At this point you may either NOD or SHAKE to move forward. Either will work, with only a slight variation in how the tour progresses.
"Ah. You are very strong; that is good," says the voice. Your eyes still struggle to focus on your companion, who sits next to you.
"Do not fuss if you are still hurt, my friend," says the voice. "The guards will come back, no doubt. But for now, rest easy."
A second voice, more bold and cynical, speaks up from across the room. "You coddle too much, Ghantia. Rub your eyes and LOOK around you. Can you see what sort of place you are in? There is only despair here, and there is no cause to 'rest easy'." You hear a derisive scoff.
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You should now LOOK to get a view of your surroundings. The LOOK command can be abbreviated to just the letter L, and will show you the name of the room you are in as well as the description of the room..
You focus long enough to look around yourself.
A dingy prison cell.
The heavy stench of unwashed bodies permeates this small room. Heavy iron bars completely cover the wall that opens to the rest of the prison, and their edges are rusted with moisture and age. A bucket in the corner seems to be the source of most of the stench in the air. The walls have cots pressed against them, and they take up most of the space in the room. Their mattresses are dusty piles of hay and cloth. A faded Kelki named Ghantia is nearby, her skin dull and without its natural sheen. His left eye roughly stitched, a scarred imp named Svisle glowers nearby.
There are no obvious exits.
Ghantia, a faded Kelki says, "You are too pessimistic, Svisle. Soon we will be out of here."
Ghantia is instantly shushed by the sound of heavily booted footsteps approaching the door.
The footsteps grow louder before passing by the door to your cell. An immediate sense of relief fills your aching body.
Ghantia, a faded Kelki says, "My friend, I am afraid we must make haste. Svisle and I have plans to escape from our prison this very day, and if you are strong enough to accompany us, we can take you."
Svisle, a scarred imp says, "But if you hold us up, we will leave you behind."
Ghantia, a faded Kelki says, "Yes, well, we won't think about that. We don't even know your name. SAY your name for us, so that we know what to call you."
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Type the command SAY followed directly by whatever name you chose. So if you chose the name Larento, you would type SAY LARENTO.
You say, "Larento."
Ghantia, a faded Kelki says, "Very well, Let me explain our plan. Svisle and I are nearly finished digging a tunnel leading out of the prison. I suppose it will be quite large enough to fit all three of us inside."
Ghantia, a faded Kelki says, "Soon, while the prisoners are being moved into the work yard, we will hide in the tunnel. With any luck, the guards will assume our cell is empty."
Ghantia, a faded Kelki says, "Then when the time is right, we will finish our tunnel, and escape into woods surrounding the prison. From there, we hope to catch a boat to the mainland."
Ghantia, a faded Kelki says, "Until then, we must make sure you are prepared for any trouble. Svisle will teach you some basic skills to assist you and us."
Do LEARN SURVIVAL FROM SVISLE in order to learn.
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As instructed, simply LEARN SURVIVAL FROM SVISLE at this point to continue forward. This is the standard way you will learn skills in the future, so make a note of it.
Svisle begins to teach you the basics of survival, showing you how to properly throw a punch and effectively kick someone to damage them.
Svisle looks you over derisively.
Svisle, a scarred imp says, "Now you won't be such a hindrance to us."
Svisle, a scarred imp says, "You can see how effective you are at survival with AB SURVIVAL. Try that now."
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Type AB SURVIVAL to see the abilities that you have gained in the skill of Survival. Ability names that have been greyed out are those you have not yet learned.
Svisle, a scarred imp says, "To see how you can mess someone up with fisticuffs, use AB SURVIVAL FISTICUFFS. If you get yourself in trouble, and have no weapon, you can punch or kick your way out of a nasty situation."
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By typing AB SURVIVAL FISTICUFFS, you can see more detailed information about the Fisticuffs ability in Survival.
The sounds of a group of guards passing by the cell, their boot scuffs quieting down the moans and cries of prisoners from the nearby cells.
Svisle, a scarred imp says, "I think it is time. We have hidden the entrance into the tunnel. Sometimes you can't see all the exits just by looking, but as your skill in vision increases, you'll be able to detect them more easily. Just STAND, then walk DOWN to go into the tunnel."
Svisle quietly gets up and lifts a pile of bedding revealing a passage below. He signals for you to STAND and then go DOWN.
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Follow Svisle's instructions by first typing STAND. This will remove you from the ground and allow you to move about normally. After you have stood up, type DOWN or D to move in that direction. You can move in any direction for which there is an exist by typing the name of the direction you wish to move in, or an abbreviation, such as NE for NORTHEAST.
A cramped tunnel.
A tiny centipede crawls about.
You see a single exit leading up.
Ghantia limps into the tunnel, followed by Svisle who pulls the bedding back over the opening. The cramped space doesn't allow much room, but both sit down near you.
Ghantia, a faded Kelki whispers, "Sit down, let us talk while we are waiting for the guards to finish moving the prisoners."
Ghantia, a faded Kelki whispers, "Often if you wish to speak to everyone nearby, you can use say. If you want to see more information about using it, you can consult HELP SAYS."
Ghantia, a faded Kelki whispers, "Sometimes, though, there is a need for more privacy. You can tell a person directly, even if they are not nearby. TELL GHANTIA I UNDERSTAND, and I'll know you have figured it out. Of course, if you need more information, you can use HELP TELLS."
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To progress forward you need to type TELL GHANTIA I UNDERSTAND. You can also type HELP TELLS if you wish to learn more about tells, which are a way to communicate privately with other players.
From above, you hear the sound of the guards forcibly opening the door to the cell.
You have recovered equilibrium.
A gruff voice yells out, "The other guys already got this cell! Stop wasting my time, fool." Heavy footsteps trail off and you hear the door slam shut.
Ghantia looks around nervously.
Ghantia, a faded Kelki whispers, "Once we get outside, you'll need this."
Ghantia hands you a simple backpack.
HINT: INFO INV will show you the items you are carrying and wearing.
Ghantia, a faded Kelki whispers, "As you can see, they stripped you of anything you were wearing. If you look inside the pack with LOOK IN PACK, you'll see a robe." |
Type LOOK IN PACK to see what items you have available inside of the pack you have been given.
A plain grey pack is holding:
"robe27179" a plain grey robe
100 gold sovereigns.
Ghantia, a faded Kelki whispers, "See it? GET ROBE FROM PACK, then WEAR ROBE." |
Follow Ghantia's instructions and type GET ROBE FROM PACK followed by WEAR ROBE. You can wear any clothing items you have by this method.
HINT: Every item in the world has a unique number. If you ever have any trouble interacting with an item, use INFO HERE, INFO INV, and LOOK IN to find out the unique number. You can then interact with the item with GET <number>.
Svisle sneers at you.
Svisle, a scarred imp whispers, "At least now if you get us caught, you won't embarrass us."
Svisle, a scarred imp whispers, "It's time to put some of that fisticuffs training to use. Do you see that centipede over there? Do PUNCH CENTIPEDE or KICK CENTIPEDE to kill it." |
Whether you punch it or kick it to death, you need to kill the centipede to progress forward. Type either PUNCH CENTIPEDE or KICK CENTIPEDE until the deed is done.
You leap into the air and launch a flying kick at a tiny centipede.
You connect!
You have slain a tiny centipede.
Svisle, a scarred imp whispers, "You'll notice that every time you attack, you either lose balance or mental equilibrium."
Svisle, a scarred imp whispers, "For most things, you'll have to wait until you regain that balance back before you can attack again. Therefore, it is good to be able to see if you have balance and equilibrium."
Svisle, a scarred imp whispers, "The command CONFIG PROMPT STATS will show you not only your health and mana, but also if you have equilibrium and balance."
You have recovered balance on all limbs. |
By typing CONFIG PROMPT STATS you will be able to see your vital information in your prompt. Eventually you can customise this prompt further, but for now leave it as is.
You will now receive your current health and mana levels with your prompt.
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The sound of the guards shouting at the prisoners to move faster towards the work yard can be heard. Both of your companions look up towards the sound, their faces full of hope. As the sound files away, they nod at each other before nodding at you.
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Ghantia, a faded Kelki says, "It is time. Let us make haste."
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Your two companions pick up some crude tools that have been left behind, and begin to dig up into the far roof of the tunnel where a number of roots can be seen growing through the hard soil.
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Almost immediately, you smell a fresh air waft though a newly formed hole in the side of the tunnel. Within a minute, your new heroes have made it big enough to fit through. Svisle immediately drops his tools, and climbs up through the hole.
Ghantia, a faded Kelki says, "Go on ahead, I'll just be a second behind you."
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Ghantia weaves her fingers together and lowers her arms to allow you a foothold to climb OUT of the hole.
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Type OUT to leave the hole you've found yourself in.
Alongside a prison wall.
You see a single exit leading north.
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Ghantia quickly pops out of the hole behind you.
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The sounds of fighting can be heard nearby, and you see to the NORTH that Svisle is in a fight with two guards.
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Ghantia, a faded Kelki says, "Go NORTH quickly and assist him!"
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Type NORTH to head towards Svisle and help him with the guards!
Upon the prison grounds.
There are 3 storage barrels here. A grub writhes here, its many tiny legs flailing. A keen prison guard is nearby, his eyes scanning for escapees. His left eye roughly stitched, a scarred imp named Svisle glowers nearby.
You see exits leading north and south.
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Svisle, a scarred imp says, "Quickly, help me! Find a way to take out that guard before they alert the others!"
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He runs off, followed closely by one of the guards. You look around you and see two options. You can PUNCH GUARD or KICK GUARD or you can attempt to PUSH BARREL onto him.
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Here you need to make a choice. You can attack the guard by either typing PUNCH GUARD or KICK GUARD, or you can type PUSH BARREL to push a barrel on top of him. In some places in the game, there are items that you can interact with for surprising results.
You find a foothold to gain leverage, and with a heave you topple the pile of barrels onto the guard below, knocking him unconscious and trapping his vulnerable body beneath.
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Ghantia runs into the room just as the last breath of life escapes the guard.
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Ghantia, a faded Kelki says, "Where is Svisle? We must find him. Explore the ward to the north until you come across him."
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Here you are on your own! Head NORTH, then WEST, then IN to find Svisle.
Inside a small shack.
A prison guard lies unconscious here. A keen prison guard lies here dead. His left eye roughly stitched, a scarred imp named Svisle glowers nearby.
You see a single exit leading out.
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As you enter the room, you see Svisle bring down a large plank of wood straight onto the head of the prone guard, splitting his skull and splattering blood all across the walls. He looks up at you with a demented smile.
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Ghantia catches up with you and enters the small shack.
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Svisle, a scarred imp says, "It's about time help arrived."
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He wipes the blood off his face and looks firmly at the two of you.
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Svisle, a scarred imp says, "We must get out of here. FOLLOW SVISLE, and we'll head down to the port."
H:340 M:343 [eb] |
Type FOLLOW SVISLE to do just that. The FOLLOW command can be used to follow other players and move wherever they are moving.
Part 2: Within the Village
You begin to follow Svisle, a scarred imp.
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You follow Svisle quickly out of the shack, towards a small gate in the side of the wall of the fortress. No guards are to be seen anywhere, and you push open the gate and run into the dark forests beyond. Your body aches from the attack, but you still continue running for your life and away from your fate
as a slave.
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You have recovered balance on all limbs.
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Exhausted from running, you come to a mossy clearing in the middle of the forest.
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Ghantia, a faded Kelki says, "We must rest a little. You are still hurt from the fight."
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Sitting down against a tree, Svisle closes his eyes and tries to settle down to sleep.
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Ghantia, a faded Kelki says, "Please, SLEEP. It is an easy way to regain health, and we can make good time after we are less fatigued."
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Type SLEEP to put yourself immediately to sleep. Sleeping will allow you to recover when you're fatigued and can also be used to recover health slowly.
You close your eyes, curl up in a ball, and fall asleep.
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Your dreams are filled with thoughts of your home and your youth. Many images of happy times pass through your mind, before dissolving into blackness.
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You see a crisp image in your mind: the morning of your eighteenth birthday, before you found yourself in this horrible situation. The memory fades, leaving you longing for more like it.
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Strange shapes and hints of memories not yet remembered float around your mind, giving you the inexplicable feeling that the days of your youth are past you. Your childhood will only live in your memories.
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You are abruptly awoken by Svisle.
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Svisle, a scarred imp says, "I knew this was a bad idea. I can hear the dogs behind us. Let us continue our flight to the shore."
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You look around you, and see Ghantia rubbing her eyes and stubbornly getting on her feet. Rising to your feet, you feel surprisingly rested, and thank the Gods for the rejuvenation. Your companions set off almost immediately, and you
run after them.
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As you continue to run, you notice the forest thinning out, and through the treetops you can see the expanse of the ocean ahead of you and smoke floating up from a waterfront settlement. Warily, the three of you approach the low group of buildings.
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As you enter the settlement, you notice the villagers eyeing you suspiciously.
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Ghantia, a faded Kelki says, "Keep your eyes to the ground. We have two tasks here. We need to first find a shop that has supplies for our trip and second we need to find a way to earn a little gold for the trip by boat to the mainland. Let's search around, and hopefully we'll find something."
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Your two companions begin to follow you, hoping you will lead them.
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You've reached the point in the tour where you'll have to make a choice! From here, you can either go to the General Store in the northern part of the village, or head southwest to the bar, where you will meet a barmaid with a task for you. Ultimately you will have to complete both objectives, but it's your choice which you do first. We will take you first to the General Store, so type NORTHWEST and then IN to get there.
Part 2a: Gathering Supplies
A general store.
You see a sign here instructing you that WARES is the command to see what is for sale.
You see a single exit leading out.
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Upon entering the shop, Ghantia turns to you.
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Ghantia, a faded Kelki says, "This place will have everything we need. You should probably buy some healing elixirs for yourself, in case we run into anymore trouble. There should be a few gold pieces in your backpack. Take them out, peruse the WARES and BUY the HEALTH elixir first."
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Type GET GOLD FROM PACK to remove your gold. Then, type WARES to see what is available for sale. Finally, type BUY HEALTH to purchase a health elixir.
buy health
You pay 20 sovereigns and receive a plain wooden vial with an elixir of health.
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Ghantia, a faded Kelki says, "The health elixir is useful as it will heal your wounds. Why don't you try taking a SIP from it now?"
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Type SIP HEALTH to take a sip from your health elixir.
You take a drink from a plain wooden vial.
The elixir heals and soothes you.
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Ghantia, a faded Kelki says, "Tastes good, doesn't it? Now, take a look at the WARES again and purchase a mana elixir."
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Type BUY MANA this time to buy a mana elixir.
buy mana
You pay 20 sovereigns and receive a plain wooden vial with an elixir of mana.
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Ghantia, a faded Kelki says, "The health elixir is useful as it will heal your wounds. Why don't you try taking a SIP from it now?" |
Type SIP MANA to take a sip from your mana elixir.
Ghantia, a faded Kelki says, "You should be careful when relying on elixirs, however. There is a short cooldown after drinking one, before your body can absorb the effects of another."
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Svisle, a scarred imp says, "We need to get going, make sure you PUT GOLD IN PACK. You never know what sort of shady sorts are hanging around these parts."
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Type PUT GOLD IN PACK to put away the remainder of your gold.
Ghantia, a faded Kelki says, "In general, the shops of the mainland will offer many useful items that you will need. It is important that you seek them out when we arrive."
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Ghantia, a faded Kelki says, "Now, we must find some way to earn some money. The shopkeeper has indicated to me that there is a bar nearby to the south where we might find some suitable employment."
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It's time to earn some wages. From here, head OUT, SOUTHEAST, SOUTHWEST, then IN to get to the bar.
Part 2b: Gainful Employment
In a humble inn.
A sultry barmaid is nearby, wearing a rather enticing outfit.
You see a single exit leading out.
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As you enter the inn, your eyes are instantly drawn to the sultry woman sitting behind the bar. She gives you a faint smile as you walk in, before sucking on a long hose of a nearby hookah and blowing the smoke into the air.
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Svisle, a scarred imp says, "You can never hope to learn anything from people in the land without meeting them. GREET BARMAID, and let us see if she has anything for us."
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Type GREET BARMAID. This is one of the most important commands in the game. Whenever you meet characters in the game, the best way to begin interacting with them is to GREET them. If they respond, they may have something to tell you, or some task for you to complete!
You greet a sultry barmaid with a sincere smile.
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A sultry barmaid says, "Well, I see we have a new 'tourist' in town. Let me guess, your boat fell astray into the nearby shallows? Or is it a mighty dragon that dropped you on our 'fair' island? I don't care what your story is anyways."
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She blows a cloud of smoke straight into your eyes, making them water.
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A sultry barmaid says, "I can see the look of need on your face, and I know whatyou are here for. If you want a way off the island, you'll need to do some unpleasant work for me. If you don't want to do such work, I'm sure I can find you some employment with a few guards who are looking for a particular person."
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A sultry barmaid says, "There is a ship in town. 'Ashtan's Bounty'. Its captain is a bit too prosperous for my liking. I overheard the sailors talking about a crate of supplies that is to be delivered to the Head Slaver in Delos. Having that crate go missing should get the captain in all sorts of trouble."
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A sultry barmaid says, "Go and steal that crate and bring it back to me while the sailors are sleeping. You can find the shop to the northeast along the docks."
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She looks away from you towards the other customers of the bar, dismissing you with her last glance.
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Svisle, a scarred imp says, "Aha! There is trouble to be caused. Let us go, and do this deed, so we may be off this cursed rock."
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It's off to the docks to cause a bit of mischief. Type OUT, NORTHEAST, DOWN, NORTH, NORTHEAST to reach the Ashtan's Bounty.
Aboard Ashtan's Bounty.
A crate of supplies has been left here. There are 2 supply crates here.
You see a single exit leading southwest.
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Svisle, a scarred imp says, "There are the crates! Quickly, PROBE each to find the one that's addressed to the Head Slaver"
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HINT: If there are multiple objects of the same type in a room, you can use INFO HERE (IH for short) to view their specific item number, and use that number to target the item. For example, PROBE CRATE188784.
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The first thing to do here is to type INFO HERE or IH. You will see several different crates in the room with you.
Number of objects: 3
"crate184706" a supply crate.
"crate188784" a supply crate.
"crate166516" a supply crate.
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Among these crates, only one of them is the one you want. PROBE each crate, using the number following the word "crate", in order until you find the one with the captain's mark on it.
probe 184706
The crate is made of good strong oak and is sealed with a lock. There is no marking or any other distinguishing features about it.
It weighs about 15 pounds.
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Svisle, a scarred imp says, "That's the wrong crate! Quick, PROBE the others until you find the right one. The sailors could return at any minute.
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This is the wrong crate! Keep looking until you find the right crate.
probe 166516
The crate is made of good strong oak and is sealed with a lock. The markings on it indicate that it is to be delivered to the Head Slaver in Delos.
It is strangely weightless.
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HINT: Probing something is often a good way to find out more about them. It's especially useful when used on creatures or people, as it will give you an indicator of its strength and inform you if it is loyal to any organizations. Generally, attacking loyal things is a bad idea.
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Svisle, a scarred imp says, "Yes! That's the right crate. Now, quickly GET that CRATE and let us hurry back to the barmaid to collect our reward."
H:420 M:429 [eb]
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Now that you've found the right crate, you need to take it with you. Type GET CRATE<number>, where the number is the item number of the crate with the marking on it.
You pick up a supply crate.
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Ghantia, a faded Kelki says, "Quickly, we must go. I hear the sailors coming up on deck."
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Ghantia urges you to return to the bar.
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Time to return to the bar with the crate. Head SOUTHWEST, SOUTH, UP, SOUTHWEST, then IN to get back to the bar.
In a humble inn.
A sultry barmaid is nearby, wearing a rather enticing outfit.
You see a single exit leading out.
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The barmaid grins at you with an evil look.
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A sultry barmaid says, "Excellent, DROP that CRATE over in the corner. I'm sure that will make some trouble for the captain."
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HINT: To drop an item, use the DROP <item> command.
H:460 M:472 [eb]
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Type DROP CRATE to drop the crate before the barmaid.
You drop a supply crate.
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A sultry barmaid says, "Very well, our bargain is complete."
H:460 M:472 [eb]
She throws you a small bag of gold.
A sultry barmaid says, "Be gone from this place, before I decide to call the guards anyway and take my gold back."
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She turns away from you, ignoring you completely.
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Ghantia, a faded Kelki says, "Make sure you PUT GOLD IN PACK. There are thieves all around this bar."
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Put your payment away by typing PUT GOLD IN PACK.
You put 140 gold sovereigns in a plain grey pack.
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Svisle, a scarred imp says, "Let us return to the docks, and buy passage on any sound ship that can take us to the mainland. But not 'Ashtan's Bounty' of course. I saw a small fishing vessel that should suit our purposes at the end of the dock. Let us bargain with its owner."
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Part 3: Escape from Slaver's Isle
You'll have to return back to the dock and find the fishing vessel Svisle is talking about. Type OUT, NORTHEAST, DOWN, NORTH, then WEST to reach the end of the docks.
At the end of the docks.
A widowed fisherwoman is here, tending a nearby boat.
You see a single exit leading east.
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Ghantia, a faded Kelki whispers, "Let us GREET FISHERWOMAN and bargain with her for passage. She will be able to guide us."
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Svisle, a scarred imp whispers, "We merely have to kill her, and take her boat. The money will be for our own, and mainland is not far off."
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Ghantia, a faded Kelki whispers, "You have become our leader, what shall we do?"
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HINT: Either PUNCH or KICK FISHERWOMAN with fisticuffs or GREET FISHERWOMAN to strike up a bargain.
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You're once more faced with a moral choice. You can either type PUNCH or KICK FISHERWOMAN to get rid of her, or GREET FISHERWOMAN to strike up a deal. We'll greet her to see what she wants from us.
You greet a widowed fisherwoman with a sincere smile.
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A widowed fisherwoman says, "Are you here about this old boat that I am selling? For just fifty gold, it is yours. Since my husband was lost to the seas, I no longer have the heart to fish."
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Ghantia, a faded Kelki whispers, "It is a deal. Get your gold from your pack and GIVE 50 GOLD TO FISHERWOMAN and we can be off this rock."
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What a bargain! Type GET GOLD FROM PACK, then GIVE 50 GOLD TO FISHERWOMAN to buy her boat.
You give 50 gold sovereigns to a widowed fisherwoman.
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The deal is made. The three of you quickly jump on board, and begin to row the vessel out into the harbor beyond.
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Ghantia, a faded Kelki says, "When we reach the mainland you will find many possible organizations to join."
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Ghantia, a faded Kelki says, "Some of these organizations are called guilds with specialized professions. Each guild supports the values of life or undeath. There are also the dreaded vampire houses which are aligned with the values of the undead."
Select a Guild or House to Join
There are 7 guilds supporting Life.
Bahkatu, Daru, Druids, Luminaries, Paladins, Sentaari, and Sentinels.
There are 8 guilds supporting Undeath.
Atabahi, Bloodborn, Cabalists, Indorani, Infernals, Magi, Syssin, and Teradrim.
There are 7 vampiric houses.
Bahir'an, Bouchard, D'baen, Lunare, Nebre'seir, Ve'kahi, and Voltaire.
HELP <guild> : To learn more about a guild.
HOUSEHELP <house> : To learn more about a vampire house.
SELECT <guild or house name> : To join this organization.
SELECT NONE : If you do not wish to join anything now.
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You're on your way to freedom at last! You have the option of selecting a Guild or a House to join. Be aware that the Guild you belong to will dictate the skills you will learn, so make sure to read over HELP <guild> for each of the guilds or HOUSEHELP <house> for each of the Houses to learn about them before making a decision. Type SELECT <guild or house name> to choose an organization to join, or SELECT NONE to postpone your decision until later.
We'll join the Paladins as an example.
select paladins
You are now a member of the Paladins.
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Ghantia, a faded Kelki says, "Others are called cities. Let me tell you something about each of the cities, and perhaps you will find one you wish to join."
Select a City.
You may choose to join the following organization(s).
Ashtan, Duiran, and Enorian.
HELP <name> : Learn more about a particular organization.
SELECT <name> : To join this organization.
SELECT NONE : Will allow you to choose later in the game.
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Depending on the guild you choose, you will have several options for cities to join. Type HELP <city> to learn more about each before making a decision. When you decide, type SELECT <city> to choose or SELECT NONE if you wish to postpone your decision.
We will select the home city of the Paladins, Enorian.
select enorian
You are now a member of Enorian.
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You spot in the distance the long stretch of the mainland.
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Ghantia, a faded Kelki says, "There it is!"
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Joy fills you, for your escape is finally complete. However, the experience has forever shaped you. No longer are you the youth that once was carefree and naive to the world. You have grown from the journey, and realize that you have an entire future ahead of you that is yours to explore. Though the thought is frightening, your confidence is soaring. The cool mist of the water splashes at your face, cleansing the dirt from you.
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Your boat slams into the rocky shoreline of the mainland. Quickly your companions gauge their bearings, and giving you a final nod begin to walk off in their separate paths.
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Ghantia, a faded Kelki says, "Perhaps we will see each other once again. Perhaps not."
Welcome to the World of Aetolia.
Congratulations! Your time as a novice in Aetolia is over and you may now embark on the many adventures that await you.
You should probably now read HELP NEWPLAYERS to get an idea of how to begin. If you are stuck, use the newbie channel to ask for help. Just type 'newbie Could someone please help me?'
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Congratulations! You've escaped Slaver's Isle and are ready to begin life in Aetolia. Begin by reading HELP NEWPLAYERS and HELP WHATNOW for information on what to do next, and don't forget to type REGISTER in order to register your character as soon as possible.
Remember, if at any time you need help, type NEWBIE, followed by your question, and someone will come to your assistance. Also, if you are lost, type PORTALS to teleport away to a collection of portals given by the Gods to young adventurers.
Welcome once more to the world of Aetolia! You are now ready to make a name for yourself, whether as a hero or a villain, and the choices are forever your own. Good luck!
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