The death of [38 Forest Druid] Dozzo The Militia (Grey Elf)

in A Turning

from the perspective of [38 Forest Druid] Dozzo The Militia (Grey Elf)

<worn on head>       the royal crown of Aravne (magic)
<worn in ear>        a gnomish ear amplifier (magic)
<worn in ear>        a pulsating gemstone earring
<worn on face>       a Tukluk spirit mask [superior]
<worn around neck>   a fine pearl necklace
<worn around neck>   some prayer beads with a single cross [superior] (glowing) (illuminating)
<worn on body>       a frozen diamond tunic
<worn about body>    a threadbare handmade cloak (magic)
<worn about waist>   a purple belt of sages
<worn on belt buckle>a rugged adventurers satchel (magic) (illuminating)
<worn on arms>       some flaming flesh vambraces
<worn around wrist>  some iron-plated bracers
<worn around wrist>  a black and white zebra-hide wristband
<worn on hands>      some ancient Tukluk spellshield gloves [poor]
<worn on finger>     a golden band set with a fire opal (magic)
<worn on finger>     a sinister flesh band
<held>               a small wooden raft
<worn on legs>       some patched ivory pants from The Savannah of Broken Trusts
<worn on feet>       some boots of enchantment (glowing)

Obvious exits: -North -West 

< 468h/468H 22v/168V Pos: standing >
Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East  -West 

< 468h/468H 21v/168V Pos: standing >
Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East  -West 
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 468h/468H 20v/168V Pos: standing >
Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 

< 468h/468H 19v/168V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.

< 468h/468H 19v/168V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East  -West 

< 468h/468H 18v/168V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East  -West 

< 468h/468H 17v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 17v/168V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East  -South
A small snake swims in the swamp.

< 468h/468H 17v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 17v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 17v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 18v/168V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
A small snake swims in the swamp.

< 468h/468H 17v/168V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 

< 468h/468H 16v/168V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 

< 468h/468H 15v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 468h/468H 15v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East 

< 468h/468H 14v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 14v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 14v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 15v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 468h/468H 14v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West 

< 468h/468H 13v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 468h/468H 12v/168V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East  -West 

< 468h/468H 12v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 468h/468H 11v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -South# -West 

< 468h/468H 10v/168V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 468h/468H 10v/168V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -West #
An commoner walks the road, intent on his destination.

< 468h/468H 9v/168V Pos: standing >
The door seems to be closed.

< 468h/468H 9v/168V Pos: standing >
The door seems to be closed.

< 468h/468H 10v/168V Pos: standing >
The door seems to be closed.

< 468h/468H 10v/168V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 468h/468H 9v/168V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 468h/468H 8v/168V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 468h/468H 8v/168V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.

< 468h/468H 7v/168V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 

< 468h/468H 6v/168V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West 
An agitated commoner walks the road.

< 468h/468H 6v/168V Pos: standing >
The door seems to be closed.

< 468h/468H 7v/168V Pos: standing >
The forest closes in around you.
The door seems to be closed.

< 468h/468H 7v/168V Pos: standing >
Ok.

< 468h/468H 7v/168V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West  -Up   
A drunk minotaur staggers about.

< 468h/468H 7v/168V Pos: standing >
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 468h/468H 6v/168V Pos: standing >
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 468h/468H 6v/168V Pos: standing >
You stop using a rugged adventurers satchel.

< 465h/465H 7v/168V Pos: standing >
You get a small pile of coins from your rugged adventurers satchel.
There were: 468 platinum coins, 3 gold coins, 4 silver coins, 8 copper coins. 

< 465h/465H 8v/168V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 465h/465H 8v/168V Pos: standing >
Syrm says 'Abandon what quest, hmmmm!'

< 468h/468H 13v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 5 a water ox (5 left) in The Rice Fields!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 14v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 16v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 1 the bluebird (1 left) in Tribal Forest!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 16v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 18v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 4 a wolfen city guard (4 left) in The Lost Realms of Shadowfall!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 18v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 21v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 1 an injured Cimmerian (1 left) in The Cimmerian Nomad Encampment!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 21v/168V Pos: standing >
Syrm says in minotaur 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 24v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 1 a naked tramp (1 left) in The Desert City of Venan'Trut!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says in minotaur 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 24v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 26v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask an emissary in Storm Port about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 26v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 32v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask the forrestal in The Elemental Groves about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 32v/168V Pos: standing >
Syrm says in minotaur 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 33v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask the staircase guard in The Human Outpost about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 34v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 38v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask an old dwarf in The Halfcut Hills about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says in minotaur 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 38v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 41v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 3 the air sprite (3 left) in The Elemental Groves!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 41v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 44v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 3 the water sprite (3 left) in The Elemental Groves!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says in minotaur 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 44v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 45v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 8 a bombardier beetle (8 left) in The Basin Wastes!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 46v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 48v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask Liya in Verspin about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 48v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 51v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask a tharnardian lord in Du'Maathe Castle about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 51v/168V Pos: standing >
Syrm says in minotaur 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 55v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask the ebriham chieftain in Rogue Plains about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 56v/168V Pos: standing >
Syrm says in minotaur 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 57v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 3 a zombie cleric (3 left) in The Chasm of the Misty Vale!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 58v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 62v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 5 a huge olyx (5 left) in The Rice Fields!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says in minotaur 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 62v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 66v/168V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go kill 2 an orc rogue (2 left) in Storm Port!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says in minotaur 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 66v/168V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 13 platinum, 5 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 468h/468H 68v/168V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 7 gold, and 6 silver.'
You hand over the money.
Syrm gave you the following quest:
Go ask a student in Enclave of the Opal Phoenix about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 468h/468H 68v/168V Pos: standing >
The Brawling Foot Tavern
Obvious exits: -West 
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 468h/468H 71v/168V Pos: standing >
You stop using a rugged adventurers satchel.

< 465h/465H 73v/168V Pos: standing >
Ok.
You put 209 platinum, 4 gold, 6 silver, and 8 copper coins into a rugged adventurers satchel.

< 465h/465H 73v/168V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 465h/465H 74v/168V Pos: standing >
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 468h/468H 73v/168V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West  -Up   
A drunk minotaur staggers about.

< 468h/468H 73v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 74v/168V Pos: standing >
A drunk minotaur leaves up.
Alas, you cannot go that way. . . .

< 468h/468H 74v/168V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -South -West 

< 468h/468H 73v/168V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 
An agitated commoner walks the road.

< 468h/468H 72v/168V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.

< 468h/468H 72v/168V Pos: standing >
An agitated minotaur enters from the north.
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 468h/468H 71v/168V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 468h/468H 70v/168V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 468h/468H 69v/168V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -West #
An commoner walks the road, intent on his destination.

< 468h/468H 69v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 69v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 69v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 468h/468H 69v/168V Pos: standing >
You start chanting...

< 468h/468H 71v/168V Pos: standing >
Casting: endurance 

< 468h/468H 72v/168V Pos: standing >
You complete your spell...
You feel energy begin to surge through your limbs.

< 468h/468H 72v/168V Pos: standing >
You start chanting...

< 468h/468H 75v/168V Pos: standing >
Casting: pass without trace 

< 468h/468H 78v/168V Pos: standing >
You complete your spell...
The world seems to open new paths for you.

< 468h/468H 79v/168V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.

< 468h/468H 91v/168V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
Your communion with nature is now complete...

< 468h/468H 102v/168V Pos: standing >
An commoner leaves east.

< 468h/468H 164v/168V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 468h/468H 168v/168V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 468h/468H 168v/168V Pos: standing >
Autosaving...

< 468h/468H 168v/168V Pos: standing >
It's snowing very hard.

< 468h/468H 168v/168V Pos: standing >
Your skin loses its barklike texture.

< 468h/468H 168v/168V Pos: standing >
A Kobold enters from the east.

< 468h/468H 168v/168V Pos: standing >
A Kobold leaves north.

< 468h/468H 168v/168V Pos: standing >
A Kobold enters from the north.

< 468h/468H 168v/168V Pos: standing >
A Kobold starts casting an offensive spell.

< 468h/468H 168v/168V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'buoblg qrunsoqpze yugh'
A Kobold's mighty magic fist slams into you!
OUCH!  That really did HURT!

< 371h/468H 168v/168V Pos: standing >
A Kobold starts casting an offensive spell.

< 371h/468H 168v/168V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'buoblg qrunsoqpze yugh'
You resist the effects of a Kobold's spell!

< 371h/468H 168v/168V Pos: standing >
A Kobold starts casting an offensive spell.

< 371h/468H 168v/168V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'buoblg qrunsoqpze yugh'
A Kobold's mighty magic fist slams into you!
OUCH!  That really did HURT!

< 275h/468H 168v/168V Pos: standing >
A Kobold starts casting an offensive spell.

< 275h/468H 168v/168V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'buoblg qrunsoqpze yugh'
A Kobold's mighty magic fist slams into you!
YIKES!  Another hit like that, and you've had it!!

< 74h/468H 168v/168V Pos: standing >
A Kobold starts casting an offensive spell.

< 75h/468H 168v/168V Pos: standing >
A Kobold completes his spell...
A Kobold utters the word 'yufzbarr'
You are enveloped in flames from a fireball sent by a Kobold - OUCH!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 18h/468H 168v/168V Pos: standing >
A Kobold starts casting an offensive spell.

< 18h/468H 168v/168V Pos: standing >
A Kobold completes his spell...
A Kobold utters the word 'yufzbarr'
A Kobold grins evilly as you burst into flames and die.
Your tower shield caked with blood melted from the intense heat!