<worn as a badge> the emblem of charming of darkness [superior] made by Rukkus
<worn on head> an angelic iron hat
<worn on eyes> a shimmering leather eyepatch from Mazzolin
<worn in ear> an angelic bone earring
<worn in ear> a gloomwing feather (magic) [58%]
<worn on face> a beautiful mask made of bird feathers of the Vampire [superior] made by Rukkus [77%]
<worn around neck> a small green amulet made by Rukkus
<worn around neck> a masterly-crafted dragonscale choker
<worn on body> an unique dragonscale robe from The Depths of Duris
<worn about body> a beautiful dragonscale bodycloak
<worn as quiver> a quiver smeared with blood [76%]
<worn about waist> a utility belt of poisoning agents made by Rukkus [65%]
<worn on arms> some tempered mithril arm plates (magic)
<worn around wrist> some heavy mithril bracers (magic)
<worn around wrist> a bracelet of influence [superior] (magic) [68%]
<worn on finger> a ring of destruction (magic) (glowing)
<worn on finger> a ring of the beholder of vision [superior] made by Rukkus
<worn on legs> some sinister emerald pants from The BrimStone Forge
<worn on feet> some dark dragonscale boots
< 510h/473H 120v/120V 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
A female Orc wanders the city here, bitching at the males she passes.
A Troll patron waits for his room here.
A Troll patron waits for his room here.
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
< 510h/473H 119v/120V 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
< 510h/473H 118v/120V Pos: standing >
Ok.
< 510h/473H 118v/120V 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
An Orc city guard walks here, most likely abusing his power.
< 510h/473H 117v/120V Pos: standing >
Open what?
< 510h/473H 119v/120V Pos: standing >
The door seems to be closed.
< 510h/473H 119v/120V Pos: standing >
Ok.
< 510h/473H 120v/120V 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
< 510h/473H 119v/120V Pos: standing >
Ok.
< 510h/473H 119v/120V 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
A female Orc wanders the city here, bitching at the males she passes.
< 510h/473H 118v/120V Pos: standing >
Ok.
< 510h/473H 119v/120V 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.
An emissary from the Pits of Cerberus talks with Daagar
Daagar, lord of the anti-paladins, stands here speaking with the emissary.
< 510h/473H 118v/120V Pos: standing >
You can choose from the following specializations:
Red Dragon
Elaphidist
< 510h/473H 120v/120V Pos: standing >
You need to find a teacher first.
< 509h/473H 120v/120V 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
A female Orc wanders the city here, bitching at the males she passes.
< 509h/473H 119v/120V 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#
< 509h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 509h/473H 118v/120V Pos: standing >
Ok.
< 509h/473H 119v/120V 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
An Orc city guard walks here, most likely abusing his power.
< 509h/473H 118v/120V Pos: standing >
An orc city guard leaves east.
< 509h/473H 120v/120V Pos: standing >
Ok.
< 509h/473H 120v/120V 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
An Orc city guard walks here, most likely abusing his power.
< 509h/473H 119v/120V Pos: standing >
Ok.
< 509h/473H 119v/120V 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
< 509h/473H 118v/120V Pos: standing >
Ok.
< 509h/473H 119v/120V 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
< 509h/473H 118v/120V 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.
< 509h/473H 119v/120V 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
Lanagin the priest of Bloodstone stands here, waiting to converse with Daagar.
< 509h/473H 118v/120V 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.
< 509h/473H 117v/120V 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
Lanagin the priest of Bloodstone stands here, waiting to converse with Daagar.
< 509h/473H 117v/120V Pos: standing >
You can choose from the following specializations:
Red Dragon
Elaphidist
< 509h/473H 118v/120V Pos: standing >
You need to find a teacher first.
< 509h/473H 120v/120V 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.
< 509h/473H 119v/120V Pos: standing >
The sensei says in orc 'From this day onwards you will follow the path of the Elaphidist!'
< 509h/473H 119v/120V 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
< 509h/473H 118v/120V 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#
< 509h/473H 117v/120V Pos: standing >
The door seems to be closed.
< 509h/473H 117v/120V Pos: standing >
< 508h/473H 119v/120V Pos: standing >
Autosaving...
< 508h/473H 120v/120V Pos: standing >
< 508h/473H 120v/120V Pos: standing >
Ok.
< 508h/473H 120v/120V 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
An Orc city guard walks here, most likely abusing his power.
< 508h/473H 119v/120V Pos: standing >
Ok.
< 508h/473H 119v/120V 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
< 508h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 508h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 508h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 508h/473H 118v/120V 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
< 508h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 508h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 508h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 508h/473H 118v/120V Pos: standing >
The door seems to be closed.
< 508h/473H 119v/120V 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 merchant wanders the city, selling his wares.
< 508h/473H 118v/120V 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
< 508h/473H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 508h/473H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 508h/473H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 508h/473H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 508h/473H 118v/120V 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
An Orc commoner wanders the city here.
< 508h/473H 118v/120V 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
< 508h/473H 117v/120V 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
< 508h/473H 116v/120V 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.
An Orc sailor searches for his ship along the pier.
< 508h/473H 116v/120V 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 harbour worker runs about performing his duties.
An Orc shipwright stands here, selling ship rides across the sea.
< 508h/473H 115v/120V 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 Smorgasbord floats here.
The Sloop ZOOMZOOM floats here.
The Ketch SS BongWater floats here.
The Sloop Druid floats here.
The Yacht The Lunch Eater floats here.
The Sloop S.S. Tiderender floats here.
The Sloop BoOm floats here.
The Sloop Zippy floats here.
The Sloop Phone Sex floats here.
The Sloop Prowler floats here.
The Sloop Car floats here.
The Sloop The Brofessor floats here.
The Sloop the ~Serpent~ floats here.
The Sloop T1N floats here.
The Sloop !Seahawks! floats here.
The Sloop DeMon floats here.
The Sloop The Devils Fury floats here.
The Sloop Paladin floats here.
The Caravel (Red Aura) floats here.
The Yacht DeMoN floats here.
An Orc harbour worker runs about performing his duties.
< 508h/473H 115v/120V Pos: standing >
Valid syntax is 'list <hull/weapon/equipment/cargo>'
< 508h/473H 118v/120V Pos: standing >
Ships Available
=======================================================
===================================================================================
Load Cargo Passenger Max Total Weapons Epic
Name Cap. Cap. Cap. Speed Armor (F/S/R/P) Cost Cost
-----------------------------------------------------------------------------------
1 ) Sloop 5 1 1 100 9 0/0/0/0 100 platinum
2 ) Yacht 12 3 2 100 26 1/1/1/1 300 platinum
3 ) Clipper 55 10 5 88 119 1/2/1/2 1500 platinum
4 ) Ketch 75 20 8 78 165 1/2/1/2 2500 platinum
5 ) Caravel 100 35 10 68 218 1/3/1/3 4000 platinum
6 ) Carrack 130 50 15 58 284 1/3/1/3 8000 platinum
7 ) Galleon 165 70 20 50 363 2/3/1/3 12000 platinum
8 ) Corvette 82 0 6 74 213 1/3/1/3 9000 platinum
9 ) Destroyer 110 0 8 64 285 2/3/1/3 15000 platinum
10) Frigate 142 0 10 55 370 2/3/2/3 22000 platinum
11) Cruiser 200 0 15 48 519 2/4/2/4 36000 platinum
You qualify for a Free Sloop!
To claim this reward, use the command 'buy hull 1 <name>' where <name> is the name of your ship (ansi color allowed).
Read HELP WARSHIP before buying one!
To buy a ship, type 'buy <number> <name of ship>'
< 508h/473H 120v/120V Pos: standing >
You show your small Sailor's Tattoo for a discount.
Your ship, 'The Floating Jew', will be The Floating Jew with paint.
Thanks for your business, this hull will take 0 hours to build.
< 507h/473H 120v/120V Pos: standing >
A Thri-Kreen disembarks from the Sloop T1N.
< 507h/473H 120v/120V Pos: standing >
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
You are knocked to the ground by a Thri-Kreen's mighty bash!
< 503h/473H 120v/120V Pos: sitting >
< T: Joo TP: sit TC:excellent E: A Thri-Kreen sta EP: excellent >
A Human disembarks from the Sloop T1N.
< 503h/473H 120v/120V Pos: sitting >
< T: Joo TP: sit TC:excellent E: A Thri-Kreen sta EP: excellent >
A Thri-Kreen snaps into visibility.
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
You tuck in your arms, roll away from a Thri-Kreen's blow, then leap to your feet!
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
You resist the effects of a Thri-Kreen's spell!
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
A Thri-Kreen attacks you. [6 hits]
You are already standing.
A Human starts casting an offensive spell.
A Human snaps into visibility.
< 435h/473H 120v/120V Pos: standing >
< T: Joo TP: sta TC:few scratches E: A Thri-Kreen sta EP: excellent >
You are already standing.
< 435h/473H 120v/120V Pos: standing >
< T: Joo TP: sta TC:few scratches E: A Thri-Kreen sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 435h/473H 120v/120V Pos: standing >
< T: Joo TP: sta TC:few scratches E: A Thri-Kreen sta EP: excellent >
A Human completes his spell...
A Human utters the words 'abrauztg gpahhzfuio uqzbarr'
A Human points at you.
You reel in pain as a Human's iceball shatters upon impacting you.
OUCH! That really did HURT!
You attempt to flee...
PANIC! You couldn't escape!
< 302h/473H 120v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: A Thri-Kreen sta EP: excellent >
A Thri-Kreen leaps into the air, avoiding your attack.
A Thri-Kreen leaps into the air, avoiding your attack.
A Thri-Kreen snaps into visibility.
You attack a Thri-Kreen. [0 hits]
< 302h/473H 120v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: A Thri-Kreen sta EP: excellent >
You attempt to flee...
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 harbour worker runs about performing his duties.
An Orc shipwright stands here, selling ship rides across the sea.
You flee westward!
< 302h/473H 98v/120V Pos: standing >
Saving Joo.
< 302h/473H 98v/120V 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.
An Orc sailor searches for his ship along the pier.
< 302h/473H 97v/120V 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
< 302h/473H 96v/120V 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
< 302h/473H 96v/120V 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
An Orc commoner wanders the city here.
< 302h/473H 95v/120V Pos: standing >
Tempest Avenue and Gale Road Intersection
Gale Road connects with Tempest Avenue here, one block away
from the harbour. As the city grew, this intersection became
increasingly more important. When the harbour became open to the
public, merchants began to flock off the incoming ships and setting
up shop along Tempest Avenue, possibly making it the most second
most used intersection in the city.
Obvious exits: -North -South -West
< 302h/473H 94v/120V 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. North here lies the Tower of Resurrection, where
the dark orc priests converge for worship. Tempest Avenue ends to the
east where it meets with Gale Road.
Obvious exits: -North# -East -West
< 302h/473H 93v/120V 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. Orc commoners pass through this street, heading
to other locations in the city. Gutteral shouts from the merchants
and fish mongers ring in the ears.
Obvious exits: -East -West
< 302h/473H 93v/120V 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.
< 302h/473H 92v/120V 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#
< 302h/473H 91v/120V Pos: standing >
The fence seems to be closed.
< 302h/473H 91v/120V Pos: standing >
The fence seems to be closed.
< 302h/473H 92v/120V Pos: standing >
The fence seems to be closed.
< 302h/473H 92v/120V Pos: standing >
The fence seems to be closed.
< 302h/473H 92v/120V Pos: standing >
The fence seems to be closed.
< 302h/473H 93v/120V Pos: standing >
Ok.
< 302h/473H 93v/120V Pos: standing >
The Graveyard of Storm Port
The graveyard of Storm Port has grown considerably over the past few
years. Even the pirate wars did not reach the body count of the dangers
of industrialization. Since the city has reached its modern pinnacle,
more orcs have been crushed, stomped, trampled, eaten, drowned, squished,
choked, and exploded than ever in history. This graveyard was more
important for urban deaths than the majority of war casualties.
Obvious exits: -North -East -South -West
< 302h/473H 93v/120V 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
< 303h/473H 93v/120V Pos: standing >
The door seems to be closed.
< 303h/473H 93v/120V Pos: standing >
The door seems to be closed.
< 303h/473H 93v/120V Pos: standing >
The door seems to be closed.
< 303h/473H 93v/120V Pos: standing >
It's already open!
< 303h/473H 94v/120V Pos: standing >
The Graveyard of Storm Port
The graveyard of Storm Port has grown considerably over the past few
years. Even the pirate wars did not reach the body count of the dangers
of industrialization. Since the city has reached its modern pinnacle,
more orcs have been crushed, stomped, trampled, eaten, drowned, squished,
choked, and exploded than ever in history. This graveyard was more
important for urban deaths than the majority of war casualties.
Obvious exits: -North -East -South -West
< 303h/473H 94v/120V Pos: standing >
The Graveyard of Storm Port
The poppies in the part of the graveyard stop their growth abrubtly
almost directly in the center. A tombstone sitting on the earth seems
to have been recently moved, indicating something below of importance,
however, due to the crazy zombies and skeletons roaming, there isn't
much time to contemplate whether or not to explore. The entrance to
the graveyard lies to the east.
Obvious exits: -North -East -South -Down#
A local rogue sneaks through the shadows here.
A groaning zombie lumbers through the graveyard here.
< 303h/473H 93v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 303h/473H 94v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 303h/473H 94v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 303h/473H 94v/120V Pos: standing >
A groaning zombie suddenly attacks YOU!
< 303h/473H 94v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 303h/473H 94v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 303h/473H 94v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 303h/473H 94v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
You attempt to flee...
The Graveyard of Storm Port
The poppies have almost overrun the earth here, the soil so thick
with orcish remains. It would be almost a pretty picture if it were
not for the tombstones jutting from the ground as symbols of death and
the zombies lurking about, groaning hideously. Occasionally, an orc
can be seen coming into the graveyard to pay respects to a lost friends,
a extremely un-orc-like think to do, however it is far more common to
see orcs come to this place to spit upon the graves of lost enemies.
Obvious exits: -East -South -West
You flee northward!
< 303h/473H 72v/120V Pos: standing >
Saving Joo.
< 303h/473H 72v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 303h/473H 72v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 303h/473H 72v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 303h/473H 72v/120V Pos: standing >
< 303h/473H 74v/120V Pos: standing >
The Graveyard of Storm Port
Row after row of tombstones cover the surface of this graveyard,
speckled with crimson red poppies. Obviously orc necromancers seem
to enjoy this area immensely and take great pleasure in desecrating
the graves of the dead so that may raise a small number of zombies
and skeletons and leave them wandering the graveyard. The sight
of these monstronisties is both an annoyance and a hinderance for
those orcs wishing to pay respects to deceased relatives or friends.
Obvious exits: -South -West
A local rogue sneaks through the shadows here.
< 303h/473H 74v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 303h/473H 74v/120V Pos: standing >
< 304h/473H 77v/120V Pos: standing >
< 304h/473H 78v/120V Pos: standing >
< 305h/473H 82v/120V Pos: standing >
< 305h/473H 86v/120V Pos: standing >
< 306h/473H 91v/120V Pos: standing >
< 307h/473H 96v/120V Pos: standing >
< 308h/473H 98v/120V Pos: standing >
< 308h/473H 100v/120V Pos: standing >
The Graveyard of Storm Port
Obvious exits: -South -West
A local rogue sneaks through the shadows here.
< 308h/473H 100v/120V Pos: standing >
< 308h/473H 102v/120V Pos: standing >
A Thri-Kreen enters from the west.
< 309h/473H 103v/120V Pos: standing >
A Human starts casting an offensive spell.
A Human snaps into visibility.
< 309h/473H 104v/120V Pos: standing >
The Graveyard of Storm Port
The graveyard of Storm Port has grown considerably over the past few
years. Even the pirate wars did not reach the body count of the dangers
of industrialization. Since the city has reached its modern pinnacle,
more orcs have been crushed, stomped, trampled, eaten, drowned, squished,
choked, and exploded than ever in history. This graveyard was more
important for urban deaths than the majority of war casualties.
Obvious exits: -North -East -South -West
< 309h/473H 104v/120V Pos: standing >
The Graveyard of Storm Port
The poppies have almost overrun the earth here, the soil so thick
with orcish remains. It would be almost a pretty picture if it were
not for the tombstones jutting from the ground as symbols of death and
the zombies lurking about, groaning hideously. Occasionally, an orc
can be seen coming into the graveyard to pay respects to a lost friends,
a extremely un-orc-like think to do, however it is far more common to
see orcs come to this place to spit upon the graves of lost enemies.
Obvious exits: -North -West
A groaning zombie lumbers through the graveyard here.
< 309h/473H 103v/120V Pos: standing >
A groaning zombie suddenly attacks YOU!
< 309h/473H 104v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 309h/473H 104v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 309h/473H 104v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
A Thri-Kreen enters from the north.
< 309h/473H 104v/120V Pos: standing >
< T: Joo TP: sta TC: few wounds E: groaning sta EP: excellent >
You attempt to flee...
The Graveyard of Storm Port
The graveyard of Storm Port has grown considerably over the past few
years. Even the pirate wars did not reach the body count of the dangers
of industrialization. Since the city has reached its modern pinnacle,
more orcs have been crushed, stomped, trampled, eaten, drowned, squished,
choked, and exploded than ever in history. This graveyard was more
important for urban deaths than the majority of war casualties.
Obvious exits: -North -East -South -West
A Human (medium) Magister Equitum of The Empire stands in mid-air here.(Gold Aura)
You flee northward!
< 309h/473H 83v/120V Pos: standing >
Saving Joo.
< 309h/473H 83v/120V Pos: standing >
The Graveyard of Storm Port
The poppies have almost overrun the earth here, the soil so thick
with orcish remains. It would be almost a pretty picture if it were
not for the tombstones jutting from the ground as symbols of death and
the zombies lurking about, groaning hideously. Occasionally, an orc
can be seen coming into the graveyard to pay respects to a lost friends,
a extremely un-orc-like think to do, however it is far more common to
see orcs come to this place to spit upon the graves of lost enemies.
Obvious exits: -North -West
A Thri-Kreen (medium) Legionary of The Empire stands in mid-air here, fighting a groaning zombie.(Gold Aura)
A groaning zombie stands here, fighting a Thri-Kreen.
[Damage: 1 ] As a Thri-Kreen strikes you, you smile as he tears his flesh!
You are knocked to the ground by a Thri-Kreen's mighty bash!
< 305h/473H 83v/120V Pos: sitting >
< T: groaning TP: sta TC:excellent E: A Thri-Kreen sta EP: excellent >
A Thri-Kreen snaps into visibility.
You attack a Thri-Kreen. [0 hits]
< 305h/473H 83v/120V Pos: sitting >
< T: groaning TP: sta TC:excellent E: A Thri-Kreen sta EP: excellent >
A Thri-Kreen snaps into visibility.
A groaning zombie is mortally wounded, and will die soon, if not aided.
A groaning zombie is mortally wounded, and will die soon, if not aided.
A Thri-Kreen stabs viciously at a groaning zombie, whose lifeless body falls to the ground.
A groaning zombie is dead! R.I.P.
The unmistakable scent of fresh blood can be smelled as a groaning zombie dies in agony.
A groaning zombie shambles for a moment, and falls to pieces.
< 305h/473H 83v/120V Pos: sitting >
<
< 305h/473H 83v/120V Pos: sitting >
<A Human starts casting an offensive spell.
A Human snaps into visibility.
< 305h/473H 83v/120V Pos: sitting >
<
< 305h/473H 83v/120V Pos: sitting >
<A Thri-Kreen snaps into visibility.
You attack a Thri-Kreen. [0 hits]
< 305h/473H 83v/120V Pos: sitting >
<A Human completes his spell...
A Human utters the words 'oagzajg qraje'
A Human points at you.
A Human conjures a gaseous cloud and directs it at you! A painful bout of choking is your reward.
OUCH! That really did HURT!
< 198h/473H 83v/120V Pos: sitting >
<A Human starts casting an offensive spell.
A Human snaps into visibility.
< 198h/473H 83v/120V Pos: sitting >
<A Human snaps into visibility.
A Human completes his spell...
A Human utters the words 'ofzahzf gajr eughjfbaiqz'
A Human points at you.
Your soul is engulfed by unbearable pain as a Human finishes incanting his spell.
YIKES! Another hit like that, and you've had it!!
< 74h/473H 83v/120V Pos: sitting >
<A Thri-Kreen snaps into visibility.
[Damage: 1 ] You attack a Thri-Kreen. [1 hits]
A Human starts casting an offensive spell.
A Human snaps into visibility.
< 74h/473H 83v/120V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: A Thri-Kreen sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 74h/473H 83v/120V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: A Thri-Kreen sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 74h/473H 83v/120V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: A Thri-Kreen sta EP: excellent >
You clamber to your feet.
A Thri-Kreen attempts to flee.
A Thri-Kreen leaves north.
< 74h/473H 83v/120V Pos: standing >
A Human snaps into visibility.
A Human completes his spell...
A Human utters the words 'ofzahzf gajr eughjfbaiqz'
A Human points at you.
Your soul begins to ache painfully, then suddenly all is nothing..
Your legendary brass claws from the City of Winterhaven shattered in bits as the tortured body spasms and quivers!