The death of [42 Bounty Hunter] Bleeder (Drow Elf)

in Bank of Nax'Varan

from the perspective of [42 Bounty Hunter] Bleeder (Drow Elf)

<worn as a badge>    a complete miner's badge of damage (magic) (glowing)
<worn on head>       a blood hawk headdress [poor]
<worn in ear>        an earring of megwandir [superior] (magic)
<worn in ear>        a black pearl earring [poor]
<worn on face>       a superior steel veil from The Tempest Court
<worn around neck>   the chaotic necklace [superior]
<worn around neck>   a collar made of pure obsidian [superior] (magic)
<worn on body>       a shimmering blue breastplate (magic) (humming)
<worn about body>    a quivering mantle of living flesh [poor] (magic) [88%]
<worn on belt buckle>the bloody skull of a githyanki [poor] (glowing)
<worn around wrist>  some platinum-plated bracers [poor] (magic)
<worn around wrist>  a sparkling diamond bracer of strength (magic)
<worn on hands>      the gauntlets of pounding [superior] (glowing)
<worn on finger>     a ring of endless light of wisdom (magic)
<secondary weapon>   an astral forged kris [superior] with a strange black stone (magic) (glowing) (humming)
<worn on legs>       some misty green leg plates
<worn on feet>       some fanged crystal boots from The Transparent Tower


< 402h/402H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 121v/121V Pos: standing >
A Withered Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the south to a center of shopping. To the east
a trail takes a turn toward the forest to the north east.
Obvious exits: -East  -South

< 402h/402H 120v/121V Pos: standing >
A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 402h/402H 119v/121V Pos: standing >
Beginnings of a Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the north to a center of shopping.
Obvious exits: -North -South
A commoner walks toward his destination.

< 402h/402H 118v/121V Pos: standing >
A Light Forest
   A large outcropping of conipercus trees cover the area, creating a small
forest which provides shelter for several animals of the forest. The trees are
quite large however, most reaching over twenty feet tall. Their bark is an odd
color green and their branches twist themselves about like writhing serpents.
Brownish green leaves cover some of the trees, though even more are bare.
Despite the climate, these trees seem to fail to grow like the others of its
kind to the east. Perhaps some sort of poison or ghastly substance prevents
their bloom. Creatures are audible for they stir within the forest.
Obvious exits: -North -South

< 402h/402H 117v/121V Pos: standing >
A Small Plateau
   This plateau stretches some distance before it reaches the forest to the
north east. The cobblestone road is in terrible need of restoration for the
weeds and grass have begun to overtake it, overturning stones in various spots.
There must be a minimal amount of activity this far out from town for the road
to be such a mess. A grove of some sort must reside within the forest, because
smoke arises in such a manner to suggest that it would be coming from a
chimney. The road breaks up and turns into a small trail just to the north.
Obvious exits: -North -South

< 402h/402H 116v/121V Pos: standing >
A Steep Slope
   The slope leads down and to the west from here. Up above to the north a
stream is visible as it runs downhill. A forest looms on either side of the
river, however, there is a small plateau before the forest. The small
cobblestone road on the road breaks up a bit to the north, for it is due for
some reparation. Grass and overgrown weeds begin to take it over, making
travelling a little tedious. Beyond the forest, in some sort of grove, smoke
arises steadily. There must be some sort of settlement.
Obvious exits: -North -West 

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West #
A commoner walks toward his destination.

< 402h/402H 116v/121V Pos: standing >
Ok.

< 402h/402H 117v/121V Pos: standing >
A Small Wooden Cottage
   This cottage wouldn't exactly be called the greatest engineering marvel of
all time. It is in fact, a disaster. It looks like it's ready to collapse, what
is a miracle however is that it hasn't yet. It's only a matter of weeks before
this think collapses in upon itself. The other rooms of the cottage look
readily accessible if not for the huge minotaur blocking the way. This cow is
ready to bust someone's ass, it's best not to look him in the eye. The wood
used to create the cottage has undoubtedly come from the forest that it
borders on and it's obvious that a great deal of forest had to be cleared to
supply the necessary lumber.
Obvious exits: -East  -West #

< 402h/402H 116v/121V Pos: standing >
Ok.

< 402h/402H 117v/121V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 

< 402h/402H 116v/121V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -South -West 
(Q)A halfling slave waters the seeds.(Gold Aura)

< 402h/402H 116v/121V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 

< 402h/402H 116v/121V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -South -West 
(Q)A halfling slave waters the seeds.(Gold Aura)

< 402h/402H 116v/121V Pos: standing >
You get a small pile of coins from your tough cloth backpack.
There were: 534 platinum coins, 4 gold coins, 7 copper coins. 

< 402h/402H 120v/121V Pos: standing >
A halfling slave says 'Baaaaaah! Finish the quest that you're already on first, then come back!'
If you unable to finish it, go to the quest master and ask him to take you of duty!

< 402h/402H 121v/121V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 402h/402H 121v/121V Pos: standing >

< 402h/402H 121v/121V Pos: standing >
A Plowed Field
Obvious exits: -North -South -West 
(Q)A halfling slave waters the seeds.(Gold Aura)

< 402h/402H 121v/121V Pos: standing >
Ok.
You put 534 platinum, 4 gold, 0 silver, and 7 copper coins into a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 

< 402h/402H 120v/121V Pos: standing >
A Small Wooden Cottage
   This cottage wouldn't exactly be called the greatest engineering marvel of
all time. It is in fact, a disaster. It looks like it's ready to collapse, what
is a miracle however is that it hasn't yet. It's only a matter of weeks before
this think collapses in upon itself. The other rooms of the cottage look
readily accessible if not for the huge minotaur blocking the way. This cow is
ready to bust someone's ass, it's best not to look him in the eye. The wood
used to create the cottage has undoubtedly come from the forest that it
borders on and it's obvious that a great deal of forest had to be cleared to
supply the necessary lumber.
Obvious exits: -East  -West 

< 402h/402H 119v/121V Pos: standing >
Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West 
A commoner walks toward his destination.

< 402h/402H 118v/121V Pos: standing >
A Steep Slope
   The slope leads down and to the west from here. Up above to the north a
stream is visible as it runs downhill. A forest looms on either side of the
river, however, there is a small plateau before the forest. The small
cobblestone road on the road breaks up a bit to the north, for it is due for
some reparation. Grass and overgrown weeds begin to take it over, making
travelling a little tedious. Beyond the forest, in some sort of grove, smoke
arises steadily. There must be some sort of settlement.
Obvious exits: -North -West 

< 402h/402H 117v/121V Pos: standing >
Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West 
A commoner walks toward his destination.

< 402h/402H 117v/121V Pos: standing >
A Cobblestone Road
   The cobblestones that make up the road below are paved and allow wagons to
freely travel without difficulty. Much of the grass on either side of the road
had grown very long, creating a type of corridor made of grass. Off toward the
north lays nothing but grass land that is put to good use by the town's
mules and farmers. A large wheat feed has a few mules and a few slaves working
the wheat. The wheat is to be served to the army when they are out of town
because wheat does not spoil and fills the tummy quite nicely. Towards the
northeast however, a forest is looms. A river within the forest runs to the
south where some sort of depot of water must reside, like open sea.
Obvious exits: -North -South

< 402h/402H 117v/121V Pos: standing >

< 402h/402H 117v/121V 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: -North -South

< 402h/402H 116v/121V Pos: standing >
A Bend in a Trail
   A few dead trees lay in the road, they have been broken off at their base
by marauding minotaurs. Their foot prints in the mud echo just how they move
and where. Many of the trees are still laying about with mud all over them.
Cow's like to work out and keep their muscles strong, they also like to release
a lot of built up rage. They do most of this here. Knocking over trees alleviates
their anger and lifting the trees are used at weights for their workouts. The
mud below shows signs of various prints aside from the booted foot. Broken
eggshells lay scattered about, obviously reptiles inhabit this region of the
muck. The trail spans to the northeast, along a running river.
Obvious exits: -North -South

< 402h/402H 115v/121V 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.

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
A tough cloth backpack contains:

a small pile of coins
a mistweyd nose-pipe
[3] a brew of snake eyes
a rare piece of glowing electrum (magic) (glowing)
a potion of herbs
[2] a potion of panther essence
[10] a cloudy elixir (magic)
the tooth of a great bear
some landrace Medicus
[4] some heirloom Blue Haze
[3] a piece of rolling paper
[16] a large medicated bandage
[10] a black magic potion (magic)
[3] a bubbling brown potion
[17] a dark misty potion

< 402h/402H 117v/121V 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 

< 402h/402H 120v/121V 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 

< 402h/402H 119v/121V 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

< 402h/402H 118v/121V Pos: standing >

< 402h/402H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 118v/121V Pos: standing >

< 402h/402H 119v/121V 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 

< 402h/402H 118v/121V Pos: standing >
A small snake enters from the west.
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 

< 402h/402H 117v/121V 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 

< 402h/402H 116v/121V 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 

< 402h/402H 116v/121V Pos: standing >
Pardon?

< 402h/402H 116v/121V 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 

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >

< 402h/402H 116v/121V 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
Fresh blood splatters cover the area.
The corpse of a Shade is lying here.
The corpse of an commoner is lying here.

< 402h/402H 116v/121V Pos: standing >
You feel like you can smoke again.
You feel like a potion could do you good once again.
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 

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V 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 
An agitated commoner walks the road.

< 402h/402H 116v/121V 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 
A shady chemist peers at you.(Red Aura)

< 402h/402H 115v/121V Pos: standing >

< 402h/402H 115v/121V 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 

< 402h/402H 114v/121V 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 

< 402h/402H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 115v/121V Pos: standing >

< 402h/402H 115v/121V Pos: standing >
Pardon?

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 119v/121V 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 

< 402h/402H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 119v/121V Pos: standing >
Pardon?

< 402h/402H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/402H 121v/121V Pos: standing >
Pardon?

< 402h/402H 121v/121V 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 #

< 402h/402H 120v/121V 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 

< 402h/402H 119v/121V Pos: standing >
Pardon?

< 402h/402H 119v/121V Pos: standing >
Pardon?

< 402h/402H 119v/121V 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
Kina, the tinkerer, scribbles something upon a pad.

< 402h/402H 118v/121V 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
An commoner walks the road, intent on his destination.

< 402h/402H 118v/121V 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.

< 402h/402H 117v/121V 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 

< 402h/402H 116v/121V 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 

< 402h/402H 115v/121V Pos: standing >
A Discreet Herbal Sanctuary
  Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls.  It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
This area seems to be devoid of magic!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.

< 402h/402H 115v/121V 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 

< 402h/402H 115v/121V 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 

< 402h/402H 114v/121V Pos: standing >
Bank of Nax'Varan
   The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 402h/402H 114v/121V Pos: standing >
Pardon?

< 402h/402H 114v/121V Pos: standing >

The escort says 'You have 230 items, which costs you 6 g, 9 s, and 1 c'
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Terraist
An evil aura fills the area.
This area seems to be devoid of magic!
An unnatural silence fills this area.
Obvious exits: -North#
A large bag made from snakeskin lies here.
[10] a satchel used to hold various items lies here. (magic)
An ornate chest bearing items that are unsorted.
WARNING: This isn't your own locker.  Therefore, you'll be ejected if
you are idle for more then 2 minutes.

< 402h/402H 116v/121V Pos: standing >
A tough cloth backpack contains:

a small pile of coins
a mistweyd nose-pipe
[3] a brew of snake eyes
a rare piece of glowing electrum (magic) (glowing)
a potion of herbs
[2] a potion of panther essence
[10] a cloudy elixir (magic)
the tooth of a great bear
some landrace Medicus
[4] some heirloom Blue Haze
[3] a piece of rolling paper
[16] a large medicated bandage
[10] a black magic potion (magic)
[3] a bubbling brown potion
[17] a dark misty potion

< 402h/402H 119v/121V Pos: standing >
You get a cloudy elixir from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >
You get a cloudy elixir from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >
You get a cloudy elixir from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >
You get a cloudy elixir from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >
You get a cloudy elixir from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >

< 402h/402H 121v/121V Pos: standing >
You drop 5 elixir(s).

< 402h/402H 121v/121V Pos: standing >

< 402h/402H 121v/121V Pos: standing >
You get a black magic potion from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >
You get a black magic potion from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >
You get a black magic potion from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >

< 402h/402H 121v/121V Pos: standing >

< 402h/402H 121v/121V Pos: standing >
You get a black magic potion from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >

< 402h/402H 121v/121V Pos: standing >
You are carrying: (5/11)
[4] a black magic potion (magic)
a tough cloth backpack

< 402h/402H 121v/121V Pos: standing >
You get a black magic potion from a tough cloth backpack.

< 402h/402H 121v/121V Pos: standing >

< 402h/402H 121v/121V Pos: standing >
The Storage Locker for Terraist
Obvious exits: -North#
A large bag made from snakeskin lies here.
[10] a satchel used to hold various items lies here. (magic)
An ornate chest bearing items that are unsorted.

< 402h/402H 121v/121V Pos: standing >
You drop 5 black(s).

< 402h/402H 121v/121V Pos: standing >
You are carrying: (1/11)
a tough cloth backpack

< 402h/402H 121v/121V Pos: standing >
A tough cloth backpack contains:

a small pile of coins
a mistweyd nose-pipe
[3] a brew of snake eyes
a rare piece of glowing electrum (magic) (glowing)
a potion of herbs
[2] a potion of panther essence
[5] a cloudy elixir (magic)
the tooth of a great bear
some landrace Medicus
[4] some heirloom Blue Haze
[3] a piece of rolling paper
[16] a large medicated bandage
[5] a black magic potion (magic)
[3] a bubbling brown potion
[17] a dark misty potion

< 402h/402H 121v/121V Pos: standing >
The Storage Locker for Terraist
Obvious exits: -North#
A large bag made from snakeskin lies here.
[10] a satchel used to hold various items lies here. (magic)
An ornate chest bearing items that are unsorted.

< 402h/402H 121v/121V Pos: standing >
You are carrying: (1/11)
a tough cloth backpack

< 402h/402H 121v/121V Pos: standing >
Ok.

< 402h/402H 121v/121V Pos: standing >
Bank of Nax'Varan
   The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
*A Barbarian (medium) Mjolnir (_/Eye of Odin\_) stands in mid-air here.(Gold Aura)
*A Grey Elf (large) Graduate of Dispel U (_/Eye of Odin\_) stands in mid-air here.(Gold Aura)
*A Firbolg (giant) Gungnir (_/Eye of Odin\_) stands in mid-air here.(Gold Aura)
*A Grey Elf (medium) Gungnir (_/Eye of Odin\_) stands in mid-air here.(Gold Aura)
Gonx, the banker, settles his eyes upon his new patrons.
A Barbarian snaps into visibility.
A Barbarian tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 402h/402H 120v/121V Pos: sitting >
A Barbarian snaps into visibility.
-=[A Barbarian's powerful slash strikes you.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
A Barbarian snaps into visibility.
-=[A Barbarian's impressive pierce strikes you.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
A Barbarian snaps into visibility.
-=[A Barbarian's pierce strikes you hard.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
A Barbarian snaps into visibility.
-=[A Barbarian's impressive slash strikes you.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
A Barbarian snaps into visibility.
-=[A Barbarian's impressive slash strikes you.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
A Barbarian snaps into visibility.

< 272h/402H 120v/121V Pos: sitting >
< T: Bleeder TP: sit TC: few wounds E: A Barbarian sta EP: excellent >
 You miss a Barbarian.
You miss a Barbarian.
You miss a Barbarian.
A Barbarian snaps into visibility.

< 272h/402H 120v/121V Pos: sitting >
< T: Bleeder TP: sit TC: few wounds E: A Barbarian sta EP: excellent >
 A Grey Elf snaps into visibility.
A Grey Elf completes his spell...
A Grey Elf utters the words 'aihu-waouq grul'
-=[A Grey Elf laughs maniacally as their devastating ray of pure energy collides with your body!]=-
YIKES!  Another hit like that, and you've had it!!

< 82h/402H 120v/121V Pos: sitting >
< T: Bleeder TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 A Grey Elf starts casting an offensive spell.
A Grey Elf snaps into visibility.
A Grey Elf starts casting an offensive spell.
A Grey Elf snaps into visibility.

< 82h/402H 120v/121V Pos: sitting >
< T: Bleeder TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gsufuh aiojugp'
A Grey Elf points at you.
A Grey Elf's spiritual assault devastates you, causing you to SCREAM in utter anguish!
Your set of electrum-linked numchucks [poor] with a strange red stone was destroyed by the blast!
Your thick seashell armplates [superior] was destroyed by the blast!
Your tiny ring of pumice [poor] was destroyed by the blast!
Your frost dragon's eye was destroyed by the blast!
Your humming emerald belt was destroyed by the blast!