Room exists in DB Room count for 'null' is 0 get pageMarker by id Page exists in DB handling key event: KeyEvent{StyledText {} time=-1291396572 data=null character='l' keyCode=108 stateMask=0 doit=true} handling key event: KeyEvent{StyledText {} time=-1291396492 data=null character=' ' keyCode=13 stateMask=0 doit=true} command=l handling key event: KeyEvent{StyledText {} time=-1291393787 data=null character='8' keyCode=16777272 stateMask=0 doit=true} Roomstream Cleared! roomStream='To the south, the roads ends at River Road East and joins the larger way. Here, it is still a narrow lane choked with refuse. Fishmongers and fisherfolk gather and mingle to buy and sell and socialize. A cobbler does a brisk business, as workers line up to have holes patched or a new sole nailed to their heavy work-boots.' roomStream=' ' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='north' roomStream=', ' roomStream='south' roomStream=' ' Buffer =[Riverhaven, Crescent Way] To the south, the roads ends at River Road East and joins the larger way. Here, it is still a narrow lane choked with refuse. Fishmongers and fisherfolk gather and mingle to buy and sell and socialize. A cobbler does a brisk business, as workers line up to have holes patched or a new sole nailed to their heavy work-boots.Obvious paths: north, south title1: [Riverhaven, Crescent Way] desc: To the south, the roads ends at River Road East and joins the larger way. Here, it is still a narrow lane choked with refuse. Fishmongers and fisherfolk gather and mingle to buy and sell and socialize. A cobbler does a brisk business, as workers line up to have holes patched or a new sole nailed to their heavy work-boot exits: Obvious paths: north, south exit token = Obvious paths: north Added link - n exit token = south Added link - s Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Crescent Way]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291380967 data=null character='8' keyCode=16777272 stateMask=0 doit=true} Roomstream Cleared! roomStream='The ground is littered with smashed fish and bits of torn netting. A few benches and a large balance scale show where, in the daytime, a small open-air market exists. Nearby, a large dray with heavy wooden sides raised high sits, its horses nowhere to be seen.' roomStream=' ' roomStream=' You also see a small wooden building.' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='north' roomStream=', ' roomStream='south' roomStream=' ' Buffer =[Riverhaven, Crescent Way] The ground is littered with smashed fish and bits of torn netting. A few benches and a large balance scale show where, in the daytime, a small open-air market exists. Nearby, a large dray with heavy wooden sides raised high sits, its horses nowhere to be seen. You also see a small wooden building.Obvious paths: north, south title1: [Riverhaven, Crescent Way] desc: The ground is littered with smashed fish and bits of torn netting. A few benches and a large balance scale show where, in the daytime, a small open-air market exists. Nearby, a large dray with heavy wooden sides raised high sits, its horses nowhere to be seen. exits: Obvious paths: north, south exit token = Obvious paths: north Added link - n exit token = south Added link - s Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Crescent Way]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291352495 data=null character='8' keyCode=16777272 stateMask=0 doit=true} Roomstream Cleared! roomStream='Neat row houses nestle together along both sides of the road. White-washed and simple, they each have their ration of children playing in the tiny yards, bouncing up and down the steps in endless complex games which no adult can even begin to comprehend. A scissors grinder works his way down the road, calling his trade in a sing-song tone that sounds almost musical.' roomStream=' ' roomStream=' You also see a grey block home with with a huge marble fountain spouting crystal clear water on it, a blue pine-shingled house, a cheerful bakery, an abandoned red stucco cottage, a red cedar frame home and a sturdy pine-shingled cottage.' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='north' roomStream=', ' roomStream='northeast' roomStream=', ' roomStream='south' roomStream=', ' roomStream='southwest' roomStream=' ' Buffer =[Riverhaven, Blackmoon Road] Neat row houses nestle together along both sides of the road. White-washed and simple, they each have their ration of children playing in the tiny yards, bouncing up and down the steps in endless complex games which no adult can even begin to comprehend. A scissors grinder works his way down the road, calling his trade in a sing-song tone that sounds almost musical. You also see a grey block home with with a huge marble fountain spouting crystal clear water on it, a blue pine-shingled house, a cheerful bakery, an abandoned red stucco cottage, a red cedar frame home and a sturdy pine-shingled cottage.Obvious paths: north, northeast, south, southwest title1: [Riverhaven, Blackmoon Road] desc: Neat row houses nestle together along both sides of the road. White-washed and simple, they each have their ration of children playing in the tiny yards, bouncing up and down the steps in endless complex games which no adult can even begin to comprehend. A scissors grinder works his way down the road, calling his trade in a sing-song tone that sounds almost musical. exits: Obvious paths: north, northeast, south, southwest exit token = Obvious paths: north Added link - n exit token = northeast Added link - ne exit token = south Added link - s exit token = southwest Added link - sw Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Blackmoon Road]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291344744 data=null character='8' keyCode=16777272 stateMask=0 doit=true} Roomstream Cleared! roomStream='The road wanders among large smoky fires with iron racks of fish hung above them. The air is heavy with the soot and oil from the smoking process. The bricks of the road are slippery with fish scales and discarded innards. Busy workmen tend the fires and haul off the racks of fish, while others place new ones above the low flames.' roomStream=' ' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='north' roomStream=', ' roomStream='south' roomStream=' ' Buffer =[Riverhaven, Crescent Way] The road wanders among large smoky fires with iron racks of fish hung above them. The air is heavy with the soot and oil from the smoking process. The bricks of the road are slippery with fish scales and discarded innards. Busy workmen tend the fires and haul off the racks of fish, while others place new ones above the low flames.Obvious paths: north, south title1: [Riverhaven, Crescent Way] desc: The road wanders among large smoky fires with iron racks of fish hung above them. The air is heavy with the soot and oil from the smoking process. The bricks of the road are slippery with fish scales and discarded innards. Busy workmen tend the fires and haul off the racks of fish, while others place new ones above the low flame exits: Obvious paths: north, south exit token = Obvious paths: north Added link - n exit token = south Added link - s Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Crescent Way]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291337826 data=null character='8' keyCode=16777272 stateMask=0 doit=true} Roomstream Cleared! roomStream='Vats of fish, pickling in brine and spices crowd out into the cramped lane. Hurried workers in leather aprons pour barrels of small fish into one of the vats while another adds careful measures of spices. A third ladles in salt by the shovelful to make the brine.' roomStream=' ' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='north' roomStream=', ' roomStream='south' roomStream=' ' Buffer =[Riverhaven, Crescent Way] Vats of fish, pickling in brine and spices crowd out into the cramped lane. Hurried workers in leather aprons pour barrels of small fish into one of the vats while another adds careful measures of spices. A third ladles in salt by the shovelful to make the brine.Obvious paths: north, south title1: [Riverhaven, Crescent Way] desc: Vats of fish, pickling in brine and spices crowd out into the cramped lane. Hurried workers in leather aprons pour barrels of small fish into one of the vats while another adds careful measures of spices. A third ladles in salt by the shovelful to make the brin exits: Obvious paths: north, south exit token = Obvious paths: north Added link - n exit token = south Added link - s Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Crescent Way]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291327639 data=null character='8' keyCode=16777272 stateMask=0 doit=true} Roomstream Cleared! roomStream='Low walls allow a glimpse into the yards of small businesses and workshops. The heavy odor of heated metal fills the air, the clinging of metal against metal rings in your ears. Carts loaded with crates continue to appear from behind the small shop before you and disappear down the street.' roomStream=' ' roomStream=' You also see' roomStream=' a Riverhaven Warden' roomStream=' and a warehouse entrance with a small sign on it.' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='southeast' roomStream=', ' roomStream='south' roomStream=', ' roomStream='northwest' roomStream=' ' Buffer =[Riverhaven, Crescent Way] Low walls allow a glimpse into the yards of small businesses and workshops. The heavy odor of heated metal fills the air, the clinging of metal against metal rings in your ears. Carts loaded with crates continue to appear from behind the small shop before you and disappear down the street. You also see a Riverhaven Warden and a warehouse entrance with a small sign on it.Obvious paths: southeast, south, northwest title1: [Riverhaven, Crescent Way] desc: Low walls allow a glimpse into the yards of small businesses and workshops. The heavy odor of heated metal fills the air, the clinging of metal against metal rings in your ears. Carts loaded with crates continue to appear from behind the small shop before you and disappear down the street. exits: Obvious paths: southeast, south, northwest exit token = Obvious paths: southeast Added link - se exit token = south Added link - s exit token = northwest Added link - nw Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Crescent Way]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291320753 data=null character='8' keyCode=16777272 stateMask=0 doit=true} handling key event: KeyEvent{StyledText {} time=-1291315167 data=null character='7' keyCode=16777271 stateMask=0 doit=true} Roomstream Cleared! roomStream='The side of the local hospital is of pink and cream marble that glitters in the daylight. The gentle atmosphere of peace and healing reaches even into this side road cleanses the traveler of care and worry. An apprentice of the Empath Guild washes down the cobbled roadway with clean water and scrubs the stones with a stiff brush. His serene look makes even this humble task into an act of giving to others.' roomStream=' ' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='southeast' roomStream=', ' roomStream='west' roomStream=', ' roomStream='northwest' roomStream=' ' Buffer =[Riverhaven, Crescent Way] The side of the local hospital is of pink and cream marble that glitters in the daylight. The gentle atmosphere of peace and healing reaches even into this side road cleanses the traveler of care and worry. An apprentice of the Empath Guild washes down the cobbled roadway with clean water and scrubs the stones with a stiff brush. His serene look makes even this humble task into an act of giving to others.Obvious paths: southeast, west, northwest title1: [Riverhaven, Crescent Way] desc: The side of the local hospital is of pink and cream marble that glitters in the daylight. The gentle atmosphere of peace and healing reaches even into this side road cleanses the traveler of care and worry. An apprentice of the Empath Guild washes down the cobbled roadway with clean water and scrubs the stones with a stiff brush. His serene look makes even this humble task into an act of giving to other exits: Obvious paths: southeast, west, northwest exit token = Obvious paths: southeast Added link - se exit token = west Added link - w exit token = northwest Added link - nw Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Crescent Way]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291307460 data=null character='7' keyCode=16777271 stateMask=0 doit=true} Roomstream Cleared! roomStream='Two buildings built of cream and pink marble face each other across the road. One is the Empath Guild, the other the Guild hospital. Both are built with wide porches like inviting arms to welcome the sick, the suffering, and those who heal them. The air is fresh and clean-smelling, and the twin houses of healing gleam from frequent scrubbing of the stonework.' roomStream=' ' roomStream=' You also see a visored chain helm, a Wayerd pyramid, a Wayerd pyramid, some hammered bronze gauntlets, a rotten fishhead, a pile of jadice flowers, a mistwood bench and an oak crate.' roomStream=' ' roomStream='Also here: Blackguard Danoryiel, Captain Renlak, Mesmerist Capprius, Veri Tervia Ayaka who is sitting' roomStream=' ' roomStream='Obvious paths: ' roomStream='north' roomStream=', ' roomStream='southeast' roomStream=', ' roomStream='south' roomStream=' ' Buffer =[Riverhaven, Theren Way] Two buildings built of cream and pink marble face each other across the road. One is the Empath Guild, the other the Guild hospital. Both are built with wide porches like inviting arms to welcome the sick, the suffering, and those who heal them. The air is fresh and clean-smelling, and the twin houses of healing gleam from frequent scrubbing of the stonework. You also see a visored chain helm, a Wayerd pyramid, a Wayerd pyramid, some hammered bronze gauntlets, a rotten fishhead, a pile of jadice flowers, a mistwood bench and an oak crate.Also here: Blackguard Danoryiel, Captain Renlak, Mesmerist Capprius, Veri Tervia Ayaka who is sittingObvious paths: north, southeast, south title1: [Riverhaven, Theren Way] desc: Two buildings built of cream and pink marble face each other across the road. One is the Empath Guild, the other the Guild hospital. Both are built with wide porches like inviting arms to welcome the sick, the suffering, and those who heal them. The air is fresh and clean-smelling, and the twin houses of healing gleam from frequent scrubbing of the stonework. exits: Obvious paths: north, southeast, south exit token = Obvious paths: north Added link - n exit token = southeast Added link - se exit token = south Added link - s Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Theren Way]' is 0 Using new room handling key event: KeyEvent{StyledText {} time=-1291298253 data=null character='7' keyCode=16777271 stateMask=0 doit=true} handling key event: KeyEvent{StyledText {} time=-1291292613 data=null character='8' keyCode=16777272 stateMask=0 doit=true} Roomstream Cleared! roomStream='Small gardens grow on both sides of the road. Fenced about with low stone walls and hedges, they belong to the Empath Guild and hospital to the south. Many rare and potent herbs and plants can be found here for use in healing. Northwards, the town wall and the Gate of Nobles rise. Nearby, a small shop sells clerical goods.' roomStream=' ' roomStream=' You also see a simple sign hanging from the front of the shop.' roomStream=' ' roomStream=' ' roomStream='Obvious paths: ' roomStream='north' roomStream=', ' roomStream='south' roomStream=' ' Buffer =[Riverhaven, Theren Way] Small gardens grow on both sides of the road. Fenced about with low stone walls and hedges, they belong to the Empath Guild and hospital to the south. Many rare and potent herbs and plants can be found here for use in healing. Northwards, the town wall and the Gate of Nobles rise. Nearby, a small shop sells clerical goods. You also see a simple sign hanging from the front of the shop.Obvious paths: north, south title1: [Riverhaven, Theren Way] desc: Small gardens grow on both sides of the road. Fenced about with low stone walls and hedges, they belong to the Empath Guild and hospital to the south. Many rare and potent herbs and plants can be found here for use in healing. Northwards, the town wall and the Gate of Nobles rise. Nearby, a small shop sells clerical goods. exits: Obvious paths: north, south exit token = Obvious paths: north Added link - n exit token = south Added link - s Changed room Got NEW room Room exists in DB Room count for '[Riverhaven, Theren Way]' is 0 Using new room Clearing selected rooms. Started box selecting Finished box selecting