<worn as a badge> the insignia of swirling feathers and flowing water
<worn on head> a drow-made dragonscale hood
<worn on eyes> a troglodyte eyepatch
<worn in ear> a dangling diamond earring made by Krey (glowing) [88%]
<worn in ear> an earring of hope and enlightenment (magic) (glowing)
<worn on face> a carved bone mask
<worn around neck> an ivory titan holy cross (magic)
<worn around neck> a demons necklace (magic) (glowing) (humming)
<worn on body> a shimmering obsidian platemail from The Temple of Blibdoolpoolp
<worn about body> the wings of the shadow dragon [superior] (glowing)
<worn as quiver> an elven quiver of agility
<worn about waist> a mysterious blue belt (glowing)
<worn on belt buckle>a acceleration potion
<attached to belt> a frosty potion
<worn on arms> some light adamantium sleeves
<held as shield> a studded leather shield made by Dodox
<worn around wrist> a gnomish lifegiving wristband
<worn around wrist> a bracelet of influence [superior] (magic)
<worn on hands> some gleaming obsidian gloves
<worn on finger> a sun ring [superior] (magic) (glowing)
<worn on finger> a band of snakeskin (magic)
<primary weapon> a gem-studded mace (magic)
<worn on legs> some forest green leggings (magic)
<worn on feet> boots of endurance [poor]
.^.^^..^.
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 179v/228V Pos: standing >
*^..^^..^
^*.^......^
********.^^..
*********..M.
******@***.^^
***********^.
.....***.^M.^
^.^^......^
.^^M^^^*.
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 177v/228V Pos: standing >
+*^..^^..
*^*.^......
*********.^^.
**********..M
******@****.^
.***********^
^.....***.^M.
^^.^^......
^.^^M^^^*
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 176v/228V Pos: standing >
+....^.^^
++*^..^^..^
**^*.^......^
*********.^^.
******@***..M
***********.^
.***********^
.....***.^M
^.^^.....
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 174v/228V Pos: standing >
.+....^.^
+++*^..^^..
***^*.^......
**********.^^
******@****..
************.
^.***********
^.....***.^
^^.^^....
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 172v/228V Pos: standing >
..+....^.
++++*^..^^.
****^*.^.....
***********.^
******@*****.
.************
.^.**********
^^.....***.
^^^.^^...
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 170v/228V Pos: standing >
*..+....^
+++++*^..^^
*****^*.^....
************.
M*****@******
..***********
^.^.*********
.^^.....***
.^^^.^^..
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 169v/228V Pos: standing >
**..+....
++++++*^..^
******^*.^...
*************
*M****@******
*..**********
^^.^.********
..^^.....**
^.^^^.^^.
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 167v/228V Pos: standing >
***..+...
+++++++*^..
*******^*.^..
*************
**M***@******
**..*********
*^^.^.*******
...^^.....*
.^.^^^.^^
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 166v/228V Pos: standing >
**..^+.^.
****..+....
++++++++*^..^
*******^*.^..
******@******
**M**********
**..*********
^^.^.******
..^^.....
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 165v/228V Pos: standing >
*..^.+^.^
***..^+.^..
*****..+....^
++++++++*^..^
******@^*.^..
*************
**M**********
*..********
^.^.*****
An Icy Forest of Pine and Oak
Obvious exits: -North -South -West
< 835h/835H 163v/228V Pos: standing >
**..^+.^.
****..+....
++++++++*^..^
*******^*.^..
******@******
**M**********
**..*********
^^.^.******
..^^.....
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 163v/228V Pos: standing >
***..+...
+++++++*^..
*******^*.^..
*************
**M***@******
**..*********
*^^.^.*******
...^^.....*
.^.^^^.^^
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 161v/228V Pos: standing >
++++++*^.
******^*.^.
*************
**M**********
**..**@******
*^^.^.*******
....^^.....**
..^.^^^.^^.
*^.^.^.^^
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 161v/228V Pos: standing >
*****^*.^
***********
**M**********
**..*********
*^^.^.@******
....^^.....**
*..^.^^^.^^..
**^.^.^.^^^
*.^^^^.^.
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 159v/228V Pos: standing >
******^*.
***********
*************
***..********
**^^.^@******
*....^^.....*
**..^.^^^.^^.
***^.^.^.^^
**.^^^^.^
The Partially Frozen Grasslands of IceCrag
Obvious exits: -North -East -South -West
< 835h/835H 158v/228V Pos: standing >
*******^*
***********
*************
****..*******
***^^.@.*****
**....^^.....
***..^.^^^.^^
****^.^.^.^
***.^^^^.
Snow Capped Hills of the Tundra
Obvious exits: -North -East -South -West
< 835h/835H 156v/228V Pos: standing >
*********
***********
****..*******
***^^.^.*****
**....@^.....
***..^.^^^.^^
*****^.^.^.^^
****.^^^^.^
**...^..^
Snow Capped Hills of the Tundra
Obvious exits: -North -East -South -West
< 835h/835H 154v/228V Pos: standing >
*********
***********
*****..******
****^^.^.****
***...@^^....
****..^.^^^.^
*****^.^.^.^
*****.^^^^.
***...^..
The Partially Frozen Grasslands of IceCrag
Obvious exits: -North -East -South -West
< 835h/835H 153v/228V Pos: standing >
*********
****..*****
****^^.^.****
***....^^....
****..@.^^^.^
*****^.^.^.^
*****.^^^^.^
***...^..^
.....^..
Snow Capped Hills of the Tundra
Obvious exits: -North -East -South -West
< 835h/835H 151v/228V Pos: standing >
*********
*****..****
*****^^.^.***
****....^^...
****.@^.^^^.
*****^.^.^.
*****.^^^^.
***...^..
.....^.
The Partially Frozen Grasslands of IceCrag
Obvious exits: -North -East -South -West
< 835h/835H 149v/228V Pos: standing >
*********
******..***
+*****^^.^.**
M****....^^..
+ ****@.^.^^^
+ *****^.^.^
+ *****.^^^^
***...^.
.....^
The Partially Frozen Grasslands of IceCrag
Obvious exits: -North -East -South -West
< 835h/835H 148v/228V Pos: standing >
******M**
+******..**
+*****^^.^.*
M****....^^.
+ ***@..^.^^
+ *****^.^.
+ *****.^^^
M ***...^
.....
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 146v/228V Pos: standing >
+******M*
^+******..*
M +*****^^.^.
M****....^^
+ **@*..^.^
+ *****^.^
. + *****.^^
.M ***...
+ ....
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 144v/228V Pos: standing >
You start chanting...
< 835h/835H 147v/228V Pos: standing >
Casting: invigorate *
< 835h/835H 148v/228V Pos: standing >
Casting: invigorate
< 835h/835H 149v/228V Pos: standing >
You complete your spell...
You invigorate Odox with renewed energy.
< 835h/835H 228v/228V Pos: standing >
+******M*
^+******..*
+*****^^.^.
M****....^^
+ **@*..^.^
+ *****^.^
. + *****.^^
.M ***...
+ ....
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 228v/228V Pos: standing >
+******..
+*****^^.^
M****....^^
+ ****..^.^
+ *@***^.^
. + *****.^^
*.M ***...^
.+ .....
+. ^^.
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 226v/228V Pos: standing >
******..*
+*****^^.^.
M****....^^.
+ ****..^.^^
+ **@**^.^.
+ *****.^^^
.M ***...^.
+ .....^
. ^^.^
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 224v/228V Pos: standing >
*****^^.^
M****....^^
+ ****..^.^^
+ *****^.^.
+ **@**.^^^
.M ***...^.
.+ .....^.
+. ^^.^.
.. ..^
An Icy Forest of Pine and Oak
Obvious exits: -North -East -South -West
< 835h/835H 222v/228V Pos: standing >
Faluzure's blessing fades.
Faluzure's blessing fades.
< 660h/660H 173v/178V Pos: standing >
You draw a 5th circle of energy from your surroundings.
Your consumption of nature's energy is complete.
Hint: You gain much more experience when you heal a person engaged in melee combat.
< 660h/660H 174v/178V Pos: standing >
You start chanting...
< 660h/660H 176v/178V Pos: standing >
You complete your spell...
Among the Rafters
From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down
A sleeping drunk snores heavily.
< 660h/660H 176v/178V Pos: standing >
< 660h/660H 178v/178V Pos: standing >
You start chanting...
< 660h/660H 178v/178V Pos: standing >
Casting: faluzures vitality **
< 660h/660H 178v/178V Pos: standing >
Casting: faluzures vitality *
< 660h/660H 178v/178V Pos: standing >
Casting: faluzures vitality
< 660h/660H 178v/178V Pos: standing >
You complete your spell...
You feel the cold breath of the God Faluzure.
< 660h/660H 178v/178V Pos: standing >
You draw a 10th circle of energy from your surroundings.
< 835h/835H 228v/228V Pos: standing >
Among the Rafters
Obvious exits: -Down
A sleeping drunk snores heavily.
< 835h/835H 228v/228V Pos: standing >
< 835h/835H 228v/228V Pos: standing >
A Confession Booth
When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -South -Up
< 835h/835H 227v/228V Pos: standing >
An Unholy Church
Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East -South -West
A devout religious patron drinks heavily from his bottle.
< 835h/835H 226v/228V Pos: standing >
An Unholy Church
Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -East# -West
< 835h/835H 225v/228V Pos: standing >
The door seems to be closed.
< 835h/835H 225v/228V Pos: standing >
Ok.
< 835h/835H 227v/228V Pos: standing >
A Turning
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 -West
< 835h/835H 226v/228V Pos: standing >
Ok.
< 835h/835H 226v/228V Pos: standing >
A Cobblestone Intersection
It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
< 835h/835H 226v/228V Pos: standing >
Small 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
A few drops of fresh blood are scattered around the area.
An agitated commoner walks the road.
< 835h/835H 226v/228V Pos: standing >
Small 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
Fresh blood splatters cover the area.
< 835h/835H 226v/228V 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
Puddles of fresh blood cover the ground.
A small stream provides fresh water for all.
< 835h/835H 225v/228V Pos: standing >
You draw a 7th circle of energy from your surroundings.
Your consumption of nature's energy is complete.
You quickly scan the area.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
A Minotaur who is close by to your east.
An agitated minotaur who is not far off to your south.
An agitated minotaur who is not far off to your west.
< 835h/835H 227v/228V Pos: standing >
A Minotaur enters from the east.
You quickly scan the area.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
An agitated minotaur who is not far off to your south.
An agitated minotaur who is not far off to your west.
< 835h/835H 227v/228V Pos: standing >
A Minotaur leaves north.
< 835h/835H 227v/228V Pos: standing >
< 835h/835H 228v/228V Pos: standing >
A Minotaur enters from the north.
< 835h/835H 228v/228V Pos: standing >
Small 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 -West
Fresh blood covers everything in the area.
< 835h/835H 227v/228V Pos: standing >
You failed.
< 835h/835H 227v/228V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 835h/835H 226v/228V Pos: standing >
You failed.
< 835h/835H 226v/228V Pos: standing >
Small 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 -West
Fresh blood covers everything in the area.
< 835h/835H 225v/228V Pos: standing >
Small 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# -South -West
Fresh blood covers everything in the area.
< 835h/835H 224v/228V Pos: standing >
The door seems to be closed.
< 835h/835H 225v/228V Pos: standing >
You failed.
< 835h/835H 225v/228V Pos: standing >
A Discreet Herbal Sanctuary
Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls. It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
This area seems to be devoid of magic!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.
< 835h/835H 225v/228V Pos: standing >
You start chanting...
The magic gathers, then fades away.
< 835h/835H 225v/228V Pos: standing >
Small 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# -South -West
Fresh blood covers everything in the area.
< 835h/835H 225v/228V Pos: standing >
An commoner enters from the west.
Ok.
< 835h/835H 227v/228V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
A drunk minotaur who is close by to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
A Minotaur who is close by to your south.
An agitated minotaur who is a brief walk away to your south.
Brukish who is close by to your west.
< 835h/835H 228v/228V Pos: standing >
Autosaving...
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
A drunk minotaur who is close by to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
A Minotaur who is close by to your south.
An agitated minotaur who is a brief walk away to your south.
Brukish who is close by to your west.
< 835h/835H 228v/228V Pos: standing >
< 835h/835H 228v/228V Pos: standing >
Small 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 -West
Fresh blood covers everything in the area.
A Minotaur (huge) stands here.
< 835h/835H 227v/228V Pos: standing >
You start chanting...
< 835h/835H 227v/228V Pos: standing >
Casting: horrid wilting *
< 835h/835H 227v/228V Pos: standing >
Casting: horrid wilting
< 835h/835H 227v/228V Pos: standing >
You complete your spell...
A Minotaur seems to be blinded!
[Damage: 168 ] You suck all the water from a Minotaur.
A Minotaur is dead! R.I.P.
You receive your share of experience.