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He walks along the dirt road,and whistles a little tune to himself.

Seatide swivels around, because he never knows if anything, or anyone would sneak up on him.

Looking up, he finds himself at Redwall's gates.

It had always been his dream to go there, ever since he was a cub. His parents would tell him stories about it.

RW Abbey: Southern Wall


The southern wall stretches onward. To the west is the wall's corner, while to the east the wall continues. South is the meadows, where a few pieces of sandstone rubble that no one has bothered to clear away can still be seen, now grown over with weeds and creeper.


Exits: [R]oad, [E]ast along [W]all, [W]estern [W]all, [S]outh to [M]eadows

Contents:

South Wallgate

    • THIS ROOM IS BROADCASTING **

You ask, "Ahoy, is anybeast there?"

He mutters, "I suppose not..." Disappointed, he decides to try another wall.

RW Abbey: Western Wall


You stand below a gigantic wall, the very size of it leaving you in awe. Far above you, you can see the battlements, and perhaps even the beasts on them, looking like flies, far far above you - though you can't be sure. The wall is a dusty red color, appearing to be made out of sandstone. The grass is turning green again, anxious to grow after the long winter.

To the left is the main gate of the abbey, appearing grand and majestic, not far from where you stand. The corner of the wall is to your right, and away from the abbey is the Dirt Road.


Exits: [S]outhern [W]all, [R]oad, [M]ain [G]ate

    • THIS ROOM IS BROADCASTING **

Seatide kicks his paws in the dust, frustrated that he cannot get in.

So he tries to keep walking.

You head to the main gate.

RW Abbey: Main Gate


A chill wind teases your whiskers as you stand at the main entrance into Redwall Abbey. The gates stand tall and new, having been replaced only seasons ago. The entrance arch is amazingly thick, denoting the strength and thickness of the ancient walls themselves, which, despite the upheavals of the past, and numerous cracks present in the rose colored stone, still stand tall and strong. Uncountable pawprints can be seen in the snow, leading both in and out of the Abbey

It is dark, though torches have been lit on either side of the gate to light your way inside. Things are quiet apart from the occasional buzz of night insects. The walls are a darker shadow against the sky.


Are you a newcomer to Redwall? Type +skills apply rwchat to keep track of what's happening.


Exits: [Enter] the abbey, [R]ight Along [W]all, [L]eft Along [W]all, [R]oad

    • THIS ROOM IS BROADCASTING **

Scout's Roster has been updated. See '+skills version' for the latest mods.

SKILLS: Use '+skills help' for help.

Scout's Roster -- v1.0.6 -- 4/14/97


+skills create , - Create a group.

+skills autojoin ,yes/no - set/clear auto-join indicator

+skills apply - Apply for membership.

+skills apply ,grant - Applies to be a granter.

+skills describe , - Describe a group.

+skills grant ,,grant - Inducts a new granter.

+skills grant ,= - Inducts a new member.

+skills deny , - Unapplies an applicant.

+skills pending - Who has not yet been granted.

+skills pending - Lists groups I've applied to.

+skills revoke , - Revokes membership.

+skills revoke ,,grant - Revokes the grant-skill.

+skills membership - List the members.

+skills skills - Lists all skills.

+skills list - Lists all skills.

+skills list - Groups I'm in/granter of.

+skills remove - Removes a group.


Groups may be either of type 'public' or 'private'. Private groups do not

appear on the skill listing, and the membership may not be seen by non

members. Groups may be any name, but may not contain spaces.


SKILLS: Membership granted.

Seatide knocks on the door, pounding his fists.

He shouts, "Ahoy, any beast there?!" again.

The doors open.

You enter the abbey, waving to the beasts watching from the ramparts.

RW Abbey: Entry


The flat, open area between Great Hall and the main gates of the Abbey has been kept neatly cleared of the snow which otherwise piles up in drifts about the walls of the ancient building, and the steps leading up both to Great Hall and the ramparts have been painstakingly freed of ice, to avoid sprained spaws that might otherwise slip. Pathways through the snow have also been made for the more well traveled routes of Redwall, most especially to the open grounds and the pond. The gatehouse roof is bristling with icicles. It's quite cold, and your breath is visible in front of your face.

The abbey grounds are dark, though there are torches lit near the gates, and there is a glow of firelight coming from the windows of Great Hall. The walls are a darker shadow against the sky.


                       Exits/Entrances:
     [G]reat [H]all      [C]limb to the [R]amparts      [A]bbey [P]ond
     [Ga]te [H]ouse      [Leave] through the gates      [Open] Ground
                         [C]hampion's [C]ottage

You found a OOC building credit!

    • THIS ROOM IS BROADCASTING **

Looking towards the light, the young otter decides to move in that direction.

You go into the Great Hall.

RW Abbey: Great Hall


The Great Hall of Redwall Abbey. Countless paw falls have echoed from these stones, and untold numbers of feasts and merry gatherings have been held here.  A table, not nearly so grand or large as its predecessors, but quite functional for mealtimes, rests near the center of the hall. Chairs exist here aplenty, and they are all of a matching set. High above, the stain glass windows give the Great Hall a beautiful appearance.  The glasswork is exceptionally done, crafted by a skilled artist.  The floor is clean and swept. A fire is kept burning in the fireplace at almost all times of the day and night, and there are several more comfortable chairs and cushions set up here, of varying sizes. One looks large enough to easily accommodate a badger.

The Tapestry hangs proud and tall, and while the rest of Redwall may still bear the scars of natural disaster, this most famous of Redwall's relics remains unharmed by beast, time, or the elements. The figure of Martin the Warrior seems to be watching over his own with an unchanging, kindly gaze.

You can make out nothing through the large windows except the faintest glimmer of stars above the smudge of dark that is the Abbey's walls. Soft blue moonlight is trickling down from the windows above.


                       Exits/Entrances:
              [K]itchen    [St]airs   [C]avern [H]ole
              [Li]brary    [En]try    [B]reezeway

Contents:

a message (board) with notes tacked to it

    • THIS ROOM IS BROADCASTING **

Seatide cannot help but raise his paw to the honourable Tapestry of Martin.

He remembers that his parents would have taken him here when he was younger.  If only they hadn't been killed by vermin...

Tears start to stream down his eyes. He cannot and will not stop them. His heart aches at the thought of his parents.

Huh? If you need help, type '+globals for a list of all MUCK commands'

Seatide wipes the tears away with the back of his paw.

Maybe he had just witnessed a miracle. Seatide had felt the presence of Martin. Not physically, but emotionally.

The otter dashes over to Cavern Hole.

You wander off towards the Cavern Hole..

RW Abbey: Cavern Hole


This room is slightly smaller than Great Hall, but still of a size large enough to accomodate a great number of gathered beasts. A large fireplace is set into one of the walls, and there are a series of small tables and chairs near one end for beasts who are eating late, or simply prefer the smaller tables for their meals. Cushions and blankets have been set in one corner. A short flight of steps leads up to Great Hall, and along the walls of the stairs, going both ways, the word 'Redwall' has been carved into the stone.


                       Exits/Entrances:
                  [G]reat [H]all
                  [Ki]tchen

You found a OOC building credit!

    • THIS ROOM IS BROADCASTING **

You head off into the Great Hall..

RW Abbey: Great Hall


The Great Hall of Redwall Abbey. Countless paw falls have echoed from these stones, and untold numbers of feasts and merry gatherings have been held here.  A table, not nearly so grand or large as its predecessors, but quite functional for mealtimes, rests near the center of the hall. Chairs exist here aplenty, and they are all of a matching set. High above, the stain glass windows give the Great Hall a beautiful appearance.  The glasswork is exceptionally done, crafted by a skilled artist.  The floor is clean and swept. A fire is kept burning in the fireplace at almost all times of the day and night, and there are several more comfortable chairs and cushions set up here, of varying sizes. One looks large enough to easily accommodate a badger.

The Tapestry hangs proud and tall, and while the rest of Redwall may still bear the scars of natural disaster, this most famous of Redwall's relics remains unharmed by beast, time, or the elements. The figure of Martin the Warrior seems to be watching over his own with an unchanging, kindly gaze.

You can make out nothing through the large windows except the faintest glimmer of stars above the smudge of dark that is the Abbey's walls. Soft blue moonlight is trickling down from the windows above.


                       Exits/Entrances:
              [K]itchen    [St]airs   [C]avern [H]ole
              [Li]brary    [En]try    [B]reezeway

Seatide ran back to the Great Hall. He wonders if he can find some refuge for the night.

You move off towards the Stairs..


A flight of stairs that curve counterclockwise up through the abbey. The walls close in around the stairs tightly, ensuring that no dibbuns will go toppling off the stairs. Each level of the staircase has a stone platform that leads off into the different floors. The advent of an earthquake has not made these old stairs more stable, though the upheaval of the earth does not seem to have rendered them useless; it would be wise for all beasts to heed the squeeks and creaks of the staircase now.


You move upwards into the Upper Floor..


The upper dormitories have long lain unused and damaged from the quake, leaving a nagging question about their stability. The hallway is covered in dust, and the windows have been boarded up or replaced with oiled canvas. This serves to cast the hallway into a long twilight during the day and a hollow darkness at night.


Seatide decides to lay down, and stay the night. After all, he has traveled a long way to get here.

"G'night," he murmurs.