There is a stoned barracks to the south that must have taken an incredible
concerted effort by the cows to build. It must house the town's defenses while
they're not on duty. There are very few windows within the barracks, however,
there are many outdoor sparring arenas available to those who wish to exercise
their bloodlust in open combat. Truly this barracks contrasts with the large
tent to the northeast and the large war tower to the northwest. The dirt upon
the ground is gently picked up by the softly blowing wind and covers the
cobblestone road ever so slightly.
Obvious exits: -North -East -South
Puddles of fresh blood cover the ground.
< 87h/520H 168v/171V Pos: standing >
Before a Large Iron Gate
The cobblestone road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the north has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -North -East -West
Fresh blood splatters cover the area.
< 87h/520H 168v/171V Pos: standing >
Before a Large Iron Gate
The cobblestoned road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the northwest has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
< 87h/520H 167v/171V Pos: standing >
A Large Charcoal Mass
This section of the town has been used as a bond fire area. Trees have been
cut down at a whim to be burned during a celebration of any sort. There are
often times no particular reason to celebrate anything during one of these
feasts, however, it is in the cow's rape to burn and pillage, and when they're
not doing either one they must fill their time up and release built up rage.
Bones from animals are strewn about the area, their meat is the most often
eaten during such times, broken wine bottles are also visible, all of them
empty and most of them broken. It's hard to tell a cow what to do during these
times, therefore it's rare to see anyone of them hold anything back.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
An agitated commoner walks the road.
< 87h/520H 167v/171V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A small stream provides fresh water for all.
< 87h/520H 166v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
< 87h/520H 166v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
< 87h/520H 165v/171V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.
< 87h/520H 166v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
< 87h/520H 165v/171V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 87h/520H 164v/171V Pos: standing >
A Narrow Staircase
Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West -Down
A few drops of fresh blood are scattered around the area.
A drunk minotaur staggers about.
< 88h/520H 164v/171V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
A few drops of fresh blood are scattered around the area.
< 88h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/520H 165v/171V Pos: standing >
A Narrow Corridor
Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 88h/520H 165v/171V Pos: standing >
A War Room
The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Fresh blood covers everything in the area.
Ackum, the master warrior, is here.
< 88h/520H 164v/171V Pos: standing >
Mock Combat Chamber
A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West
Fresh blood splatters cover the area.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.
< 88h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/520H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/520H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/520H 165v/171V Pos: standing >
A War Room
The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Fresh blood covers everything in the area.
Ackum, the master warrior, is here.
< 89h/520H 165v/171V Pos: standing >
A Narrow Corridor
Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
< 89h/520H 164v/171V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
Fresh blood covers everything in the area.
< 89h/520H 163v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/520H 164v/171V Pos: standing >
A Narrow Staircase
Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West -Down
A few drops of fresh blood are scattered around the area.
A drunk minotaur staggers about.
< 89h/520H 163v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/520H 163v/171V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 89h/520H 163v/171V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South
Fresh blood splatters cover the area.
< 89h/520H 163v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/520H 164v/171V Pos: standing >
Before a Large Building
The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
< 90h/520H 164v/171V Pos: standing >
Justice Alley
Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
< 90h/520H 163v/171V Pos: standing >
Before a Domed Courthouse
Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East -West
Fresh blood covers everything in the area.
< 90h/520H 163v/171V Pos: standing >
An Abandoned Courthouse
Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West
Fresh blood splatters cover the area.
A disheveled commoner squats in a corner.
A small rat scurries along the floor.
< 90h/520H 162v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 90h/520H 162v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 90h/520H 163v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 90h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 90h/520H 164v/171V Pos: standing >
Before a Domed Courthouse
Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East -West
Fresh blood covers everything in the area.
< 90h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 91h/520H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 91h/520H 165v/171V Pos: standing >
Justice Alley
Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West
Fresh blood covers everything in the area.
< 91h/520H 165v/171V Pos: standing >
Before a Large Building
The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
< 91h/520H 166v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 91h/520H 166v/171V Pos: standing >
A Shambled House
Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
Fresh blood covers everything in the area.
< 91h/520H 166v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 91h/520H 167v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 92h/520H 167v/171V Pos: standing >
Nika's Bedroom
A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down
Puddles of fresh blood cover the ground.
Nika, the mercenary, sizes you up and down.
< 92h/520H 167v/171V Pos: standing >
A Shambled House
Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
Fresh blood splatters cover the area.
< 92h/520H 167v/171V Pos: standing >
Before a Large Building
The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
< 92h/520H 167v/171V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 92h/520H 166v/171V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
An commoner walks the road, intent on his destination.
< 92h/520H 166v/171V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 92h/520H 166v/171V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 93h/520H 166v/171V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 93h/520H 165v/171V Pos: standing >
An Intersection of Roads
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West
< 93h/520H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 93h/520H 165v/171V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
An agitated commoner walks the road.
< 93h/520H 165v/171V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West
< 93h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 93h/520H 165v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 93h/520H 165v/171V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
< 93h/520H 165v/171V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East
< 93h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 93h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 94h/520H 165v/171V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
< 94h/520H 164v/171V Pos: standing >
A Path of Dirt
Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East -West
< 94h/520H 163v/171V Pos: standing >
A Muddy Trail
Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West
< 94h/520H 163v/171V Pos: standing >
In the Muck
Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West
< 94h/520H 163v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 94h/520H 163v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 94h/520H 163v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 94h/520H 164v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 94h/520H 164v/171V Pos: standing >
Inside a Patch of Tall Reeds
The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
Fresh blood splatters cover the area.
A carnivorous plant opens its jaws.
< 94h/520H 163v/171V Pos: standing >
You dodge a bash from a carnivorous plant, who loses its balance and falls.
You miss a carnivorous plant.
< 94h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC:pretty hurt E: plant kne EP: excellent >
You score a CRITICAL HIT!!!!!
[Damage: 7 ] -=[Your powerful punch strikes a carnivorous plant.]=-
You miss a carnivorous plant.
< 94h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC:pretty hurt E: plant kne EP: few scratches >
You kneel.
< 94h/520H 164v/171V Pos: kneeling >
< T: Roigo TP: kne TC:pretty hurt E: plant kne EP: few scratches >
Maybe you should get up off your knees first?
< 94h/520H 164v/171V Pos: kneeling >
< T: Roigo TP: kne TC:pretty hurt E: plant kne EP: few scratches >
You rise to your feet.
< 94h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC:pretty hurt E: plant kne EP: few scratches >
You miss a carnivorous plant.
[Damage: 1 ] -=[Your crude punch grazes a carnivorous plant.]=-
< 94h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC:pretty hurt E: plant kne EP: few scratches >
You don't know how. Besides, you might hurt yourself.
< 94h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC:pretty hurt E: plant kne EP: few scratches >
A carnivorous plant rises to its feet.
< 94h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC:pretty hurt E: plant sta EP: few scratches >
A carnivorous plant dodges your futile attack.
A carnivorous plant dodges your futile attack.
-=[A carnivorous plant's bite strikes you hard.]=-
-=[A carnivorous plant's fine bite seriously wounds you.]=-
A carnivorous plant's kick crashes into your chest.
You wish that your wounds would stop BLEEDING so much!
< 56h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC: awful E: plant sta EP: few scratches >
The first hint of daylight can be seen on the northern horizon.
< 56h/520H 164v/171V Pos: standing >
< T: Roigo TP: sta TC: awful E: plant sta EP: few scratches >
You attempt to flee...
In the Muck
Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West
Fresh blood splatters cover the area.
You flee northward!
< 56h/520H 143v/171V Pos: standing >
Saving Roigo.
< 56h/520H 144v/171V Pos: standing >
A Muddy Trail through the Swamp
A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East -South
< 56h/520H 143v/171V Pos: standing >
An Old Trail
Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East -West
Fresh blood splatters cover the area.
A small snake swims in the swamp.
A small snake swims in the swamp.
< 56h/520H 142v/171V Pos: standing >
A Long Winding Trail of Mud
Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West
< 56h/520H 141v/171V Pos: standing >
Before a Wooden Bridge
Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.
< 56h/520H 141v/171V Pos: standing >
Above a River on a Rope Bridge
A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down
< 56h/520H 140v/171V Pos: standing >
Along a River
The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Fresh blood splatters cover the area.
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
< 56h/520H 139v/171V Pos: standing >
Nearing a River
Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East -West
< 56h/520H 138v/171V Pos: standing >
A Dense Forest
The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West
< 56h/520H 138v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 56h/520H 139v/171V Pos: standing >
Near a Log Cabin
The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South
< 56h/520H 138v/171V Pos: standing >
Along a Game Trail
Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West
< 56h/520H 137v/171V Pos: standing >
MMM^.....
MM^^.....
MM^^@....
MM^^^^^.*
MMM^..^^*
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A black bear rummages in the bushes for berries.
< 56h/520H 137v/171V Pos: standing >
MM^.....*
M^^.....*
M^^M@...*
M^^^^^.**
MM^..^^**
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 57h/520H 135v/171V Pos: standing >
M^.....**
^^.....**
^^M.@..**
^^^^^.***
M^..^^***
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 57h/520H 133v/171V Pos: standing >
^.....***
^.....***
^M..@.***
^^^^.****
^..^^****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 57h/520H 132v/171V Pos: standing >
.....****
.....****
M...@****
^^^.*****
..^^*****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 57h/520H 131v/171V Pos: standing >
..***
..@**
.****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A double-headed dragonfly cruises around the marshlands, looking for a place to lay its egg.
< 57h/520H 129v/171V Pos: standing >
.****
.*@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 57h/520H 127v/171V Pos: standing >
*****
**@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 57h/520H 126v/171V Pos: standing >
You are still a very long way from your next level.
< 57h/520H 126v/171V Pos: standing >
< 57h/520H 127v/171V Pos: standing >
You are carrying: (0/9)
Nothing.
< 58h/520H 128v/171V Pos: standing >
You aren't wearing anything!
< 58h/520H 129v/171V Pos: standing >
Owner Artifact
Laz the sphere of wind
Marakel tendrils of shadowy mist
Nib the holy flamberge of the efreeti
Znar Sunblade, longsword of Justice
Tiu Doombringer, the sword of chaos
Vorador the mystical longsword of Volo the Traveler
Hod the rod of Dispator
Corae the Living Necroplasm
Rip the sword of fire and flame
Athena Krindors Incredible Device
Kesk the globe of shadows
Rip a gladius called 'Backstabber'
Lurt the Totem of Mastery
Nib the platemail of the DragonLord
Aktosh a cloak of Elvenkind
Piltx the mace of light and darkness
Athena the dagger of Wind
Vok Avernus the life stealer
Kesk the blackened staff of Netheril
Javok Tiamat's poison tail stinger
Rip Illesarus, the Sword of Sharpness
Zijr Lyrical Instrument of Time
Aryn a mystical warhammer
Gimran the holy mace of the efreeti
------Summary------
Goodies: 8
Evils: 16
Total: 24
< 58h/520H 130v/171V Pos: standing >
Hint: Type 'news' daily to read the latest changes and updates on Duris.
< 60h/520H 144v/171V Pos: standing >
The snow is coming down faster now.
< 61h/520H 145v/171V Pos: standing >
You are still a very long way from your next level.
< 61h/520H 148v/171V Pos: standing >
*****
**@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 61h/520H 149v/171V Pos: standing >
< 62h/520H 150v/171V Pos: standing >
*****
**@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 62h/520H 151v/171V Pos: standing >
*****
**@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 62h/520H 153v/171V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 70h/520H 171v/171V Pos: standing >
Hint: Highlord Protectors mark safe zones for new goodrace players. If you find a Highlord Protector corpse, you'd best be on the look out!
< 75h/520H 171v/171V Pos: standing >
Someone suddenly attacks YOU!
A Thri-Kreen snaps into visibility.
-=[A Thri-Kreen's impressive bludgeon seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
< 60h/520H 171v/171V Pos: standing >
< T: Roigo TP: sta TC: awful E: A Thri-Kreen sta EP: excellent >
A Drow Elf snaps into visibility.
< 60h/520H 171v/171V Pos: standing >
< T: Roigo TP: sta TC: awful E: A Thri-Kreen sta EP: excellent >
A Drow Elf completes his spell...
A Drow Elf utters the words 'abrauztg gpahhzfuio uqzbarr'
A Drow Elf points at you.
As a Drow Elf's iceball shatters in your face, you swear you hear taps..