<worn on head> a bloody leather cap from Bugentolen
<worn on body> a shabby alligator skin jerkin
<worn on arms> a pair of leather sleeves
<held as shield> a little round wooden shield
<worn around wrist> a bronze-colored bracer
<worn around wrist> a bronze-colored bracer
<worn on legs> a pair of leather leggings
<worn on feet> a pair of soft leather boots
The Inn of Storm Port
The Storm Port inn is a haven for all sorts of ruffians and pirates.
Brawls between the sailors and city folk are a common thing in the
waiting room and thanks to the uncaring city guards the fights usually
rage on for quite some time. The innkeeper here is a burly orc,
most likely as burly as an orc could possibly get, and usually is
the one who breaks up the fights in frustation and sends the drunk
or unconcious to their beds.
Obvious exits: -Down
< 178h/178H 114v/114V Pos: standing >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
<None>
There are 0 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[20 Necromancer ] Synoic (Orc)
[52 Bounty Hunter ] Noz Nameless (Minotaur)
[52 Demonic Rider ] Fr Nameless (Drow Elf)
[30 Illusionist ] Denai (Kobold)
[51 Shadowmage ] Jarenth Nameless (inv) (Drow Elf)
[10 Mercenary ] Urisk (Goblin)
[51 Psycheporter ] Quip Nameless (Drow Elf)
There are 7 mortal(s) on.
Total visible players: 7.
Total in-game connections: 13.
Record number of connections this boot: 18.
< 178h/178H 114v/114V Pos: standing >
You quickly scan the area.
An orc sailor who is close by below you.
An orc sailor who is close by below you.
An orc sailor who is close by below you.
A troll patron who is close by below you.
A troll patron who is close by below you.
< 178h/178H 114v/114V Pos: standing >
You are carrying: (6/10)
a quill
a spellbook
a thin steel dagger
a spellbook
a quill
a little round wooden shield
< 178h/178H 114v/114V Pos: standing >
You are using:
<worn on head> a bloody leather cap from Bugentolen
<worn on body> a shabby alligator skin jerkin
<worn on arms> a pair of leather sleeves
<worn around wrist> a bronze-colored bracer
<worn around wrist> a bronze-colored bracer
<primary weapon> a steel dagger
<held> a piece of legendary everbloom bamboo (glowing)
<worn on legs> a pair of leather leggings
<worn on feet> a pair of soft leather boots
< 178h/178H 114v/114V Pos: standing >
Hint: Type "forget (spell name)" to free up a spell slot. Alternately, you can "forget all" to free all your spell slots.
< 178h/178H 114v/114V Pos: standing >
You stop using a piece of legendary everbloom bamboo.
< 178h/178H 114v/114V Pos: standing >
You strap a little round wooden shield to your arm.
< 178h/178H 114v/114V Pos: standing >
Waiting Room of the Inn
The waiting room of the inn is a breeding ground for brawls. Most
likely caused by the brawny sailors constantly flowing in and out
of the city, always rowdy and looking for a good time, including
beating on a few of the locals, however, the trolls and ogres who
frequent this inn have a tendancy to turn around and push the sailors
around, forcing the locals out of the room and back into the streets,
lest they fall prey to an ogre's fist or troll's forehead. A flimsey
staircase leads up to the inn itself.
Obvious exits: -West # -Up
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
A Troll patron waits for his room here.
A Troll patron waits for his room here.
< 178h/178H 113v/114V Pos: standing >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
<None>
There are 0 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[20 Necromancer ] Synoic (Orc)
[52 Bounty Hunter ] Noz Nameless (Minotaur)
[52 Demonic Rider ] Fr Nameless (Drow Elf)
[30 Illusionist ] Denai (Kobold)
[51 Shadowmage ] Jarenth Nameless (Drow Elf)
[10 Mercenary ] Urisk (Goblin)
[51 Psycheporter ] Quip Nameless (Drow Elf)
There are 7 mortal(s) on.
Total visible players: 7.
Total in-game connections: 13.
Record number of connections this boot: 18.
< 178h/178H 113v/114V Pos: standing >
Are you mad!?
< 178h/178H 113v/114V Pos: standing >
The door seems to be closed.
< 178h/178H 113v/114V Pos: standing >
Ok.
< 178h/178H 114v/114V Pos: standing >
You quickly scan the area.
You see nothing.
< 178h/178H 114v/114V Pos: standing >
Soldier's Path
Soldier's Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago. Now, for the right price, they can sleep in somewhat comfortable
beds.
Obvious exits: -North -East -South
< 178h/178H 113v/114V Pos: standing >
An orc city guard enters from the south.
< 178h/178H 113v/114V Pos: standing >
Soldier's Path
Soldiers Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. East of here is the
somewhat more obscure fighters hall, the guild of the dark knights,
otherwise known as anti-paladins. Anti-paladin training is probably
the most grueling of all the fighter classes, thus the reason their
numbers being few compared to the warriors and mercenaries.
Obvious exits: -North -East # -South
A black crow hops through the streets, pecking at trash.
An Orc commoner wanders the city here.
An Orc city guard walks here, most likely abusing his power.
< 178h/178H 112v/114V Pos: standing >
An orc city guard leaves north.
Soldier's Path
Soldiers Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. West of here Soldier's
Path ends abrubtly before two large buildings, one for the mercenaries
and one for the warriors of Storm Port. The smog over the city is
especially thick here, indicating many blacksmith and foundry fires
burning. There is a large door leading to a dojo to the north.
Obvious exits: -North# -South -West
An Orc city guard walks here, most likely abusing his power.
< 178h/178H 113v/114V Pos: standing >
Soldier's Path
Soldiers Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. East of here is the
somewhat more obscure fighters hall, the guild of the dark knights,
otherwise known as anti-paladins. Anti-paladin training is probably
the most grueling of all the fighter classes, thus the reason their
numbers being few compared to the warriors and mercenaries.
Obvious exits: -North -East # -South
A black crow hops through the streets, pecking at trash.
An Orc commoner wanders the city here.
< 178h/178H 112v/114V Pos: standing >
The perfect match!
< 178h/178H 114v/114V Pos: standing >
Soldier's Path
Soldier's Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago. Now, for the right price, they can sleep in somewhat comfortable
beds.
Obvious exits: -North -East -South
< 178h/178H 113v/114V Pos: standing >
Waiting Room of the Inn
The waiting room of the inn is a breeding ground for brawls. Most
likely caused by the brawny sailors constantly flowing in and out
of the city, always rowdy and looking for a good time, including
beating on a few of the locals, however, the trolls and ogres who
frequent this inn have a tendancy to turn around and push the sailors
around, forcing the locals out of the room and back into the streets,
lest they fall prey to an ogre's fist or troll's forehead. A flimsey
staircase leads up to the inn itself.
Obvious exits: -West -Up
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
A Troll patron waits for his room here.
A Troll patron waits for his room here.
< 178h/178H 112v/114V Pos: standing >
Soldier's Path
Soldier's Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago. Now, for the right price, they can sleep in somewhat comfortable
beds.
Obvious exits: -North -East -South
< 178h/178H 112v/114V Pos: standing >
North Storm Street and Soldier's Path
North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector. Soldier's Path breaks away to the north here, home
to three fighter's guilds and the Storm Port inn. The road here is
somewhat less muddy from not being under the aqueduct, but sea mist
blows through the air, dampening clothes.
Obvious exits: -North -East -West
An Orc city guard walks here, most likely abusing his power.
A female Orc wanders the city here, bitching at the males she passes.
An Orc commoner wanders the city here.
< 178h/178H 112v/114V Pos: standing >
East End of North Storm Street and Gale Road
North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector. With the aqueduct above running south, the road
in this corner of the city is somewhat muddy, and the smell of sea
salt is still quite strong. The mystical Pillar of Elements can
be seen rising above the city close by the north. The street continues
west of here.
Obvious exits: -North -South -West -Up
A black crow hops through the streets, pecking at trash.
< 178h/178H 113v/114V Pos: standing >
Gale Road
Gale Road ends to the north here after running the length of
the Storm Port's commercial sector with a set of large double doors
just ahead. Behind the doors to the north lies the local brothel,
a location that makes as much money as any other business within
town. The intersection with North Storm Street lies just to the
south.
Obvious exits: -North# -South
A stray dog spends his days chasing rats through the back alleys.
< 178h/178H 112v/114V Pos: standing >
The doors seems to be closed.
< 178h/178H 114v/114V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 178h/178H 114v/114V Pos: standing >
You could do it with a needle!
< 178h/178H 114v/114V Pos: standing >
Ok.
< 178h/178H 114v/114V Pos: standing >
The Storm Port Brothel
This hallway runs north through the small brothel, connecting
a couple rooms for the local workers to the reception area just
ahead. The hallway is dimly lit, as if you create some odd sense
of romantism for the brothel's patrons. To the east lies a door
to a private room and through the double doors to the south Gale
Road begins.
Obvious exits: -North -East # -South
< 178h/178H 113v/114V Pos: standing >
Gale Road
Gale Road ends to the north here after running the length of
the Storm Port's commercial sector with a set of large double doors
just ahead. Behind the doors to the north lies the local brothel,
a location that makes as much money as any other business within
town. The intersection with North Storm Street lies just to the
south.
Obvious exits: -North -South
A stray dog spends his days chasing rats through the back alleys.
< 178h/178H 112v/114V Pos: standing >
East End of North Storm Street and Gale Road
North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector. With the aqueduct above running south, the road
in this corner of the city is somewhat muddy, and the smell of sea
salt is still quite strong. The mystical Pillar of Elements can
be seen rising above the city close by the north. The street continues
west of here.
Obvious exits: -North -South -West -Up
< 178h/178H 112v/114V Pos: standing >
Gale Road
Gale Road connects with the harbour here, making it one of the
oldest and most used pathways in the city. The sheer ammount of traffic
coming through this road then heading north or south into the city from
boarding or disembarking passengers is amazing. The harbour, once only
used for orc military personnel, now is abundant with many of the more
evil races of all classes and skills.
Obvious exits: -North -East -South
< 178h/178H 113v/114V Pos: standing >
A rakshasa guard snaps into visibility.
A rakshasa guard disappears from your vision for a moment, suddenly appearing behind you; you fail to counter his advance...
< 178h/178H 113v/114V Pos: standing >
< T: Synoic TP: sta TC:excellent E: a rakshasa guard sta EP: excellent >
Someone parries your futile lunge at him.
A rakshasa guard snaps into visibility.
< 178h/178H 113v/114V Pos: standing >
< T: Synoic TP: sta TC:excellent E: a rakshasa guard sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 178h/178H 113v/114V Pos: standing >
< T: Synoic TP: sta TC:excellent E: someone sta EP: excellent >
Someone sings a song so well you feel your pain and suffering ebbing away.
< 178h/178H 113v/114V Pos: standing >
< T: Synoic TP: sta TC:excellent E: someone sta EP: excellent >
A rakshasa guard snaps into visibility.
A rakshasa guard dances an amazing maneuver in battle, tripping you.
< 178h/178H 113v/114V Pos: on your ass >
< T: Synoic TP: ass TC:excellent E: a rakshasa guard sta EP: excellent >
A rakshasa guard snaps into visibility.
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
OUCH! That really did HURT!
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
OUCH! That really did HURT!
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
OUCH! That really did HURT!
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
OUCH! That really did HURT!
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
OUCH! That really did HURT!
< 59h/178H 113v/114V Pos: on your ass >
< T: Synoic TP: ass TC: nasty wounds E: a rakshasa guard sta EP: excellent >
Someone dodges your futile attack.
A rakshasa guard snaps into visibility.
< 59h/178H 113v/114V Pos: on your ass >
< T: Synoic TP: ass TC: nasty wounds E: a rakshasa guard sta EP: excellent >
A rakshasa guard snaps into visibility.
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
OUCH! That really did HURT!
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[You scream in pain as a rakshasa guard's pierce tears into your flesh.]=-
You feel your pulse begin to slow and you realize you are mortally wounded...
< -9h/178H 113v/114V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -9h/178H 113v/114V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -9h/178H 113v/114V Pos: on your ass >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.
< -9h/178H 113v/114V Pos: on your ass >