<worn as a badge> an emblem of Shanatar royalty (magic) [86%]
<worn on head> a prismatic halo of light (magic) (glowing) (humming) [83%]
<worn on eyes> a pair of goggles of faerie sight of endurance (magic)
<worn in ear> an earring of the pagans [superior] (magic)
<worn in ear> a wyrmskin scale [superior] (magic)
<worn on face> the mask of the plague [superior]
<worn around neck> an amulet of wisdom [superior] (magic) [71%]
<worn around neck> the holy symbol of sanctity [poor] (magic) (glowing) (humming)
<worn on body> the legendary platemail of defense [poor] (magic)
<worn about body> Daganar's cloak of stealth (magic) (glowing)
<worn as quiver> a pantherhide quiver [superior] (magic) (glowing) (illuminating)
<worn about waist> a waistband of rock and stone [superior] (magic)
<worn on belt buckle>a flaming quill (magic) (glowing) [44%]
<attached to belt> lucky alchemist sack [63%]
<worn on arms> some glowing sleeves made of devil skin [superior] (magic) (glowing)
<held as shield> a shield of negative energy (magic) [67%]
<worn around wrist> the glistening bracelet of a MaDMaN
<worn around wrist> a blackened bluestone bracer [poor] (glowing) [86%]
<worn on hands> the gloves of placation
<worn on finger> a ring of the Neogi Lords [modified] (glowing)
<worn on finger> a ring of invisibility [superior] (magic) [69%]
<held> the orb of elemental fire (magic) (glowing)[442h 59m 51s]
<worn on legs> some stitched leggings of the Knights of the Raven of damage (magic) [78%]
<worn on feet> the winged boots of angelic movement of constitution (magic)
The cobblestone road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the north has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -North -East -West
Frr trots in from the east.
< 943h/943H 178v/180V Pos: standing >
Ok.
< 943h/943H 178v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
You quickly scan the area.
Vax who is close by to your north.
< 943h/943H 180v/180V Pos: standing >
Tent of Fallen Armaments
The number of weapons within this room are numerous. They lay scattered
upon shelves and racks. Most of the weapons are in desperate need of mending,
however, they can inflict mortal wounds none the less. Tents are notoriously
stuffy, which is why the flap remains open during all times so fresh air might
enter. This shop mainly serves the barracks, however, a few private venders
are known to buy up many of the goods when their own shops run low on material
such as iron or steel. They then melt down the steel, then they filter out
the impurities, and alas the steel is ready to be molded again into something
more deadly.
Obvious exits: -South -West
Vax, the weapons dealer, stands here organizing his inventory.
Frr trots in from the south.
< 943h/943H 179v/180V Pos: standing >
Before A Large Stone Building
A large tower to the west looks like a daunting obstacle to an invading
army. It would take many men to successfully take this tower for it is strongly
fortified. The small slits that cover the entire circumference of the base have
but one purpose, for those inside to fire their arrows at the targets exposed
to them, all the while totally safe from and projectile themselves. One might
think that this tower is totally impregnable, however, if an invading army
has gotten as far as here, there's no telling just how long the tower could
hold out. Regardless, the tower contrasts with a large tent to the east, which
looks to be a shop of some sort.
Obvious exits: -East -South -West
Frr trots in from the east.
< 943h/943H 178v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 179v/180V Pos: standing >
Base of a War Tower
This base of the tower has been used as an armory of sorts. Loosely fitting
suits of armor are strewn about the place carelessly and swords inadequate for
even chopping wood lay in various locations around the room. Mortar, stone, and
bricks have been used to construe this large tower, nothing wooden was allowed
to even have consideration in the plans for who would want to protect a highly
flammible tower during a siege? Most of the sentries that keep up watch during
their shift often take naps down here, because for the most part there isn't
any reason why they shouldn't. Only the scout above has the responsibility of
sighting possible hostile threats to the town.
Obvious exits: -East -Up
A drunken sentry sleeps heavily.
A drunken sentry sleeps heavily.
Frr trots in from the east.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
Vax who is not far off to your east.
A scout who is close by above you.
< 943h/943H 179v/180V Pos: standing >
Top of a Stone Tower
An incredible view awaits those who partook in climbing the stairs below to
reach the top. From this vantage point one can watch rising and setting suns,
feel the light summer breeze, and smell the fresh air. The stone and mortar
that were used to construct this tower seem to be succumbing to the test of
time and no concerted effort has been made to make reparations to the tower.
A large iron rail encloses the alcove of the sentry for the sentry's sake and
for others alike when they are walking along the parapet. A wooden trapdoor in
the center of the floor leads back downstairs.
Obvious exits: -Down
The corpse of a Minotaur is lying here.
A scout watches vigiliantly.
Frr trots in from below.
< 943h/943H 178v/180V Pos: standing >
Base of a War Tower
This base of the tower has been used as an armory of sorts. Loosely fitting
suits of armor are strewn about the place carelessly and swords inadequate for
even chopping wood lay in various locations around the room. Mortar, stone, and
bricks have been used to construe this large tower, nothing wooden was allowed
to even have consideration in the plans for who would want to protect a highly
flammible tower during a siege? Most of the sentries that keep up watch during
their shift often take naps down here, because for the most part there isn't
any reason why they shouldn't. Only the scout above has the responsibility of
sighting possible hostile threats to the town.
Obvious exits: -East -Up
A drunken sentry sleeps heavily.
A drunken sentry sleeps heavily.
Frr trots in from above.
< 943h/943H 178v/180V Pos: standing >
Before A Large Stone Building
A large tower to the west looks like a daunting obstacle to an invading
army. It would take many men to successfully take this tower for it is strongly
fortified. The small slits that cover the entire circumference of the base have
but one purpose, for those inside to fire their arrows at the targets exposed
to them, all the while totally safe from and projectile themselves. One might
think that this tower is totally impregnable, however, if an invading army
has gotten as far as here, there's no telling just how long the tower could
hold out. Regardless, the tower contrasts with a large tent to the east, which
looks to be a shop of some sort.
Obvious exits: -East -South -West
Frr trots in from the west.
< 943h/943H 179v/180V Pos: standing >
Tent of Fallen Armaments
The number of weapons within this room are numerous. They lay scattered
upon shelves and racks. Most of the weapons are in desperate need of mending,
however, they can inflict mortal wounds none the less. Tents are notoriously
stuffy, which is why the flap remains open during all times so fresh air might
enter. This shop mainly serves the barracks, however, a few private venders
are known to buy up many of the goods when their own shops run low on material
such as iron or steel. They then melt down the steel, then they filter out
the impurities, and alas the steel is ready to be molded again into something
more deadly.
Obvious exits: -South -West
Vax, the weapons dealer, stands here organizing his inventory.
Frr trots in from the west.
< 943h/943H 178v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 178v/180V Pos: standing >
Before a Large Iron Gate
The cobblestone road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the north has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -North -East# -West
Frr trots in from the north.
< 943h/943H 179v/180V Pos: standing >
The gate seems to be closed.
< 943h/943H 179v/180V Pos: standing >
Frr says in centaur 'oo'
< 943h/943H 179v/180V Pos: standing >
Frr nods.
< 943h/943H 180v/180V Pos: standing >
Ok.
< 943h/943H 180v/180V Pos: standing >
Before a Large Iron Gate
The cobblestoned road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the northwest has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -East -West
Frr trots in from the west.
< 943h/943H 179v/180V Pos: standing >
Ok.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
A Large Charcoal Mass
This section of the town has been used as a bond fire area. Trees have been
cut down at a whim to be burned during a celebration of any sort. There are
often times no particular reason to celebrate anything during one of these
feasts, however, it is in the cow's rape to burn and pillage, and when they're
not doing either one they must fill their time up and release built up rage.
Bones from animals are strewn about the area, their meat is the most often
eaten during such times, broken wine bottles are also visible, all of them
empty and most of them broken. It's hard to tell a cow what to do during these
times, therefore it's rare to see anyone of them hold anything back.
Obvious exits: -East -West
Frr trots in from the west.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A drunk minotaur who is not far off to your east.
An agitated minotaur who is a brief walk away to your east.
< 943h/943H 178v/180V 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.
Frr trots in from the west.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
A drunk minotaur who is close by to your east.
An agitated minotaur who is not far off to your east.
An commoner who is rather far off to your south.
< 943h/943H 179v/180V 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
Frr trots in from the north.
< 943h/943H 178v/180V 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
Frr trots in from the north.
< 943h/943H 177v/180V 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
Frr trots in from the north.
< 943h/943H 177v/180V 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.
Frr trots in from the north.
< 943h/943H 177v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is in the distance to your north.
< 943h/943H 179v/180V Pos: standing >
Saving Doo.
< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 180v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is in the distance to your north.
< 943h/943H 180v/180V 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
Frr trots in from the west.
< 943h/943H 179v/180V Pos: standing >
Autosaving...
An commoner enters from the west.
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
Frr trots in from the west.
< 943h/943H 178v/180V 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
Frr trots in from the west.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An commoner who is not far off to your west.
< 943h/943H 180v/180V 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
Frr trots in from the west.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An commoner who is not far off to your north.
An commoner who is a brief walk away to your west.
< 943h/943H 179v/180V 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
Frr trots in from the west.
< 943h/943H 178v/180V 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
Frr trots in from the west.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An commoner who is in the distance to your west.
< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 179v/180V 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
Frr trots in from the east.
< 943h/943H 178v/180V 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
Frr trots in from the east.
< 943h/943H 177v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
Frr trots in from the south.
< 943h/943H 177v/180V Pos: standing >
You quickly scan the area.
An commoner who is close by to your north.
An commoner who is in the distance to your north.
A rugged commoner who is close by to your east.
A rugged commoner who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
An commoner walks the road, intent on his destination.
Frr trots in from the south.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An commoner who is rather far off to your north.
< 943h/943H 179v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
Frr trots in from the south.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An commoner who is a brief walk away to your north.
A rugged commoner who is close by to your east.
A rugged commoner who is close by to your east.
An commoner who is close by to your south.
An agitated minotaur who is close by to your west.
A rugged commoner who is close by to your west.
A rugged commoner who is close by to your west.
< 943h/943H 178v/180V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Private Dwelling
The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -West
A rugged minotaur drinks obsessively.
A rugged minotaur drinks obsessively.
< 943h/943H 179v/180V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
Frr trots in from the south.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An commoner who is not far off to your north.
An commoner who is not far off to your south.
An agitated minotaur who is not far off to your west.
A drunk minotaur who is a brief walk away to your west.
< 943h/943H 179v/180V Pos: standing >
A Narrow Staircase
Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West -Down
Frr trots in from the west.
< 943h/943H 178v/180V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
Frr trots in from above.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
Ackum who is not far off to your north.
< 943h/943H 179v/180V Pos: standing >
A Narrow Corridor
Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
Frr trots in from the south.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
Ackum who is close by to your north.
< 943h/943H 178v/180V Pos: standing >
A War Room
The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Ackum, the master warrior, is here.
Frr trots in from the south.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A sparring warrior who is close by to your east.
A sparring warrior who is close by to your east.
A training warrior who is close by to your east.
Micheral who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A sparring warrior who is close by to your east.
A sparring warrior who is close by to your east.
A training warrior who is close by to your east.
Micheral who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
A Narrow Corridor
Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
Frr trots in from the north.
< 943h/943H 178v/180V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
Frr trots in from the north.
< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 179v/180V Pos: standing >
Saving Doo.
< 943h/943H 179v/180V Pos: standing >
A Narrow Staircase
Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West -Down
Frr trots in from below.
< 943h/943H 178v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 178v/180V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
Frr trots in from the east.
< 943h/943H 179v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
Frr trots in from the north.
< 943h/943H 178v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
An commoner walks the road, intent on his destination.
Frr trots in from the north.
< 943h/943H 177v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
Frr trots in from the north.
< 943h/943H 176v/180V 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
Frr trots in from the north.
< 943h/943H 176v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 178v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 179v/180V 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
Frr trots in from the east.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An commoner who is not far off to your west.
< 943h/943H 179v/180V 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
Frr trots in from the east.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An commoner who is close by to your west.
< 943h/943H 178v/180V Pos: standing >
Ok.
< 943h/943H 180v/180V Pos: standing >
The door is open.
You extend your sights southward.
A Large House
Decorations fill the walls, strange ornates attach themselves to the
square windows. These ornates hang above the window and passerbyers can see
them from the outside. Obviously these ornates were meant to bring attention
to his house. A nicely carved model of the city lies atop of a circular table,
the table has four chairs around it and stands off in the corner, near the
window. Picture frames have remarkable paintings on them, most of them are
portraits of the city and blue prints of city structures. An oddly placed sign
hangs above the staircase. The sign reads "Enter at your own risk". The
staircase spirals upwards to the second floor.
Obvious exits: -North -Up
Kina, the tinkerer, scribbles something upon a pad.
< 943h/943H 180v/180V Pos: standing >
A Large House
Decorations fill the walls, strange ornates attach themselves to the
square windows. These ornates hang above the window and passerbyers can see
them from the outside. Obviously these ornates were meant to bring attention
to his house. A nicely carved model of the city lies atop of a circular table,
the table has four chairs around it and stands off in the corner, near the
window. Picture frames have remarkable paintings on them, most of them are
portraits of the city and blue prints of city structures. An oddly placed sign
hangs above the staircase. The sign reads "Enter at your own risk". The
staircase spirals upwards to the second floor.
Obvious exits: -North -Up
Kina, the tinkerer, scribbles something upon a pad.
Frr trots in from the north.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
You see nothing.
< 943h/943H 179v/180V Pos: standing >
Looks like an exit.
You extend your sights upward.
Kina's Workshop
A huge bed is off to the left of the staircase, the bed Kina sleeps in no
doubt. The bed has a wooden frame with comfortable blankets atop of a
comfortable mattress. The railings along the staircase help those with bad
footing descend to the second floor with ease. Next to the staircase, on the
left, rests a table of tools. These tools are very primitive, however, they
look like they've been put to good use. A gadget of unparalleled ingenuity
rests next to the table. It has many mechanical levers and switches. It is
not evident what this device could possibly do however. Many other pieces,
parts, and material lays off to the side. Maps of the city are along the
wall opposite the staircase, alongside them are blue prints.
Obvious exits: -Down
< 943h/943H 179v/180V Pos: standing >
It's already open!
< 943h/943H 179v/180V 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
Frr trots in from the south.
< 943h/943H 178v/180V Pos: standing >
Ok.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An commoner who is not far off to your west.
< 943h/943H 178v/180V 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
Frr trots in from the east.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An commoner who is close by to your west.
< 943h/943H 179v/180V 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.
Frr trots in from the east.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
You see nothing.
< 943h/943H 178v/180V Pos: standing >
Ok.
< 943h/943H 180v/180V Pos: standing >
The door is open.
You extend your sights westward.
An Unholy Church
Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -East -West
< 943h/943H 180v/180V Pos: standing >
An Unholy Church
Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -East -West
Frr trots in from the east.
< 943h/943H 179v/180V Pos: standing >
Ok.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A devout commoner who is not far off to your west.
A devout commoner who is not far off to your west.
A devout commoner who is not far off to your west.
< 943h/943H 179v/180V Pos: standing >
An Unholy Church
Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East -South -West
Frr trots in from the east.
< 943h/943H 178v/180V Pos: standing >
Saving Doo.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A devout commoner who is close by to your west.
A devout commoner who is close by to your west.
A devout commoner who is close by to your west.
< 943h/943H 178v/180V Pos: standing >
A Confession Booth
When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -East -Up
A devout religious patron drinks heavily from his bottle.
A devout religious patron drinks heavily from his bottle.
A devout religious patron drinks heavily from his bottle.
Frr trots in from the east.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A sleeping drunk who is close by above you.
< 943h/943H 179v/180V Pos: standing >
Looks like an exit.
You extend your sights upward.
Among the Rafters
From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down
A sleeping drunk snores heavily.
< 943h/943H 179v/180V Pos: standing >
An Unholy Church
Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East -South -West
Frr trots in from the west.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A devout commoner who is close by to your west.
A devout commoner who is close by to your west.
A devout commoner who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
Your features harden.
The aid of nature leaves you.
Looks like an exit.
You extend your sights southward.
A Confession Booth
When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -North -Up
< 943h/943H 180v/180V Pos: standing >
Looks like an exit.
You extend your sights northward.
A Confession Booth
When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -South -Up
< 943h/943H 180v/180V Pos: standing >
A Confession Booth
When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -North -Up
Frr trots in from the north.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A sleeping drunk who is close by above you.
< 943h/943H 179v/180V Pos: standing >
Looks like an exit.
You extend your sights upward.
Among the Rafters
From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down
A sleeping drunk snores heavily.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
An Unholy Church
Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East -South -West
Frr trots in from the south.
< 943h/943H 178v/180V Pos: standing >
A Confession Booth
When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -South -Up
Frr trots in from the south.
< 943h/943H 177v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
Looks like an exit.
You extend your sights upward.
Among the Rafters
From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down
A Minotaur (huge) Lightning of -=<[ The Thunder ]>=- stands here.(Red Aura)
A sleeping drunk snores heavily.
< 943h/943H 180v/180V Pos: standing >
Frr trots up.
< 943h/943H 180v/180V Pos: standing >
Among the Rafters
From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down
Frr - The Resistance (Centaur)(large) stands in mid-air here, fighting a Minotaur.(Gold Aura)
A Minotaur (huge) Lightning of -=<[ The Thunder ]>=- stands here, fighting Frr.(Red Aura)
A sleeping drunk snores heavily.
< 943h/943H 179v/180V Pos: standing >
You start chanting...
You snap into visibility.
< 943h/943H 179v/180V Pos: standing >
You complete your spell...
A Minotaur seems to be blinded!
[Damage: 192 ] A Minotaur is struck by your ray of sunlight, and is destroyed instantly!
A Minotaur is dead! R.I.P.
You receive your share of experience.