The death of [38 Brigand] Sagica (Orc)

in A Fork in the Twisted Trail

from the perspective of [38 Brigand] Sagica (Orc)

<worn on head>       a helm of spiked rhemoraz-hide
<worn on eyes>       a troll-skin eyepatch [superior]
<worn in ear>        a misshaped bone stud
<worn in ear>        an obsidian earring [78%]             
<worn on face>       a misty blue mask of gauze
<worn around neck>   a majestic feather of a roc
<worn on body>       some spiked leather armor bearing the insignia of Tharnadia [superior]
<worn about body>    a long flowing robe [superior] [80%]             
<worn about waist>   a dusty loincloth
<worn on belt buckle>a rugged adventurers satchel
<worn on arms>       an obsidian pair of sleeves [superior]
<held as shield>     a sinister dragonscale heater shield
<worn around wrist>  a coral bracer
<worn around wrist>  a whitestone bracer
<worn on hands>      some superior dragonscale gloves [79%]             
<worn on finger>     an acrobats ring [superior]
<worn on finger>     a steel ring
<primary weapon>     a betrayers blade
<worn on legs>       some tempered mithril leg plates
<worn on feet>       a heavy pair of fire giant boots

A stray dog enters from the east.
[Damage:  4 ] Your decent pierce wounds an orc city guard.
[Damage:  9 ] Your fine pierce wounds an orc city guard.

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP:  nasty wounds >
 A snarling warg's weak bite grazes an orc city guard.

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP:  nasty wounds >
 Headbutt requires you to be able to reach his head!

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP:  nasty wounds >
 Headbutt requires you to be able to reach his head!

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP:  nasty wounds >
 [Damage:  6 ] Your fine pierce wounds an orc city guard.
[Damage:  8 ] Your pierce wounds an orc city guard.

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP:  nasty wounds >
 [Damage: 21 ] Your kick hits an orc city guard right in the stomach, rendering him breathless.

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP:  nasty wounds >
 A snarling warg misses an orc city guard.

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP:  nasty wounds >
 An orc city guard rises to his feet.

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc sta EP:  nasty wounds >
 You score a CRITICAL HIT!!!!!
[Damage: 20 ] Your powerful pierce strikes an orc city guard.
An orc city guard parries your futile lunge at him.

< 209h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc sta EP: pretty hurt >
 An orc city guard's impressive slash strikes you.
An orc city guard's slash strikes you.
A snarling warg avoids being bashed by an orc city guard, who loses his balance and falls.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP: pretty hurt >
 A snarling warg's crude bite wounds an orc city guard.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP: pretty hurt >
 [Damage:  8 ] Your fine pierce strikes an orc city guard.
You miss an orc city guard.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP: pretty hurt >
 A snarling warg misses an orc city guard.
[Damage: 13 ] Your kick hits an orc city guard right in the stomach, rendering him breathless.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP: pretty hurt >
 [Damage:  7 ] Your fine pierce strikes an orc city guard.
[Damage: 11 ] Your impressive pierce strikes an orc city guard.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc kne EP: pretty hurt >
 An orc city guard rises to his feet.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc sta EP: pretty hurt >
 A snarling warg misses an orc city guard.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc sta EP: pretty hurt >
 You miss an orc city guard.
You miss an orc city guard.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc sta EP: pretty hurt >
 You parry an orc city guard's lunge at you.
You parry an orc city guard's lunge at you.

< 184h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc sta EP: pretty hurt >
 A rakshasa guard's decent pierce wounds you.

< 180h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: nasty wounds E: orc sta EP: pretty hurt >
 A snarling warg misses an orc city guard.
A rakshasa guard dances an acrobatic maneuver in battle, tripping you.

< 180h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: nasty wounds E: orc sta EP: pretty hurt >
 A rakshasa guard's impressive pierce strikes you.
A rakshasa guard's fine pierce strikes you.
You block a rakshasa guard's lunge at you.

< 162h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: nasty wounds E: orc sta EP: pretty hurt >
 An orc city guard parries your futile lunge at him.

< 162h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: nasty wounds E: orc sta EP: pretty hurt >
 You block an orc city guard's lunge at you.
An orc city guard's slash strikes you.
A snarling warg avoids being bashed by an orc city guard, who loses his balance and falls.

< 152h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: nasty wounds E: orc ass EP: pretty hurt >
 A rakshasa guard's fine pierce strikes you.
A rakshasa guard's pierce strikes you hard.
A rakshasa guard's fine pierce strikes you.
You feel your voice soften slightly!
A rakshasa guard's crude pierce wounds you.
A rakshasa guard's pierce strikes you.
A rakshasa guard's fine pierce strikes you.

< 106h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC:pretty hurt E: orc ass EP: pretty hurt >
 A snarling warg misses an orc city guard.

< 106h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC:pretty hurt E: orc ass EP: pretty hurt >
 [Damage:  9 ] Your pierce strikes an orc city guard.

< 106h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC:pretty hurt E: orc ass EP: pretty hurt >
 A rakshasa guard's impressive pierce strikes you hard.
A rakshasa guard's fine pierce strikes you hard.
A rakshasa guard's pierce strikes you hard.
An orc city guard's mighty slash enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!

< 51h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: awful E: orc ass EP: pretty hurt >
 Maybe you should get on your feet first?

< 51h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: awful E: orc ass EP: pretty hurt >
 Maybe you should get on your feet first?

< 51h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: awful E: orc ass EP: pretty hurt >
 
< 51h/489H 113v/113V Pos: sitting >
< T: Sagica TP: sit TC: awful E: orc ass EP: pretty hurt >
 You clamber to your feet.

< 51h/489H 113v/113V Pos: standing >
< T: Sagica TP: sta TC: awful E: orc ass EP: pretty hurt >
 You attempt to flee...
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
You flee eastward!

< 51h/489H 85v/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

< 51h/489H 84v/113V Pos: standing >
You are already standing.

< 51h/489H 84v/113V Pos: standing >
Pardon?

< 51h/489H 84v/113V Pos: standing >
You attempt to flee...
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
Fresh blood covers everything in the area.
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.
You flee eastward!

< 51h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 51h/489H 54v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 51h/489H 54v/113V Pos: standing >
An orc female leaves west.
Alas, you cannot go that way. . . .

< 51h/489H 54v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 51h/489H 54v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 51h/489H 55v/113V Pos: standing >
You are able to speak again.
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
Puddles of fresh blood cover the ground.
An Orc commoner wanders the city here.
An Orc city guard walks here, most likely abusing his power.

< 51h/489H 54v/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
A few drops of fresh blood are scattered around the area.
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.

< 51h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 51h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 51h/489H 54v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 51h/489H 54v/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
A few drops of fresh blood are scattered around the area.
An Orc commoner wanders the city here.
An Orc city guard walks here, most likely abusing his power.

< 51h/489H 54v/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
Puddles of fresh blood cover the ground.
A female Orc wanders the city here, bitching at the males she passes.

< 52h/489H 54v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 54v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 55v/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
Puddles of fresh blood cover the ground.
A female Orc wanders the city here, bitching at the males she passes.

< 52h/489H 54v/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

< 52h/489H 53v/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
Fresh blood covers everything in the area.
A black crow hops through the streets, pecking at trash.

< 52h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 53v/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

< 52h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 53v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 54v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 52h/489H 54v/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

< 52h/489H 53v/113V 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
A few drops of fresh blood are scattered around the area.
A jet black stag regally walks down the trail.
An Orc city guard walks here, most likely abusing his power.

< 52h/489H 52v/113V Pos: standing >
Gale Road
   Gale Road runs north to south on the west end of Storm Port,
almost directly below the aqueduct.  The packed earth road is quite
moist, both from spill from above and the proximity to the harbour.
The orcs do not seem to mind, though, and have become quite used
to almost mud-like terrain.
Obvious exits: -North -South -Up
A few drops of fresh blood are scattered around the area.
A jet black stag regally walks down the trail.

< 52h/489H 52v/113V Pos: standing >
Squall Road and Gale Road 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.  The second, Gale Road
begins north to south here.  Between these two roads a path was a
cut through rocky terrain to the flat area of the harbour. To this
day Gale and Squall Roads are still the most used streets in the city.
Obvious exits: -North -East# -West

< 52h/489H 51v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 51v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 51v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 52v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 52v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 52v/113V Pos: standing >
Squall Road
   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.  The bastardization of
the latter sits north, formerly kept for marine orc soldiers, now
it has become used for the gate guards.  Squall Road ends east of
here.
Obvious exits: -North# -East -West
Fresh blood covers everything in the area.
An Orc commoner wanders the city here.

< 53h/489H 52v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 52v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 52v/113V Pos: standing >
Squall Road
   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.  Now into the years
of modernization, the orcs have become powerful rivals with
humans in the ways of technology, population, and military.  This
city has become a symbol of true orc ingenuity and the ability to
accomplish just as much as any of the self-proclaimed civilized races.
Obvious exits: -East -West
Fresh blood splatters cover the area.
A female Orc wanders the city here, bitching at the males she passes.

< 53h/489H 52v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 52v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 52v/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#

< 53h/489H 52v/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#

< 53h/489H 51v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 53h/489H 51v/113V Pos: standing >
The gate seems to be closed.

< 53h/489H 52v/113V Pos: standing >
Ok.

< 54h/489H 53v/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
Fresh blood covers everything in the area.
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.

< 54h/489H 53v/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

< 54h/489H 52v/113V Pos: standing >
 
                
                
                
                
 .     @^.      
 ..   ..+.      
 **...M*+*.     
  *.****.*..    
   **++.+**.    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[5] A small bandage rests upon the ground here.

< 54h/489H 51v/113V Pos: standing >
 
                
                
                
 .     .^.      
 ..   .@+.      
 **...M*+*.     
 **.****.*..    
  ***++.+**..   
   **+******    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West

< 54h/489H 49v/113V Pos: standing >
 
  ..+.  
 .M@+*  
 ***.*  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 54h/489H 48v/113V Pos: standing >
 
 .M*+*  
 **@.*  
 ++.+*  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 54h/489H 47v/113V Pos: standing >
 
 ..M*+  
 **@*.  
 *++.+  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 54h/489H 45v/113V Pos: standing >
 
 ...M*  
 .*@**  
 **++.  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 54h/489H 43v/113V Pos: standing >
 
 *...M  
 *.@**  
 ***++  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A black crow hops through the streets, pecking at trash.

< 54h/489H 41v/113V Pos: standing >
 
   ..           
  **..     .^   
 ..**..   ..+.  
 ^.****...M*+*  
 M^.***@****.*  
 MM...***++.+*  
 MMM^.***+****  
  MMM^.**.***   
   MM^..M+**    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West

< 54h/489H 40v/113V Pos: standing >
 
 ***..  
 **@.*  
 ..***  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 55h/489H 38v/113V Pos: standing >
 
 *..    
 **@..  
 ***.*  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 55h/489H 36v/113V Pos: standing >
 
                
  ...           
 ***..          
 .***..     .^  
 ^..**.@   ..+  
 M^.****...M*+  
 MM^.***.****.  
  MM...***++.   
   MM^.***+*    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West

< 55h/489H 35v/113V Pos: standing >
 
   .            
  *...          
 .***..         
 ..***..     .  
 M^..**@.   ..  
 MM^.****...M*  
 MMM^.***.****  
  MMM...***++   
   MMM^.***+    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West

< 55h/489H 33v/113V Pos: standing >
 
 **..   
 .*@..  
 .****  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 55h/489H 32v/113V Pos: standing >
 
 ***..  
 ..@*.  
 ^.***  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 55h/489H 30v/113V Pos: standing >
 
 ..**.  
 ^.@**  
 M^.**  
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West

< 55h/489H 29v/113V Pos: standing >
 
   ..*...       
  M^.***..      
 MMM..***..     
 ^MMM^..**..    
 ^MMMM^@****..  
 ^MMMMM^.***.*  
 ^^^^MMM...***  
  *M^^MMM^.**   
   ..^MMMM^.    
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West

< 55h/489H 27v/113V Pos: standing >
Just Below the Mountain Glacier
   The air becomes chill and the ground frozen as the trail approaches
the frozen cap of this great mountain. Here and there small mosses
growing on the red-veined black marble boulders are covered with frost.
Wind howls down across the mountain face, carrying the cold of the
summit down with it. The trail continues to wind upwards to the south.
Obvious exits: -East -South -West

< 55h/489H 24v/113V Pos: standing >
Rocky Path Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the east and back down the mountain to the west.
Obvious exits: -East -West

< 55h/489H 21v/113V Pos: standing >
Rocky Path Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the east and back down the mountain to the west.
Obvious exits: -East -West

< 55h/489H 19v/113V Pos: standing >
Bend in the Path Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the east and back down the mountain to the south.
Obvious exits: -East -South

< 55h/489H 16v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 55h/489H 16v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 55h/489H 17v/113V Pos: standing >
Rocky Path Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the north and back down the mountain to the east.
Obvious exits: -North -South

< 56h/489H 14v/113V Pos: standing >
Bend in the Path Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the north and back down the mountain to the east.
Obvious exits: -North -East

< 56h/489H 13v/113V Pos: standing >
Bend in the Path Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the west and back to the forest to the south.
Obvious exits: -South -West

< 56h/489H 10v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 56h/489H 11v/113V Pos: standing >
Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the north and back to the forest to the south.
Obvious exits: -North -South

< 56h/489H 8v/113V Pos: standing >
Above the Tree line
   The pine trees extend below in a lush forested valley. Above the sky
is sharply broken by the towering expanses of some great peak. The rock
here along the trail begins to change, from the limestone and granite
mix of below to a smooth black marble with softly glowing red veins.
The path does not become easier here, in fact, the marble is quite slick
and footing becomes very treacherous. The path continues up the shoulder
of the mountain to the north and back to the forest to the south.
Obvious exits: -North -South

< 56h/489H 5v/113V Pos: standing >
Curve in the Rocky Trail Climbing Through the Forest.
   The trees quickly thin out as the trail ascends through the forest.
The sparse wildlife sounds also seem to diminish as the trail climbs. A
great peak towers above to the east, and the trail twists along boulders
downwards to the west. The thinning pine canopy allows the sky to pierce
through the forest to shed its influence upon the trail. The trail
continues up to the north, leaving the forest and crossing the rocky
shoulder of the mountain.
Obvious exits: -North -West

< 56h/489H 3v/113V Pos: standing >
Rocky Trail Climbing Through the Forest.
   The trees quickly  thin out as the trail ascends through the forest.
The sparse wildlife sounds also seem to diminish as the trail climbs. A
great peak towers above to the east, and the trail twists along boulders
downwards to the west. The thinning pine canopy allows the sky to pierce
through the forest to shed its influence upon the trail.
Obvious exits: -East -West

< 56h/489H 1v/113V Pos: standing >
You're too exhausted.

< 57h/489H 2v/113V Pos: standing >
You're too exhausted.

< 57h/489H 2v/113V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
Rocky Trail Climbing Through the Forest.
   The trees quickly thin out as the trail ascends through the forest.
The sparse wildlife sounds also seem to diminish as the trail climbs. A
great peak towers above to the east, and the trail twists along boulders
downwards to the west. The thinning pine canopy allows the sky to pierce
through the forest to shed its influence upon the trail.
Obvious exits: -East -West

< 57h/489H 0v/113V Pos: standing >
You're too exhausted.

< 57h/489H 1v/113V Pos: standing >
You're too exhausted.

< 57h/489H 1v/113V Pos: standing >
You're too exhausted.

< 57h/489H 2v/113V Pos: standing >
Rocky Trail Climbing Through the Forest.
   The trees begin to thin out as the trail ascends through the forest.
The sparse wildlife sounds also seem to diminish as the trail climbs. A
great peak towers above to the east, and the trail twists along boulders
downwards to the west. The thinning pine canopy allows the sky to pierce
through the forest to shed its influence upon the trail.
Obvious exits: -East -West

< 57h/489H 0v/113V Pos: standing >
You're too exhausted.

< 58h/489H 1v/113V Pos: standing >
A Fork in the Twisted Trail
   The trail splits to the north, east, and south here. A cold wind
blows in from the east trail, perhaps riding off the glaciated mountain
that stands high above the trail in that direction. The trail to the
north appears to twist downwards into lush vegetation. The Eastern
trail climbs a bit into sparser trees as it approaches the flank of
the great peak. To the south the forest seems to flatten noticeably.
Other than the chill breeze, the forest is oddly quiet.
Obvious exits: -North -East -South
Puddles of fresh blood cover the ground.
A jet black bear forages for some food.

< 58h/489H 0v/113V Pos: standing >
You sit down and relax.

< 58h/489H 2v/113V Pos: sitting >
Nah... You feel too relaxed to do that...
Maybe you should get on your feet first?

< 58h/489H 6v/113V Pos: sitting >
You clamber to your feet.

< 58h/489H 6v/113V Pos: standing >
Out of nowhere, a rakshasa guard stabs you in the back.
You wish that your wounds would stop BLEEDING so much!

< 40h/489H 8v/113V Pos: standing >
< T: Sagica TP: sta TC: awful E: a rakshasa guard sta EP: excellent >
 A rakshasa guard's fine pierce seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
You parry a rakshasa guard's lunge at you.
You parry a rakshasa guard's lunge at you.
A rakshasa guard's impressive pierce seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
You parry a rakshasa guard's lunge at you.

< 22h/489H 8v/113V Pos: standing >
< T: Sagica TP: sta TC: awful E: a rakshasa guard sta EP: excellent >
 Fending off the attackers you try to mount a jet black bear, but alas you fail.

< 22h/489H 8v/113V Pos: standing >
< T: Sagica TP: sta TC: awful E: someone sta EP: excellent >
 A rakshasa guard dances an acrobatic maneuver in battle, tripping you.

< 22h/489H 8v/113V Pos: sitting >
< T: Sagica TP: sit TC: awful E: a rakshasa guard sta EP: excellent >
 Someone parries your futile lunge at her.

< 22h/489H 8v/113V Pos: sitting >
< T: Sagica TP: sit TC: awful E: a rakshasa guard sta EP: excellent >
 A rakshasa guard's impressive pierce enshrouds you in a mist of blood.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A rakshasa guard's pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A rakshasa guard's pierce hits you.
Your consciousness begins to fade in and out as your mortality slips away.....