A little trip to Valinor for no reason at all. Thoronwe fogot to Bless his Topaz. Here we are in the high chamber :

 

 

* C>look

The High Chamber of the Lamp

There are many levels to the Tower of Ingwë that you pass on your passage

upon the many crystalline stairs. Doors open onto high-ceilinged halls

containing great carved tables surrounded with high-backed jewelled chairs.

Apartments lead off arched mosaic corridors which bear impressive

collections of Eldarin art, while some grandiose portals of silver and gold

stand imposingly closed. There seems to be an entire community contained

within these white stone walls.

Thoronwë the Noldo, wielding a longsword, is standing here.

 

* C>

Thoronwë nods solemnly.

 

* C>'good.

Ok.

 

* C>

Saving Ithilorn.

 

* C>

You begin to feel thirsty.

 

* C>drink skin

You drink the water.

You do not feel thirsty anymore.

 

* C>

Thoronwë cries on your shoulder.

 

* C>'hvad?

Ok.

 

* C>

Thoronwë swear : "#%¤&¤/# !!!!

 

* C>tell emanthyr to create pbs you type cast 'create focus' topaz?

Ok.

 

* C>look

The High Chamber of the Lamp

There are many levels to the Tower of Ingwë that you pass on your passage

upon the many crystalline stairs. Doors open onto high-ceilinged halls

containing great carved tables surrounded with high-backed jewelled chairs.

Apartments lead off arched mosaic corridors which bear impressive

collections of Eldarin art, while some grandiose portals of silver and gold

stand imposingly closed. There seems to be an entire community contained

within these white stone walls.

Thoronwë the Noldo, wielding a longsword, is standing here.

 

* C>

Emanthyr tells you 'yes I think so'

 

* C>'what?!

Ok.

 

* C>'it is the right way to do it.

Ok.

 

* C>

Thoronwë says 'I though my topaz was blessed'

 

* C>

Thoronwë says 'but...'

 

* C>

Thoronwë slaps himself, really strange...

 

 

 

* C>tell emanthyr ok thanks.

Ok.

 

* C>look

The High Chamber of the Lamp

There are many levels to the Tower of Ingwë that you pass on your passage

upon the many crystalline stairs. Doors open onto high-ceilinged halls

containing great carved tables surrounded with high-backed jewelled chairs.

Apartments lead off arched mosaic corridors which bear impressive

collections of Eldarin art, while some grandiose portals of silver and gold

stand imposingly closed. There seems to be an entire community contained

within these white stone walls.

Thoronwë the Noldo, wielding a longsword, is standing here.

 

* C>'You fool. Is it ruined now?

Ok.

 

* C>'what did it respond?

Ok.

 

* C>

Thoronwë says 'well that was nice now we have to go all the way back. Arrggg!'

 

* C>gig

 

Thoronwë says 'it said: first of all you have to bless it'

 

* C>, laughs a light melodic laughter.

Ok.

 

* C>laugh

You fall down laughing.

 

* C>stand

You are already standing.

 

* C>look

The High Chamber of the Lamp

There are many levels to the Tower of Ingwë that you pass on your passage

upon the many crystalline stairs. Doors open onto high-ceilinged halls

containing great carved tables surrounded with high-backed jewelled chairs.

Apartments lead off arched mosaic corridors which bear impressive

collections of Eldarin art, while some grandiose portals of silver and gold

stand imposingly closed. There seems to be an entire community contained

within these white stone walls.

Thoronwë the Noldo, wielding a longsword, is standing here.

 

* C>'come on then.

Ok.

 

* C>

Thoronwë says 'but I still have the stones'

 

* C>d

Upper Levels of the Mindon

There are many levels to the Tower of Ingwë that you pass on your passage

upon the many crystalline stairs. Doors open onto high-ceilinged halls

containing great carved tables surrounded with high-backed jewelled chairs.

Apartments lead off arched mosaic corridors which bear impressive

collections of Eldarin art, while some grandiose portals of silver and gold

stand imposingly closed. There seems to be an entire community contained

within these white stone walls.

Exits: Up Down.

Thoronwë has arrived from above.

 

* C>d

Inside the Mindon

Tallest and most high of the towers that stands upon Túna, the inside of

the base of the tower is a single vaulted hall. A circle of tall pillars

uphold the roof and upper levels of the Mindon. Monoliths of unblemished

marble, they rise to great capitals carved in many strange figures and

symbols; and far above in shadow the wide vaulting gleams with dull gold,

inset with flowing traceries of many colours. Deep windows in the girth

of the tower provide shafts of bright illumination during the hours of

daylight, but otherwise the only light comes from slender candles of

scented beeswax which flicker in the breeze. A single narrow stair of

silver and crystal tightly spirals upwards through the centre of the Mindon.

Exits: West Up.

Thoronwë has arrived from above.

 

* C>w

Mindon Eldaliéva

Raised above the Great Square upon a dais, stands the lofty tower of the

Eldalië. The colour of untrodden snow, this pinnacle contains the mighty

lamp of Tirion, whose slender beam sends light down the ravine and out to

sea. Large arched windows surround the lower level of the tower, while

similarly styled windows dot the upper floors.

Exits: East Down.

Thoronwë has arrived from the east.

 

* C>d

The Great Square

Upon the summit of Túna is the court of the Eldar, the Great Square of

Tirion, where all the most important discussions of the Noldor once took

place. Dominating the expansive open space is the highest tower of Tirion,

the Mindon Eldaliéva, where Ingwë once held court. From its eastern side,

a long beam of light emerges, passing down the ravine. At the base of the

tower grows Galathilion, the white tree of the Eldar made in the image of

Telperion by Yavanna. Beside this tree is a pool, brightly lit by golden

light.

There is an old street-lamp on the border of the street.

Exits: North Up.

Thoronwë has arrived from above.

 

* C>n

The Crystal Steps

Carven of crystal and lined by gleaming balusters of green beryl, the steps

climb the upper heights of green Túna. Though swept clear of diamond dust,

the stairway still gleams in the myriad lights of the city. From either

side, marble walkways lead to mansions of white stone, and gardens of

repose where once the kinfolk of Noldor and Vanyar once mingled. Now,

though it remains an enchanted place, many of the folk are gone, and the

steps no longer throng to the footsteps of the Eldar.

There is an old street-lamp on the border of the street.

Exits: North East South West.

Thoronwë has arrived from the south.

 

* C>e

The House of Finwë

Upon a paved terrace, raised by a wide dais of many steps, stands the

largest structure of the city, the House of Finwë. A central dome of marble

and silver tracery dominates the structure, while from each point of the

compass four great halls spring, fully five stories in height. Many pale

gems of crystal and adamant, topaz and citrine reflect the lights of the

city. Pennants and flags fly from the balconies of the house, indicating

that within the closed doors of the halls lives the Lord of the Noldor of

the West, Finarfin.

There is an old street-lamp on the border of the street.

Exits: West.

Thoronwë has arrived from the west.

 

* C>w

The Crystal Steps

Carven of crystal and lined by gleaming balusters of green beryl, the steps

climb the upper heights of green Túna. Though swept clear of diamond dust,

the stairway still gleams in the myriad lights of the city. From either

side, marble walkways lead to mansions of white stone, and gardens of

repose where once the kinfolk of Noldor and Vanyar once mingled. Now,

though it remains an enchanted place, many of the folk are gone, and the

steps no longer throng to the footsteps of the Eldar.

There is an old street-lamp on the border of the street.

Exits: North East South West.

Thoronwë has arrived from the east.

 

* C>w

A Flowering Terrace

Upon the flank of the hill, paved walkways form a terrace within which

flowers bloom in fragrant splendour. The air is filled with the scents

of jasmine and poppy, golden elanor and sweet-smelling lissuin, and many

more besides. Small birches provide shade to carved benches of pale wood,

where citizens can sit and dream amongst the breezes on the green hill.

There is an old street-lamp on the border of the street.

Exits: East.

Thoronwë has arrived from the east.

 

* C>e

The Crystal Steps

Carven of crystal and lined by gleaming balusters of green beryl, the steps

climb the upper heights of green Túna. Though swept clear of diamond dust,

the stairway still gleams in the myriad lights of the city. From either

side, marble walkways lead to mansions of white stone, and gardens of

repose where once the kinfolk of Noldor and Vanyar once mingled. Now,

though it remains an enchanted place, many of the folk are gone, and the

steps no longer throng to the footsteps of the Eldar.

There is an old street-lamp on the border of the street.

Exits: North East South West.

Thoronwë has arrived from the west.

 

* C>n

The Crystal Steps

From either side of the steps, branch ways of Tirion, and white stairs. A

myriad of things one can espy from the route: high white houses flying

flags, tall towers topped by silver, terraces and courts where shrubs and

flowers grow, and tree-lined lanes which allow access to monuments before

sombre halls.

There is an old street-lamp on the border of the street.

Exits: North East South West.

Thoronwë has arrived from the south.

 

* C>e

Garden of the Bell Tower

Nestling on the lower reaches of Túna, this walled garden provides shade

to many flowering plants and shrubs. A path lined with chalcedony leads to

the foot of a white tower which is topped by a silver bell. Adjacent to

the tower lies a modest dwelling, its walls overgrown with vines.

There is an old street-lamp on the border of the street.

Exits: West.

Thoronwë has arrived from the west.

 

* C>w

The Crystal Steps

From either side of the steps, branch ways of Tirion, and white stairs. A

myriad of things one can espy from the route: high white houses flying

flags, tall towers topped by silver, terraces and courts where shrubs and

flowers grow, and tree-lined lanes which allow access to monuments before

sombre halls.

There is an old street-lamp on the border of the street.

Exits: North East South West.

Thoronwë has arrived from the east.

 

* C>w

The Glass Library

Cut into the side of hill, beside the mighty crystal steps, is the airy

structure of the library of Tirion, where all the Eldar may come to reflect

on the works of others. Built of glass and marble, the library is unusual

in that many open spaces within and around the structure exist for the

singing of songs. Much of the lore of the elves is maintained vocally, and

rather than being a silent building of hushed voices, the library can echo

to the lyrical voices of the bards.

There is an old street-lamp on the border of the street.

Exits: East.

Thoronwë has arrived from the east.

 

* C>e

The Crystal Steps

From either side of the steps, branch ways of Tirion, and white stairs. A

myriad of things one can espy from the route: high white houses flying

flags, tall towers topped by silver, terraces and courts where shrubs and

flowers grow, and tree-lined lanes which allow access to monuments before

sombre halls.

There is an old street-lamp on the border of the street.

Exits: North East South West.

Thoronwë has arrived from the west.

 

 

* C>n

Inside the Gates of Tirion

From within the city can be seen Túna rising, itself shadowed by the mighty

mountain walls within which the city lies. Upon the hill from the gates

are wide crystal steps, which climb to the summit. Within the circle of

the city, a road paved with flagstones of alabaster provide access to

other sectors, shining in shades of silver and gold, pale green and cream.

There is an old street-lamp on the border of the street.

Exits: North South.

Thoronwë has arrived from the south.

 

 

 

* C>n

Before the Gates of Tirion

Tirion sits upon the green hill of Túna, and the smooth walls encircle the

city upon the lower skirts of the hill. Within stand the houses of the

Noldor, the terraces and fragrant gardens, the golden fountains and the

silver towers, built uncounted centuries ago when the world was whole. A

great arch pierces the high white walls, its keystone as large as house.

The silvery gates of the city hang open in welcome.

There is an old street-lamp on the border of the street.

Exits: North South.

Thoronwë has arrived from the south.

 

 

 

 

* C>n

The Calacirya

Between the sheer glassy sides of the Pelóri lie the enchanted lands of

the Eldar. While the Two Trees still shone, the Pass of Light was filled

with the radiance that streamed forth from the Blessed Realm. Even today,

ages past, this land is still touched by enchantments. Fields of unfading

rose release their scents into the air, by breezes that sing through the

russet briars. Slender birches of silver limbs glow in the light of lamps

which chime. It is in this land that the hill of Túna rises, and atop the

hill stands the city of Tirion. A path leads from the gates of the city

down the northern side of the pass, towards the sea.

A graceful and slender tree grows here.

Exits: East South West.

Thoronwë has arrived from the south.

 

* C>w

Calacirian

The Calacirian is the head of the deep ravine delved in ages past to allow

the light of the Two Trees to shine upon Eldamar. It also marks the closest

any mortal of Middle-earth may come to the Valinor. The host of the Valar

stands eternally before the pass, preventing entrance to all those unbidden.

From beyond, you hear the toll of the unceasing bells of the city of

Valimar, whose silver domes and jewelled spires you can but barely espy.

A water barrel has been left here.

A water barrel has been left here.

Exits: East.

Thoronwë has arrived from the east.

 

* C>e

The Calacirya

Between the sheer glassy sides of the Pelóri lie the enchanted lands of

the Eldar. While the Two Trees still shone, the Pass of Light was filled

with the radiance that streamed forth from the Blessed Realm. Even today,

ages past, this land is still touched by enchantments. Fields of unfading

rose release their scents into the air, by breezes that sing through the

russet briars. Slender birches of silver limbs glow in the light of lamps

which chime. It is in this land that the hill of Túna rises, and atop the

hill stands the city of Tirion. A path leads from the gates of the city

down the northern side of the pass, towards the sea.

A graceful and slender tree grows here.

Exits: East South West.

Thoronwë has arrived from the west.

 

* C>e

The Calacirya

In the cleft of the Pelóri, lies the enchanted lands of Eldamar. Here the

grass is greener than any tended garden. To either side of a white path,

tall trees stand straight with branches bearing silver leaves, and bedecked

by the soft golden light of jewelled lamps. A soft dew hangs upon the turf

as if the spring sun had but newly risen. Carried by the strong breezes

of the Great Ravine, voices raised in song drift through the woods. As the

ground slopes upwards to the west, a spring emerges from the earth, its

white waters froth and bubble as it tumbles by way of silver stairs down to

the Sea. This fount of the Cilyaluinë spills an ever-murmuring music into

the air to accompany the song.

A graceful and slender tree grows here.

Exits: East West.

Thoronwë has arrived from the west.

 

* C>e

Northern Bank of the Cilyaluinë

The banks of the river are luxuriant with a marvellous of fair trees, of

pale yellow Tasarion and silvery Brethil and Neldoreth. Before the river

spills into the sea, a low slender bridge of gleaming metal spans the

watercourse, its rails garlanded with white flowers. A white path following

the side of the river is met by another from the bridge, and at this

juncture a low stone wall starts, following the path along the coast.

Exits: East South West.

Thoronwë has arrived from the west.

 

* C>e

The Shores of Shadowmere

At the head of the bay, the river spills out in to the waters of the sea,

forming the waters of Shadowmere, whose surface reflects the lights of

the land. Amongst the turf which grows above the shoreline, a white path

weaves along, its coastal side screened by a low stone wall. Beyond the

wall, the pebbles of the stony beach lie strewn amongst rocky outcroppings,

while shallow tidal pools team with green seaweed and pink shells.

A graceful and slender tree grows here.

Exits: East West.

Thoronwë has arrived from the west.

 

* C>e

The Northern Shores of the Bay of Eldamar

The path along the wooded coast bends as it shadows the route of the shore

which forms part of the bay of Eldamar. There is a strange atmosphere in the

land, of a place that is half remembered in dreams of long ago. The call of

a white gull is like an echo, reminding you of all the seabirds that whirl

along the shores of all the lands of the world. The fine mist of sea spray

whets the taste and the smell of other journeys in other times. The boat

that bobs beyond the breakers, embodies all those boats that were ever set

to sea. A waking dream, these shores are the true west, the shores of a

world lost but to those like you who follow the road now hidden.

Exits: North West.

Thoronwë has arrived from the west.

 

* C>n

Northern Shores of the Bay of Eldamar

Within sight of the Lonely Isle, the northern shores of the bay are both

temperate and pleasant. Flowering grasses grow above the reach of the tides,

while the pebbles hold something of the magic of the land: long strands of

verdant seaweed lie like hair upon the shore, while golden barnacles cling

to the heavier rocks. The sounds of the sea fill the ears, while the salty

tang tantalises the senses. The white path stretches along the coast,

sheltered by a low stone wall and shaded in many places by groves of fruit

trees.

Exits: North South.

Thoronwë has arrived from the south.

 

* C>n

The Strands of Eldalië

Along the stretch of coast followed by the white path, shadowy inland meres

provide a habitat for many waterfowl. Of these birds, most recognisable are

the famous white swans who once pulled the Swan-ships of the Teleri. Pale

green and silver Tasarion dip their laden branches into the waters, creating

shade during the heights of the Sun. The calls of the fowl mingle with that

of the breaking waves upon the shore and the lyrical sound of a voice.

Exits: North East South.

Thoronwë has arrived from the south.

 

* C>n

The Strands of Eldalië

Woods of fragrant evergreens release their heady scent onto the winds of the

shore. Tracks lead from the white path into plantations, where the fine

timbers for the white ships of the Teleri are cut.

Exits: North East South.

Thoronwë has arrived from the south.

 

* C>e

The Shipyards of the Teleri

Under construction are several ships, in a range of sizes. Covered yards

hold neatly piled stocks of timber, along with several steel vats. Many

houses of varying grandeur line the outer circle of the shipyards, but all

are walled in white and fly pennants bearing the design of ships and swans.

Exits: West.

Thoronwë has arrived from the west.

 

* C>w

The Strands of Eldalië

Woods of fragrant evergreens release their heady scent onto the winds of the

shore. Tracks lead from the white path into plantations, where the fine

timbers for the white ships of the Teleri are cut.

Exits: North East South.

Thoronwë has arrived from the east.

 

* C>n

The Strands of Eldalië

This stretch of shore is where the Teleri decided to make their Haven, away

from the radiance of the Two Trees, so that they could still espy the stars

above. In these undying lands, many grains of golden wheat wave in the

sea-breezes, while white lilies sway and the golden bells of silver flowers

toll. Fragrant evergreen trees hold birds whose song never dies, while above

come the melancholy cries of the gulls. A coastal path of white stones

follows the coast southward from the gates of the city, its seaward side

sheltered by a low stone wall.

Exits: North East South.

Thoronwë has arrived from the south.

 

* C>e

Before the Gates of Alqualondë

Upon the strands of Eldamar, long ago did the Teleri make a home here,

reluctantly forsaking the Lonely Isle. White walls surround the haven,

extending around the heights of the cove to end abruptly to either side of

the great sea-arch. No towers pierce the walls except at this point; twin

turrets extend upwards, forming pillars which anchor a great pair of gates

of pale shell and shining pearl. The eternal lights of the haven pour out of

the open gates along the path that leads away.

There is an old street-lamp on the border of the street.

Exits: East West.

Thoronwë has arrived from the west.

 

* C>e

Inside the Gates of Alqualondë

The white walls of Alqualondë are here broken by a pair of towers which form

the structures upon which gates of pearl and shell pivot. Stone doors on

either side allow access into the towers, but stand closed. The main route

up from the levels below, passes through the gateway.

There is an old street-lamp on the border of the street.

Exits: West Down.

Thoronwë has arrived from the west.

 

 

Thoronwë says 'Just drop me of in gh then I'll give you a tell when I come back.

 

* C>Main Thoroughfare

The roadway forms the conduit between the lower levels of the hollowed cove

and the walls above. Walkways slope off to either side to plazas and courts

lined by halls and domed-mansions and lesser structures. Flanking the paved

thoroughfare are cut steps and timber handrails, provided for those less

sure-of-foot.

There is an old street-lamp on the border of the street.

Exits: East Up.

Thoronwë has arrived from above.

 

* C>e

The Court of Stars

Besides their love of ship-building, the Teleri revere the stars. So it was

that when moving from Tol Eressëa, they chose to build their home far from

the light of the Two Trees, so that they might still gaze in wonder to the

skies above. This circular court is dedicated to the first lights of the

sky, made aeons ago by Varda. An inscribed pool stands at the centre of the

court, while unadorned hedges mark the perimeter.

Exits: East West.

Thoronwë has arrived from the west.

 

* C>e

Viewing Platform over the Quay

Upon the middle terrace of Alqualondë, an excellent view is afforded of

both the houses of the town, and the ships moored in the harbour below. No

wall protects the unwary as this is a working platform, with wooden cranes

to haul and lower goods. Breezes bring the tang of the sea to the nostrils.

There is an old street-lamp on the border of the street.

Exits: North South West.

Thoronwë has arrived from the west.

 

* C>s

 

Thoronwë says 'Thank you very much.

 

* C>Top of the Stairs

The only walkable route to the harbour below is provided by these stairs

cut into the southward wall of the cove. From the top can be seen the ships

below, moored on the piers and landings of the harbour, the lights of the

lamps casting a rainbow of colours on the beams which stow the white sails.

There is an old street-lamp on the border of the street.

Exits: North Down.

Thoronwë has arrived from the north.

 

* C>d

Bottom of the Stairs

Under the shadow of the southern arm of the rocky cove, a steep stair carved

of the living rock climbs to the higher terraces of the Haven. Lengths of

flaxen cord, passing through the eyes of silver balusters, provide a

flexible support on the narrow steps. The ring of golden lights on the

rocky wall of the cove provide plenty of illumination.

There is an old street-lamp on the border of the street.

Exits: North Up.

Thoronwë has arrived from above.

 

* C>

Thoronwë hugs you.

 

* C>n

Upon the Lamplit Quay

Long ago did the Teleri make a home upon the strands of Eldamar, and chief

of their towns was Alqualondë, the Haven of the Swan-ships. Like a bason of

quiet waters is Swanhaven, save that towards the eastward and the seas the

ring of rocks that encloses it sinks somewhat, and there does the sea pierce

through, so that there is a mighty arch of living stone. By reason of the

surrounding wall, and that the light of the Two Trees never shone on the

haven, the town was ever lit by a ring of lamps of gold, and shines to this

day. Moreover, upon the quays, lanterns there are too of many colours

tokening the wharves and landings of the different houses. Very beautiful

is this harbour to gaze upon, as the waters of the harbour mirror the

radiance of the lamps into rippling lights, weaving strange patterns of many

twinkling lines. Reflected also in this inner sea are the many ships of

the elves, more wondrous than any that have ever sailed mortal lands, though

they are a mere echo of those that were seized by the Host of the Noldor in

the dread events of the Kinslaying.

A graceful sign can be seen at the beginning of the quay.

There is an old street-lamp on the border of the street.

Exits: South.

Thoronwë has arrived from the south.

 

* C>board

The ferry is not here now.

 

* C>smile

You smile happily.

 

* C>'np

Ok.

 

 

Saving Ithilorn.

 

Ok.* C>'maybe I wont be here when you come back.

 

 

* C>look

Upon the Lamplit Quay

Long ago did the Teleri make a home upon the strands of Eldamar, and chief

of their towns was Alqualondë, the Haven of the Swan-ships. Like a bason of

quiet waters is Swanhaven, save that towards the eastward and the seas the

ring of rocks that encloses it sinks somewhat, and there does the sea pierce

through, so that there is a mighty arch of living stone. By reason of the

surrounding wall, and that the light of the Two Trees never shone on the

haven, the town was ever lit by a ring of lamps of gold, and shines to this

day. Moreover, upon the quays, lanterns there are too of many colours

tokening the wharves and landings of the different houses. Very beautiful

is this harbour to gaze upon, as the waters of the harbour mirror the

radiance of the lamps into rippling lights, weaving strange patterns of many

twinkling lines. Reflected also in this inner sea are the many ships of

the elves, more wondrous than any that have ever sailed mortal lands, though

they are a mere echo of those that were seized by the Host of the Noldor in

the dread events of the Kinslaying.

A graceful sign can be seen at the beginning of the quay.

There is an old street-lamp on the border of the street.

Thoronwë the Noldo, wielding a longsword, is standing here ****AFK******.

 

* C>board

The ferry is not here now.

 

* C>

The ferry has arrived at the quay and you can now board.

 

* C>board

You board the ferry.

Ferry at Alqualondë

Small but robust is this sailing boat of pale timbers and silver fittings.

Golden ropes reach up to the single fore-and-aft sail. The boom of the

furled sails is currently secured while the boat is drawn along steps that

lead up onto the lamplit quays of Alqualondë. A small rudder of golden wood

moves in small to-and-fro motions as the waves lap in the sheltered harbour.

The captain of the ferry sings as he goes about his business on board.

Thoronwë steps on board.

 

* C>look

Ferry at Alqualondë

Small but robust is this sailing boat of pale timbers and silver fittings.

Golden ropes reach up to the single fore-and-aft sail. The boom of the

furled sails is currently secured while the boat is drawn along steps that

lead up onto the lamplit quays of Alqualondë. A small rudder of golden wood

moves in small to-and-fro motions as the waves lap in the sheltered harbour.

The captain of the ferry sings as he goes about his business on board.

Thoronwë the Noldo, wielding a longsword, is standing here.

 

* C>

Departing the colourful quays of Alqualondë, the ship is steered out

into the Bay of Eldamar, through the large stone archway.

 

* C>

Whoosh! Whoosh! You hear the waves lap against the sides of the ferry.

 

* C>

Whoosh! Whoosh! You hear the waves lap against the sides of the ferry.

 

* C>

Skirting the eastern shores of Tol Eressëa, Githil sails the small

vessel into the lamplit harbour of Avallónë.

Githil wishes you a pleasant visit.

 

* C>

Thoronwë steps off the ferry.

You leave the ferry.

Lamplit Quays of Avallónë

Within the shelter of the enclosed cliffs stands the stone harbour with its

attendant ships. Diffuse lamps of pale colour are affixed to the dark walls

of the cliff behind, lighting the crests of waves upon the sea. Dotted

along the wharf are the white timber housings of goods and materials.

Towards the eastern end, two silvery chains provide access for heavy loads

to the platform at the top of the cliff. For others, the means of ascent is

via a twisting marble stair at the harbour's western end.

A graceful sign can be seen at the western end of the wharf.

There is an old street-lamp on the border of the street.

Thoronwë the Noldo, wielding a longsword, is standing here.

 

* C>

The ferry has arrived at the quay and you can now board.

 

* C>ex

South - Upon the White Ship

West - Bottom of the Winding Stairs

 

* C>s

Upon the White Ship

This is the midships and the lowest of the three exposed decks. The great

mainmast of white timber dominates the centre of the vessel, secured to the

sides of the ship by shrouds of silvery rope. Otherwise, this sailing vessel

is surprisingly free of clutter - everything has its place, and its place is

not to interfere with passage upon the decks. The deck is of a pale

grey wood and has a slight camber to runoff the water that comes aboard.

Pale golden rigging provides access to the square rigged mainsail of white

canvas, which is hung from the main yard. Shining from the very heights of

the mast is a lamp which casts a pale brilliance upon the deck. Before the

mast, steps lead up to the foredeck and the magnificent prow, while steps

abaft lead to the aft-deck and the wheel to steer the vessel by. On either

side, silver brows provide access to the shore when docked.

A fair lady of the seas, Ciryariel, captains the white ship.

Exits: North East West.

Thoronwë has arrived from the north.

 

* C>bow ciryariel

You bow before her.

 

* C>wink ciryariel

You wink suggestively at Ciryariel.

 

* C>e

The Aftdeck

The access to the decks below, the aftdeck provides sail by means of a

lateen rig attached to the mizzenmast. Lanyards of silvery twine attach to

the bottom of the loose-footed mizzen when unfurled. At the stern stands the

elf at the helm, holding the elegantly carved wheel which turns the black

rudder below. To port and starboard are lamps which constantly illuminate

the aft.

Exits: West Down.

Thoronwë has arrived from the west.

 

* C>d

Below Decks

Several decks are built below, each open from fore to aft and smelling of

spices and fragrant foods. Partitions of embroidered cloth provide privacy

to those who want it, but generally the passengers prefer to experience the

sea breezes above. Dunnage provides good stowage for cargo during carriage,

but otherwise, the only major sights are the piercing timber shafts of the

masts above.

An elven waybread wrapped in a leaf has been left here.

An elven waybread wrapped in a leaf has been left here.

An elven waybread wrapped in a leaf has been left here.

A water barrel has been left here.

A water barrel has been left here.

Exits: Up.

Thoronwë has arrived from above.

 

* C>get all

 

Saving Ithilorn.

 

* C>You get a barrel.

You get a barrel.

You get a lembas wafer.

You get a lembas wafer.

You get a lembas wafer.

 

* C>drop barrel

You drop the barrel.

 

* C>pw

pour water skin

You can't find a water.

 

* C>pour barrel skin

You fill your skin with some water.

 

* C>u

The Aftdeck

The access to the decks below, the aftdeck provides sail by means of a

lateen rig attached to the mizzenmast. Lanyards of silvery twine attach to

the bottom of the loose-footed mizzen when unfurled. At the stern stands the

elf at the helm, holding the elegantly carved wheel which turns the black

rudder below. To port and starboard are lamps which constantly illuminate

the aft.

Exits: West Down.

Thoronwë has arrived from below.

 

* C>w

Upon the White Ship

This is the midships and the lowest of the three exposed decks. The great

mainmast of white timber dominates the centre of the vessel, secured to the

sides of the ship by shrouds of silvery rope. Otherwise, this sailing vessel

is surprisingly free of clutter - everything has its place, and its place is

not to interfere with passage upon the decks. The deck is of a pale

grey wood and has a slight camber to runoff the water that comes aboard.

Pale golden rigging provides access to the square rigged mainsail of white

canvas, which is hung from the main yard. Shining from the very heights of

the mast is a lamp which casts a pale brilliance upon the deck. Before the

mast, steps lead up to the foredeck and the magnificent prow, while steps

abaft lead to the aft-deck and the wheel to steer the vessel by. On either

side, silver brows provide access to the shore when docked.

A fair lady of the seas, Ciryariel, captains the white ship.

Exits: North East West.

Thoronwë has arrived from the east.

 

* C>hkiss ciryariel

You bend over the fair hand of Ciryariel and lightly kiss it.

 

* C>

Thoronwë disappears into the void.

 

 

* C>

Elves load some provisions on board and make final preparations to sail

once again unto the great ocean.

 

*

* C>

Saving Ithilorn.

 

* C>look

Upon the White Ship

This is the midships and the lowest of the three exposed decks. The great

mainmast of white timber dominates the centre of the vessel, secured to the

sides of the ship by shrouds of silvery rope. Otherwise, this sailing vessel

is surprisingly free of clutter - everything has its place, and its place is

not to interfere with passage upon the decks. The deck is of a pale

grey wood and has a slight camber to runoff the water that comes aboard.

Pale golden rigging provides access to the square rigged mainsail of white

canvas, which is hung from the main yard. Shining from the very heights of

the mast is a lamp which casts a pale brilliance upon the deck. Before the

mast, steps lead up to the foredeck and the magnificent prow, while steps

abaft lead to the aft-deck and the wheel to steer the vessel by. On either

side, silver brows provide access to the shore when docked.

A fair lady of the seas, Ciryariel, captains the white ship.

 

* C>

The moon climbs the sky in the far east.

 

* C>

The ramp is raised, the moorings are loosed, the sails are drawn,

and the ship heads out into the harbour.

 

* C>

Ciryariel leaves east.

 

* C>

The ship gracefully turns as it leaves the harbour, and starts heading east.

 

* C>

The foam upon golden beaches, the dark cliffs dotted with birds, these

blissful sights of Tol Eressëa fade from view.

 

* C>kiss ciryariel

Never around when required. <<<( ick!)

 

* C>e

The Foredeck

Centred upon the forward deck is the large foremast, overshadowed only by

the mainmast. Square rigged, the yards hold the two curved foresails of the

mast. Though impressive, the most striking feature of the foredeck is the

prow, carved in the curving shape of a swan's neck of snowiest white. Its beak

shines in the light like burnished gold, and its eyes are golden sapphires

with pupils of jet. So it is, that the white ship looks as a vast swan when

seen approaching from afar. Housed on the portside is the large adamantine

chain which secures the anchor to the deck of the ship whilst silvery breast

ropes from behind the prow provide secure moorings when berthed.

Exits: West.

 

* C>Upon the White Ship

This is the midships and the lowest of the three exposed decks. The great

mainmast of white timber dominates the centre of the vessel, secured to the

sides of the ship by shrouds of silvery rope. Otherwise, this sailing vessel

is surprisingly free of clutter - everything has its place, and its place is

not to interfere with passage upon the decks. The deck is of a pale

grey wood and has a slight camber to runoff the water that comes aboard.

Pale golden rigging provides access to the square rigged mainsail of white

canvas, which is hung from the main yard. Shining from the very heights of

the mast is a lamp which casts a pale brilliance upon the deck. Before the

mast, steps lead up to the foredeck and the magnificent prow, while steps

abaft lead to the aft-deck and the wheel to steer the vessel by. On either

side, silver brows provide access to the shore when docked.

Exits: East West.

 

* C>

Kumo tells you 'hi will the spider leave my corpse and stuffs?'

 

* C>tell kumo I am not sure if it will eat you. or just leave you. i have never heard of anyone who got eaten

Ok.

 

* C>

The waters now froth and churn as many dark shapes can be made out in the

gloom ahead.

 

* C>

Kumo tells you 'I died'

 

* C>

Ciryariel sings instructions to the crew as the ship tacks between the

barely-illumined shores of islands and the dangers of shallow reefs.

 

* C>tell kumo ok. i advise against going back after your eq. unless you have some legend with you.

Ok.

 

* C>tell kumo what happened did it eat you?

Ok.

 

* C>ex

East - The Foredeck

West - The Aftdeck

 

* C>e

 

The elf at the helm straightens the ship due east, and the winds fill

the sails.

 

* C>The Foredeck

Centred upon the forward deck is the large foremast, overshadowed only by

the mainmast. Square rigged, the yards hold the two curved foresails of the

mast. Though impressive, the most striking feature of the foredeck is the

prow, carved in the curving shape of a swan's neck of snowiest white. Its beak

shines in the light like burnished gold, and its eyes are golden sapphires

with pupils of jet. So it is, that the white ship looks as a vast swan when

seen approaching from afar. Housed on the portside is the large adamantine

chain which secures the anchor to the deck of the ship whilst silvery breast

ropes from behind the prow provide secure moorings when berthed.

Exits: West.

 

* C>w

 

Kumo tells you 'dunno shd be get sting first'

 

* C>Upon the White Ship

This is the midships and the lowest of the three exposed decks. The great

mainmast of white timber dominates the centre of the vessel, secured to the

sides of the ship by shrouds of silvery rope. Otherwise, this sailing vessel

is surprisingly free of clutter - everything has its place, and its place is

not to interfere with passage upon the decks. The deck is of a pale

grey wood and has a slight camber to runoff the water that comes aboard.

Pale golden rigging provides access to the square rigged mainsail of white

canvas, which is hung from the main yard. Shining from the very heights of

the mast is a lamp which casts a pale brilliance upon the deck. Before the

mast, steps lead up to the foredeck and the magnificent prow, while steps

abaft lead to the aft-deck and the wheel to steer the vessel by. On either

side, silver brows provide access to the shore when docked.

Exits: East West.

 

* C>w

The Aftdeck

The access to the decks below, the aftdeck provides sail by means of a

lateen rig attached to the mizzenmast. Lanyards of silvery twine attach to

the bottom of the loose-footed mizzen when unfurled. At the stern stands the

elf at the helm, holding the elegantly carved wheel which turns the black

rudder below. To port and starboard are lamps which constantly illuminate

the aft.

A fair lady of the seas, Ciryariel, captains the white ship.

Exits: East Down.

 

* C>kiss ciryariel

d

You kiss her.

 

* C>get all

Below Decks

Several decks are built below, each open from fore to aft and smelling of

spices and fragrant foods. Partitions of embroidered cloth provide privacy

to those who want it, but generally the passengers prefer to experience the

sea breezes above. Dunnage provides good stowage for cargo during carriage,

but otherwise, the only major sights are the piercing timber shafts of the

masts above.

A water barrel has been left here.

Exits: Up.

 

 

* C>The Aftdeck

The access to the decks below, the aftdeck provides sail by means of a

lateen rig attached to the mizzenmast. Lanyards of silvery twine attach to

the bottom of the loose-footed mizzen when unfurled. At the stern stands the

elf at the helm, holding the elegantly carved wheel which turns the black

rudder below. To port and starboard are lamps which constantly illuminate

the aft.

A fair lady of the seas, Ciryariel, captains the white ship.

Exits: East Down.

 

* C>

Saving Ithilorn.

 

* C>french ciryariel

You give Ciryariel a long and passionate kiss, it seems to take forever...

 

* C>e

Upon the White Ship

This is the midships and the lowest of the three exposed decks. The great

mainmast of white timber dominates the centre of the vessel, secured to the

sides of the ship by shrouds of silvery rope. Otherwise, this sailing vessel

is surprisingly free of clutter - everything has its place, and its place is

not to interfere with passage upon the decks. The deck is of a pale

grey wood and has a slight camber to runoff the water that comes aboard.

Pale golden rigging provides access to the square rigged mainsail of white

canvas, which is hung from the main yard. Shining from the very heights of

the mast is a lamp which casts a pale brilliance upon the deck. Before the

mast, steps lead up to the foredeck and the magnificent prow, while steps

abaft lead to the aft-deck and the wheel to steer the vessel by. On either

side, silver brows provide access to the shore when docked.

Exits: East West.

 

* C>'nice

Ok.

 

* C>

Faint lights can be seen dotting the far horizon.

 

* C>where

Players in your zone

--------------------

Ithilorn - Upon the White Ship

Feriand - Halls of Awaiting

 

* C>

The ship approaches the coast and passes into the Gulf of Lhûn.

 

* C>

The gulf narrows, and the helm sets course for the ship up the river.

 

* C>look

Upon the White Ship

This is the midships and the lowest of the three exposed decks. The great

mainmast of white timber dominates the centre of the vessel, secured to the

sides of the ship by shrouds of silvery rope. Otherwise, this sailing vessel

is surprisingly free of clutter - everything has its place, and its place is

not to interfere with passage upon the decks. The deck is of a pale

grey wood and has a slight camber to runoff the water that comes aboard.

Pale golden rigging provides access to the square rigged mainsail of white

canvas, which is hung from the main yard. Shining from the very heights of

the mast is a lamp which casts a pale brilliance upon the deck. Before the

mast, steps lead up to the foredeck and the magnificent prow, while steps

abaft lead to the aft-deck and the wheel to steer the vessel by. On either

side, silver brows provide access to the shore when docked.

 

* C>

The sun disappears behind the mountains.

 

* C>inv

You are carrying:

a lembas wafer

a lembas wafer

a lembas wafer

a barrel

a lembas wafer

a barrel

a lantern

an ancient key

a large sack

a yew longbow

a piece of paper

a stone

a pair of snowshoes (brand new)

a pair of snowshoes (brand new)

a fragrant-smelling bag

a large sack

 

* C>inf

You are a male Sinda.

You are 80 years, 2 months, and 9 days old.

You have played 17 days and 14 hours (real time).

This ranks you as Ithilorn Galen the Vintners Son (level 24).

You are six feet two and weigh eleven stone and eleven pounds.

Perception: vision 89, hearing 38, smell 5. Alertness: normal.

You must have been sent on Arda to free it from the sorrows that weigh upon it.

You are welcome in Bree, Fornost, the Grey Havens, and Rivendell.

You are carrying 188 pounds of equipment. That is REALLY heavy!

Your base abilities are: Str:16 Int:16 Wis:12 Dex:18 Con:15 Wil:13 Per:15.

Offensive Bonus: 97%, Dodging Bonus: 33%, Parrying Bonus: 103%.

Your armour provides an average protection of 4%.

You have 245/245 hit, 96/96 mana, and 116/116 movement points.

Your mood is wimpy. You will flee if your hit points go below 244.

You have scored 6,139,822 experience points and you have 55,510 travel points.

You are not known for any acts of war.

You need 360,178 exp. points and 0 travel points to reach the next level.

You have 11 lauren coins, 18 celeb pennies, and 51 busc pennies.

You are speaking Quenya.

You will climb if necessary.

 

* C>

Up ahead, lights now can be seen twinkling on both banks of the river.

 

* C>

The ship is now steered to starboard and maneuvered towards the piers

of Harlond.

 

* C>

The ship maneuvers alongside one of the piers of the Grey Havens, as the

sails are furled.

 

* C>

The night has begun.

 

* C>

Ropes are thrown and the ship comes to a halt beside a pier in the

Grey Havens. A gangway is lowered onto the quay.

 

* C>

Ciryariel has arrived from the south.

 

* C>smile ciryariel

You smile at her.

 

* C>'farewell my love!

Ok.

 

* C>

Elves carry some fine treasures aboard, destined for the Undying Lands.

 

* C>ex

North - You can't distinguish a lot of details.

East - At the End of the Pier

South - You can't distinguish a lot of details.

 

* C>e

At the End of the Pier

Here the pier stands clear of the land, jutting far out into the Gulf of Lhûn,

so that the mighty elven sailing ships might safely dock. Constructed from huge

blocks of pale stone, the jetty barely shows any sign of the passing years and

relentless punishment by the elements. Sturdy metal loops are mounted into the

stone at regular intervals, for mooring ropes, but otherwise this construction

is quite unadorned.

There is an old street-lamp on the border of the street.

Exits: East West.

You begin to see some clouds.

 

* C>e

The Pier of Grey Havens

The great elven ships departing for Valinor leave from this pier. Many long

farewells have occurred at this pier. As each month passes, more and more

elves tire of Middle Earth and decide to sail back to Valinor in the west. You

can go back to the quay to the east. A sign is attached to a post here.

A wooden barrier prevents you from reaching the western end of the pier.

There is an old street-lamp on the border of the street.

Círdan the Shipwright is standing here (Glowing).

The elven lieutenant is here looking for any sign of trouble.

Exits: East.

 

* C>e

Grand Quay

This is the where the large ships enter Harlond. The huge white sails are

fluttering in the salt breeze, and sailors are climbing around in the rigs. The

quay continues north, and connects to a market south. A pier reaches out into

the Gulf of Lhûn to the west.

There is an old street-lamp on the border of the street.

Exits: North East South West.

 

* C>e

Sail-maker

The finest sails on this side of the ocean are made here. They are white as

snow, light and strong enough to take advantage of fearsome gales. The exit

to the quay is west.

An elven citizen is here enjoying the day.

Exits: West.

 

* C>w

Grand Quay

This is the where the large ships enter Harlond. The huge white sails are

fluttering in the salt breeze, and sailors are climbing around in the rigs. The

quay continues north, and connects to a market south. A pier reaches out into

the Gulf of Lhûn to the west.

There is an old street-lamp on the border of the street.

Exits: North East South West.

 

* C>s

Grand Market

This is the large market-place where goods arriving by ship are auctioned

out, traded, and transported to distant kingdoms. Large quays go further

north and west.

There is an old street-lamp on the border of the street.

Exits: North West.

 

* C>w

Grand Quay

Several large ships, both the slender, elven ships and the sturdier-looking

man-made vessels are moored here. The quay continues south and east.

There is an old street-lamp on the border of the street.

An elven guard is standing here at his post.

A helpful elven citizen is cleaning up the area here.

An elven citizen is here enjoying the day.

Exits: East South.

 

* C>s

Grand Quay

Large ships recently arrived from the cities of Belfalas and Lebennin are docked

here. Some of them are in need of repair and you notice some Elves working on

a few of them. South of here ships from Pelargir lie and the quay continues to

the north. The Gulf of Lhûn stretches out to the west, its salty water lapping

against the grey quay.

There is an old street-lamp on the border of the street.

A singing, happy drunk is staggering about here.

Exits: North South.

 

* C>s

Pelargir Quay

This is the main quay for ships coming from Pelargir, the port of Anduin and

Minas Tirith. A few ships still travel that route, and the quay is far from

empty despite the Shadow near Pelargir. You can walk north and south.

There is an old street-lamp on the border of the street.

Exits: North South.

 

* C>s

Light Court

You are on a round part of the quay, paved with white, recently cleaned

stones. In the centre, a slender tree has been planted. Its white flowers

illuminate the surrounding facades without casting shadows anywhere. A long

pier stretches out to the west, and a proud and wide street begins to the

east. The quay, lined with boats of all sizes, begins to the south and

continues further north.

There is an old street-lamp on the border of the street.

A seagull is soaring high above you.

Exits: North East [South] West.

 

* C>e

End of Valinor Street

The Valinor Street ends here, not far from the Harlond quay. Only a few

small buildings without any ornaments stand among the trees here. The street

continues to the east, and to the west you can see the edge of the city quay

with moored boats of many different types. The faint sound of water lapping

against stone mixed with occasional shrieks from seagulls drifts in from the

Gulf of Lhûn.

There is an old street-lamp on the border of the street.

Exits: East West.

 

* C>e

Valinor Street

This long and proud street is named after the valar's domain which is now

beyond the circles of the earth but was reachable when the city was founded. It

ends in a flat, open place west of here and also leads east. A strong animal

smell is coming from the north.

There is an old street-lamp on the border of the street.

Exits: North East West.

 

* C>e

Valinor Street

The street is sloping east-west here. The old, ornamented buildings are

well-maintained but slightly stained by the salt sea winds from the gulf of

Lhûn. Connected to the city wall to the south is a spiral staircase leading up

to a tower.

There is an old street-lamp on the border of the street.

An Elven boy is running about here.

Exits: North East West Up.

An elven boy leaves north.

 

* C>n

Well Passage

The narrow passage, named after the well in the inner town, goes north and

south here. At its narrowest place, you can touch the house walls on both

sides of the passage with your arms stretched out, but people pass each other

elegantly anyway.

There is an old street-lamp on the border of the street.

An Elven boy is running about here.

Exits: North South.

 

* C>n

Ossë's Well

You are standing in a narrow square surrounded by old buildings, a multitude of

shops, restaurants, bars, ateliers and many happy elven citizens. A large well

dominates the scene and it is always full of clear, fresh water which not only

serves as a water source but also as the meeting place in the inner parts of

Harlond. Passages lead off in all directions. In particular, the Seagull Inn is

located to the west.

There is an old street-lamp on the border of the street.

The large Well of Ossë is here, full of sparkling clear water.

Exits: North East South West.

 

* C>w

Seagull Inn

This is the most famous meeting-place in Harlond where people of all sorts

exchange news, rumours, deals and friendships. Sailors from the entire coast of

Middle-earth, as far as Dol Amroth and even Pelargir, are frequent guests

here. For the sleepy, there is a reception and chambers upstairs.

A note is stuck to the wall.

A large bulletin board is mounted on a wall here.

Eldinor the owner and bartender of the Seagull Inn is serving drinks here.

Exits: East Up.

 

* C>u

Seagull Reception

Happy to find a bed that doesn't heave and roll, sailors and travellers can

get a good night's sleep here with their belongings safely stashed away. On the

way to your room you see a bulletin board. It appears that you can easily find

out about changes in Middle Earth. The Inn is downstairs.

A piece of raw meat is on the ground.

A large piece of fresh, raw meat lies here.

A small piece of raw meat is on the ground.

A small metal key has been dropped here.

A polished copper key is here.

A large bulletin board is mounted on a wall here.

A fine marble chessboard with ivory and ebony pieces is set here.

An Elven innkeeper is standing here, ready to give you a room.

Exits: Down.

 

* C>offer

An elven innkeeper tells you 'I will not store an ancient key.'

 

* C>drop key

You drop the key.

 

* C>offer

An elven innkeeper tells you 'It will cost you 15 silver pennies and 75 copper pennies per day.'

You have enough money for 7 months.