The death of [56 Minstrel] Cantros (Orc)

in On the Bridge of the Sloop peanut

from the perspective of [56 Minstrel] Cantros (Orc)

<primary weapon>     a thin steel dagger
<held>               a plain wooden lyre

  M^.***+****   
   M^.**.***    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West

< 473h/473H 34v/113V Pos: standing >
 
                
  .             
 *..     M^.    
 **..   ..+.    
 ****..@M*+*.   
 .***.****.*..  
 ...***++.+**.  
  ^.***+*****   
   ^.**.***.    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West

< 473h/473H 32v/113V Pos: standing >
 
                
                
 ..     M^.     
 *..   ..+.     
 ***...@*+*.    
 ***.****.*..   
 ..***++.+**..  
  .***+******   
   .**.***.*    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
A battered, worn sign stands here crookedly.
A huge hippogryph stands here, cleaning its wing with its antlers.

< 473h/473H 31v/113V Pos: standing >
 
  ..+.  
 .M@+*  
 ***.*  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 473h/473H 31v/113V Pos: standing >
 
                
                
      M^.       
 .   ..+.       
 *...M*@*.      
 *.****.*..     
 ***++.+**..    
  **+******.    
   *.***.**.    
Along a Crumbling Cobblestone Road
Obvious exits: -North -East -South -West

< 473h/473H 31v/113V Pos: standing >
 
 .+.    
 *+@.   
 *.*..  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 473h/473H 31v/113V Pos: standing >
 
                
                
      M^.       
 .   ..+.       
 *...M*@*.      
 *.****.*..     
 ***++.+**..    
  **+******.    
   *.***.**.    
Along a Crumbling Cobblestone Road
Obvious exits: -North -East -South -West

< 473h/473H 32v/113V Pos: standing >
 
                
                
                
      M^.       
 .   ..@.       
 *...M*+*.      
 *.****.*..     
  **++.+**..    
   *+******.    
Along a Crumbling Cobblestone Road
Obvious exits: -North -East -South -West

< 473h/473H 32v/113V Pos: standing >
Before the South Gates of Storm Port
   Just outside the gates and through the trail between the rocky
terrain south, the sounds and smells of Storm Port are intense.
Orc merchants can be heard shouting out their wares and just around
the corner the vigilant gate guards jostle their weapons, clanking
iron on iron.  The smell of the sea has become overpowering, a
salty mist floats in the air, not severe, but enough to cause
discomfort.
Obvious exits: -North -East -South -West
An Orc commoner wanders the city here.

< 473h/473H 33v/113V Pos: standing >
A Trail Between the Rocks
   Branching out east and west of this trail are huge, jagged, rocks
jutting upwards, making the thought of scaling it to get into the city
by bypassing the gates seem dangerous and difficult.  The trail itself
appears to be used often, and wagon tracks as well as the usual prints
of foot traffic can be seen in the earth. Up ahead and around the
corner are the southern gates of Storm Port.
Obvious exits: -South

< 473h/473H 32v/113V Pos: standing >
Before the South Gates of Storm Port
   Just outside the gates and through the trail between the rocky
terrain south, the sounds and smells of Storm Port are intense.
Orc merchants can be heard shouting out their wares and just around
the corner the vigilant gate guards jostle their weapons, clanking
iron on iron.  The smell of the sea has become overpowering, a
salty mist floats in the air, not severe, but enough to cause
discomfort.
Obvious exits: -North -East -South -West
An Orc commoner wanders the city here.

< 473h/473H 32v/113V Pos: standing >
The South Gates of Storm Port
   Although there are no walls surrounding the the orc harbour city
of Storm Port, the terrain itself makes it almost a fortress. Large
rocks jutt out from the earth almost mountainous in nature but no
where near as large. Despite this they still prove to deter invaders
from entering anywhere other than the three primary entrances to the
city.  The first and foremost being here, the south gates of the
city, guarded by half a dozen elite orc guards.
Obvious exits: -East -West
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.

< 473h/473H 33v/113V Pos: standing >
On the Verge of Squall Road
   Years ago, Storm Port was built as just a naval harbour for the orc
armies.  Having spread their influence well across most of the country
they looked further for new lands to conquer or new allies to unite with.
The future of the orc kingdom was laying across the seas.  This city
was but a military staging point at first, however, as the orc presence
grew so did the city. Today, it rivals even the distant human cities
it might as well as dense population.
Obvious exits: -North -West

< 473h/473H 34v/113V Pos: standing >
Squall Road West Intersection
   In the early days, Storm Port consisted solely of the harbour,
several small supply shops, and naval barracks connected by two
roads.  Squall Road was one of those two.  North of here is a
small alley that connects up with another major street in the city,
Tempest Avenue.  The busy Storm Port bank sits to the west, and south
leads to the southern gates.  The traffic here is amazing as orcs
bustle about, heading for the harbour, elsewhere in the city, or
outside town.
Obvious exits: -North -East -South -West#
An Orc city guard walks here, most likely abusing his power.

< 473h/473H 35v/113V Pos: standing >
Tempest Avenue and Squall Road Connector
   This small road connects Squall Road and Tempest Avenue, for those
wishing a more direct route to or from the southern gates.  The dirt
packed road is covered with litter as orcs living in the large buildings
on either side tend to just throw their trash out the windows. The
sounds of the harbour seem distant here, yet can still be heard. A
small shop sits east.
Obvious exits: -North -East# -South

< 473h/473H 35v/113V Pos: standing >
Tempest Avenue
   Tempest Avenue runs east to west through the city, parallel to
Squall Road and North Storm Street.  On the west end of the Avenue the
gate to the Storm Port graveyard is located. To the east it connects
with Gale Road.  West of here the avenue intersects with the
entrance to the graveyard and a connector road to North Storm Street.
South lies yet another connector to Squall Road, probably the busiest
road in the city.
Obvious exits: -East -South -West
A young Orc soldier wanders the city here, preparing for training.
A stray dog spends his days chasing rats through the back alleys.

< 473h/473H 35v/113V Pos: standing >
West End of Tempest Avenue
   Tempest Avenue ends here to be replace by the graveyard west. Due
to the pirate wars a decade ago, thousands of orcs were slain in ship
to ship battles.  Although burial at sea was the most practical option,
many of the dying were transported back to the city where an unused
portion of the city was transformed into a large graveyard almost
overnight. Tempest Avenue is still as a direct route from the harbour
to the graveyard. To the north lies the North Storm connector.
Obvious exits: -North -East -South# -West#

< 473h/473H 35v/113V Pos: standing >
Tempest Avenue and North Storm Street Connector
   Tempest Avenue and North Storm Street connect here with a small
alley inbetween a large set of homes to the east and nearly impassable
rocky terrain to the west, though there does appear to be a faint trail,
seldom used, through the rocks.  The air here is filled with smoke
from hundreds of burning fireplaces and the sea mist drifting in from
the harbour.  It begins to hurt the lungs.
Obvious exits: -North -South -West

< 473h/473H 36v/113V Pos: standing >
West End of North Storm Street
   North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector.  The street ends here, connecting to Tempest Avenue
south.  North lies the city supply shop, where many of the sailors
purchase goods needed for their long voyages at sea.
Obvious exits: -North# -East -South
An Orc merchant wanders the city, selling his wares.
A young Orc soldier wanders the city here, preparing for training.

< 473h/473H 36v/113V Pos: standing >
The door seems to be closed.

< 473h/473H 37v/113V Pos: standing >
North Storm Street
   North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector.  All along the street orc merchants and soldiers
can be seen wandering around. The sounds of the city has reached
a crescendo, with the shouts of the commoners, the steady rhythm of
the water wheel, far off drum beating, and the yipping of a dog
someone has just kicked.
Obvious exits: -East -West

< 473h/473H 38v/113V Pos: standing >
North Storm Street
   North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector.  The Storm Port armory lies south of here, probably
the most important shop for the sailors and soldiers of the city, where
they can purchase somewhat better than the standard weapons they
recieve from their employers.
Obvious exits: -East -South# -West
An Orc merchant wanders the city, selling his wares.

< 473h/473H 39v/113V Pos: standing >
North Storm Street and Soldier's Path
   North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector.  Soldier's Path breaks away to the north here, home
to three fighter's guilds and the Storm Port inn.  The road here is
somewhat less muddy from not being under the aqueduct, but sea mist
blows through the air, dampening clothes.
Obvious exits: -North -East -West
An Orc city guard walks here, most likely abusing his power.
An Orc commoner wanders the city here.

< 473h/473H 42v/113V Pos: standing >
Soldier's Path
   Soldier's Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago.  Now, for the right price, they can sleep in somewhat comfortable
beds. 
Obvious exits: -North -East# -South
A young Orc soldier wanders the city here, preparing for training.

< 473h/473H 43v/113V Pos: standing >
Hint: The Priest of Winterhaven will cast beneficial spells upon you if you stay by him.  Sometimes he might not notice you though!
Soldier's Path
   Soldiers Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  East of here is the
somewhat more obscure fighters hall, the guild of the dark knights,
otherwise known as anti-paladins.  Anti-paladin training is probably
the most grueling of all the fighter classes, thus the reason their
numbers being few compared to the warriors and mercenaries. 
Obvious exits: -North -East# -South
A female Orc wanders the city here, bitching at the males she passes.
A female Orc wanders the city here, bitching at the males she passes.

< 473h/473H 44v/113V Pos: standing >
Soldier's Path
   Soldiers Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  West of here Soldier's
Path ends abrubtly before two large buildings, one for the mercenaries
and one for the warriors of Storm Port.  The smog over the city is
especially thick here, indicating many blacksmith and foundry fires
burning. There is a large door leading to a dojo to the north.
Obvious exits: -North# -South -West

< 473h/473H 44v/113V Pos: standing >
Before Two Black Stone Buildings
   Soldier's Path ends here with the obstruction of two massive
buildings.  The majority of the Storm Port military is trained here,
in each of these buildings.  North being the warriors guild hall,
where many of the future gate guards and city guards are taught.
South lies the mercenary guild, where sailors hone their skills to
become better at the dark arts of piracy. The smoke from huge
fires from inside these two buildings billows out of chimneys over
head, blocking out the light in a dense smog.
Obvious exits: -North# -East -South#

< 473h/473H 46v/113V Pos: standing >
Ok.

< 473h/473H 51v/113V Pos: standing >
The Hall of Warriors
   These two rooms act as a connecting hallway between Soldier's Path
and the sparring grounds inside this massive warehouse-like building.
The walls are adorned with several types of weapons, from longswords,
to flails to heavy maces.  All symbolizing the art of war for the
orc warriors.  Lanterns hang from the ceiling so that the students
need not adjust their eyes when they enter and can focus purely on
their battle techniques.
Obvious exits: -East -South
An Orc merchant wanders the city, selling his wares.
A young Orc soldier practices his newly learned techniques here.

< 473h/473H 51v/113V Pos: standing >
The Hall of Warriors
   These two rooms act as a connecting hallway between Soldier's Path
and the sparring grounds inside this massive warehouse-like building.
The walls are adorned with several types of weapons, from longswords,
to flails to heavy maces.  All symbolizing the art of war for the
orc warriors.  Lanterns hang from the ceiling so that the students
need not adjust their eyes when they enter and can focus purely on
their battle techniques.
Obvious exits: -North -West

< 473h/473H 52v/113V Pos: standing >
You feel your skill in sneak improving.
The Sparring Grounds
  This area was formerly several rooms of some sort of orcish
harbour center.  Now, most of the walls have been knocked down and
earth has been poured over the floors to lessen the pain from falls.
Several heavy bags hang from the ceilings and cases of weapons
line the walls.  Everywhere in this wide open room, orc warriors
train to become elite, with thoughts of joining the orc navy, the
battle against the forces of light, or even for the more cruel,
recruitment in the army of armageddon, floating in the heads of
them all.
Obvious exits: -North -East -South

< 473h/473H 53v/113V Pos: standing >
The Sparring Grounds
  This area was formerly several rooms of some sort of orcish
harbour center.  Now, most of the walls have been knocked down and
earth has been poured over the floors to lessen the pain from falls.
Several heavy bags hang from the ceilings and cases of weapons
line the walls.  Everywhere in this wide open room, orc warriors
train to become elite, with thoughts of joining the orc navy, the
battle against the forces of light, or even for the more cruel,
recruitment in the army of armageddon, floating in the heads of
them all.
Obvious exits: -North -West
A young Orc soldier practices his newly learned techniques here.
A young Orc soldier practices his newly learned techniques here.

< 473h/473H 55v/113V Pos: standing >
The Sparring Grounds
   This area of the sparring ground is where Rend, the orc battle
master trains his students.  He teaches mainly in the skills of sword
play, but also exercises the powers of his favorite weapon, the flail.
More orcs are sent to the infirmary from sparring with their teacher
here than anywhere else in the city, this area and Rend has also
been known to send a few unfortunate orc warriors to the graveyard.
Obvious exits: -South -West
Someone has left some spiked leggings here.
A young Orc soldier practices his newly learned techniques here.
The Orc battle master, Rend, teaches his pupils here.

< 473h/473H 57v/113V Pos: standing >
The Sparring Grounds
  This area was formerly several rooms of some sort of orcish
harbour center.  Now, most of the walls have been knocked down and
earth has been poured over the floors to lessen the pain from falls.
Several heavy bags hang from the ceilings and cases of weapons
line the walls.  Everywhere in this wide open room, orc warriors
train to become elite, with thoughts of joining the orc navy, the
battle against the forces of light, or even for the more cruel,
recruitment in the army of armageddon, floating in the heads of
them all.
Obvious exits: -East -South -West#

< 473h/473H 57v/113V Pos: standing >
Ok.

< 473h/473H 64v/113V Pos: standing >
Inside the Prison
   This prison is quite small and quite cramped.  It doesn't appear
like it often used, or ever used to full capacity, as the orcs of
Storm Port often sell their hostages as slaves or return them in
exchange for paid ransoms quickly after capture.  Most all the prisoners
here were caught on the high seas. The Sparring Grounds are just to the
east.
Obvious exits: -East -West
A Human prisoner is shackled to the wall here.
A Human prisoner is shackled to the wall here.

< 473h/473H 63v/113V Pos: standing >
Inside the Prison
   This prison is quite small and quite cramped.  It doesn't appear
like it often used, or ever used to full capacity, as the orcs of
Storm Port often sell their hostages as slaves or return them in
exchange for paid ransoms quickly after capture.  Most all the prisoners
here were caught on the high seas.
Obvious exits: -East
A Half-Elf prisoner is shackled to the wall here.
A huge Minotaur prisoner is shackled to the wall here.

< 473h/473H 65v/113V Pos: standing >
Inside the Prison
   This prison is quite small and quite cramped.  It doesn't appear
like it often used, or ever used to full capacity, as the orcs of
Storm Port often sell their hostages as slaves or return them in
exchange for paid ransoms quickly after capture.  Most all the prisoners
here were caught on the high seas. The Sparring Grounds are just to the
east.
Obvious exits: -East -West
A Human prisoner is shackled to the wall here.
A Human prisoner is shackled to the wall here.

< 473h/473H 67v/113V Pos: standing >
The Sparring Grounds
  This area was formerly several rooms of some sort of orcish
harbour center.  Now, most of the walls have been knocked down and
earth has been poured over the floors to lessen the pain from falls.
Several heavy bags hang from the ceilings and cases of weapons
line the walls.  Everywhere in this wide open room, orc warriors
train to become elite, with thoughts of joining the orc navy, the
battle against the forces of light, or even for the more cruel,
recruitment in the army of armageddon, floating in the heads of
them all.
Obvious exits: -East -South -West

< 473h/473H 66v/113V Pos: standing >
The Sparring Grounds
  This area was formerly several rooms of some sort of orcish
harbour center.  Now, most of the walls have been knocked down and
earth has been poured over the floors to lessen the pain from falls.
Several heavy bags hang from the ceilings and cases of weapons
line the walls.  Everywhere in this wide open room, orc warriors
train to become elite, with thoughts of joining the orc navy, the
battle against the forces of light, or even for the more cruel,
recruitment in the army of armageddon, floating in the heads of
them all.
Obvious exits: -North -East -South
An Orc merchant wanders the city, selling his wares.

< 473h/473H 67v/113V Pos: standing >
The Hall of Warriors
   These two rooms act as a connecting hallway between Soldier's Path
and the sparring grounds inside this massive warehouse-like building.
The walls are adorned with several types of weapons, from longswords,
to flails to heavy maces.  All symbolizing the art of war for the
orc warriors.  Lanterns hang from the ceiling so that the students
need not adjust their eyes when they enter and can focus purely on
their battle techniques.
Obvious exits: -North -West

< 473h/473H 68v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 473h/473H 70v/113V Pos: standing >
You feel your skill in sneak improving.
The Hall of Warriors
   These two rooms act as a connecting hallway between Soldier's Path
and the sparring grounds inside this massive warehouse-like building.
The walls are adorned with several types of weapons, from longswords,
to flails to heavy maces.  All symbolizing the art of war for the
orc warriors.  Lanterns hang from the ceiling so that the students
need not adjust their eyes when they enter and can focus purely on
their battle techniques.
Obvious exits: -East -South
A young Orc soldier practices his newly learned techniques here.

< 473h/473H 70v/113V Pos: standing >
Before Two Black Stone Buildings
   Soldier's Path ends here with the obstruction of two massive
buildings.  The majority of the Storm Port military is trained here,
in each of these buildings.  North being the warriors guild hall,
where many of the future gate guards and city guards are taught.
South lies the mercenary guild, where sailors hone their skills to
become better at the dark arts of piracy. The smoke from huge
fires from inside these two buildings billows out of chimneys over
head, blocking out the light in a dense smog.
Obvious exits: -North -East -South#

< 473h/473H 71v/113V Pos: standing >
Ok.

< 473h/473H 76v/113V Pos: standing >
You feel your skill in sneak improving.
The Mercenary Halls
   These hallways mantain the necessary equipment to train an orc
mercenary.  They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light.   Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -North -West

< 473h/473H 75v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 473h/473H 76v/113V Pos: standing >
The Mercenary Halls
   These hallways have been specifically built for the mercenary
training, as well as for defensive purposes.  The wind around several
corners, in attempt to confuse invaders and giving the trainees inside
time to gather in Maim's chamber.  Orcish weapons adorn the walls,
many baring the storm crest.  Despite the proximity to the two
other fighter's guilds in the city, the mercenary halls are looked
down at by the warriors and anti-paladins, believing them to be
a lower class of fighter.
Obvious exits: -East -West

< 473h/473H 77v/113V Pos: standing >
The Mercenary Halls
   These hallways mantain the necessary equipment to train an orc
mercenary.  They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light.   Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -East -South

< 473h/473H 78v/113V Pos: standing >
The Mercenary Halls
   These hallways have been specifically built for the mercenary
training, as well as for defensive purposes.  The wind around several
corners, in attempt to confuse invaders and giving the trainees inside
time to gather in Maim's chamber.  Orcish weapons adorn the walls,
many baring the storm crest.  Despite the proximity to the two
other fighter's guilds in the city, the mercenary halls are looked
down at by the warriors and anti-paladins, believing them to be
a lower class of fighter.
Obvious exits: -North -East

< 473h/473H 79v/113V Pos: standing >
The Mercenary Halls
   These hallways mantain the necessary equipment to train an orc
mercenary.  They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light.   Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -East# -West

< 473h/473H 80v/113V Pos: standing >
Ok.

< 473h/473H 84v/113V Pos: standing >
Maim's Mercenary Chamber
   Maim teaches the mercenaries of Storm Port ruthlessly, and
although he refrains from teaching much hand-to-hand combat, his
headbutt, famous for thrice knocking out an ogre, oftens find its
way onto a trainee's temple, usually providing the young mercenary
with a world of pain.  When the mercenaries are finished there
training here they will move into the sparring grounds, and then
finally, after becoming full fledged mercenaries, will travel
the world, applying to numerous mercenary companies or guilds.
Obvious exits: -West
Maim, the elite mercenary, stands here.

< 473h/473H 84v/113V Pos: standing >
The Mercenary Halls
   These hallways mantain the necessary equipment to train an orc
mercenary.  They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light.   Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -East -West

< 473h/473H 85v/113V Pos: standing >
The Mercenary Halls
   These hallways have been specifically built for the mercenary
training, as well as for defensive purposes.  The wind around several
corners, in attempt to confuse invaders and giving the trainees inside
time to gather in Maim's chamber.  Orcish weapons adorn the walls,
many baring the storm crest.  Despite the proximity to the two
other fighter's guilds in the city, the mercenary halls are looked
down at by the warriors and anti-paladins, believing them to be
a lower class of fighter.
Obvious exits: -North -East

< 473h/473H 85v/113V Pos: standing >
The Mercenary Halls
   These hallways mantain the necessary equipment to train an orc
mercenary.  They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light.   Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -East -South

< 473h/473H 85v/113V Pos: standing >
You feel your skill in sneak improving.
The Mercenary Halls
   These hallways have been specifically built for the mercenary
training, as well as for defensive purposes.  The wind around several
corners, in attempt to confuse invaders and giving the trainees inside
time to gather in Maim's chamber.  Orcish weapons adorn the walls,
many baring the storm crest.  Despite the proximity to the two
other fighter's guilds in the city, the mercenary halls are looked
down at by the warriors and anti-paladins, believing them to be
a lower class of fighter.
Obvious exits: -East -West

< 473h/473H 86v/113V Pos: standing >
The Mercenary Halls
   These hallways mantain the necessary equipment to train an orc
mercenary.  They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light.   Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -North -West

< 473h/473H 87v/113V Pos: standing >
Before Two Black Stone Buildings
   Soldier's Path ends here with the obstruction of two massive
buildings.  The majority of the Storm Port military is trained here,
in each of these buildings.  North being the warriors guild hall,
where many of the future gate guards and city guards are taught.
South lies the mercenary guild, where sailors hone their skills to
become better at the dark arts of piracy. The smoke from huge
fires from inside these two buildings billows out of chimneys over
head, blocking out the light in a dense smog.
Obvious exits: -North -East -South
A young Orc soldier practices his newly learned techniques here.

< 473h/473H 87v/113V Pos: standing >
Soldier's Path
   Soldiers Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  West of here Soldier's
Path ends abrubtly before two large buildings, one for the mercenaries
and one for the warriors of Storm Port.  The smog over the city is
especially thick here, indicating many blacksmith and foundry fires
burning. There is a large door leading to a dojo to the north.
Obvious exits: -North# -South -West

< 473h/473H 88v/113V Pos: standing >
Ok.

< 473h/473H 92v/113V Pos: standing >
Inside a Dojo
   This is a fairly large area located on the first floor of a
giant stone building that really is nothing more than an empty
room covered with mats on the floor, with paintings and martial
arts weapons adorning the walls.
Obvious exits: -North -East -South

< 473h/473H 93v/113V Pos: standing >
Hint: The Priest of Winterhaven will cast beneficial spells upon you if you stay by him.  Sometimes he might not notice you though!

< 473h/473H 94v/113V Pos: standing >
Inside a Dojo
   This is a fairly large area located on the first floor of a
giant stone building that really is nothing more than an empty
room covered with mats on the floor, with paintings and martial
arts weapons adorning the walls.
Obvious exits: -North -West

< 473h/473H 93v/113V Pos: standing >
Inside a Dojo
   This is a fairly large area located on the first floor of a
giant stone building that really is nothing more than an empty
room covered with mats on the floor, with paintings and martial
arts weapons adorning the walls.
Obvious exits: -South -West
The local Orc sensei, practices his martial arts here.

< 473h/473H 94v/113V Pos: standing >
Inside a Dojo
   This is a fairly large area located on the first floor of a
giant stone building that really is nothing more than an empty
room covered with mats on the floor, with paintings and martial
arts weapons adorning the walls.
Obvious exits: -East -South

< 473h/473H 98v/113V Pos: standing >
Inside a Dojo
   This is a fairly large area located on the first floor of a
giant stone building that really is nothing more than an empty
room covered with mats on the floor, with paintings and martial
arts weapons adorning the walls.
Obvious exits: -North -East -South

< 473h/473H 99v/113V Pos: standing >
Soldier's Path
   Soldiers Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  West of here Soldier's
Path ends abrubtly before two large buildings, one for the mercenaries
and one for the warriors of Storm Port.  The smog over the city is
especially thick here, indicating many blacksmith and foundry fires
burning. There is a large door leading to a dojo to the north.
Obvious exits: -North -South -West
A female Orc wanders the city here, bitching at the males she passes.

< 473h/473H 99v/113V Pos: standing >
Soldier's Path
   Soldiers Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  East of here is the
somewhat more obscure fighters hall, the guild of the dark knights,
otherwise known as anti-paladins.  Anti-paladin training is probably
the most grueling of all the fighter classes, thus the reason their
numbers being few compared to the warriors and mercenaries. 
Obvious exits: -North -East# -South

< 473h/473H 101v/113V Pos: standing >
Ok.

< 473h/473H 106v/113V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -North -West

< 473h/473H 105v/113V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -East# -South

< 473h/473H 107v/113V Pos: standing >
Ok.

< 473h/473H 112v/113V Pos: standing >
Prayer Room of the Dark Knights
  This room serves as an altar chamber for the Anti-Paladins of Storm
Port and the surrounding area.  The elite knights of darkness spawned
from this room will be valuable assets to the war against the forces
of light.  Paintings of black armored knights riding blue dragons
cover the three walls displaying a perfect kingdom of killing, suffering,
and pain. There is a small basin built into the east wall where an
abundant source of unholy water flows. 
Obvious exits: -West
An opaque basin has been built into the east wall here.
Lanagin the priest of Bloodstone stands here, waiting to converse with Daagar.
An emissary from the Pits of Cerberus talks with Daagar
Daagar, lord of the anti-paladins, stands here speaking with the emissary.

< 473h/473H 112v/113V Pos: standing >
You need to find a teacher first.

< 473h/473H 112v/113V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -East -South

< 473h/473H 111v/113V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -North -West

< 473h/473H 111v/113V Pos: standing >
Soldier's Path
   Soldiers Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  East of here is the
somewhat more obscure fighters hall, the guild of the dark knights,
otherwise known as anti-paladins.  Anti-paladin training is probably
the most grueling of all the fighter classes, thus the reason their
numbers being few compared to the warriors and mercenaries. 
Obvious exits: -North -East -South

< 473h/473H 112v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 473h/473H 112v/113V Pos: standing >
Soldier's Path
   Soldier's Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago.  Now, for the right price, they can sleep in somewhat comfortable
beds. 
Obvious exits: -North -East# -South
A female Orc wanders the city here, bitching at the males she passes.
A young Orc soldier wanders the city here, preparing for training.

< 473h/473H 111v/113V Pos: standing >
Ok.

< 473h/473H 113v/113V Pos: standing >
Waiting Room of the Inn
   The waiting room of the inn is a breeding ground for brawls.  Most
likely caused by the brawny sailors constantly flowing in and out
of the city, always rowdy and looking for a good time, including
beating on a few of the locals, however, the trolls and ogres who
frequent this inn have a tendancy to turn around and push the sailors
around, forcing the locals out of the room and back into the streets,
lest they fall prey to an ogre's fist or troll's forehead. A flimsey
staircase leads up to the inn itself.
Obvious exits: -West -Up
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
A Troll patron waits for his room here.
A Troll patron waits for his room here.

< 473h/473H 112v/113V Pos: standing >
Soldier's Path
   Soldier's Path connects the fighters guilds with the rest of the
city.  Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion.  West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago.  Now, for the right price, they can sleep in somewhat comfortable
beds. 
Obvious exits: -North -East -South
A female Orc wanders the city here, bitching at the males she passes.
A young Orc soldier wanders the city here, preparing for training.

< 473h/473H 111v/113V Pos: standing >
North Storm Street and Soldier's Path
   North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector.  Soldier's Path breaks away to the north here, home
to three fighter's guilds and the Storm Port inn.  The road here is
somewhat less muddy from not being under the aqueduct, but sea mist
blows through the air, dampening clothes.
Obvious exits: -North -East -West
An Orc commoner wanders the city here.

< 473h/473H 111v/113V Pos: standing >
East End of North Storm Street and Gale Road
   North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector.  With the aqueduct above running south, the road
in this corner of the city is somewhat muddy, and the smell of sea
salt is still quite strong.  The mystical Pillar of Elements can
be seen rising above the city close by the north. The street continues
west of here.
Obvious exits: -North -South -West -Up

< 473h/473H 112v/113V Pos: standing >
An orc female enters from the south.

< 473h/473H 112v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 473h/473H 112v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 473h/473H 112v/113V Pos: standing >
Gale Road
   Gale Road connects with the harbour here, making it one of the
oldest and most used pathways in the city.  The sheer ammount of traffic
coming through this road then heading north or south into the city from
boarding or disembarking passengers is amazing.  The harbour, once only
used for orc military personnel, now is abundant with many of the more
evil races of all classes and skills.
Obvious exits: -North -East -South

< 473h/473H 111v/113V Pos: standing >
Before the Docks of Storm Port
   The name Storm Port is deceptive in nature for storms in this orc
city are actually quite rare. In fact, due to the rock formations in
the surrounding area creating a haven from all sorts of bad weather,
the harbour was built on this spot because it was storm free.  Without
the harbour, the city would have never have flourished, thus leading
to quite an irony of sorts and the thoughts of whatever orc actually
named this town must have had a twisted sense of humour.
Obvious exits: -East -West

< 473h/473H 111v/113V Pos: standing >
The Docks of Storm Port
   For the ammount of traffic coming and going through this harbour
it is probably not as large as many would hope it to be.  It consists
of a north dock and a south dock, both running parallel into the sea.
Galleons line the docks, completely overcrowding them and giving the
poor harbour master a great deal of stress who happens to be severely
under handed.  His station sits north, but it rare for him to ever
be inside when there is so much work to be doing.
Obvious exits: -North# -East -South -West
An Orc harbour worker runs about performing his duties.

< 473h/473H 111v/113V Pos: standing >
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
An Orc guards the docks viciously.

< 473h/473H 110v/113V Pos: standing >
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
An Orc harbour worker runs about performing his duties.
An Orc sailor searches for his ship along the pier.
An Orc shipwright stands here, selling ship rides across the sea.

< 473h/473H 111v/113V Pos: standing >
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
A strange gnomish contraption stands here, dispensing ferry tickets.
The Sloop  ILoveDuris floats here.
The Sloop TheRager floats here.
The Sloop The Cunning Linguist floats here.
The Sloop The Silanda floats here.
The Sloop Explorer I floats here.
The Sloop Boogyman of Duris floats here.
The Sloop Cyric's Revenge  floats here.
The Sloop  Duris Rules floats here.
The Yacht ok floats here.
The Sloop Labarca floats here.
The Sloop UhYeah floats here.
The Sloop Cyric's  Revenge floats here.
The Sloop Druid floats here.
A deadly nightmare stands here, red eyes glowing hotly.

< 473h/473H 111v/113V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 473h/473H 113v/113V Pos: standing >
You show your small Sailor's Tattoo for a discount.
Your ship, 'peanut', will be peanut with paint.
Thanks for your business, this hull will take 0 hours to build.

< 473h/473H 113v/113V Pos: standing >
You board the Sloop peanut.
Aboard the Sloop peanut
Obvious exits: -North

< 473h/473H 113v/113V Pos: standing >
On the Bridge of the Sloop peanut
Obvious exits: -South

< 473h/473H 112v/113V Pos: standing >
This ship is being worked on for at least another 0.1 hours, it can't move.

< 473h/473H 112v/113V Pos: standing >
Arrgh! There are too many people on this ship to move!

< 473h/473H 112v/113V Pos: standing >
A Gnome snaps into visibility.

< 473h/473H 112v/113V Pos: standing >
A Gnome completes his spell...
A Gnome utters the words 'buoblg qfjgpuio paie'
A huge fist sent by a Gnome grabs you, and begins crushing your body.
OUCH!  That really did HURT!

< 309h/473H 112v/113V Pos: standing >
<A Gnome starts casting an offensive spell.

< 309h/473H 112v/113V Pos: standing >
<A Gnome completes his spell...
A Gnome utters the words 'solbeeps missile barrage'
A Gnome's force missile slams into you.
OUCH!  That really did HURT!
A Gnome's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.
OUCH!  That really did HURT!
A Gnome's force missile slams into you.

< 159h/473H 112v/113V Pos: standing >
<You score a CRITICAL HIT!!!!!
[Damage:  1 ] Your weak pierce grazes a Gnome.
You miss a Gnome.

< 159h/473H 112v/113V Pos: standing >
< T: Cantros TP: sta TC: nasty wounds E: A Gnome sta EP: few scratches >
 A Gnome starts casting an offensive spell called 'bigbys crushing hand'.

< 159h/473H 112v/113V Pos: standing >
< T: Cantros TP: sta TC: nasty wounds E: A Gnome sta EP: few scratches >
 AAAYYYYYYYYYYEEEEEEAaaaaaaaaaaaaaaaahhhhhhh!

< 159h/473H 112v/113V Pos: standing >
< T: Cantros TP: sta TC: nasty wounds E: A Gnome sta EP: few scratches >
 A Gnome completes his spell...
A Gnome utters the words 'bigbys crushing hand'
A huge fist sent by a Gnome grabs you, and begins crushing your body.
You feel your pulse begin to slow and you realize you are mortally wounded...

< -6h/473H 112v/113V Pos: standing >