<worn around neck> shards of ice on a chain (illuminating)
<worn around neck> a religious amulet
<worn on body> a black set of hooded robes, lined with runes
<worn about body> a frayed skin cloak branded with primative glyphs
<worn on feet> a living breeze
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 122v/130V Pos: standing >
< 227h/227H 122v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -South -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 123v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -West
The corpse of a tiny desert spider is lying here.
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 122v/130V Pos: standing >
< 227h/227H 122v/130V Pos: standing >
Fren leaves west.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -South -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 124v/130V Pos: standing >
Fren leaves south.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East -South
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 123v/130V Pos: standing >
< 227h/227H 123v/130V Pos: standing >
Fren leaves south.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 123v/130V Pos: standing >
< 227h/227H 123v/130V Pos: standing >
Fren leaves south.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Fren (HardCore) (Dwarf)(medium) stands here.
A filthy peasant begs for spare change.
A ragged gypsy follows his king.
< 227h/227H 124v/130V Pos: standing >
< 227h/227H 124v/130V Pos: standing >
< 227h/227H 125v/130V Pos: standing >
Fren leaves north.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 125v/130V Pos: standing >
Fren leaves north.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East -South
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 124v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Desert Sea
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Desert Sea
</map>
Along the Desert Sea
A large amount of salt water is visible to the east. This water in the sea
is real ironic, it can only dehydrate and never quench a thirst. The
salt within the water obsurbs the water within ones cells, therefore making one
with less hydrated than before. The salt water makes up a sea that spans the
eastern horizon. A small port is visible along the shore, however this port is
sometimes hammered in bad weather since there is no harbor around it to protect
it. The street is comprised of many cobblestones embedded into the sand.
Huge poles are lined up on either side of the road with lanterns on top of them
to provide light during the night. A number of tents and buildings are
constructed upon this road. When the tide is high, some of the tents are in
danger of washing away.
Obvious exits: -North# -East -South# -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 124v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Crimson Cobblestone Road
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Crimson Cobblestone Road
</map>
A Crimson Cobblestone Road
Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -East -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 122v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: A Crimson Cobblestone Road
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: A Crimson Cobblestone Road
</map>
A Crimson Cobblestone Road
Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -North -East # -South -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 121v/130V Pos: standing >
< 227h/227H 122v/130V Pos: standing >
Fren stops using a sharp blade dripping with blood.
< 227h/227H 130v/130V Pos: standing >
Fren grabs a set of bone picks.
< 227h/227H 130v/130V Pos: standing >
The sun starts to set in the south.
< 227h/227H 130v/130V Pos: standing >
Fren skillfully picks the lock of the gate.
Fren begins cursing under his breath as his a set of bone picks snaps.
< 227h/227H 130v/130V Pos: standing >
Fren opens the gate.
< 227h/227H 130v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West
Fren (HardCore) (Dwarf)(medium) stands here.
A drunk sailor stands here.
< 227h/227H 129v/130V Pos: standing >
< 227h/227H 129v/130V Pos: standing >
< 227h/227H 129v/130V Pos: standing >
Autosaving...
< 227h/227H 129v/130V Pos: standing >
Fren leaves north.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 128v/130V Pos: standing >
< 227h/227H 128v/130V Pos: standing >
Fren leaves north.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
Fren (HardCore) (Dwarf)(medium) stands here.
A seagull squabbles.
< 227h/227H 129v/130V Pos: standing >
< 227h/227H 129v/130V Pos: standing >
Fren leaves north.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West #
A small post has some words scribbled on it.
Fren (HardCore) (Dwarf)(medium) stands here.
A pelican squaks loudly.
< 227h/227H 128v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
On the Military Dock
Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East -South -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 127v/130V Pos: standing >
< 227h/227H 127v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
On the Military Dock
Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East -South -West
A galleon of war is docked here.
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 128v/130V Pos: standing >
< 227h/227H 128v/130V Pos: standing >
Fren leaves west.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
On the Military Dock
Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East -South -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 129v/130V Pos: standing >
Fren leaves west.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West #
A small post has some words scribbled on it.
Fren (HardCore) (Dwarf)(medium) stands here.
A pelican squaks loudly.
< 227h/227H 128v/130V Pos: standing >
Fren leaves south.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 127v/130V Pos: standing >
Fren leaves south.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
Fren (HardCore) (Dwarf)(medium) stands here.
A seagull squabbles.
< 227h/227H 126v/130V Pos: standing >
Fren leaves south.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West
Fren (HardCore) (Dwarf)(medium) stands here.
A drunk sailor stands here.
< 227h/227H 125v/130V Pos: standing >
< 227h/227H 125v/130V Pos: standing >
Fren leaves south.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 127v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
Fren (HardCore) (Dwarf)(medium) stands here.
< 227h/227H 126v/130V Pos: standing >
Fren leaves east.
You follow Fren.
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
The Clipper Pobeda floats here.
The Caravel Koda floats here.
Fren (HardCore) (Dwarf)(medium) stands here.
Fugly, the gap-toothed and cross-eyed shipwright stands here.
< 227h/227H 125v/130V Pos: standing >
< 227h/227H 126v/130V Pos: standing >
A Drow Elf enters from the west.
An Orc enters from the west.
< 227h/227H 130v/130V Pos: standing >
A Drow Elf suddenly attacks YOU!
A Drow Elf misses you.
< 227h/227H 130v/130V Pos: standing >
< T: Grendo TP: sta TC:excellent E: A Drow Elf sta EP: excellent >
An Orc settles to her knees.
< 227h/227H 130v/130V Pos: standing >
< T: Grendo TP: sta TC:excellent E: A Drow Elf sta EP: excellent >
An Orc, in a show of awesome skill, tackles the ground with her head.
Fren leaves west.
< 227h/227H 130v/130V Pos: standing >
< T: Grendo TP: sta TC:excellent E: A Drow Elf sta EP: excellent >
A Drow Elf dodges your futile attack.
< 227h/227H 130v/130V Pos: standing >
< T: Grendo TP: sta TC:excellent E: A Drow Elf sta EP: excellent >
You dodge a Drow Elf's vicious attack.
You dodge a Drow Elf's vicious attack.
A Drow Elf misses you.
< 227h/227H 130v/130V Pos: standing >
< T: Grendo TP: sta TC:excellent E: A Drow Elf sta EP: excellent >
Tiny explosions wrack your body with pain!
OUCH! That really did HURT!
< 180h/227H 130v/130V Pos: standing >
< T: Grendo TP: sta TC: small wounds E: A Drow Elf sta EP: excellent >
You attempt to flee...
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
You flee westward!
< 180h/227H 101v/130V Pos: standing >
< 180h/227H 101v/130V Pos: standing >
A Drow Elf enters from the east.
< 180h/227H 102v/130V Pos: standing >
The headwinds would prove much too great. Ye best find a dock to start from!
< 180h/227H 102v/130V Pos: standing >
The headwinds would prove much too great. Ye best find a dock to start from!
< 180h/227H 102v/130V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
< 180h/227H 102v/130V Pos: standing >
Alas, you cannot go that way. . . .
< 180h/227H 102v/130V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West
A drunk sailor stands here.
< 180h/227H 102v/130V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: A Crimson Cobblestone Road
</map>
A Crimson Cobblestone Road
Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -North -East -South -West
< 180h/227H 101v/130V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: The Dockmaster's Office
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: The Dockmaster's Office
</map>
The Dockmaster's Office
The doorway leads into a cluttered office, one filled with several desks
piled to capacity with paperwork. Run by the Dockmaster, this building is the
hub of all the merchant and sea captain activity. All those looking for
permits for docking in Venan Trut must come here, as well must anyone who
wishes to transport passengers or goods. The royal banner of Venan Trut hangs
from the western wall, marking this place as an official representative of the
king and his family. Maps of the surrounding lake, and of the docks themselves
fill up the rest of the walls, leaving barely any room for the few lanterns
that provide illumination for those who work after sun down.
Obvious exits: -South
Myranx, the dockmaster, overlooks some paperwork.
< 180h/227H 101v/130V Pos: standing >
Alas, you cannot go that way. . . .
< 180h/227H 101v/130V Pos: standing >
Alas, you cannot go that way. . . .
< 180h/227H 102v/130V Pos: standing >
Alas, you cannot go that way. . . .
< 180h/227H 102v/130V Pos: standing >
< 180h/227H 103v/130V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: A Crimson Cobblestone Road
</map>
A Crimson Cobblestone Road
Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -North -East -South -West
< 181h/227H 102v/130V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: A Crimson Cobblestone Road
</map>
A Crimson Cobblestone Road
Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -East -West
< 181h/227H 101v/130V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Desert Sea
</map>
Along the Desert Sea
A large amount of salt water is visible to the east. This water in the sea
is real ironic, it can only dehydrate and never quench a thirst. The
salt within the water obsurbs the water within ones cells, therefore making one
with less hydrated than before. The salt water makes up a sea that spans the
eastern horizon. A small port is visible along the shore, however this port is
sometimes hammered in bad weather since there is no harbor around it to protect
it. The street is comprised of many cobblestones embedded into the sand.
Huge poles are lined up on either side of the road with lanterns on top of them
to provide light during the night. A number of tents and buildings are
constructed upon this road. When the tide is high, some of the tents are in
danger of washing away.
Obvious exits: -North# -East -South# -West
< 181h/227H 101v/130V Pos: standing >
< 181h/227H 101v/130V Pos: standing >
A Drow Elf enters from the east.
< 181h/227H 104v/130V Pos: standing >
A Drow Elf leaves west.
< 181h/227H 104v/130V Pos: standing >
A Drow Elf enters from the west.
< 181h/227H 105v/130V Pos: standing >
A Drow Elf leaves east.
< 181h/227H 106v/130V Pos: standing >
A Drow Elf enters from the east.
< 182h/227H 107v/130V Pos: standing >
A Drow Elf suddenly attacks YOU!
A Drow Elf misses you.
An Orc enters from the east.
< 182h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: small wounds E: A Drow Elf sta EP: excellent >
An Orc settles to her knees.
< 182h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: small wounds E: A Drow Elf sta EP: excellent >
An Orc, in a show of awesome skill, tackles the ground with her head.
< 182h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: small wounds E: A Drow Elf sta EP: excellent >
A Drow Elf dodges your futile attack.
< 182h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: small wounds E: A Drow Elf sta EP: excellent >
A Drow Elf misses you.
You dodge a Drow Elf's vicious attack.
A Drow Elf misses you.
< 182h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: small wounds E: A Drow Elf sta EP: excellent >
You start chanting...
< 182h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: small wounds E: A Drow Elf sta EP: excellent >
Tiny explosions wrack your body with pain!
OUCH! That really did HURT!
Casting: heal
< 136h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: few wounds E: A Drow Elf sta EP: excellent >
You complete your spell...
A warm feeling fills your body!
< 223h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
Tiny explosions wrack your body with pain!
OUCH! That really did HURT!
< 133h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: few wounds E: A Drow Elf sta EP: excellent >
A Drow Elf dodges your futile attack.
< 133h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: few wounds E: A Drow Elf sta EP: excellent >
A Drow Elf misses you.
You dodge a Drow Elf's vicious attack.
A Drow Elf misses you.
< 133h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: few wounds E: A Drow Elf sta EP: excellent >
An Orc clambers to her feet.
< 133h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: few wounds E: A Drow Elf sta EP: excellent >
You resist the effects of a Drow Elf's spell!
Tiny explosions wrack your body with pain!
OUCH! That really did HURT!
< 97h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: nasty wounds E: A Drow Elf sta EP: excellent >
An Orc settles to her knees.
< 97h/227H 107v/130V Pos: standing >
< T: Grendo TP: sta TC: nasty wounds E: A Drow Elf sta EP: excellent >
An Orc's leap knocks into you, sending you slightly off balance...
However, you grab an Orc's leg after her funny little maneuver and yank her to the ground!
< 97h/227H 107v/130V Pos: sitting >
< T: Grendo TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
You miss a Drow Elf.
< 97h/227H 107v/130V Pos: sitting >
< T: Grendo TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
Tiny explosions wrack your body with pain!
YIKES! Another hit like that, and you've had it!!
< 48h/227H 107v/130V Pos: sitting >
< T: Grendo TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
A Drow Elf misses you.
A Drow Elf misses you.
A Drow Elf misses you.
< 48h/227H 107v/130V Pos: sitting >
< T: Grendo TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
Tiny explosions wrack your body with pain!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
An Orc's final punch sends you to meet your maker.
Your troglodyte eyepatch was completely destroyed by the massive blow!