The death of [30 Dark Knight] Kenon -*Clan DemonRage*- (Githyanki)

in The Northern Docks

from the perspective of [30 Dark Knight] Kenon -*Clan DemonRage*- (Githyanki)

<worn as a badge>    the ochre seal of Slin
<worn on head>       a tempered mithril helmet (magic)
<worn on eyes>       a blood stained visor (magic)
<worn in ear>        an unholy star
<worn in ear>        an unholy star
<worn on face>       a rubber divers mask
<worn around neck>   a necklace of old bones [superior]
<worn around neck>   an alligator tooth necklace [superior]
<worn on body>       the unholy robes of Graskal (magic)
<worn about body>    a long flowing robe of the damned [superior] (magic)
<worn as quiver>     a mystical serpent runed quiver (magic)
<worn about waist>   a belt of street sweepers [superior]
<worn on belt buckle>a roc bone longbow
<worn on arms>       some barbed arm plates
<worn around wrist>  a spiked purple steel bracer
<worn around wrist>  a bracer carved from obsidian
<worn on hands>      the bloodied claws of the warrior bear
<worn on finger>     an etched obsidian ring
<worn on finger>     a ring encrusted in rubies
<worn on legs>       a pair of dragonscale leg plates (magic)
<worn on feet>       some caiman-skin boots


< 478h/448H 181v/183V Pos: standing >
Pardon?

< 478h/448H 181v/183V Pos: standing >
Ok.

< 478h/448H 182v/183V 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
An Orc city guard walks here, most likely abusing his power.(Red Aura)

< 478h/448H 182v/183V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your south.
Savenge who is close by to your south.
Lanagin the priest of Bloodstone who is close by to your south.

< 478h/448H 182v/183V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your south.
Savenge who is close by to your south.
Lanagin the priest of Bloodstone who is close by to your south.

< 478h/448H 182v/183V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -North -West 

< 478h/448H 181v/183V Pos: standing >
You quickly scan the area.
An orc city guard who is close by to your west.

< 478h/448H 181v/183V Pos: standing >
You quickly scan the area.
An orc city guard who is close by to your west.

< 478h/448H 181v/183V Pos: standing >
Ok.

< 478h/448H 182v/183V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -East # -South

< 478h/448H 182v/183V Pos: standing >
You quickly scan the area.
You see nothing.

< 478h/448H 182v/183V Pos: standing >
You quickly scan the area.
You see nothing.

< 478h/448H 182v/183V Pos: standing >
The door seems to be closed.

< 477h/448H 182v/183V Pos: standing >
Ok.

< 477h/448H 182v/183V Pos: standing >
Prayer Room of the Dark Knights
  This room serves as an altar chamber for the Anti-Paladins of Storm
Port and the surrounding area.  The elite knights of darkness spawned
from this room will be valuable assets to the war against the forces
of light.  Paintings of black armored knights riding blue dragons
cover the three walls displaying a perfect kingdom of killing, suffering,
and pain. There is a small basin built into the east wall where an
abundant source of unholy water flows. 
Obvious exits: -West 
An opaque basin has been built into the east wall here.
A black crow hops through the streets, pecking at trash.
An Orc commoner wanders the city here.(Red Aura)
An emissary from the Pits of Cerberus talks with Daagar(Red Aura)
Daagar, lord of the anti-paladins, stands here speaking with the emissary.(Red Aura)

< 477h/448H 181v/183V Pos: standing >
You quickly scan the area.
You see nothing.

< 477h/448H 181v/183V Pos: standing >
You quickly scan the area.
You see nothing.

< 477h/448H 182v/183V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -East  -South

< 477h/448H 181v/183V Pos: standing >
You quickly scan the area.
A black crow who is close by to your east.
An orc commoner who is close by to your east.
An emissary who is close by to your east.
Daagar, the anti-paladin lord who is close by to your east.

< 477h/448H 183v/183V Pos: standing >
You quickly scan the area.
A black crow who is close by to your east.
An emissary who is close by to your east.
Daagar, the anti-paladin lord who is close by to your east.

< 477h/448H 183v/183V Pos: standing >
An orc commoner enters from the east.

< 477h/448H 183v/183V Pos: standing >
Prayer Room of the Dark Knights
  This room serves as an altar chamber for the Anti-Paladins of Storm
Port and the surrounding area.  The elite knights of darkness spawned
from this room will be valuable assets to the war against the forces
of light.  Paintings of black armored knights riding blue dragons
cover the three walls displaying a perfect kingdom of killing, suffering,
and pain. There is a small basin built into the east wall where an
abundant source of unholy water flows. 
Obvious exits: -West 
An opaque basin has been built into the east wall here.
A black crow hops through the streets, pecking at trash.
An emissary from the Pits of Cerberus talks with Daagar(Red Aura)
Daagar, lord of the anti-paladins, stands here speaking with the emissary.(Red Aura)

< 477h/448H 182v/183V Pos: standing >
Daagar, the anti-paladin lord says in orc 'From this day onwards you will follow the path of the Dark Knight!'

< 477h/448H 182v/183V Pos: standing >
Saving Kenon.

< 477h/448H 182v/183V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -East  -South
An Orc commoner wanders the city here.(Red Aura)

< 477h/448H 181v/183V Pos: standing >
Ok.

< 477h/448H 181v/183V Pos: standing >
In the Halls of the Dark Knights
   These two connecting rooms lead to the prayer room of the dark
knights, other wise known in this country as Anti-Paladins.  This
sect of warriors can out do any of the more brutal warriors by skill
in mounted warfare, two-handed combat, and even the magical arts.  The
rooms here have been been painted black and unlit so that an orc's
natural ultravision must nagivate.  The rooms are all bare of any
sort of distraction.
Obvious exits: -North -West #

< 477h/448H 181v/183V Pos: standing >
Ok.

< 477h/448H 182v/183V 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

< 477h/448H 181v/183V Pos: standing >
Ok.

< 477h/448H 183v/183V Pos: standing >

< 477h/448H 183v/183V Pos: standing >
You begin calling for a mount..

< 477h/448H 183v/183V 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
An Orc city guard walks here, most likely abusing his power.(Red Aura)
A stray dog spends his days chasing rats through the back alleys.

< 477h/448H 182v/183V Pos: standing >
You quickly scan the area.
Lanagin the priest of Bloodstone who is close by to your south.
Savenge who is close by to your south.
An orc city guard who is close by to your south.

< 477h/448H 182v/183V Pos: standing >
You quickly scan the area.
Lanagin the priest of Bloodstone who is close by to your south.
Savenge who is close by to your south.
An orc city guard who is close by to your south.

< 477h/448H 182v/183V Pos: standing >
Lanagin the priest of Bloodstone enters from the south.
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 
Savenge, the Furylord, stands here menacing all around him.(Red Aura)
An Orc city guard walks here, most likely abusing his power.(Red Aura)

< 477h/448H 181v/183V Pos: standing >
You quickly scan the area.
Lanagin the priest of Bloodstone who is close by to your north.
An orc city guard who is close by to your north.
A stray dog who is close by to your north.
An orc female who is a brief walk away to your north.
A young orc soldier who is close by to your east.
An orc female who is close by to your west.

< 477h/448H 181v/183V Pos: standing >
You quickly scan the area.
Lanagin the priest of Bloodstone who is close by to your north.
An orc city guard who is close by to your north.
A stray dog who is close by to your north.
A young orc soldier who is close by to your east.
An orc female who is close by to your west.

< 477h/448H 181v/183V Pos: standing >
Alas, you cannot go that way. . . .

< 477h/448H 182v/183V 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 young Orc soldier wanders the city here, preparing for training.(Red Aura)

< 477h/448H 182v/183V Pos: standing >
You quickly scan the area.
A young orc soldier who is a brief walk away to your south.
A Human who is a brief walk away to your south.
A black crow who is a brief walk away to your south.
An orc female who is a brief walk away to your south.
Savenge who is close by to your west.
An orc city guard who is close by to your west.
An orc female who is not far off to your west.
An orc commoner who is rather far off to your west.
A young orc soldier who is close by above you.

< 477h/448H 182v/183V Pos: standing >
You quickly scan the area.
A young orc soldier who is a brief walk away to your south.
A Human who is a brief walk away to your south.
A black crow who is a brief walk away to your south.
An orc female who is a brief walk away to your south.
Savenge who is close by to your west.
An orc female who is not far off to your west.
An orc commoner who is rather far off to your west.
A young orc soldier who is close by above you.
A duergar foreman who is close by above you.

< 477h/448H 182v/183V Pos: standing >
A young orc soldier leaves west.
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

< 477h/448H 181v/183V Pos: standing >
You quickly scan the area.
An orc dock guard who is a brief walk away to your east.
A harbour worker who is a brief walk away to your east.
An orc shipwright who is rather far off to your east.
A Barbarian who is in the distance to your east.
A Halfling who is in the distance to your east.
A harbour worker who is in the distance to your east.
A Human who is close by to your south.
A young orc soldier who is not far off to your south.
A black crow who is not far off to your south.
An orc female who is not far off to your south.

< 477h/448H 181v/183V Pos: standing >
You quickly scan the area.
An orc dock guard who is a brief walk away to your east.
A harbour worker who is a brief walk away to your east.
An orc shipwright who is rather far off to your east.
A Barbarian who is in the distance to your east.
A Halfling who is in the distance to your east.
A harbour worker who is in the distance to your east.
A Human who is close by to your south.
A young orc soldier who is not far off to your south.
A black crow who is not far off to your south.
An orc female who is not far off to your south.
A Human enters from the south.

< 477h/448H 181v/183V Pos: standing >
A Human leaves east.

< 477h/448H 181v/183V Pos: standing >
Tempest Avenue and Gale Road Intersection
   Gale Road connects with Tempest Avenue here, one block away
from the harbour.  As the city grew, this intersection became
increasingly more important.  When the harbour became open to the
public, merchants began to flock off the incoming ships and setting
up shop along Tempest Avenue, possibly making it the most second
most used intersection in the city.
Obvious exits: -North -South -West 

< 477h/448H 180v/183V Pos: standing >
Gale Road
   Gale Road runs north to south on the west end of Storm Port,
almost directly below the aqueduct.  The packed earth road is quite
moist, both from spill from above and the proximity to the harbour.
The orcs do not seem to mind, though, and have become quite used
to almost mud-like terrain.
Obvious exits: -North -South -Up   
A young Orc soldier wanders the city here, preparing for training.(Red Aura)
A black crow hops through the streets, pecking at trash.
A female Orc wanders the city here, bitching at the males she passes.(Red Aura)

< 477h/448H 180v/183V Pos: standing >
Squall Road and Gale Road Intersection
   In the early days, Storm Port consisted solely of the harbour,
several small supply shops, and naval barracks connected by two
roads.  Squall Road was one of those two.  The second, Gale Road
begins north to south here.  Between these two roads a path was a
cut through rocky terrain to the flat area of the harbour. To this
day Gale and Squall Roads are still the most used streets in the city.
Obvious exits: -North -East # -West 

< 477h/448H 179v/183V Pos: standing >
Bash who?

< 477h/448H 180v/183V Pos: standing >
Gale Road
   Gale Road runs north to south on the west end of Storm Port,
almost directly below the aqueduct.  The packed earth road is quite
moist, both from spill from above and the proximity to the harbour.
The orcs do not seem to mind, though, and have become quite used
to almost mud-like terrain.
Obvious exits: -North -South -Up   
A young Orc soldier wanders the city here, preparing for training.(Red Aura)
A black crow hops through the streets, pecking at trash.

< 477h/448H 180v/183V Pos: standing >
Bash who?

< 477h/448H 180v/183V Pos: standing >
Tempest Avenue and Gale Road Intersection
   Gale Road connects with Tempest Avenue here, one block away
from the harbour.  As the city grew, this intersection became
increasingly more important.  When the harbour became open to the
public, merchants began to flock off the incoming ships and setting
up shop along Tempest Avenue, possibly making it the most second
most used intersection in the city.
Obvious exits: -North -South -West 
A female Orc wanders the city here, bitching at the males she passes.(Red Aura)

< 477h/448H 179v/183V Pos: standing >
Bash who?

< 477h/448H 180v/183V Pos: standing >
Bash who?

< 477h/448H 180v/183V 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
A Human (medium)  Mutinous Legions stands here.(Gold Aura)
A halo of white light descends upon a Human burning your soul.
You feel unholy power coursing through your limbs!
You are knocked to the ground by a Human's mighty bash!

< 475h/448H 180v/183V Pos: sitting >
< T: Kenon TP: sit TC:excellent E: A Human sta EP: excellent >
 The sun rises over the northern horizon.

< 475h/448H 180v/183V Pos: sitting >
< T: Kenon TP: sit TC:excellent E: A Human sta EP: excellent >
 [Damage: 12 ] -=[Your fine slash wounds a Human.]=-
[Damage: 17 ] -=[Your impressive slash strikes a Human.]=-
-=[A Human's fine slash wounds you.]=-
A Human misses you.

< 465h/448H 180v/183V Pos: sitting >
< T: Kenon TP: sit TC:excellent E: A Human sta EP: few scratches >
 A deadly nightmare answers your summons!
A deadly nightmare starts following you.

< 465h/448H 180v/183V Pos: sitting >
< T: Kenon TP: sit TC:excellent E: A Human sta EP: few scratches >
 
< 465h/448H 180v/183V Pos: sitting >
< T: Kenon TP: sit TC:excellent E: A Human sta EP: few scratches >
 Maybe you should get on your feet first?

< 465h/448H 180v/183V Pos: sitting >
< T: Kenon TP: sit TC:excellent E: A Human sta EP: few scratches >
 [Damage: 15 ] -=[Your impressive slash strikes a Human.]=-
A Human dodges your futile attack.
A Human misses you.
-=[A Human's impressive slash strikes you.]=-
Maybe you should get on your feet first?
Sorry, you aren't allowed to do that in combat.

< 445h/448H 180v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 You clamber to your feet.

< 445h/448H 180v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 Sorry, you aren't allowed to do that in combat.

< 445h/448H 180v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 You see nothing special about him.
This Human has some small wounds and bruises.
He's medium in size.
He is in the front rank.

<worn as a badge>    a serpentine seal of Bozk
<worn on head>       a knight's diamond helmet
<worn on eyes>       a pair of blue-tinted gnomish eyeglasses (magic)
<worn in ear>        a diamond earring [poor]
<worn in ear>        a foul smelling rat ear
<worn on face>       the morbid face of a stone golem
<worn around neck>   a rusty steel necklace [superior]
<worn around neck>   the blackened collar of the squall
<worn on body>       a suit of dwarven scale mail armor (magic)
<worn about body>    a magenta cloak [superior] [88%]
<worn as quiver>     a blood-stained steel quiver
<worn about waist>   a coconut belt
<worn on belt buckle>a drow-made bone belt buckle
<attached to belt>   a rugged adventurers satchel (magic)
<worn on arms>       some crude stone arm plates
<worn around wrist>  a blood-stained emerald bracelet
<worn around wrist>  a troll-skin wrist protector
<worn on hands>      some human-made brass talons
<worn on finger>     a green Cimmerian ring
<worn on finger>     a gold ring with diamonds (illuminating)
<wielding twohanded> a two-handed mithril bastard sword (magic)
<worn on legs>       some leggings with steel plate scales
<worn on feet>       boots of tough ogre hide

< 445h/448H 180v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 A deadly nightmare is now a member of your group.

< 445h/448H 180v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 You climb up and ride a deadly nightmare.

< 445h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 
< 445h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 You cannot do that while riding! Try trample instead.

< 445h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 You are knocked to the ground by a Human's mighty bash!

< 443h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 
< 443h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 
< 443h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 [Damage: 11 ] -=[Your fine slash wounds a Human.]=-
A Human parries your futile lunge at him.
-=[A Human's impressive slash wounds you.]=-
A Human's fine slash wounds a deadly nightmare.

< 432h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 A Human dodges a deadly nightmare's attack.

< 432h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 
< 432h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 [Damage: 15 ] -=[Your impressive slash strikes a Human.]=-
A Human parries your futile lunge at him.
-=[A Human's fine slash wounds you.]=-
A Human misses you.

< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 A deadly nightmare misses a Human.

< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 
< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sta EP:  small wounds >
 You clamber to your feet.

< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 
< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 
< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sta EP:  small wounds >
 You nudge your mount into BATTLE!!!
You order your mount to trample a Human.
[Damage:  6 ] A deadly nightmare's hooves crash into a Human's chest with a stunning force.
A Human is knocked to the ground!

< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sit EP:  small wounds >
 [Damage: 21 ] -=[Your impressive slash strikes a Human.]=-
[Damage: 19 ] -=[Your impressive slash strikes a Human.]=-
[Damage: 17 ] -=[Your impressive slash strikes a Human.]=-
A Human's impressive slash wounds a deadly nightmare.

< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sit EP:  few wounds >
 A deadly nightmare misses a Human.

< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sit EP:  few wounds >
 
< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sit EP:  few wounds >
 [Damage: 17 ] -=[Your impressive slash strikes a Human.]=-
[Damage: 20 ] -=[Your impressive slash strikes a Human.]=-
[Damage: 20 ] -=[Your impressive slash strikes a Human.]=-
A Human misses you.

< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sit EP:  few wounds >
 [Damage:  8 ] A deadly nightmare's fine thrash strikes a Human.
A Halfling enters from the east.
A Barbarian enters from the east.
A Barbarian enters from the east.

< 422h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC:few scratches E: A Human sit EP:  few wounds >
 A Barbarian tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sit EP:  few wounds >
 A Human's body appears to recover from the affects of the potion.
A Barbarian's body appears to recover from the affects of the potion.

< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sit EP:  few wounds >
 
< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sit EP:  few wounds >
 
< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sit EP:  few wounds >
 A Halfling starts casting an offensive spell.

< 422h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC:few scratches E: A Human sit EP:  few wounds >
 A Barbarian assists a Barbarian heroically.
-=[A Barbarian's slash strikes you.]=-

< 403h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: small wounds E: A Human sit EP:  few wounds >
 A Human clambers to his feet.

< 403h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: small wounds E: A Human sta EP:  few wounds >
 A Human attempts to flee.
A Human leaves north.

< 403h/448H 179v/183V Pos: sitting >
A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
-=[A Halfling causes the earth to rise up in the shape of a fist!]=-
OUCH!  That really did HURT!

< 358h/448H 179v/183V Pos: sitting >

< 358h/448H 179v/183V Pos: sitting >
A Human enters from the north.

< 358h/448H 179v/183V Pos: sitting >
A Barbarian misses a deadly nightmare.
-=[A Barbarian's fine slash strikes you.]=-
You feel unholy power coursing through your limbs!
-=[A Barbarian's powerful slash strikes you hard.]=-
A Halfling starts casting an offensive spell.

< 314h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: few wounds E: A Barbarian sta EP: excellent >
 A Barbarian dodges your futile attack.
[Damage:  8 ] -=[Your fine slash wounds a Barbarian.]=-
You dodge a bash from a Human, who loses his balance and falls.

< 314h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: few wounds E: A Barbarian sta EP: few scratches >
 A deadly nightmare misses a Barbarian.

< 314h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: few wounds E: A Barbarian sta EP: few scratches >
 A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
-=[A Halfling causes the earth to rise up in the shape of a fist!]=-

< 276h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: few wounds E: A Barbarian sta EP: few scratches >
 A Halfling starts casting an offensive spell.

< 276h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: few wounds E: A Barbarian sta EP: few scratches >
 A Barbarian's slash wounds a deadly nightmare.
A Barbarian's slash wounds a deadly nightmare.
-=[A Barbarian's slash strikes you.]=-

< 257h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: few wounds E: A Barbarian sta EP: few scratches >
 Maybe you should get on your feet first?

< 257h/448H 179v/183V Pos: sitting >
< T: Kenon TP: sit TC: few wounds E: A Barbarian sta EP: few scratches >
 You clamber to your feet.

< 257h/448H 179v/183V Pos: standing >
< T: Kenon TP: sta TC: few wounds E: A Barbarian sta EP: few scratches >
 A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
-=[A Halfling causes the earth to rise up in the shape of a fist!]=-
OUCH!  That really did HURT!
You attempt to flee...
Before the Docks of Storm Port
   The name Storm Port is deceptive in nature for storms in this orc
city are actually quite rare. In fact, due to the rock formations in
the surrounding area creating a haven from all sorts of bad weather,
the harbour was built on this spot because it was storm free.  Without
the harbour, the city would have never have flourished, thus leading
to quite an irony of sorts and the thoughts of whatever orc actually
named this town must have had a twisted sense of humour.
Obvious exits: -East  -West 
You flee eastward!

< 210h/448H 153v/183V Pos: standing >
Saving Kenon.

< 210h/448H 153v/183V Pos: standing >
Saving Kenon.

< 210h/448H 153v/183V Pos: standing >
The Docks of Storm Port
   For the ammount of traffic coming and going through this harbour
it is probably not as large as many would hope it to be.  It consists
of a north dock and a south dock, both running parallel into the sea.
Galleons line the docks, completely overcrowding them and giving the
poor harbour master a great deal of stress who happens to be severely
under handed.  His station sits north, but it rare for him to ever
be inside when there is so much work to be doing.
Obvious exits: -North# -East  -South -West 
An Orc sailor searches for his ship along the pier.(Red Aura)

< 210h/448H 154v/183V Pos: standing >
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East  -West 
An Orc guards the docks viciously.(Red Aura)
An Orc harbour worker runs about performing his duties.(Red Aura)

< 210h/448H 154v/183V Pos: standing >
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East  -West 
An Orc shipwright stands here, selling ship rides across the sea.(Red Aura)

< 210h/448H 155v/183V Pos: standing >
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East  -West 
The SeaStalker floats on the waves here.
A strange gnomish contraption stands here, dispensing ferry tickets.
The Sloop The BaStArD floats here.
The Clipper Jaws floats here.
The Ketch WhirlWind floats here.
An Orc harbour worker runs about performing his duties.(Red Aura)

< 210h/448H 156v/183V Pos: standing >
Find a dock to swim from!

< 210h/448H 156v/183V Pos: standing >
You can't kneel while riding.
< 210h/448H 156v/183V Pos: standing >
A Halfling enters from the west.
A Barbarian enters from the west.
A Barbarian enters from the west.

< 210h/448H 158v/183V Pos: standing >
-=[A Barbarian's slash strikes you hard.]=-
You feel unholy power coursing through your limbs!
A Barbarian tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 189h/448H 158v/183V Pos: sitting >
< T: Kenon TP: sit TC: nasty wounds E: A Barbarian sta EP: few scratches >
 
< 189h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC: nasty wounds E: A Barbarian sta EP: few scratches >
 You miss a Barbarian.
[Damage:  8 ] -=[Your slash wounds a Barbarian.]=-

< 189h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC: nasty wounds E: A Barbarian sta EP: few scratches >
 -=[A Barbarian's impressive slash strikes you hard.]=-
A Barbarian misses a deadly nightmare.
-=[A Barbarian's impressive slash strikes you hard.]=-
A Barbarian's massive longsword dubbed 'Dusk and Dawn' calls upon the chill of night and heat of the sun.
You resist the effects of a Barbarian's spell!
A Barbarian points at you.
You are surrounded by the dancing outline of purplish flames!
-=[You wail in agony as a Barbarian's biting cold freezes your exposed skin!]=-

< 104h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC:pretty hurt E: A Barbarian sta EP: few scratches >
 A Halfling starts casting an offensive spell.

< 104h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC:pretty hurt E: A Barbarian sta EP: few scratches >
 A Barbarian dodges a deadly nightmare's attack.
A Human enters from the west.

< 104h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC:pretty hurt E: A Barbarian sta EP: few scratches >
 A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
-=[A Halfling causes the earth to rise up in the shape of a fist!]=-

< 60h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC: awful E: A Barbarian sta EP: few scratches >
 -=[A Barbarian's powerful slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
A Barbarian's impressive slash wounds a deadly nightmare.
-=[A Barbarian's impressive slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!

< 22h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC: awful E: A Barbarian sta EP: few scratches >
 A Human leaves west.

< 22h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC: awful E: A Barbarian sta EP: few scratches >
 A Halfling starts casting an offensive spell.

< 22h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC: awful E: A Barbarian sta EP: few scratches >
 [Damage: 10 ] -=[Your fine slash wounds a Barbarian.]=-
You miss a Barbarian.

< 22h/448H 159v/183V Pos: sitting >
< T: Kenon TP: sit TC: awful E: A Barbarian sta EP: few scratches >
 A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
-=[A Halfling causes the earth to rise up in the shape of a fist!]=-
Your massive mithril sword was completely destroyed by the massive blow!