<worn as a badge> a soulstone scabbard (magic)
<worn on head> a black turban of circling flames (magic)
<worn on eyes> the monocle of damnation (glowing)
<worn in ear> an obsidian earring shaped like a skull [superior]
<worn in ear> a lightning earring [poor]
<worn on face> the horrid mask of nightmares
<worn around neck> a studded dragonscale neckguard [superior]
<worn around neck> a gory string of cyclops eyes [superior] (magic)
<worn on body> a suit of platinum plate bearing the crest of Pelor [poor] (magic)
<worn about body> a black hooded cloak of Isha the Wanderer (magic) (glowing)
<worn on back> an adventurers backpack
<worn as quiver> a quiver smeared with blood [64%]
<worn about waist> a belt of iron solidarity (magic)[239h 42m 19s]
<worn on belt buckle>a small circular shield of blue flames [86%]
<worn on arms> a set of jagged blood crystal arm plates (magic)
<worn around wrist> a bracelet of influence (magic) [70%]
<worn around wrist> an elven bracelet of precision [superior] (magic)
<worn on hands> the gauntlets of Torm's Justice of damage (magic) (glowing) (humming)
<worn on finger> a ring of fire protection (magic)
<worn on finger> a shiny ring of the faeries (magic) (glowing)
<wielding twohanded> the holy flamberge of the efreeti (magic) (glowing)[239h 42m 19s]
<worn on legs> some flexible leggings of hellfire (magic) (glowing)
<worn on feet> the boots of a MaDMaN (glowing)
< 1220h/1185H 164v/164V Pos: standing >
Znar steps out of a pitch-black gate.
< 1220h/1185H 164v/164V Pos: standing >
< 1220h/1185H 164v/164V Pos: standing >
Laz taps Tsunami, trident of storms on the ground three times.
The water from Tsunami, trident of storms flows around Znar, refreshing your vitality!
The water from Tsunami, trident of storms flows around Nib, refreshing your vitality!
The water from Tsunami, trident of storms flows around Laz, refreshing your vitality!
< 1220h/1185H 164v/164V Pos: standing >
Eriic sings a song to make your heart swell with pride.
< 1220h/1185H 164v/164V Pos: standing >
Znar nods.
< 1220h/1185H 164v/164V Pos: standing >
You follow Laz.
Tent of the Shaman
Shamans are a respected and feared class. They are in touch with the spirits
and possess incredibly potent magic. They are a unique class of individuals
who combine these magics with the power of the wildlife, making them very
dangerous if they chose to be. Shamans in this city are the healers of the
ordinary people, since most clerics won't even come to these desolate sections
of the city. Popular ones could collect a vast fortune if they chose by
taxing those who seek their services. Most individuals who come to see Ruffus
are seeking not healing, but reassurances that they have not contracted some
sort of disease. Unlike most shamans, Ruffus is a people person, dependent on
others for his sanity. Many shamans keep to themselves, Ruffus does not.
Obvious exits: -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Ruffus chants an incantation.
Znar sneaks in from the west.
< 1220h/1185H 163v/164V Pos: standing >
Laz sneaks west.
You follow Laz.
Tent of the Wanderer
Eriic the wanderer has been many places in his long life. Everywhere from
Tharnadia to Tiamat to the Underdark. He is widely known throughout the city
for his charts and maps and adventure stories. His long flowing blond hair
does not reflect his old age, however, he is very old. The candle light is
barely enough to see the fine lines on his face, the wrinkles of old age. Many
of the common city dwellers come to see Eriic for advice to share his company.
Eriic enjoys company. Eriic enjoys telling stories even more. Most children
come to see Eriic if their parents allow them. Most children come to see Eriic
even if their parents don't allow them. He is known as the wanderer. The will
of this wanderer is to die of old age, never by the spear of another through
his gut or by famine or disease. His jolly laughter is legendary.
An unnatural darkness fills this area.
Obvious exits: -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
(Q)Eriic the wanderer plays a tune.
Znar sneaks in from the east.
< 1220h/1185H 162v/164V Pos: standing >
Laz sneaks east.
You follow Laz.
Tent of the Shaman
Shamans are a respected and feared class. They are in touch with the spirits
and possess incredibly potent magic. They are a unique class of individuals
who combine these magics with the power of the wildlife, making them very
dangerous if they chose to be. Shamans in this city are the healers of the
ordinary people, since most clerics won't even come to these desolate sections
of the city. Popular ones could collect a vast fortune if they chose by
taxing those who seek their services. Most individuals who come to see Ruffus
are seeking not healing, but reassurances that they have not contracted some
sort of disease. Unlike most shamans, Ruffus is a people person, dependent on
others for his sanity. Many shamans keep to themselves, Ruffus does not.
Obvious exits: -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Ruffus chants an incantation.
< 1220h/1185H 161v/164V Pos: standing >
You follow Laz.
A Winding Dune Encampment
For most of the people who live here, life is wretched. If there's one thing
about sand, is that it gets everywhere. Beneath the ears, under the hair, in
the mouth, in the finger nails, and just about everyplace else as well. This
is the poorer section of the city where those without the means live. They all
seemed to have to become one great giant conglomerate where whom the richer and
even not so richer have forgotten about. Cut throats don't even bother to come
here, thieves either, however, there be rumors of gypsies in these parts. The
wind blows softly, picking up the sand and blowing it through the air, hitting
tents and people alike. The sun beats down during the day here, making it
scorching and terribly dry, damn near unbearable.
Obvious exits: -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A brown dog is barking loudly.
A crazy man stares at a rat with one eye open.(Red Aura)
A small child plays in the sand.
An elderly peasant enjoys the music.
Znar sneaks in from the west.
< 1220h/1185H 161v/164V Pos: standing >
Laz sneaks east.
You follow Laz.
Tent of the Butcher
Rats can be heard over the occasional hacking of the butcher. Parnn is the
butcher most seek to butcher their meat. Hunters come here mostly, sometimes
little kids who've caught a squirrel or rabbit as well. Parnn is a nice guy
when it comes to butchering, he likes to hack meat. He'll do it for free as
well, if you've got a purdy mouth. His fees range widely depending on the meat
that needs to be hacked and chopped. The front of the tent is the only place
customers are allowed. It is rumored that the back is messy with animal limbs
and such and gruesome to set eyes upon. The stench is horrible, however, it
is quickly cycled out. The desert city needs butcher, Parnn does his job well.
Obvious exits: -North -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Parnn, the butcher, sharpens a blade.
< 1220h/1185H 162v/164V Pos: standing >
You follow Laz.
A Winding Dune Encampment
For most of the people who live here, life is wretched. If there's one thing
about sand, is that it gets everywhere. Beneath the ears, under the hair, in
the mouth, in the finger nails, and just about everyplace else as well. This
is the poorer section of the city where those without the means live. They all
seemed to have to become one great giant conglomerate where whom the richer and
even not so richer have forgotten about. Cut throats don't even bother to come
here, thieves either, however, there be rumors of gypsies in these parts. The
wind blows softly, picking up the sand and blowing it through the air, hitting
tents and people alike. The sun beats down during the day here, making it
scorching and terribly dry, damn near unbearable.
Obvious exits: -North -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A militia guard is covered is sand.
A filthy peasant begs for spare change.(Red Aura)
A shady dealer looks for someone to sell to.
< 1220h/1185H 163v/164V Pos: standing >
You follow Laz.
The Shoppe of the Merchant Lord
Who said fat merchants can't be choosy, well this one can be about his
women. Scores of women await the loving of this fat merchant for one simple
reason, he pays for it. That's right, with success comes pleasure, the type of
pleasure that only money can buy if you're as ugly as sin. A huge, erect, pole
stands in the center of the room supporting the tent itself, with long wires
headed in six different directions for additional support in upholding the tent
also. Much of the furniture in this tent has some sort of dirt, or sand upon
it. There are no cobblestones or any type of flooring within the room. One
wonders how this man became a success, o let me tell you why. His mother was a
hooker, his father was a gambler, and his siblings were players. As a kid this
merchant was actually skinny. He grew up on the streets and became street
smart, and made many connections. Through these connections he's managed to
come up with some suppliers, and some customers. He's become a very successful
middle man in recent years, and with success comes food, a lot of fatty food.
Obvious exits: -North -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A fat merchant displays his items for the market.(Red Aura)
< 1220h/1185H 162v/164V Pos: standing >
< 1219h/1185H 163v/164V Pos: standing >
You follow Laz.
A Sandy Desert Bazaar
Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A commoner in rags searches the bazaar.(Red Aura)
A peddler wanders the bizarre.(Red Aura)
Znar sneaks in from the west.
< 1219h/1185H 163v/164V Pos: standing >
You follow Laz.
A Sandy Desert Bazaar
Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A gazing merchant wanders the bizaare.(Red Aura)
< 1219h/1185H 162v/164V Pos: standing >
You follow Laz.
A Sandy Desert Bazaar
Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
< 1219h/1185H 161v/164V Pos: standing >
You follow Laz.
A Sandy Desert Bazaar
Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A brilliant sorcerer visits the city bazaar.
A commoner in rags searches the bazaar.(Red Aura)
A gnoll witchdocter is here, wondering about something important. (casting) (Red Aura)
A commoner in rags searches the bazaar.(Red Aura)
< 1219h/1185H 163v/164V Pos: standing >
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A filthy peasant who is close by to your north.
Verdadd who is a brief walk away to your north.
Mathanyal who is close by to your south.
A commoner who is close by to your west.
A tall mountain dwarf who is not far off to your west.
A one-armed githyanki who is not far off to your west.
A three-eyed rabbit who is not far off to your west.
A human slave who is a brief walk away to your west.
A human slave who is a brief walk away to your west.
A well dressed merchant who is rather far off to your west.
A mercenary who is rather far off to your west.
An ogre slave who is rather far off to your west.
An ogre slave who is rather far off to your west.
An ogre slave who is rather far off to your west.
A plump merchant who is in the distance to your west.
A duergar slave who is in the distance to your west.
A duergar slave who is in the distance to your west.
A duergar slave who is in the distance to your west.
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A filthy peasant who is close by to your north.
Mathanyal who is close by to your south.
A commoner who is close by to your west.
A tall mountain dwarf who is not far off to your west.
A one-armed githyanki who is not far off to your west.
A three-eyed rabbit who is not far off to your west.
A human slave who is a brief walk away to your west.
A human slave who is a brief walk away to your west.
A well dressed merchant who is rather far off to your west.
A mercenary who is rather far off to your west.
An ogre slave who is rather far off to your west.
An ogre slave who is rather far off to your west.
A duergar slave who is in the distance to your west.
A duergar slave who is in the distance to your west.
A duergar slave who is in the distance to your west.
< 1219h/1185H 163v/164V Pos: standing >
A gnoll witchdocter completes his spell...
A gnoll witchdocter utters the word 'grunofoyruoph'
A commoner floats up into the air, free as a bird!
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
Verdadd who is a brief walk away to your north.
A commoner who is close by to your west.
A tall mountain dwarf who is not far off to your west.
A three-eyed rabbit who is not far off to your west.
A human slave who is a brief walk away to your west.
A human slave who is a brief walk away to your west.
A human slave who is a brief walk away to your west.
A well dressed merchant who is rather far off to your west.
A mercenary who is rather far off to your west.
An ogre slave who is rather far off to your west.
An ogre slave who is rather far off to your west.
A plump merchant who is in the distance to your west.
A duergar slave who is in the distance to your west.
A duergar slave who is in the distance to your west.
You follow Laz.
Before the Tent of a Weapons Master
Most soldiers of fortune do not get a chance to retire, for most of them end
up dead. Mercenaries are common place within this city, however, the mercenary
that resides in this tent is very different from most, he's older and still
alive. Years of wielding a variety of weapons has taught this mercenary much
about weapons. This large tent has a variety of racks with many a type of
weapons hanging on them. A huge pole in the center of the residence upholds
the tent itself, and the pole stretches twenty feet in the air. This tent is
just one big room to live in and does not have a bedroom, living room, nor
kitchen. Mathanyal is one of the most skilled warriors within the city, if there
is a challenge to overcome, an enemy to vanquish, he could do it easily. The
battle scars are numerous and are evident on him.
Obvious exits: -North -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Mathanyal puts on an exihibition for a crowd.(Red Aura)
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
A brilliant sorcerer who is close by to your north.
A commoner who is close by to your north.
A gnoll witchdocter who is close by to your north.
A commoner who is close by to your north.
A commoner who is not far off to your north.
A filthy peasant who is not far off to your north.
Verdadd who is rather far off to your north.
A commoner who is close by to your west.
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A gnoll witchdocter who is close by to your north.
A filthy peasant who is not far off to your north.
Verdadd who is rather far off to your north.
A commoner who is close by to your west.
< 1219h/1185H 164v/164V Pos: standing >
You quickly scan the area.
A brilliant sorcerer who is close by to your north.
A commoner who is close by to your north.
A gnoll witchdocter who is close by to your north.
A commoner who is not far off to your north.
A filthy peasant who is not far off to your north.
Verdadd who is rather far off to your north.
A commoner who is close by to your west.
You follow Laz.
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Znar sneaks in from the north.
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
Mathanyal who is close by to your north.
A brilliant sorcerer who is not far off to your north.
A commoner who is not far off to your north.
A gnoll witchdocter who is not far off to your north.
A commoner who is not far off to your north.
A commoner who is a brief walk away to your north.
A filthy peasant who is a brief walk away to your north.
Verdadd who is in the distance to your north.
< 1219h/1185H 163v/164V Pos: standing >
You follow Laz.
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -South
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
A tiny desert spider who is close by to your south.
A filthy vagabond who is not far off to your south.
You follow Laz.
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A tiny desert spider is here.(Red Aura)
Znar sneaks in from the north.
< 1219h/1185H 161v/164V Pos: standing >
Laz sneaks south.
You follow Laz.
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A filthy vagabond begs for some food.
< 1219h/1185H 162v/164V Pos: standing >
You follow Laz.
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
A filthy vagabond begs for some food.
< 1219h/1185H 163v/164V Pos: standing >
You follow Laz.
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East -South
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
A filthy vagabond who is close by to your north.
A dirty peasant who is close by to your south.
An ordinary peasant who is not far off to your south.
A ragged gypsy who is a brief walk away to your south.
A desert arachnid who is a brief walk away to your south.
A tiny desert spider who is a brief walk away to your south.
A filthy vagabond who is a brief walk away to your south.
A scarab who is in the distance to your south.
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
A filthy vagabond who is close by to your north.
A dirty peasant who is close by to your south.
An ordinary peasant who is not far off to your south.
A desert arachnid who is a brief walk away to your south.
A filthy vagabond who is a brief walk away to your south.
< 1219h/1185H 162v/164V Pos: standing >
Laz sneaks east.
You follow Laz.
Along the Desert Sea
A large amount of salt water is visible to the east. This water in the sea
is real ironic, it can only dehydrate and never quench a thirst. The
salt within the water obsurbs the water within ones cells, therefore making one
with less hydrated than before. The salt water makes up a sea that spans the
eastern horizon. A small port is visible along the shore, however this port is
sometimes hammered in bad weather since there is no harbor around it to protect
it. The street is comprised of many cobblestones embedded into the sand.
Huge poles are lined up on either side of the road with lanterns on top of them
to provide light during the night. A number of tents and buildings are
constructed upon this road. When the tide is high, some of the tents are in
danger of washing away.
Obvious exits: -North# -East -South# -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
< 1219h/1185H 163v/164V Pos: standing >
You follow Laz.
A Crimson Cobblestone Road
Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -East -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Znar sneaks in from the west.
< 1219h/1185H 161v/164V Pos: standing >
You quickly scan the area.
You see nothing.
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
You see nothing.
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.
< 1219h/1185H 164v/164V Pos: standing >
You follow Laz.
A Crimson Cobblestone Road
Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -North# -East# -South# -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
< 1219h/1185H 163v/164V Pos: standing >
Laz says in orc 'doorb e'
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.
Znar screws his eyes in concentration, and decides that the door to the east is in his way!
Znar charges it, fully intent on nuking it for good!
The door gives way with a nice crash, and Znar charges to the east with the remnants of the door still clinging to him!
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
Znar who is close by to your east.
A drunk sailor who is close by to your east.
< 1219h/1185H 163v/164V Pos: standing >
You quickly scan the area.
Znar who is close by to your east.
A pelican who is close by to your east.
A drunk sailor who is close by to your east.
You follow Laz.
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Znar La Resistance (Revenant)(large) stands in mid-air here.(Red Aura)
A pelican squaks loudly.
A drunk sailor stands here.(Red Aura)
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your north.
< 1219h/1185H 162v/164V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your north.
< 1219h/1185H 164v/164V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your north.
< 1219h/1185H 164v/164V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your north.
< 1219h/1185H 164v/164V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your north.
< 1219h/1185H 164v/164V Pos: standing >
Your heroic urges slowly fade away.
You feel your inner turmoil disappear.
Your burning hellfire fades.
You quickly scan the area.
A seagull who is not far off to your north.
Laz sneaks south.
You follow Laz.
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
< 1190h/1156H 163v/164V Pos: standing >
Your mighty battle cry rallies your comrades and instills fear
into the hearts of your enemies.
Adrenaline burns your veins as the battle cry rings in your ears.
< 1190h/1156H 163v/164V Pos: standing >
You quickly scan the area.
Znar who is close by to your north.
A pelican who is close by to your north.
A drunk sailor who is close by to your north.
A seagull who is a brief walk away to your north.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A Grey Elf who is not far off to your east.
A Halfling who is not far off to your east.
(Illusion) a Grey Elf who is not far off to your east.
(Illusion) a Grey Elf who is not far off to your east.
(Illusion) a Grey Elf who is not far off to your east.
(Illusion) a Grey Elf who is not far off to your east.
Fugly who is not far off to your east.
You follow Laz.
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West
Laz La Resistance (Orc)(medium) stands in mid-air here.(holy)(Red Aura)
Znar La Resistance (Revenant)(large) stands in mid-air here.(Red Aura)
A pelican squaks loudly.
A drunk sailor stands here.(Red Aura)
< 1232h/1198H 163v/164V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your north.
< 1232h/1198H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.
< 1232h/1198H 163v/164V Pos: standing >
Laz says in orc 'halfling grey'
< 1231h/1198H 163v/164V Pos: standing >
< 1231h/1198H 163v/164V Pos: standing >
You start chanting...
< 1231h/1198H 163v/164V Pos: standing >
A Grey Elf enters from the south.
< 1231h/1198H 163v/164V Pos: standing >
A Grey Elf leaves west.
< 1231h/1198H 163v/164V Pos: standing >
Casting: battle ecstasy *
< 1231h/1198H 163v/164V Pos: standing >
Casting: battle ecstasy
< 1231h/1198H 163v/164V Pos: standing >
Znar sneaks west.
< 1231h/1198H 163v/164V Pos: standing >
You complete your spell...
Your blood begins to boil-- where's the fight?
< 1231h/1198H 163v/164V Pos: standing >
Laz sneaks south.
Znar sneaks south.
< 1231h/1198H 164v/164V Pos: standing >
< 1231h/1198H 164v/164V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
< 1231h/1198H 163v/164V Pos: standing >
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
A bright light fills this area.
Obvious exits: -North -East -West
< 1231h/1198H 162v/164V Pos: standing >
You quickly scan the area.
A Grey Elf who is close by to your east.
Laz who is close by to your east.
A Grey Elf who is close by to your east.
A Halfling who is close by to your east.
(Illusion) a Grey Elf who is close by to your east.
(Illusion) a Grey Elf who is close by to your east.
(Illusion) a Grey Elf who is close by to your east.
Fugly who is close by to your east.
< 1231h/1198H 164v/164V Pos: standing >
You quickly scan the area.
A Grey Elf who is close by to your east.
Znar who is close by to your east.
Laz who is close by to your east.
A Grey Elf who is close by to your east.
(Illusion) a Grey Elf who is close by to your east.
(Illusion) a Grey Elf who is close by to your east.
(Illusion) a Grey Elf who is close by to your east.
Fugly who is close by to your east.
< 1231h/1198H 164v/164V Pos: standing >
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
A bright light fills this area.
Obvious exits: -North -East -West
The Caravel Iyasu floats here.
The Destroyer Apocalyptic Wawe floats here.
The Galleon The Loveboat floats here.
The Galleon Mistral Aurora floats here.
The Galleon tinydancer floats here.
The Ketch Ken! floats here.
The Caravel Pussy Wagon floats here.
A Grey Elf (medium) Magister Militum of The Empire stands in mid-air here, fighting Laz.(holy)(Gold Aura)
Znar La Resistance (Revenant)(large) stands in mid-air here, fighting a Halfling.(Red Aura)
Laz La Resistance (Orc)(medium) stands in mid-air here, fighting a Grey Elf.(holy) (casting) (Red Aura)
A Grey Elf (medium) Jiangjun - AnGEr Of The Honoured stands in mid-air here.(Gold Aura)
A Halfling (small) is lying with a stunned look in mid-air here.
A Grey Elf (medium) Jiangjun - AnGEr Of The Honoured stands here.(Illusion)(Gold Aura)
A Grey Elf (medium) Jiangjun - AnGEr Of The Honoured stands here.(Illusion)(Gold Aura)
A Grey Elf (medium) Jiangjun - AnGEr Of The Honoured stands here.(Illusion)(Gold Aura)
A Grey Elf (medium) Jiangjun - AnGEr Of The Honoured stands here.(Illusion)(Gold Aura)
Fugly, the gap-toothed and cross-eyed shipwright stands here.
< 1231h/1198H 163v/164V Pos: standing >
< 1231h/1198H 163v/164V Pos: standing >
Znar's impressive slash strikes a Halfling.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
Znar's impressive slash strikes a Halfling.
Searing bolts of black lightning flow forth from Znar's King's blade of Aravne, causing a Halfling to scream in pain!
Znar's mighty slash strikes a Halfling very hard.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
Znar's fine slash wounds a Halfling.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
Znar's slash strikes a Halfling.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
A Halfling blocks Znar's lunge at him.
Znar's slash wounds a Halfling.
Searing bolts of black lightning flow forth from Znar's King's blade of Aravne, causing a Halfling to scream in pain!
Znar's slash strikes a Halfling.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
< 1314h/1198H 163v/164V Pos: standing >
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
< 1314h/1198H 163v/164V Pos: standing >
You feel unholy power coursing through your limbs!
[Damage: 1 ] Your bash knocks a Grey Elf to the ground!
You dive at a Grey Elf skewering him with your holy flamberge of the efreeti.
[Damage: 8 ] The globe around your body flares as it bears the brunt of a Grey Elf's assault!
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:excellent E: A Grey Elf sit EP: few scratches >
A Grey Elf's bludgeon grazes Laz.
A Grey Elf suffers from contact with the aura about Laz.
As a Grey Elf strikes Laz, he smiles as a Grey Elf tears his flesh!
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
Laz completes his spell...
Laz utters the words 'paffue xurhuio'
A Halfling begins to dry and wilt.
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
Znar parries a Halfling's lunge at him.
Znar parries a Halfling's lunge at him.
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
Laz starts casting an offensive spell.
< 1316h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
Znar's mighty slash enshrouds a Halfling in a mist of blood.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
Znar's slash strikes a Halfling hard.
Searing bolts of black lightning flow forth from Znar's King's blade of Aravne, causing a Halfling to scream in pain!
Znar's fine slash strikes a Halfling.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
Znar's powerful slash seriously wounds a Halfling.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
A Halfling blocks Znar's lunge at him.
Znar's impressive slash seriously wounds a Halfling.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
Znar's slash strikes a Halfling very hard.
Searing bolts of black lightning flow forth from Znar's King's blade of Aravne, causing a Halfling to scream in pain!
Znar's impressive slash enshrouds a Halfling in a mist of blood.
Searing bolts of black lightning flow forth from Znar's sword of fire and flame, causing a Halfling to scream in pain!
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
[Damage: 1 ] -=[Your feeble slash grazes a Grey Elf.]=-
[Damage: 1 ] -=[Your feeble slash grazes a Grey Elf.]=-
[Damage: 1 ] -=[Your feeble slash grazes a Grey Elf.]=-
[Damage: 1 ] -=[Your feeble slash grazes a Grey Elf.]=-
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
A Grey Elf misses Laz.
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
Znar parries a Halfling's lunge at him.
Znar parries a Halfling's lunge at him.
< 1317h/1198H 163v/164V Pos: standing >
< T: Laz TP: sta TC:few scratches E: A Grey Elf sit EP: few scratches >
Laz completes his spell...
Laz utters the words 'paffue xurhuio'
A Halfling dries up completely and crumbles.
A Halfling's ancient symbol of elven ancestry [superior] melted corroded by the acid.
A Halfling's necklace of human ears [poor] melted corroded by the acid.
A Halfling's pitted steel girth melted corroded by the acid.
A Halfling's four leaf clover made by Om melted corroded by the acid.
A Halfling is dead! R.I.P.
You receive your share of experience.