol inside your leather satchel.
> 
[remedy]>tap my coal nugget

You tap a small coal nugget inside your leather satchel.
> 
--- Lich: buff active.

--- Lich: buff has exited.

[remedy]>get remed book

You get a book of master remedy instructions from inside your leather satchel.
> 
[remedy]>turn my book to chapter 6

You turn your book to chapter 6, entitled "Internal Scar Remedies".
> 
[remedy]>read my book

              -=    Chapter 6 : Internal Scar Remedies    =-

 Page 1: a face draught                          Page 7: a body elixir
 Page 2: a body draught                          Page 8: a limb elixir
 Page 3: a limb draught                          Page 9: a skin elixir
 Page 4: a skin draught                          Page 10: a general elixir
 Page 5: a general purpose draught               
 Page 6: a face elixir                           

[remedy]>turn my book to page 7

You turn your book to page 7, instructions for crafting a body elixir.
> 
[remedy]>study my book

You scan the body elixir instructions with a glance and quickly realize the design is far beyond your abilities.
You now feel ready to begin the crafting process.
Roundtime: 7 sec.
R> 
[remedy]>put my book in my leather satchel

You put your book in your leather satchel.
> 
Maelstrom Raikage just arrived.

Maelstrom Raikage runs southeast.

Garem just arrived.

[remedy]>get my medicine bowl

Garem runs southeast.

You get a khor'vela medicine bowl carved with alchemical symbols from inside your leather satchel.
> 
[remedy]>lower ground

You lower the bowl and place it on the ground at your feet.
> 
[remedy]>tap ojhenik in leather satchel

You tap some crushed ojhenik inside your leather satchel.
> 
[remedy]>get my ojhenik from my leather satchel

You get some crushed ojhenik from inside your leather satchel.
> 
[remedy]>count my ojhenik

You count out 25 pieces of material there.
> 
[remedy]>combine my ojhenik

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.
> 
[remedy]>put ojhenik in my medicine bowl

You put your ojhenik in your medicine bowl.
> 
[remedy]>put my ojhenik in my leather satchel

What were you referring to?
> 
[remedy]>get my medicine bowl

You pick up the bowl lying at your feet.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 14 sec.

You need another splash of alcohol to continue crafting an unfinished ojhenik elixir.  You believe you can pour or put it into the bowl, pot or cauldron and continue mixing the unfinished brew inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]
R> 
Mageling Accendo just arrived.

Mageling Accendo runs southeast.

[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my alcohol

You get some grain alcohol from inside your leather satchel.
> 
[remedy]>put alcohol in my medicine bowl

You toss the alcohol into the bowl and mix it in thoroughly.
> 
[remedy]>put my grain alcohol in my leather satchel

You put your alcohol in your leather satchel.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 7 sec.
R> 
Arcane Warrior Binu just arrived.

Arcane Warrior Binu runs north.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.

As you finish, the mixture begins to transition colors.
Roundtime: 21 sec.
R> 
[remedy]>smell my elixir

You sniff the bowl and determine it needs some time to set itself up.  Patiently you wait a few moments and then proceed to mix it with slow strokes.
Roundtime: 11 sec.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.

Upon completion you see some particulate clouding up the mixture.
Roundtime: 13 sec.
R> 
Malpractitioner Ayduin just arrived.

Malpractitioner Ayduin runs north.

[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>untie my sieve from my grass toolstrap

Goblin Bait Evro just arrived.

Goblin Bait Evro runs north.

You untie a trapezoidal darkstone wire sieve from the straps of your grass toolstrap.
> 
[remedy]>push my elixir with my sieve

You filter an unfinished ojhenik elixir through your sieve and toss away the accumulated debris.
Roundtime: 9 sec.
R> 
[remedy]>tie my wire sieve to my grass toolstrap

You attach a trapezoidal darkstone wire sieve to a strap on your grass toolstrap.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.

Once finished you notice clumps of material forming on the edge of the bowl.
Roundtime: 12 sec.
R> 
Your duffel bag shifts and rustles a bit, the sounds of high-pitched squeaks emanating from it.
R> 
[remedy]>turn my medicine bowl

You spin your bowl about while scraping the elixir off the sides.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 9 sec.

You need another catalyst material to continue crafting an unfinished ojhenik elixir.  You believe you can pour or put it into the bowl, pot or cauldron and continue mixing the unfinished brew inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]
R> 
Cigar Aficionado Zamecki just arrived.

Cigar Aficionado Zamecki runs north.

[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
Xibar slowly rises above the horizon.
> 
[remedy]>get my coal nugget

You get a small coal nugget from inside your leather satchel.
> 
[remedy]>put my coal nugget in my medicine bowl

You vigorously rub the nugget alongside the bowl to scrape some shavings into the mixture.
> 
[remedy]>put my coal nugget in my leather satchel

You put your nugget in your leather satchel.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 13 sec.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.

As you finish, the mixture begins to transition colors.
Roundtime: 9 sec.
R> 
Warrior Priest Rakkor just arrived.

Warrior Priest Rakkor runs north.

[remedy]>smell my elixir

You sniff the bowl and determine it needs some time to set itself up.  Patiently you wait a few moments and then proceed to mix it with slow strokes.
Roundtime: 9 sec.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.

As you finish, the mixture begins to transition colors.
Roundtime: 16 sec.
R> 
l
[Western Road, Foot of Wyvern Mountain]
A chill breeze rustles periodically through the low brush and plants flanking the scree-covered road.  Towards the north, the Dragon Spine can be seen, jutting out like rocky teeth from a nest of brown and green vegetation.  Above, Wyvern Mountain looms against the southern skyscape, its jagged profile immense and austere.
You also see some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a messy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a putrid ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a messy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a putrid ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik and a putrid ojhenik elixir.
Obvious paths: north, southeast.
R> 
l in skull
In the wyvern skull you see a worn book, a pair of purple ice skates, a ceramic mixing bowl, a black gem pouch, a black gem pouch, a black gem pouch, a black gem pouch, a black gem pouch, a black gem pouch, a black gem pouch, a black gem pouch, a black gem pouch, a sturdy textbook, a memory book, a triple-weighted bola, some bundling rope, some blowgun darts, a throwing club, a chalice, a black gem pouch, a sleek black book, a scale brush, a green jaspe sack, a dark pink jelly bean, a small spidersilk pillow, a black gem pouch, a black gem pouch, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a memory orb, a pair of silver ice skates, a steel morning star, a card collector's case, a cast-iron frying pan, a hunthsleg, a hhr'ata, a tiny electrum nugget, a tiny electrum nugget, a tiny gold nugget, a gleaming animite key, some jagged-edged cards and an icesteel scimitar.
R> 
One of the faces on your bowtie splits into two smaller faces, and every face on the bowtie begins to follow suit!  After a moment, the bowtie is a murky collection of pinpricks, all jostling around.  Gradually, the moving dots begin to coalesce into larger and larger faces, until each returns to its normal movement.
R> 
Ysean just arrived.

Ysean runs southeast.

[remedy]>smell my elixir

You sniff the bowl and determine it needs some time to set itself up.  Patiently you wait a few moments and then proceed to mix it with slow strokes.
Roundtime: 9 sec.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.
Roundtime: 10 sec.
R> 
A few scattered clouds reflect the warm glow of the sun as it descends towards its rest.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.
Roundtime: 15 sec.
Applying the final touches, you complete working on a messy ojhenik elixir.

The faint sounds of rustling reaches your ears as the rat explores your duffel bag with enthusiastic gusto.
R> 
Ysean just arrived.

Ysean runs north.

Druid Ruester just arrived.

Druid Ruester runs north.

Doctor Dubad just arrived.

Doctor Dubad runs southeast.

[remedy]>mix my medicine bowl with my mixing stick

Try as you might, you just can't mix the elixir.
> 
[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my elixir from my medicine bowl

You get a messy ojhenik elixir from inside your medicine bowl.
> 
[remedy]>put my medicine bowl in my leather satchel

You put your bowl in your leather satchel.
> 
--- Lich: remedy has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>bun my elixir with logbook

The work order requires items of a higher quality, so you decide against bundling that.
> 
[workorders]>drop my elixir

You drop a messy ojhenik elixir.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

I could not find what you were referring to.
> 
[workorders]>put my alchemy logbook in my leather satchel

You put your logbook in your leather satchel.
> 
Entity of Nature Paven just arrived.

Entity of Nature Paven runs southeast.

[workorders]>tap my ojhenik 

I could not find what you were referring to.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:03 (18 rooms to move through)]

[go2]>southeast

You limp southeast.

[Western Road, Foot of Wyvern Mountain]
Some unknown force has left one slope of the mountain fire-blackened and sheared nearly smooth.  Carved into the base of the slope is a line of flowing, irregular symbols, weathered and almost entirely chipped away.  On the other side of the road, a blanket of tiny starflowers covers the scorched land, beginning the cycle of renewal.  
Obvious paths: south, northwest.

[go2]>south

You limp south.

[Western Road, Foot of Wyvern Mountain]
Large boulders hug the foot of the slopes, silently keeping vigil over the road beneath them.  Occasionally there are slithering or skittering sounds among the rocks, but no sign of the creatures inhabiting their shadowed crevices.  To the north, the Dragon Spine range pushes up towards the sky, a stark frame for the chill reaches of Wyvern Mountain.
You also see a pile of rocks, a pile of rocks and a rocky path.
Also here: Shadow Son Velicar and Woeborn Fiction.
Obvious paths: north, east.

[go2]>east

You limp east.

[Western Road, Foot of Wyvern Mountain]
The road rises slightly, continuing its long trek.  Wyvern Mountain towers overhead, its misty, snow-capped reaches so distant that they seem almost unreal, as if painted against the sky.  A small spring trickles across the road, feeding nearby clusters of mint and sorrel with its mineral-rich water.
You also see a rockslide and a wrought iron gate.
Obvious paths: southeast, west.

[go2]>southeast

You limp southeast.

[Western Road, Foot of Wyvern Mountain]
The road narrows slightly as it bends to follow the base of Wyvern Mountain.  Shade-loving columbine and blue iris stretch to reach any stray beams of sunlight that manage to filter past the great shadows of the Spine.  
Obvious paths: south, northwest.

[go2]>south

You run south.

[Western Road, Foot of Wyvern Mountain]
Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern's great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.  
Obvious paths: north, southeast.

[go2]>southeast

You run southeast.

[Western Road, Foot of Wyvern Mountain]
A dull roar can be heard from the west as water cascades down the face of Wyvern Mountain, its looming presence casting shadows that absorb light and chill the air.  To the east is the Lake of Tears, its waters casting glimmering reflections against the crystal walls of Shard.  Around the base of the mountain, a crude road curves into the distance.
You also see a completely destroyed fort.
Also here: High Shaman Lenko who is shrouded in ghostly flames.
Obvious paths: east, northwest.

High Shaman Lenko runs east.

[go2]>east

You run east.

[Wyvern Trail, Journey's Rest]
A small area has been cleared here for travelers to stop and rest before crossing the bridge to Shard's west gate, or stop and recheck their packs before leaving the city's comfortable embrace entirely.  Wyvern Mountain stands in the western distance, a great waterfall cascading down its face.
You also see a muddy trail and the battered and splintered remains of a barricade that once blocked the passage west.
Also here: High Shaman Lenko who is shrouded in ghostly flames.
Obvious paths: east, west.

[go2]>east

High Shaman Lenko wandered over to a muddy trail.

You run east.

[Shard, West Bridge]
The bridge leads to and from west district of the great city of Shard, under the careful watch of the guards and the respectful silence of Wyvern Mountain.  A white ribbon of water showers down the mountain's face.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The Tower of Shard stabs into the sky above the city to the east, the power of presence evident even from this far away.  It is overshadowed, however, by the hulking majesty of Wyvern Mountain on the western horizon.  A white streak is visible cascading down the mountain's side from its highest peak to the darkness at its base.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The Lake of Tears stretches out below and to the sides of this causeway, surrounding the city of Shard and serving as its oldest defender.  Wyvern Mountain dominates the landscape west beyond the Journey's Rest.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The walls of Shard gleam with an inner light rivaling the sun for magnificence, the carefully cut crystal reflecting and refracting light in amazing patterns.  Wyvern Mountain rises up in the west, a huge shadow against the daytime sky.  
Obvious paths: west.

[go2]>climb wall

[Shard, West Battlements]
High above the West Gate, embrasures pierce the stone battlements between the merlons that give cover to the defenders of the walls.  The perch commands the main entrance to the city with a field of fire that covers the West Bridge.  
Obvious paths: north.

[go2]>north

You run north.

[Shard, West Battlements]
Paved in stone, the walkway extends a short distance to the south, giving a good view of the West Gates below.  Though the battlement's construction feels somewhat hasty, several reinforcements make it able to hold up to strong attacks.  The Great Tower lies directly to the east, the sturdy walls coming to just above the city's rooftops.
You also see a ladder to the street below.
Obvious paths: south.

[go2]>climb ladder

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>south

You run south.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>go society tower

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>up

You run up.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2]>up

You run up.

[Shard Alchemy Society, Books]
Stained-glass windows depicting a menagerie of alchemists in various stages of the craft surround the top of the granite-walled tower.  A young Human keeps herself busy by collecting the piles into neat stacks, only to frown and readjust them into an alternate arrangement.
You also see Alchemy Society Mistress Benzia, an iron door, a large sign and an oak arch.
Obvious exits: down.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>give log to Benzia

The work order isn't yet complete, so you decide not to bother Benzia.
> 
[workorders]>put my logbook in my leather satchel

You put your logbook in your leather satchel.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:02 (11 rooms to move through)]

[go2]>down

You limp down.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2]>down

You limp down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>southeast

You limp southeast.

[Shard, Xibar's Crescent Road]
The white gleam of the Tower of Honor can be glimpsed around a bend to the southeast, its peak challenging the Great Tower at the heart of Shard for height.  A building painted a stark grey and featuring wooden beams carved with images of swords, helms, and armor has taken up residence here, its open doorway revealing flashes of bright metal.  
Obvious paths: southeast, northwest.

[go2]>southeast

You limp southeast.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- home to the Paladins of Shard -- rises straight and tall out of the side of the glittering facets of the city walls.  The milky white stone that composes the keep is said to be imbued with the same powers as the legendary soulstones, changing color when the integrity of the guild begins to fail.  To the northeast, the Bridge of Suns braces its goldenoak feet against the bank of a water channel that would separate Xibar Street from Sapphire Avenue.  
Obvious paths: southeast, northwest.

[go2]>southeast

You run southeast.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- the only remarkable landmark from this point in the street -- sweeps up to the northwest, casting its pure shine down on Sapphire, Moonstone, and Ruby Streets.  The bell-like ring of metal-shod hooves on stone glances through the air as men and women clad in armor lead their steeds away or toward the great Tower, their squires following quickly behind with what gear the horses can't (or won't) carry.  
Obvious paths: east, northwest.

[go2]>east

You feel fully rested.
> 
You run east.

[Shard, Xibar's Crescent Road]
The white-gold glowing glory of the Tower of Honor lies west and north of here, its subtle magnificence striking out boldly from the decay that trails over Xibar's Crescent from Ruby Street.  Homes in various states of ruin or repair form a jagged skyline to the north, with the gates to the south entrance of the city visible to the east.
You also see the Shard Forging Society Building.
Obvious paths: east, west.

[go2]>go building

[Shard Forging Society, Maker's Mark Shop]
Damp walls of alternating limestone and dolomite do little to shield this entryway from the pounding deep inside the forge.  A thick oak door leads out onto the streets.
You also see a large sign.
Obvious exits: north, east, west.

[go2]>west

You run west.

[Shard Forging Society, West Hall]
A pair of diamond-shaped windows clouded entirely by soot, face the city streets.  An occasional bang from the crafting rooms sets them rattling in their frames and tosses up small clouds of grey dust.
You also see a willow door and a prestige board.
Obvious exits: east, northwest.

[go2]>northwest

You run northwest.

[Shard Forging Society, Book Stand]
From an assortment of manuals and books sold here, instructors walk about tutoring crafters in the way of forging.  An occasional disagreement between smiths over nomenclature and the finer points of metallurgy add to noise from the ever-present beating of the forges.
You also see a large sign.
Obvious exits: northeast, southeast.

[go2]>northeast

You run northeast.

[Shard Forging Society, West Hall]
The maple walls in this section of the forge are cleaner than the stone found elsewhere.  A thick coat of fire-resistant lacquer amplifies light cast off by the forge fires in the nearby crafting rooms.
You also see an Elothean clerk, a sturdy low counter with a small placard on it and an elm door.
Obvious exits: east, southwest.

[go2: travel time: 0:00:03]

--- Lich: go2 has exited.

[workorders]>get my medicine bowl

You get a khor'vela medicine bowl carved with alchemical symbols from inside your leather satchel.
> 
[workorders]>analyze my medicine bowl

You analyze every minute detail of the medicine bowl and smile knowingly to yourself.
This appears to be a crafting tool and it is in good condition.
Used to brew various alchemy remedies and poisons.
The workmanship is masterfully-crafted.
Assessing the bowl's durability, you determine it is somewhat unsound against damage.
This tool appears to be exceptionally effective at increasing crafting speed.
Roundtime: 10 sec.
R> 
Maniac Blarden just arrived.

Maniac Blarden went through an elm door.

[workorders]>put my medicine bowl in my leather satchel

You put your bowl in your leather satchel.
> 
[workorders]>get my medicine bowl

You get a khor'vela medicine bowl carved with alchemical symbols from inside your leather satchel.
> 
[workorders]>give clerk

An Elothean clerk looks over the bowl and says, "That will cost 270 Dokoras to repair.  Just give it to me again if you want, and I'll have it ready in 1 roisaen."
> 
[workorders]>give clerk

You hand the clerk 270 Dokoras and he gives you back a repair ticket.  clerk says, "I should be having that done for you in about 1 roisaen.  Don't lose this ticket!  You must have it to reclaim your bowl."
> 
[workorders]>stow ticket

You put your ticket in your wyvern skull.
> 
[workorders]>get my clerk ticket

You get a clerk repair ticket from inside your wyvern skull.
> 
[workorders]>look at my ticket

Looking at the clerk ticket you see it is for a khor'vela medicine bowl carved with alchemical symbols.  You recall that your bowl should be ready any moment now.

Written at the bottom you see Shard Forging Society, West Hall, Ilithi.
> 
[workorders]>look at my ticket

Looking at the clerk ticket you see it is for a khor'vela medicine bowl carved with alchemical symbols.  You recall that your bowl should be ready any moment now.

Written at the bottom you see Shard Forging Society, West Hall, Ilithi.
> 
A fluffy black rat clambers out from your duffel bag and climbs its way back up to your shoulder, looking quite pleased with itself.
> 
[workorders]>look at my ticket

Looking at the clerk ticket you see it is for a khor'vela medicine bowl carved with alchemical symbols.  You recall that your bowl should be ready by now.

Written at the bottom you see Shard Forging Society, West Hall, Ilithi.
> 
[workorders]>give clerk

You hand the clerk your ticket and are handed back a khor'vela medicine bowl carved with alchemical symbols.
> 
[workorders]>put my medicine bowl in my leather satchel

You put your bowl in your leather satchel.
> 
[workorders]>get my clerk ticket

What were you referring to?
> 
[t2: ***STATUS*** Starting (10) Alchemy]

[t2: Action]

[t2: ***STATUS*** EXECUTE workorders remedies]

--- Lich: go2 active.

[go2: ETA: 0:00:02 (11 rooms to move through)]

[go2]>southwest

You limp southwest.

[Shard Forging Society, Book Stand]
From an assortment of manuals and books sold here, instructors walk about tutoring crafters in the way of forging.  An occasional disagreement between smiths over nomenclature and the finer points of metallurgy add to noise from the ever-present beating of the forges.
You also see a large sign.
Obvious exits: northeast, southeast.

[go2]>southeast

You limp southeast.

[Shard Forging Society, West Hall]
A pair of diamond-shaped windows clouded entirely by soot, face the city streets.  An occasional bang from the crafting rooms sets them rattling in their frames and tosses up small clouds of grey dust.
You also see a willow door and a prestige board.
Obvious exits: east, northwest.

[go2]>east

You limp east.

[Shard Forging Society, Maker's Mark Shop]
Damp walls of alternating limestone and dolomite do little to shield this entryway from the pounding deep inside the forge.  A thick oak door leads out onto the streets.
You also see a large sign.
Obvious exits: north, east, west.

[go2]>go oak door

[Shard, Xibar's Crescent Road]
The white-gold glowing glory of the Tower of Honor lies west and north of here, its subtle magnificence striking out boldly from the decay that trails over Xibar's Crescent from Ruby Street.  Homes in various states of ruin or repair form a jagged skyline to the north, with the gates to the south entrance of the city visible to the east.
You also see the Shard Forging Society Building.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- the only remarkable landmark from this point in the street -- sweeps up to the northwest, casting its pure shine down on Sapphire, Moonstone, and Ruby Streets.  The bell-like ring of metal-shod hooves on stone glances through the air as men and women clad in armor lead their steeds away or toward the great Tower, their squires following quickly behind with what gear the horses can't (or won't) carry.  
Obvious paths: east, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- home to the Paladins of Shard -- rises straight and tall out of the side of the glittering facets of the city walls.  The milky white stone that composes the keep is said to be imbued with the same powers as the legendary soulstones, changing color when the integrity of the guild begins to fail.  To the northeast, the Bridge of Suns braces its goldenoak feet against the bank of a water channel that would separate Xibar Street from Sapphire Avenue.  
Obvious paths: southeast, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The white gleam of the Tower of Honor can be glimpsed around a bend to the southeast, its peak challenging the Great Tower at the heart of Shard for height.  A building painted a stark grey and featuring wooden beams carved with images of swords, helms, and armor has taken up residence here, its open doorway revealing flashes of bright metal.  
Obvious paths: southeast, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>go society tower

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>up

You run up.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2]>up

You run up.

[Shard Alchemy Society, Books]
Stained-glass windows depicting a menagerie of alchemists in various stages of the craft surround the top of the granite-walled tower.  A young Human keeps herself busy by collecting the piles into neat stacks, only to frown and readjust them into an alternate arrangement.
You also see Alchemy Society Mistress Benzia, an iron door, a large sign and an oak arch.
Obvious exits: down.

[go2: travel time: 0:00:03]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 185 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a face elixir. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 185 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some skin tonic. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 185 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a body elixir. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 185 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a skin elixir. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a limb elixir. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 185 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some general poultices. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a limb elixir. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 140 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a skin elixir. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 255 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a skin elixir. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some general poultices. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 140 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a skin elixir. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some skin tonic. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 95 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a body elixir. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 140 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>put my logbook in my leather satchel

You put your logbook in your leather satchel.
> 
Benzia gracefully exits.

[workorders]>wealth dokoras

  4 platinum, 6 gold, 8 silver, 4 bronze, and 6 copper Dokoras (46846 copper Dokoras).
> 
--- Lich: go2 active.

[go2: ETA: 0:00:02 (10 rooms to move through)]

[go2]>down

You limp down.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see Alchemy Society Mistress Benzia, an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2]>down

You limp down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>north

You limp north.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>east

You limp east.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Obvious paths: east, west.

[go2]>go bank

[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

[go2]>north

You run north.

[First Bank of Ilithi, Teller's Windows]
Polished walnut windows and paneling separate the customers from the tellers and vault against the back of the wall.  Several young and pretty Elothean men and women stand behind bars of an anlora-avtoma and steel alloy to process transactions.  A gleaming brass sign is embedded into the west wall, stating the bank's policies.
You also see some jadice flowers, a broken needle, a tiny bronze face, a pair of long broadcloth gloves, some silver studs, a tiny silver nugget, a wax label, a broken needle, a broken rune, a tiny bronze face, some hulnik grass, a broken rune, a steel striker, a broken needle, some silver studs and a small calendar.
Obvious exits: south.

[go2: travel time: 0:00:03]

--- Lich: go2 has exited.

[workorders]>withdraw 3 gold

The clerk counts out 3 gold Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>withdraw 1 silver

The clerk counts out 1 silver Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>withdraw 5 bronze

The clerk counts out 5 bronze Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>withdraw 4 copper

The clerk counts out 4 copper Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>tap first ojhenik in my leather satchel

I could not find what you were referring to.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:01 (9 rooms to move through)]

[go2]>south

You limp south.

[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

Hunter Bornimir just arrived.

[go2]>out

Hunter Bornimir runs north.

You limp out.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>south

You run south.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>go society tower

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>up

You run up.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see Alchemy Society Mistress Benzia, an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2: travel time: 0:00:02]

--- Lich: go2 has exited.

[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:03 (17 rooms to move through)]

[go2]>down

You limp down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>north

You limp north.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>climb ladder

[Shard, West Battlements]
Paved in stone, the walkway extends a short distance to the south, giving a good view of the West Gates below.  Though the battlement's construction feels somewhat hasty, several reinforcements make it able to hold up to strong attacks.  The Great Tower lies directly to the east, the sturdy walls coming to just above the city's rooftops.
You also see a ladder to the street below.
Obvious paths: south.

[go2]>south

You limp south.

[Shard, West Battlements]
High above the West Gate, embrasures pierce the stone battlements between the merlons that give cover to the defenders of the walls.  The perch commands the main entrance to the city with a field of fire that covers the West Bridge.  
Obvious paths: north.

[go2]>climb embrasure

[Shard, West Bridge]
The walls of Shard gleam with an inner light rivaling the sun for magnificence, the carefully cut crystal reflecting and refracting light in amazing patterns.  Wyvern Mountain rises up in the west, a huge shadow against the daytime sky.  
Obvious paths: west.

[go2]>west

You limp west.

[Shard, West Bridge]
The Lake of Tears stretches out below and to the sides of this causeway, surrounding the city of Shard and serving as its oldest defender.  Wyvern Mountain dominates the landscape west beyond the Journey's Rest.  
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West Bridge]
The Tower of Shard stabs into the sky above the city to the east, the power of presence evident even from this far away.  It is overshadowed, however, by the hulking majesty of Wyvern Mountain on the western horizon.  A white streak is visible cascading down the mountain's side from its highest peak to the darkness at its base.  
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West Bridge]
The bridge leads to and from west district of the great city of Shard, under the careful watch of the guards and the respectful silence of Wyvern Mountain.  A white ribbon of water showers down the mountain's face.  
Obvious paths: east, west.

[go2]>west

You run west.

[Wyvern Trail, Journey's Rest]
A small area has been cleared here for travelers to stop and rest before crossing the bridge to Shard's west gate, or stop and recheck their packs before leaving the city's comfortable embrace entirely.  Wyvern Mountain stands in the western distance, a great waterfall cascading down its face.
You also see a muddy trail, a narrow path and the battered and splintered remains of a barricade that once blocked the passage west.
Obvious paths: east, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
A dull roar can be heard from the west as water cascades down the face of Wyvern Mountain, its looming presence casting shadows that absorb light and chill the air.  To the east is the Lake of Tears, its waters casting glimmering reflections against the crystal walls of Shard.  Around the base of the mountain, a crude road curves into the distance.
You also see a completely destroyed fort.
Obvious paths: east, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern's great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.  
Obvious paths: north, southeast.

[go2]>north

You run north.

[Western Road, Foot of Wyvern Mountain]
The road narrows slightly as it bends to follow the base of Wyvern Mountain.  Shade-loving columbine and blue iris stretch to reach any stray beams of sunlight that manage to filter past the great shadows of the Spine.  
Also here: Mender Talokai.
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
The road rises slightly, continuing its long trek.  Wyvern Mountain towers overhead, its misty, snow-capped reaches so distant that they seem almost unreal, as if painted against the sky.  A small spring trickles across the road, feeding nearby clusters of mint and sorrel with its mineral-rich water.
You also see a rockslide and a wrought iron gate.
Obvious paths: southeast, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
Large boulders hug the foot of the slopes, silently keeping vigil over the road beneath them.  Occasionally there are slithering or skittering sounds among the rocks, but no sign of the creatures inhabiting their shadowed crevices.  To the north, the Dragon Spine range pushes up towards the sky, a stark frame for the chill reaches of Wyvern Mountain.
You also see a pile of rocks and a rocky path.
Also here: Shadow Son Velicar.
Obvious paths: north, east.

[go2]>north

You run north.

[Western Road, Foot of Wyvern Mountain]
Some unknown force has left one slope of the mountain fire-blackened and sheared nearly smooth.  Carved into the base of the slope is a line of flowing, irregular symbols, weathered and almost entirely chipped away.  On the other side of the road, a blanket of tiny starflowers covers the scorched land, beginning the cycle of renewal.  
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
A chill breeze rustles periodically through the low brush and plants flanking the scree-covered road.  Towards the north, the Dragon Spine can be seen, jutting out like rocky teeth from a nest of brown and green vegetation.  Above, Wyvern Mountain looms against the southern skyscape, its jagged profile immense and austere.
You also see some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a messy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a messy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a putrid ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, a moldy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a botched ojhenik elixir, some crushed ojhenik, a messy ojhenik elixir, some crushed ojhenik, some crushed ojhenik, a putrid ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik and a putrid ojhenik elixir.
Obvious paths: north, southeast.

Enduring Mhikal just arrived.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

A low fog rolls in, then just as quickly rolls out.

Enduring Mhikal runs southeast.

Mender Talokai just arrived.
> 
Mender Talokai runs north.
> 
--- Lich: remedy active.

[remedy]>tap my water

You tap some water inside your leather satchel.
> 
[remedy]>tap my alcohol

You tap some grain alcohol inside your leather satchel.
> 
[remedy]>tap my coal nugget

You tap a tiny coal nugget inside your leather satchel.
> 
--- Lich: buff active.

You feel fully rested.
> 
--- Lich: buff has exited.

[remedy]>get remed book

You get a book of master remedy instructions from inside your leather satchel.
> 
[remedy]>turn my book to chapter 6

You turn your book to chapter 6, entitled "Internal Scar Remedies".
> 
[remedy]>read my book

              -=    Chapter 6 : Internal Scar Remedies    =-

 Page 1: a face draught                          Page 7: a body elixir
 Page 2: a body draught                          Page 8: a limb elixir
 Page 3: a limb draught                          Page 9: a skin elixir
 Page 4: a skin draught                          Page 10: a general elixir
 Page 5: a general purpose draught               
 Page 6: a face elixir                           

[remedy]>turn my book to page 7

You turn your book to page 7, instructions for crafting a body elixir.
> 
[remedy]>study my book

You scan the body elixir instructions with a glance and quickly realize the design is far beyond your abilities.
You now feel ready to begin the crafting process.
Roundtime: 8 sec.
R> 
[remedy]>put my book in my leather satchel

You put your book in your leather satchel.
> 
[remedy]>get my medicine bowl

You get a khor'vela medicine bowl carved with alchemical symbols from inside your leather satchel.
> 
[remedy]>lower ground

You lower the bowl and place it on the ground at your feet.
> 
[remedy]>tap ojhenik in leather satchel

You tap some crushed ojhenik inside your leather satchel.
> 
[remedy]>get my ojhenik from my leather satchel

You get some crushed ojhenik from inside your leather satchel.
> 
[remedy]>count my ojhenik

You count out 25 pieces of material there.
> 
[remedy]>combine my ojhenik

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.
> 
[remedy]>put ojhenik in my medicine bowl

You put your ojhenik in your medicine bowl.
> 
[remedy]>put my ojhenik in my leather satchel

What were you referring to?
> 
[remedy]>get my medicine bowl

You pick up the bowl lying at your feet.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.
Roundtime: 8 sec.

You need another splash of alcohol to continue crafting an unfinished ojhenik elixir.  You believe you can pour or put it into the bowl, pot or cauldron and continue mixing the unfinished brew inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]
R> 
Forest Shadow Robarvo just arrived.

Forest Shadow Robarvo runs southeast.

[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my alcohol

You get some grain alcohol from inside your leather satchel.
> 
[remedy]>put alcohol in my medicine bowl

You toss the alcohol into the bowl and mix it in thoroughly.
> 
[remedy]>put my grain alcohol in my leather satchel

You put your alcohol in your leather satchel.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.
Roundtime: 15 sec.
R> 
Miach just arrived.

Miach runs southeast.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 17 sec.
R> 
profile soth
             Name: Sothios d'Noir
             Race: Elf                Spouse: Bonded To Zynell
  Roleplay Stance: Heavy
       PvP Stance: Open

The black rat sits upright on your shoulder, gazing about the area from its higher and relatively safe vantage point with a mien of intrepid ambition.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 8 sec.
R> 
Miach just arrived.

Miach runs north.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.
Roundtime: 10 sec.
R> 
Battle Lord Chuno just arrived.

Battle Lord Chuno runs north.

Jarxaxle just arrived.

Jarxaxle runs north.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.
Roundtime: 13 sec.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.

As you finish, the mixture begins to transition colors.
Roundtime: 18 sec.
R> 
Nightwalker Dennys just arrived.

Nightwalker Dennys runs southeast.

Sitius just arrived.

Sitius runs southeast.

[remedy]>smell my elixir

You sniff the bowl and determine it needs some time to set itself up.  Patiently you wait a few moments and then proceed to mix it with slow strokes.
Roundtime: 9 sec.

You need another catalyst material to continue crafting an unfinished ojhenik elixir.  You believe you can pour or put it into the bowl, pot or cauldron and continue mixing the unfinished brew inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]
R> 
Mageling Accendo just arrived.

Mageling Accendo runs north.

[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my coal nugget

You get a tiny coal nugget from inside your leather satchel.
> 
[remedy]>put my coal nugget in my medicine bowl

You vigorously rub the nugget alongside the bowl to scrape some shavings into the mixture.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.

Once finished you notice clumps of material forming on the edge of the bowl.
Roundtime: 8 sec.
R> 
[remedy]>turn my medicine bowl

You spin your bowl about while scraping the elixir off the sides.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 9 sec.
R> 
Aerithius just arrived.

Aerithius runs southeast.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!

Once finished you notice clumps of material forming on the edge of the bowl.
Roundtime: 8 sec.
R> 
[remedy]>turn my medicine bowl

You spin your bowl about while scraping the elixir off the sides.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 10 sec.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 14 sec.
R> 
Dozens of faces on your bowtie glom together and form what appears to be a raised fist made of faces.  The fist opens into a seven fingered hand that seems to wave back and forth, each finger composed of several small faces.  After a moment, the hand breaks apart into component faces, which appear to be laughing as they settle back to their normal movement.
R> 
Sitting up on your shoulder, the black rat twitches its nose inquisitively.
R> 
Nightwalker Dennys just arrived.

Nightwalker Dennys runs north.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 13 sec.
R> 
Ysean just arrived.

Ysean runs southeast.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 15 sec.
Applying the final touches, you complete working on a dirty ojhenik elixir.

Deathwright Darkeskye just arrived.

Deathwright Darkeskye runs southeast.

Ysean just arrived.

Ysean runs north.

[remedy]>mix my medicine bowl with my mixing stick

Try as you might, you just can't mix the elixir.
> 
[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my elixir from my medicine bowl

You get a dirty ojhenik elixir from inside your medicine bowl.
> 
[remedy]>put my medicine bowl in my leather satchel

You put your bowl in your leather satchel.
> 
--- Lich: remedy has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>bun my elixir with logbook

The work order requires items of a higher quality, so you decide against bundling that.
> 
[workorders]>drop my elixir

You drop a dirty ojhenik elixir.

Aerithius just arrived.

Aerithius runs north.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

I could not find what you were referring to.
> 
[workorders]>put my alchemy logbook in my leather satchel

You put your logbook in your leather satchel.
> 
[workorders]>tap my ojhenik 

I could not find what you were referring to.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:03 (18 rooms to move through)]

[go2]>southeast

You limp southeast.

[Western Road, Foot of Wyvern Mountain]
Some unknown force has left one slope of the mountain fire-blackened and sheared nearly smooth.  Carved into the base of the slope is a line of flowing, irregular symbols, weathered and almost entirely chipped away.  On the other side of the road, a blanket of tiny starflowers covers the scorched land, beginning the cycle of renewal.  
Obvious paths: south, northwest.

[go2]>south

You limp south.

[Western Road, Foot of Wyvern Mountain]
Large boulders hug the foot of the slopes, silently keeping vigil over the road beneath them.  Occasionally there are slithering or skittering sounds among the rocks, but no sign of the creatures inhabiting their shadowed crevices.  To the north, the Dragon Spine range pushes up towards the sky, a stark frame for the chill reaches of Wyvern Mountain.
You also see a rocky path.
Obvious paths: north, east.

[go2]>east

You limp east.

[Western Road, Foot of Wyvern Mountain]
The road rises slightly, continuing its long trek.  Wyvern Mountain towers overhead, its misty, snow-capped reaches so distant that they seem almost unreal, as if painted against the sky.  A small spring trickles across the road, feeding nearby clusters of mint and sorrel with its mineral-rich water.
You also see a rockslide and a wrought iron gate.
Obvious paths: southeast, west.

[go2]>southeast

You limp southeast.

[Western Road, Foot of Wyvern Mountain]
The road narrows slightly as it bends to follow the base of Wyvern Mountain.  Shade-loving columbine and blue iris stretch to reach any stray beams of sunlight that manage to filter past the great shadows of the Spine.  
Obvious paths: south, northwest.

[go2]>south

You run south.

[Western Road, Foot of Wyvern Mountain]
Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern's great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.  
Obvious paths: north, southeast.

[go2]>southeast

You run southeast.

[Western Road, Foot of Wyvern Mountain]
A dull roar can be heard from the west as water cascades down the face of Wyvern Mountain, its looming presence casting shadows that absorb light and chill the air.  To the east is the Lake of Tears, its waters casting glimmering reflections against the crystal walls of Shard.  Around the base of the mountain, a crude road curves into the distance.
You also see a completely destroyed fort.
Obvious paths: east, northwest.

[go2]>east

You run east.

[Wyvern Trail, Journey's Rest]
A small area has been cleared here for travelers to stop and rest before crossing the bridge to Shard's west gate, or stop and recheck their packs before leaving the city's comfortable embrace entirely.  Wyvern Mountain stands in the western distance, a great waterfall cascading down its face.
You also see a muddy trail and the battered and splintered remains of a barricade that once blocked the passage west.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The bridge leads to and from west district of the great city of Shard, under the careful watch of the guards and the respectful silence of Wyvern Mountain.  A white ribbon of water showers down the mountain's face.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The Tower of Shard stabs into the sky above the city to the east, the power of presence evident even from this far away.  It is overshadowed, however, by the hulking majesty of Wyvern Mountain on the western horizon.  A white streak is visible cascading down the mountain's side from its highest peak to the darkness at its base.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The Lake of Tears stretches out below and to the sides of this causeway, surrounding the city of Shard and serving as its oldest defender.  Wyvern Mountain dominates the landscape west beyond the Journey's Rest.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The walls of Shard gleam with an inner light rivaling the sun for magnificence, the carefully cut crystal reflecting and refracting light in amazing patterns.  Wyvern Mountain rises up in the west, a huge shadow against the daytime sky.  
Obvious paths: west.

[go2]>climb wall

[Shard, West Battlements]
High above the West Gate, embrasures pierce the stone battlements between the merlons that give cover to the defenders of the walls.  The perch commands the main entrance to the city with a field of fire that covers the West Bridge.  
Obvious paths: north.

[go2]>north

You run north.

[Shard, West Battlements]
Paved in stone, the walkway extends a short distance to the south, giving a good view of the West Gates below.  Though the battlement's construction feels somewhat hasty, several reinforcements make it able to hold up to strong attacks.  The Great Tower lies directly to the east, the sturdy walls coming to just above the city's rooftops.
You also see a ladder to the street below.
Obvious paths: south.

[go2]>climb ladder

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>south

You run south.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>go society tower

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>up

You run up.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see Alchemy Society Mistress Benzia, an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2]>up

You run up.

[Shard Alchemy Society, Books]
Stained-glass windows depicting a menagerie of alchemists in various stages of the craft surround the top of the granite-walled tower.  A young Human keeps herself busy by collecting the piles into neat stacks, only to frown and readjust them into an alternate arrangement.
You also see an iron door, a large sign and an oak arch.
Obvious exits: down.

[go2: travel time: 0:00:06]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>down

You run down.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see Alchemy Society Mistress Benzia, an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>give log to Benzia

The work order isn't yet complete, so you decide not to bother Benzia.
> 
[workorders]>put my logbook in my leather satchel

You put your logbook in your leather satchel.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:02 (10 rooms to move through)]

[go2]>down

You run down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>southeast

You limp southeast.

[Shard, Xibar's Crescent Road]
The white gleam of the Tower of Honor can be glimpsed around a bend to the southeast, its peak challenging the Great Tower at the heart of Shard for height.  A building painted a stark grey and featuring wooden beams carved with images of swords, helms, and armor has taken up residence here, its open doorway revealing flashes of bright metal.  
Obvious paths: southeast, northwest.

[go2]>southeast

You limp southeast.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- home to the Paladins of Shard -- rises straight and tall out of the side of the glittering facets of the city walls.  The milky white stone that composes the keep is said to be imbued with the same powers as the legendary soulstones, changing color when the integrity of the guild begins to fail.  To the northeast, the Bridge of Suns braces its goldenoak feet against the bank of a water channel that would separate Xibar Street from Sapphire Avenue.  
Obvious paths: southeast, northwest.

[go2]>southeast

You feel fully rested.
> 
You limp southeast.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- the only remarkable landmark from this point in the street -- sweeps up to the northwest, casting its pure shine down on Sapphire, Moonstone, and Ruby Streets.  The bell-like ring of metal-shod hooves on stone glances through the air as men and women clad in armor lead their steeds away or toward the great Tower, their squires following quickly behind with what gear the horses can't (or won't) carry.  
Obvious paths: east, northwest.

[go2]>east

You run east.

[Shard, Xibar's Crescent Road]
The white-gold glowing glory of the Tower of Honor lies west and north of here, its subtle magnificence striking out boldly from the decay that trails over Xibar's Crescent from Ruby Street.  Homes in various states of ruin or repair form a jagged skyline to the north, with the gates to the south entrance of the city visible to the east.
You also see the Shard Forging Society Building.
Obvious paths: east, west.

[go2]>go building

[Shard Forging Society, Maker's Mark Shop]
Damp walls of alternating limestone and dolomite do little to shield this entryway from the pounding deep inside the forge.  A thick oak door leads out onto the streets.
You also see a large sign.
Obvious exits: north, east, west.

[go2]>west

You run west.

[Shard Forging Society, West Hall]
A pair of diamond-shaped windows clouded entirely by soot, face the city streets.  An occasional bang from the crafting rooms sets them rattling in their frames and tosses up small clouds of grey dust.
You also see a willow door and a prestige board.
Obvious exits: east, northwest.

[go2]>northwest

You run northwest.

[Shard Forging Society, Book Stand]
From an assortment of manuals and books sold here, instructors walk about tutoring crafters in the way of forging.  An occasional disagreement between smiths over nomenclature and the finer points of metallurgy add to noise from the ever-present beating of the forges.
You also see a large sign.
Obvious exits: northeast, southeast.

[go2]>northeast

You run northeast.

[Shard Forging Society, West Hall]
The maple walls in this section of the forge are cleaner than the stone found elsewhere.  A thick coat of fire-resistant lacquer amplifies light cast off by the forge fires in the nearby crafting rooms.
You also see an Elothean clerk, a sturdy low counter with a small placard on it and an elm door.
Obvious exits: east, southwest.

[go2: travel time: 0:00:03]

--- Lich: go2 has exited.

[workorders]>get my medicine bowl

You get a khor'vela medicine bowl carved with alchemical symbols from inside your leather satchel.
> 
[workorders]>analyze my medicine bowl

You analyze every minute detail of the medicine bowl and smile knowingly to yourself.
This appears to be a crafting tool and it is practically in mint condition.
Used to brew various alchemy remedies and poisons.
The workmanship is masterfully-crafted.
Assessing the bowl's durability, you determine it is somewhat unsound against damage.
This tool appears to be exceptionally effective at increasing crafting speed.
Roundtime: 10 sec.
R> 
[workorders]>put my medicine bowl in my leather satchel

You put your bowl in your leather satchel.
> 
[t2: ***STATUS*** Starting (10) Alchemy]

[t2: Action]

[t2: ***STATUS*** EXECUTE workorders remedies]

--- Lich: go2 active.

[go2: ETA: 0:00:02 (11 rooms to move through)]

[go2]>southwest

You limp southwest.

[Shard Forging Society, Book Stand]
From an assortment of manuals and books sold here, instructors walk about tutoring crafters in the way of forging.  An occasional disagreement between smiths over nomenclature and the finer points of metallurgy add to noise from the ever-present beating of the forges.
You also see a large sign.
Obvious exits: northeast, southeast.

[go2]>southeast

You limp southeast.

[Shard Forging Society, West Hall]
A pair of diamond-shaped windows clouded entirely by soot, face the city streets.  An occasional bang from the crafting rooms sets them rattling in their frames and tosses up small clouds of grey dust.
You also see a willow door and a prestige board.
Obvious exits: east, northwest.

[go2]>east

You limp east.

[Shard Forging Society, Maker's Mark Shop]
Damp walls of alternating limestone and dolomite do little to shield this entryway from the pounding deep inside the forge.  A thick oak door leads out onto the streets.
You also see a large sign.
Obvious exits: north, east, west.

[go2]>go oak door

[Shard, Xibar's Crescent Road]
The white-gold glowing glory of the Tower of Honor lies west and north of here, its subtle magnificence striking out boldly from the decay that trails over Xibar's Crescent from Ruby Street.  Homes in various states of ruin or repair form a jagged skyline to the north, with the gates to the south entrance of the city visible to the east.
You also see the Shard Forging Society Building.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- the only remarkable landmark from this point in the street -- sweeps up to the northwest, casting its pure shine down on Sapphire, Moonstone, and Ruby Streets.  The bell-like ring of metal-shod hooves on stone glances through the air as men and women clad in armor lead their steeds away or toward the great Tower, their squires following quickly behind with what gear the horses can't (or won't) carry.  
Obvious paths: east, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- home to the Paladins of Shard -- rises straight and tall out of the side of the glittering facets of the city walls.  The milky white stone that composes the keep is said to be imbued with the same powers as the legendary soulstones, changing color when the integrity of the guild begins to fail.  To the northeast, the Bridge of Suns braces its goldenoak feet against the bank of a water channel that would separate Xibar Street from Sapphire Avenue.  
Obvious paths: southeast, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The white gleam of the Tower of Honor can be glimpsed around a bend to the southeast, its peak challenging the Great Tower at the heart of Shard for height.  A building painted a stark grey and featuring wooden beams carved with images of swords, helms, and armor has taken up residence here, its open doorway revealing flashes of bright metal.  
Obvious paths: southeast, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>go society tower

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>up

You run up.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see Alchemy Society Mistress Benzia, an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2]>up

You run up.

[Shard Alchemy Society, Books]
Stained-glass windows depicting a menagerie of alchemists in various stages of the craft surround the top of the granite-walled tower.  A young Human keeps herself busy by collecting the piles into neat stacks, only to frown and readjust them into an alternate arrangement.
You also see an iron door, a large sign and an oak arch.
Obvious exits: down.

[go2: travel time: 0:00:03]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>down

You run down.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see Alchemy Society Mistress Benzia, an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some limb tonic. I need 3 stacks (5 uses each) of superior quality, made from any material and due in 140 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 4 of the instruction book.
> 
[workorders]>ask Benzia for challenging remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for a body elixir. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 230 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 6 of the instruction book.
> 
[workorders]>put my logbook in my leather satchel

You put your logbook in your leather satchel.
> 
[workorders]>wealth dokoras

  4 platinum, 7 gold, 8 silver, 3 bronze, and 7 copper Dokoras (47837 copper Dokoras).
> 
--- Lich: go2 active.

[go2: ETA: 0:00:01 (9 rooms to move through)]

[go2]>down

You limp down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>north

You limp north.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>east

You limp east.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>east

You limp east.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Also here: Sightless Ravendrake who is darkened by an unnatural shadow.
Obvious paths: east, west.

[go2]>go bank

[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

[go2]>north

You run north.

[First Bank of Ilithi, Teller's Windows]
Polished walnut windows and paneling separate the customers from the tellers and vault against the back of the wall.  Several young and pretty Elothean men and women stand behind bars of an anlora-avtoma and steel alloy to process transactions.  A gleaming brass sign is embedded into the west wall, stating the bank's policies.
You also see some jadice flowers, a tiny bronze face, a pair of long broadcloth gloves, some silver studs, a tiny silver nugget, a wax label, a broken needle, a broken rune, a tiny bronze face, some hulnik grass, a broken rune, a steel striker, a broken needle, some silver studs and a small calendar.
Obvious exits: south.

[go2: travel time: 0:00:02]

--- Lich: go2 has exited.

[workorders]>withdraw 2 gold

The clerk counts out 2 gold Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>withdraw 1 silver

The clerk counts out 1 silver Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>withdraw 6 bronze

The clerk counts out 6 bronze Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>withdraw 3 copper

The clerk counts out 3 copper Dokoras and hands them over, making a notation in her ledger.
> 
[workorders]>tap first ojhenik in my leather satchel

I could not find what you were referring to.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:01 (9 rooms to move through)]

[go2]>south

You limp south.

[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

[go2]>out

You limp out.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Also here: Sightless Ravendrake who is darkened by an unnatural shadow.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>south

You run south.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>go society tower

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>up

You run up.

[Shard Alchemy Society, Alchemical Materials]
Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.
You also see Alchemy Society Mistress Benzia, an ojhenik elixir, an ojhenik elixir, a large sign and a mahogany arch.
Obvious exits: up, down.

[go2: travel time: 0:00:03]

--- Lich: go2 has exited.

[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

You put your ojhenik in your leather satchel.
> 
[workorders]>order 12

The attendant says, "You can purchase (25 pieces) crushed ojhenik for 721 Dokoras.  Just order it again and we'll see it done!"
> 
[workorders]>order 12

The attendant takes some coins from you and hands you (25 pieces) crushed ojhenik.

[workorders]>put my crushed ojhenik in my leather satchel

Sitting up on your shoulder, the black rat twitches its nose inquisitively.
> 
You put your ojhenik in your leather satchel.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:03 (17 rooms to move through)]

[go2]>down

You limp down.

[Shard Alchemy Society, Entrance]
An austere lobby carved from solid granite supports the tower above.  Alchemists continually line the stairs leading up, waiting to claim a good spot at the crafting stations.  The sound of shuffling feet and disagreements over seasonal pricing can be heard from the floor above.
You also see an iron door and a prestige board.
Obvious exits: up.

[go2]>go iron door

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>north

You limp north.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>climb ladder

[Shard, West Battlements]
Paved in stone, the walkway extends a short distance to the south, giving a good view of the West Gates below.  Though the battlement's construction feels somewhat hasty, several reinforcements make it able to hold up to strong attacks.  The Great Tower lies directly to the east, the sturdy walls coming to just above the city's rooftops.
You also see a ladder to the street below.
Obvious paths: south.

[go2]>south

You limp south.

[Shard, West Battlements]
High above the West Gate, embrasures pierce the stone battlements between the merlons that give cover to the defenders of the walls.  The perch commands the main entrance to the city with a field of fire that covers the West Bridge.  
Obvious paths: north.

[go2]>climb embrasure

[Shard, West Bridge]
The walls of Shard gleam with an inner light rivaling the sun for magnificence, the carefully cut crystal reflecting and refracting light in amazing patterns.  Wyvern Mountain rises up in the west, a huge shadow against the daytime sky.  
Obvious paths: west.

[go2]>west

You limp west.

[Shard, West Bridge]
The Lake of Tears stretches out below and to the sides of this causeway, surrounding the city of Shard and serving as its oldest defender.  Wyvern Mountain dominates the landscape west beyond the Journey's Rest.  
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West Bridge]
The Tower of Shard stabs into the sky above the city to the east, the power of presence evident even from this far away.  It is overshadowed, however, by the hulking majesty of Wyvern Mountain on the western horizon.  A white streak is visible cascading down the mountain's side from its highest peak to the darkness at its base.  
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West Bridge]
The bridge leads to and from west district of the great city of Shard, under the careful watch of the guards and the respectful silence of Wyvern Mountain.  A white ribbon of water showers down the mountain's face.  
Obvious paths: east, west.

[go2]>west

You run west.

[Wyvern Trail, Journey's Rest]
A small area has been cleared here for travelers to stop and rest before crossing the bridge to Shard's west gate, or stop and recheck their packs before leaving the city's comfortable embrace entirely.  Wyvern Mountain stands in the western distance, a great waterfall cascading down its face.
You also see a muddy trail and the battered and splintered remains of a barricade that once blocked the passage west.
Obvious paths: east, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
A dull roar can be heard from the west as water cascades down the face of Wyvern Mountain, its looming presence casting shadows that absorb light and chill the air.  To the east is the Lake of Tears, its waters casting glimmering reflections against the crystal walls of Shard.  Around the base of the mountain, a crude road curves into the distance.
You also see a completely destroyed fort.
Obvious paths: east, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern's great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.  
Obvious paths: north, southeast.

[go2]>north

You run north.

[Western Road, Foot of Wyvern Mountain]
The road narrows slightly as it bends to follow the base of Wyvern Mountain.  Shade-loving columbine and blue iris stretch to reach any stray beams of sunlight that manage to filter past the great shadows of the Spine.  
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
The road rises slightly, continuing its long trek.  Wyvern Mountain towers overhead, its misty, snow-capped reaches so distant that they seem almost unreal, as if painted against the sky.  A small spring trickles across the road, feeding nearby clusters of mint and sorrel with its mineral-rich water.
You also see a rockslide and a wrought iron gate.
Obvious paths: southeast, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
Large boulders hug the foot of the slopes, silently keeping vigil over the road beneath them.  Occasionally there are slithering or skittering sounds among the rocks, but no sign of the creatures inhabiting their shadowed crevices.  To the north, the Dragon Spine range pushes up towards the sky, a stark frame for the chill reaches of Wyvern Mountain.
You also see a rocky path.
Obvious paths: north, east.

[go2]>north

You run north.

[Western Road, Foot of Wyvern Mountain]
Some unknown force has left one slope of the mountain fire-blackened and sheared nearly smooth.  Carved into the base of the slope is a line of flowing, irregular symbols, weathered and almost entirely chipped away.  On the other side of the road, a blanket of tiny starflowers covers the scorched land, beginning the cycle of renewal.  
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
A chill breeze rustles periodically through the low brush and plants flanking the scree-covered road.  Towards the north, the Dragon Spine can be seen, jutting out like rocky teeth from a nest of brown and green vegetation.  Above, Wyvern Mountain looms against the southern skyscape, its jagged profile immense and austere.
You also see some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik and some crushed ojhenik.
Obvious paths: north, southeast.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

--- Lich: remedy active.

[remedy]>tap my water

You tap some water inside your leather satchel.
> 
[remedy]>tap my alcohol

You tap some grain alcohol inside your leather satchel.
> 
[remedy]>tap my coal nugget

I could not find what you were referring to.
> 
You feel fully rested.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:04 (20 rooms to move through)]

[go2]>southeast

You run southeast.

[Western Road, Foot of Wyvern Mountain]
Some unknown force has left one slope of the mountain fire-blackened and sheared nearly smooth.  Carved into the base of the slope is a line of flowing, irregular symbols, weathered and almost entirely chipped away.  On the other side of the road, a blanket of tiny starflowers covers the scorched land, beginning the cycle of renewal.  
Obvious paths: south, northwest.

[go2]>south

You run south.

[Western Road, Foot of Wyvern Mountain]
Large boulders hug the foot of the slopes, silently keeping vigil over the road beneath them.  Occasionally there are slithering or skittering sounds among the rocks, but no sign of the creatures inhabiting their shadowed crevices.  To the north, the Dragon Spine range pushes up towards the sky, a stark frame for the chill reaches of Wyvern Mountain.
You also see a rocky path.
Obvious paths: north, east.

[go2]>east

You run east.

[Western Road, Foot of Wyvern Mountain]
The road rises slightly, continuing its long trek.  Wyvern Mountain towers overhead, its misty, snow-capped reaches so distant that they seem almost unreal, as if painted against the sky.  A small spring trickles across the road, feeding nearby clusters of mint and sorrel with its mineral-rich water.
You also see a rockslide and a wrought iron gate.
Obvious paths: southeast, west.

[go2]>southeast

You limp southeast.

[Western Road, Foot of Wyvern Mountain]
The road narrows slightly as it bends to follow the base of Wyvern Mountain.  Shade-loving columbine and blue iris stretch to reach any stray beams of sunlight that manage to filter past the great shadows of the Spine.  
Obvious paths: south, northwest.

[go2]>south

Zarantor just arrived.

You run south.

[Western Road, Foot of Wyvern Mountain]
Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern's great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.  
Obvious paths: north, southeast.

Zarantor just arrived.

[go2]>southeast

You run southeast.

[Western Road, Foot of Wyvern Mountain]
A dull roar can be heard from the west as water cascades down the face of Wyvern Mountain, its looming presence casting shadows that absorb light and chill the air.  To the east is the Lake of Tears, its waters casting glimmering reflections against the crystal walls of Shard.  Around the base of the mountain, a crude road curves into the distance.
You also see a completely destroyed fort.
Obvious paths: east, northwest.

Zarantor just arrived.

[go2]>east

Zarantor runs east.

You run east.

[Wyvern Trail, Journey's Rest]
A small area has been cleared here for travelers to stop and rest before crossing the bridge to Shard's west gate, or stop and recheck their packs before leaving the city's comfortable embrace entirely.  Wyvern Mountain stands in the western distance, a great waterfall cascading down its face.
You also see a muddy trail and the battered and splintered remains of a barricade that once blocked the passage west.
Also here: Zarantor.
Obvious paths: east, west.

[go2]>east

Zarantor runs east.

You run east.

[Shard, West Bridge]
The bridge leads to and from west district of the great city of Shard, under the careful watch of the guards and the respectful silence of Wyvern Mountain.  A white ribbon of water showers down the mountain's face.  
Also here: Zarantor.
Obvious paths: east, west.

Zarantor runs east.

[go2]>east

You run east.

[Shard, West Bridge]
The Tower of Shard stabs into the sky above the city to the east, the power of presence evident even from this far away.  It is overshadowed, however, by the hulking majesty of Wyvern Mountain on the western horizon.  A white streak is visible cascading down the mountain's side from its highest peak to the darkness at its base.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The Lake of Tears stretches out below and to the sides of this causeway, surrounding the city of Shard and serving as its oldest defender.  Wyvern Mountain dominates the landscape west beyond the Journey's Rest.  
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, West Bridge]
The walls of Shard gleam with an inner light rivaling the sun for magnificence, the carefully cut crystal reflecting and refracting light in amazing patterns.  Wyvern Mountain rises up in the west, a huge shadow against the daytime sky.  
Obvious paths: west.

[go2]>climb wall

[Shard, West Battlements]
High above the West Gate, embrasures pierce the stone battlements between the merlons that give cover to the defenders of the walls.  The perch commands the main entrance to the city with a field of fire that covers the West Bridge.  
Obvious paths: north.

[go2]>north

You run north.

[Shard, West Battlements]
Paved in stone, the walkway extends a short distance to the south, giving a good view of the West Gates below.  Though the battlement's construction feels somewhat hasty, several reinforcements make it able to hold up to strong attacks.  The Great Tower lies directly to the east, the sturdy walls coming to just above the city's rooftops.
You also see a ladder to the street below.
Obvious paths: south.

[go2]>climb ladder

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>east

You run east.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>east

You run east.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Also here: Melee Weapon Phenom Garrosh and Sightless Ravendrake who is darkened by an unnatural shadow.
Obvious paths: east, west.

[go2]>go bank

You feel fully rested.
> 
[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

Zarantor just arrived.

[go2]>north

You run north.

[First Bank of Ilithi, Teller's Windows]
Polished walnut windows and paneling separate the customers from the tellers and vault against the back of the wall.  Several young and pretty Elothean men and women stand behind bars of an anlora-avtoma and steel alloy to process transactions.  A gleaming brass sign is embedded into the west wall, stating the bank's policies.
You also see some jadice flowers, a tiny bronze face, a pair of long broadcloth gloves, some silver studs, a tiny silver nugget, a wax label, a broken needle, a broken rune, a tiny bronze face, some hulnik grass, a broken rune, a steel striker, a broken needle, some silver studs and a small calendar.
Obvious exits: south.

Zarantor just arrived.

[go2: travel time: 0:00:06]

--- Lich: go2 has exited.

[remedy]>withdraw 5 silver

The clerk counts out 5 silver Dokoras and hands them over, making a notation in her ledger.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:02 (14 rooms to move through)]

[go2]>south

You run south.

[Shard, First Bank of Ilithi]
Creamy white walls and floors surmounted by a dome-shaped ceiling forms the bank of Shard.  Streaks of black and silver run through the natural marble used in the structure, and short halls branch off to the north and east.  
Also here: Puddle Stomper Ktas who is sitting.
Obvious exits: north, east, out.

[go2]>out

You run out.

[Shard, Moonstone Street]
An Elven overseer dressed smartly in rainbowed chain and plate watches as four Gor'Tog guards prowl about the city's bank, her arms folded over her chest and her jaw set with determination.  Composed of marble mined from the local mountains, the domed building is Elothean in design and exudes the kind of overbearing snobbery and strength that can only be bought with platinum.  The three-story office of the Provincial Administrator of Orders looms over the street.
You also see a sly-eyed Elothean newsman, a large sign and a news stand with a couple of things on it.
Also here: Melee Weapon Phenom Garrosh and Sightless Ravendrake who is darkened by an unnatural shadow.
Obvious paths: east, west.

[go2]>west

Ravendrake gets some damite scale gloves from inside his multi-strapped carryall.
> 
You run west.

[Shard, Moonstone Street]
The glittering dome of the city's bank can be seen rising up to the east, the marble that composes it contrasting with the Great Tower that shoots up past it like a spear of silver breaking through a black cloud.  Judging by the number of people passing beneath its swinging sign to the goods that lie within, a shop painted a solemn dark blue and drawn in silver with stars and moons is the main attraction on the street.
You also see a pile of rocks, The Crystal Plaza and the meeting tower.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, Moonstone Street]
Cobblestones the color of chips of obsidian cover Moonstone Street, their smooth, unmarred surface revealing to be clearly much sturdier than the color they simulate.  Carts drawn by exquisitely groomed horses pass toward the east, some empty, some filled with perishables or sundries, all led by handsomely dressed young men and women infused with the bolstered pride born of the money that employs them.
You also see a mercantile entrance and an elegant crystal-spired building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, Moonstone Street]
The Bridge of Rooks rears up from the distant east like an exposed spine of black bone arching out of the dark river of cobblestones that is Moonstone Street.  Pilgrims in plain garments of woven linen move in a steady line from or to the west, heading for the city gates and the mountain that lies beyond the West Bridge where the famous shrine to the World Dragon -- built by Sh'kial -- lies.
You also see a tall white-domed building.
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>south

You run south.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>southeast

You run southeast.

[Shard, Xibar's Crescent Road]
The white gleam of the Tower of Honor can be glimpsed around a bend to the southeast, its peak challenging the Great Tower at the heart of Shard for height.  A building painted a stark grey and featuring wooden beams carved with images of swords, helms, and armor has taken up residence here, its open doorway revealing flashes of bright metal.  
Obvious paths: southeast, northwest.

[go2]>southeast

You run southeast.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- home to the Paladins of Shard -- rises straight and tall out of the side of the glittering facets of the city walls.  The milky white stone that composes the keep is said to be imbued with the same powers as the legendary soulstones, changing color when the integrity of the guild begins to fail.  To the northeast, the Bridge of Suns braces its goldenoak feet against the bank of a water channel that would separate Xibar Street from Sapphire Avenue.  
Obvious paths: southeast, northwest.

[go2]>southeast

You run southeast.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- the only remarkable landmark from this point in the street -- sweeps up to the northwest, casting its pure shine down on Sapphire, Moonstone, and Ruby Streets.  The bell-like ring of metal-shod hooves on stone glances through the air as men and women clad in armor lead their steeds away or toward the great Tower, their squires following quickly behind with what gear the horses can't (or won't) carry.  
Obvious paths: east, northwest.

[go2]>east

You run east.

[Shard, Xibar's Crescent Road]
The white-gold glowing glory of the Tower of Honor lies west and north of here, its subtle magnificence striking out boldly from the decay that trails over Xibar's Crescent from Ruby Street.  Homes in various states of ruin or repair form a jagged skyline to the north, with the gates to the south entrance of the city visible to the east.
You also see the Shard Forging Society Building.
Obvious paths: east, west.

[go2]>go building

[Shard Forging Society, Maker's Mark Shop]
Damp walls of alternating limestone and dolomite do little to shield this entryway from the pounding deep inside the forge.  A thick oak door leads out onto the streets.
You also see a large sign.
Obvious exits: north, east, west.

[go2]>east

You run east.

[Shard Forging Society, East Hall]
This long corridor lined with soot-stained carpet reverberates with the whine of grinding steel.  Workers hurry back and forth to resupply at the stand to the northeast.
You also see an oak door.
Obvious exits: northeast, west.

[go2]>northeast

You run northeast.

[Shard Forging Society, Supply Stand]
Enormous piles of ore flanked by glistening ingots dwarf the crafters making purchases here.  Rope as thick as a Gor'Tog's waist hang from a trio of massive pulleys used to rearrange crates around the area.
You also see Forging Society Master Serric and a large sign.
Obvious exits: southwest, northwest.

[go2: travel time: 0:00:04]

--- Lich: go2 has exited.

[remedy]>order 2

The attendant says, "You can purchase a massive coal nugget for 153 Dokoras.  Just order it again and we'll see it done!"
> 
[remedy]>order 2

The attendant takes some coins from you and hands you a massive coal nugget.

[remedy]>put my coal nugget in my leather satchel

You put your nugget in your leather satchel.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:04 (22 rooms to move through)]

[go2]>southwest

You run southwest.

[Shard Forging Society, East Hall]
This long corridor lined with soot-stained carpet reverberates with the whine of grinding steel.  Workers hurry back and forth to resupply at the stand to the northeast.
You also see an oak door.
Obvious exits: northeast, west.

[go2]>west

You run west.

[Shard Forging Society, Maker's Mark Shop]
Damp walls of alternating limestone and dolomite do little to shield this entryway from the pounding deep inside the forge.  A thick oak door leads out onto the streets.
You also see a large sign.
Obvious exits: north, east, west.

[go2]>go oak door

[Shard, Xibar's Crescent Road]
The white-gold glowing glory of the Tower of Honor lies west and north of here, its subtle magnificence striking out boldly from the decay that trails over Xibar's Crescent from Ruby Street.  Homes in various states of ruin or repair form a jagged skyline to the north, with the gates to the south entrance of the city visible to the east.
You also see the Shard Forging Society Building.
Obvious paths: east, west.

[go2]>west

You limp west.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- the only remarkable landmark from this point in the street -- sweeps up to the northwest, casting its pure shine down on Sapphire, Moonstone, and Ruby Streets.  The bell-like ring of metal-shod hooves on stone glances through the air as men and women clad in armor lead their steeds away or toward the great Tower, their squires following quickly behind with what gear the horses can't (or won't) carry.  
Obvious paths: east, northwest.

[go2]>northwest

You limp northwest.

[Shard, Xibar's Crescent Road]
The Tower of Honor -- home to the Paladins of Shard -- rises straight and tall out of the side of the glittering facets of the city walls.  The milky white stone that composes the keep is said to be imbued with the same powers as the legendary soulstones, changing color when the integrity of the guild begins to fail.  To the northeast, the Bridge of Suns braces its goldenoak feet against the bank of a water channel that would separate Xibar Street from Sapphire Avenue.  
Obvious paths: southeast, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The white gleam of the Tower of Honor can be glimpsed around a bend to the southeast, its peak challenging the Great Tower at the heart of Shard for height.  A building painted a stark grey and featuring wooden beams carved with images of swords, helms, and armor has taken up residence here, its open doorway revealing flashes of bright metal.  
Obvious paths: southeast, northwest.

[go2]>northwest

You run northwest.

[Shard, Xibar's Crescent Road]
The city seems to pause in this small pocket side street, just apart from the mad traffic of Moonstone Street to the north and the overbearing grace of the Tower of Honor to the south.  Shaded homes sit in tranquil silence beside the path's side, content in their small slice of peace.
You also see the city wall and the Shard Alchemy Society Tower.
Obvious paths: north, northeast, southeast.

[go2]>north

You run north.

[Shard, West City Gates]
Glossy black and opaque, the diamondique West Gates of the city gleam alongside the brightly burnished armor of its guards.  The crystal walls are equally bright, all resulting in a whole that would be blinding were they any more perfect or the sun any more bright.
You also see a pile of rocks, the Sentinel Kureta, a simple wooden picnic table covered in gingham with several things on it, some wooden benches, a prominent warning sign and a ladder to the top of the wall.
Obvious paths: north, east, south.

[go2]>climb ladder

[Shard, West Battlements]
Paved in stone, the walkway extends a short distance to the south, giving a good view of the West Gates below.  Though the battlement's construction feels somewhat hasty, several reinforcements make it able to hold up to strong attacks.  The Great Tower lies directly to the east, the sturdy walls coming to just above the city's rooftops.
You also see a ladder to the street below.
Obvious paths: south.

[go2]>south

You run south.

[Shard, West Battlements]
High above the West Gate, embrasures pierce the stone battlements between the merlons that give cover to the defenders of the walls.  The perch commands the main entrance to the city with a field of fire that covers the West Bridge.  
Obvious paths: north.

[go2]>climb embrasure

[Shard, West Bridge]
The walls of Shard gleam with an inner light rivaling the sun for magnificence, the carefully cut crystal reflecting and refracting light in amazing patterns.  Wyvern Mountain rises up in the west, a huge shadow against the daytime sky.  
Obvious paths: west.

[go2]>west

You run west.

[Shard, West Bridge]
The Lake of Tears stretches out below and to the sides of this causeway, surrounding the city of Shard and serving as its oldest defender.  Wyvern Mountain dominates the landscape west beyond the Journey's Rest.  
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West Bridge]
The Tower of Shard stabs into the sky above the city to the east, the power of presence evident even from this far away.  It is overshadowed, however, by the hulking majesty of Wyvern Mountain on the western horizon.  A white streak is visible cascading down the mountain's side from its highest peak to the darkness at its base.  
Obvious paths: east, west.

[go2]>west

You run west.

[Shard, West Bridge]
The bridge leads to and from west district of the great city of Shard, under the careful watch of the guards and the respectful silence of Wyvern Mountain.  A white ribbon of water showers down the mountain's face.  
Obvious paths: east, west.

[go2]>west

You run west.

[Wyvern Trail, Journey's Rest]
A small area has been cleared here for travelers to stop and rest before crossing the bridge to Shard's west gate, or stop and recheck their packs before leaving the city's comfortable embrace entirely.  Wyvern Mountain stands in the western distance, a great waterfall cascading down its face.
You also see a muddy trail and the battered and splintered remains of a barricade that once blocked the passage west.
Obvious paths: east, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
A dull roar can be heard from the west as water cascades down the face of Wyvern Mountain, its looming presence casting shadows that absorb light and chill the air.  To the east is the Lake of Tears, its waters casting glimmering reflections against the crystal walls of Shard.  Around the base of the mountain, a crude road curves into the distance.
You also see a completely destroyed fort.
Obvious paths: east, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
Chunks of rock and debris have fallen from the heights of the mountain to lie scattered haphazardly on the road.  The air is dense with the scent of mosses and damp earth, and the sound of Wyvern's great waterfall rumbles all around.  To the north, the Dragon Spine Mountains lurch in jagged silhouette against the skyline.  
Obvious paths: north, southeast.

[go2]>north

You run north.

[Western Road, Foot of Wyvern Mountain]
The road narrows slightly as it bends to follow the base of Wyvern Mountain.  Shade-loving columbine and blue iris stretch to reach any stray beams of sunlight that manage to filter past the great shadows of the Spine.  
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
The road rises slightly, continuing its long trek.  Wyvern Mountain towers overhead, its misty, snow-capped reaches so distant that they seem almost unreal, as if painted against the sky.  A small spring trickles across the road, feeding nearby clusters of mint and sorrel with its mineral-rich water.
You also see a rockslide and a wrought iron gate.
Obvious paths: southeast, west.

[go2]>west

You run west.

[Western Road, Foot of Wyvern Mountain]
Large boulders hug the foot of the slopes, silently keeping vigil over the road beneath them.  Occasionally there are slithering or skittering sounds among the rocks, but no sign of the creatures inhabiting their shadowed crevices.  To the north, the Dragon Spine range pushes up towards the sky, a stark frame for the chill reaches of Wyvern Mountain.
You also see a rocky path.
Obvious paths: north, east.

[go2]>north

You run north.

[Western Road, Foot of Wyvern Mountain]
Some unknown force has left one slope of the mountain fire-blackened and sheared nearly smooth.  Carved into the base of the slope is a line of flowing, irregular symbols, weathered and almost entirely chipped away.  On the other side of the road, a blanket of tiny starflowers covers the scorched land, beginning the cycle of renewal.  
Obvious paths: south, northwest.

[go2]>northwest

You run northwest.

[Western Road, Foot of Wyvern Mountain]
A chill breeze rustles periodically through the low brush and plants flanking the scree-covered road.  Towards the north, the Dragon Spine can be seen, jutting out like rocky teeth from a nest of brown and green vegetation.  Above, Wyvern Mountain looms against the southern skyscape, its jagged profile immense and austere.
You also see some crushed ojhenik, some crushed ojhenik, a dirty ojhenik elixir, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik, some crushed ojhenik and some crushed ojhenik.
Obvious paths: north, southeast.

[go2: travel time: 0:00:07]

--- Lich: go2 has exited.

--- Lich: buff active.

--- Lich: buff has exited.

[remedy]>get remed book

You get a book of master remedy instructions from inside your leather satchel.
> 
[remedy]>turn my book to chapter 6

You turn your book to chapter 6, entitled "Internal Scar Remedies".
> 
[remedy]>read my book

              -=    Chapter 6 : Internal Scar Remedies    =-

 Page 1: a face draught                          Page 7: a body elixir
 Page 2: a body draught                          Page 8: a limb elixir
 Page 3: a limb draught                          Page 9: a skin elixir
 Page 4: a skin draught                          Page 10: a general elixir
 Page 5: a general purpose draught               
 Page 6: a face elixir                           

[remedy]>turn my book to page 7

You turn your book to page 7, instructions for crafting a body elixir.
> 
[remedy]>study my book

You scan the body elixir instructions with a glance and quickly realize the design is far beyond your abilities.
You now feel ready to begin the crafting process.
Roundtime: 4 sec.
R> 
[remedy]>put my book in my leather satchel

You put your book in your leather satchel.
> 
[remedy]>get my medicine bowl

You get a khor'vela medicine bowl carved with alchemical symbols from inside your leather satchel.
> 
[remedy]>lower ground

You lower the bowl and place it on the ground at your feet.
> 
[remedy]>tap ojhenik in leather satchel

You feel fully rested.
> 
You tap some crushed ojhenik inside your leather satchel.
> 
[remedy]>get my ojhenik from my leather satchel

You get some crushed ojhenik from inside your leather satchel.
> 
[remedy]>count my ojhenik

You count out 25 pieces of material there.
> 
[remedy]>combine my ojhenik

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.
> 
[remedy]>put ojhenik in my medicine bowl

You put your ojhenik in your medicine bowl.
> 
[remedy]>put my ojhenik in my leather satchel

What were you referring to?
> 
[remedy]>get my medicine bowl

You pick up the bowl lying at your feet.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 12 sec.

You need another splash of alcohol to continue crafting an unfinished ojhenik elixir.  You believe you can pour or put it into the bowl, pot or cauldron and continue mixing the unfinished brew inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]
R> 
[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my alcohol

You get some grain alcohol from inside your leather satchel.
> 
[remedy]>put alcohol in my medicine bowl

You toss the alcohol into the bowl and mix it in thoroughly.
> 
[remedy]>put my grain alcohol in my leather satchel

You put your alcohol in your leather satchel.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.

Upon completion you see some particulate clouding up the mixture.
Roundtime: 18 sec.
R> 
[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>untie my sieve from my grass toolstrap

You untie a trapezoidal darkstone wire sieve from the straps of your grass toolstrap.
> 
[remedy]>push my elixir with my sieve

You filter an unfinished ojhenik elixir through your sieve and toss away the accumulated debris.
Roundtime: 8 sec.
R> 
[remedy]>tie my wire sieve to my grass toolstrap

You attach a trapezoidal darkstone wire sieve to a strap on your grass toolstrap.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.

Upon completion you see some particulate clouding up the mixture.
Roundtime: 11 sec.
R> 
Nightwalker Dennys just arrived.

Nightwalker Dennys runs southeast.

Doctor Yayne just arrived.

[remedy]>tie my mixing stick to my grass toolstrap

Doctor Yayne runs north.

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
Craning to see something beyond your other shoulder, a fluffy black rat sets a paw on your nose, its little claws digging into your skin before abruptly slipping, sending the animal clinging wildly to your front.  The black rat quickly scrambles back up to your shoulder with an embarrassed and sulky squeak.
> 
[remedy]>untie my sieve from my grass toolstrap

You untie a trapezoidal darkstone wire sieve from the straps of your grass toolstrap.
> 
[remedy]>push my elixir with my sieve

You filter an unfinished ojhenik elixir through your sieve and toss away the accumulated debris.
Roundtime: 10 sec.
R> 
[remedy]>tie my wire sieve to my grass toolstrap

You attach a trapezoidal darkstone wire sieve to a strap on your grass toolstrap.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.

Upon completion you see some particulate clouding up the mixture.
Roundtime: 17 sec.
R> 
Nightstalker Dzur just arrived.

Nightstalker Dzur runs southeast.

[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>untie my sieve from my grass toolstrap

You untie a trapezoidal darkstone wire sieve from the straps of your grass toolstrap.
> 
[remedy]>push my elixir with my sieve

You filter an unfinished ojhenik elixir through your sieve and toss away the accumulated debris.
Roundtime: 10 sec.
R> 
[remedy]>tie my wire sieve to my grass toolstrap

You attach a trapezoidal darkstone wire sieve to a strap on your grass toolstrap.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 19 sec.

You need another catalyst material to continue crafting an unfinished ojhenik elixir.  You believe you can pour or put it into the bowl, pot or cauldron and continue mixing the unfinished brew inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]
R> 
[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my coal nugget

You get a massive coal nugget from inside your leather satchel.
> 
[remedy]>put my coal nugget in my medicine bowl

You vigorously rub the nugget alongside the bowl to scrape some shavings into the mixture.
> 
[remedy]>put my coal nugget in my leather satchel

You put your nugget in your leather satchel.
> 
Nightwalker Dennys just arrived.

Nightwalker Dennys runs north.

[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 14 sec.
R> 
Zarantor just arrived.

Zarantor begins a quiet aria on his copper zills with only the slightest hint of difficulty.
R> 
Zarantor goes north.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 14 sec.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!

Upon completion you see some particulate clouding up the mixture.
Roundtime: 16 sec.
R> 
Arbiter's Emissary Meradyce just arrived.

Arbiter's Emissary Meradyce runs southeast.

The black rat sits upright on your shoulder, gazing about the area from its higher and relatively safe vantage point with a mien of intrepid ambition.
R> 
[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>untie my sieve from my grass toolstrap

You untie a trapezoidal darkstone wire sieve from the straps of your grass toolstrap.
> 
[remedy]>push my elixir with my sieve

You filter an unfinished ojhenik elixir through your sieve and toss away the accumulated debris.
Roundtime: 9 sec.
R> 
[remedy]>tie my wire sieve to my grass toolstrap

You attach a trapezoidal darkstone wire sieve to a strap on your grass toolstrap.
> 
[remedy]>untie my mixing stick from my grass toolstrap

You untie a metal mixing stick from the straps of your grass toolstrap.
> 
[remedy]>mix my medicine bowl with my mixing stick

Zarantor just arrived.

With wide strokes you mix an unfinished ojhenik elixir with your stick.  Your misguided stirs splash the solution about, spilling much of it on the floor.
Roundtime: 8 sec.
R> 
Zarantor runs southeast.

Miach just arrived.

Miach runs southeast.

[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  A poorly-timed sneeze contaminates the mixture!
Roundtime: 17 sec.
R> 
Swirling together, each of the faces on your bowtie congeal into a distorted mess of facial features before slowly separating back into distinct entities.
R> 
[remedy]>mix my medicine bowl with my mixing stick

With wide strokes you mix an unfinished ojhenik elixir with your stick.  The stick slips and falls upon the dirty floor!  You hastily pick it back up.
Roundtime: 12 sec.
Applying the final touches, you complete working on a dirty ojhenik elixir.

Sitius just arrived.

Sitius runs southeast.

Silence Arinze just arrived.

Silence Arinze runs southeast.

[remedy]>mix my medicine bowl with my mixing stick

Try as you might, you just can't mix the elixir.
> 
[remedy]>tie my mixing stick to my grass toolstrap

You attach a metal mixing stick to a strap on your grass toolstrap.
> 
[remedy]>get my elixir from my medicine bowl

You get a dirty ojhenik elixir from inside your medicine bowl.
> 
[remedy]>put my medicine bowl in my leather satchel

You put your bowl in your leather satchel.
> 
--- Lich: remedy has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your leather satchel.
> 
[workorders]>bun my elixir with logbook

The work order requires items of a higher quality, so you decide against bundling that.
> 
[workorders]>drop my elixir

You drop a dirty ojhenik elixir.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
Trader Monedero just arrived.

[workorders]>drop my ojhenik

Trader Monedero runs southeast.

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

You tap some crushed ojhenik inside your leather satchel.
> 
[workorders]>get my ojhenik

You get some crushed ojhenik from inside your leather satchel.
> 
[workorders]>drop my ojhenik

You drop some crushed ojhenik.

[workorders]>tap my ojhenik 

I could not find what you were referring to.
> 
[workorders]>put my alchemy logbook in my leather satchel

You put your logbook in your leather satchel.
> 
[workorders]>tap my ojhenik 

I could not find what you were referring to.
> 
--- Lich: go2 active.

[go2: ETA: 0:00:03 (18 rooms to move through)]

[go2]>southeast
Kaesken commented 2 years ago

Oh, I may have snagged way too much but there's her doing a few rounds back and forth with a workorder but I also noticed while getting this she never actually completes her workorder, just repeats the same thing over and over again.

Kaesken commented 2 years ago

Also, noticed for my F2P's when they don't have the money to buy stuff, they get stuck on an endless ordering and combining loops.

[workorders]>count my maple lumber

I could not find what you were referring to.

> 
[workorders]>order 10

The attendant shrugs and says, "Ugh, you don't have enough coins to purchase 5 pieces of maple lumber!"

> 
[workorders]>combine

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.

> 
[workorders]>count my maple lumber

I could not find what you were referring to.

> 
[workorders]>order 10

The attendant shrugs and says, "Ugh, you don't have enough coins to purchase 5 pieces of maple lumber!"

> 
[workorders]>combine

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.

> 
[workorders]>count my maple lumber

I could not find what you were referring to.

> 
[workorders]>order 10

The attendant shrugs and says, "Ugh, you don't have enough coins to purchase 5 pieces of maple lumber!"

> 
[workorders]>combine

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.

> 
[workorders]>count my maple lumber

I could not find what you were referring to.

> 
[workorders]>order 10

The attendant shrugs and says, "Ugh, you don't have enough coins to purchase 5 pieces of maple lumber!"

> 
[workorders]>combine

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.

> 
[workorders]>count my maple lumber

I could not find what you were referring to.

> 
[workorders]>order 10

The attendant shrugs and says, "Ugh, you don't have enough coins to purchase 5 pieces of maple lumber!"

> 
[workorders]>combine

You must be holding both substances to combine them.  For more information, see HELP VERB COMBINE.

> 
[workorders]>count my maple lumber

I could not find what you were referring to.

> 
[workorders]>order 10

The attendant shrugs and says, "Ugh, you don't have enough coins to purchase 5 pieces of maple lumber!"

> 
[workorders]>combine
asechrest commented 2 years ago

With respect to your first issue of the script disposing of unused crafting materials after you're done, it looks like the script is designed to do so unless you have the following yaml setting:

# Whether to retain unused crafting materials or dispose of them.
#   Only implemented for remedies
retain_crafting_materials: false

Try setting that to true and see where that gets you.

asechrest commented 2 years ago

Also take a look at all the workorder settings in base.yaml. I don't really do workorders but it looks to me like the default setting of asking for "challenging" work is causing you to create items of quality too low to turn in. Maybe tweaking that setting in your yaml will help.

Here is the workorders section in base.yaml. Copy any that you wish to change into your yaml and change them to override the default base.yaml settings.

Kaesken commented 2 years ago

A'ight, I'll check it out. I just didn't know what was higher than challenging. I'll go to the society later to see what all the levels are. Thank you!

Kaesken commented 2 years ago

Ok, I did all those changes and now she's stuck on an endless loop of "ask Benzia for hard remedies work"

asechrest commented 2 years ago

A'ight, I'll check it out. I just didn't know what was higher than challenging. I'll go to the society later to see what all the levels are. Thank you!

I think the resulting quality of the end item you're crafting isn't high enough to turn in. But honestly, I do so little crafting that I'm not sure if that's 100% true, and I'm not sure what factors go into the final quality of the item.

Kaesken commented 2 years ago

Yeah I dunno what's going on now. She won't stop asking for hard remedies work now. That's all she's been doing for the past 5 minutes now.

asechrest commented 2 years ago

Ok, I did all those changes and now she's stuck on an endless loop of "ask Benzia for hard remedies work"

Let's see all your workorder yaml settings and another log of the new issue.

asechrest commented 2 years ago

Also are you a member of the DR Lich Discord? The details could be triaged over there, I think, then we can come back here to close the issue once it's solved.

Kaesken commented 2 years ago

I am but I don't like posting on the Lich Discord. You guys are 100% more helpful here.

training_list:
- skill: Alchemy
  start: 10
  scripts:
    - workorders remedies

#---------------------------------------------------------------------|
#---------------------------------------------------  Crafting Setup  |
craft_max_mindstate: 31
workorder_min_items: 3
workorder_max_items: 10
workorder_cash_on_hand: 50000
retain_crafting_materials: true
train_workorders:
# - Blacksmithing
# - Shaping
# - Tailoring
 - Remedies
workorder_diff:
  remedies: hard
crafting_container: leather satchel
alchemy_belt:
  name: grass toolstrap
  items:
  - stone mortar
  - belzune pestle
  - mixing stick
  - wire sieve

This below is only part of it. There's several pages of this over and over again:

[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 6 stacks (5 uses each) of exceptional quality, made from any material and due in 305 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 2 stacks (5 uses each) of exceptional quality, made from any material and due in 105 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 2 stacks (5 uses each) of exceptional quality, made from any material and due in 105 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 2 stacks (5 uses each) of exceptional quality, made from any material and due in 105 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 5 stacks (5 uses each) of exceptional quality, made from any material and due in 255 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 6 stacks (5 uses each) of exceptional quality, made from any material and due in 305 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 2 stacks (5 uses each) of exceptional quality, made from any material and due in 105 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 5 stacks (5 uses each) of exceptional quality, made from any material and due in 255 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 6 stacks (5 uses each) of exceptional quality, made from any material and due in 305 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 5 stacks (5 uses each) of exceptional quality, made from any material and due in 255 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 5 stacks (5 uses each) of exceptional quality, made from any material and due in 255 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 5 stacks (5 uses each) of exceptional quality, made from any material and due in 255 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 2 stacks (5 uses each) of exceptional quality, made from any material and due in 105 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 2 stacks (5 uses each) of exceptional quality, made from any material and due in 105 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 3 stacks (5 uses each) of exceptional quality, made from any material and due in 155 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 2 stacks (5 uses each) of exceptional quality, made from any material and due in 105 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 6 stacks (5 uses each) of exceptional quality, made from any material and due in 305 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
,ka
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 4 stacks (5 uses each) of exceptional quality, made from any material and due in 205 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

> 
[workorders]>ask Benzia for hard remedies work

Benzia shuffles through some notes and says, "Alright, this is an order for some hangover potion. I need 6 stacks (5 uses each) of exceptional quality, made from any material and due in 305 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.
asechrest commented 2 years ago

Saw you closed this issue. Did you figure it out?