The death of [16 Mercenary] Kaim (Orc)

in Squall Road and Gale Road Intersection

from the perspective of [16 Mercenary] Kaim (Orc)

<worn on body>       a suit of spiked leather armor
<worn on arms>       a pair of studded leather sleeves
<worn on hands>      some thick leather gloves
<primary weapon>     a long steel sword
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

Obvious exits: -East  -South
An Orc trader stands by the side of the road here.

< 57h/221H 81v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 57h/221H 82v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 57h/221H 82v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 58h/221H 82v/113V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -West 
Someone suddenly attacks YOU!
An Orc raider misses you.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP: excellent >
 [Damage: 15 ] You leave a huge, red swollen lump on an Orc raider's temple.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  small wounds >
 You feel your skill in dual wield improving.
[Damage:  5 ] Your fine slash strikes an Orc raider.
You miss an Orc raider.
An Orc raider misses you.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  small wounds >
 You feel your skill in dual wield improving.
An Orc raider dodges your futile attack.
[Damage:  4 ] Your pierce strikes an Orc raider.
An Orc raider dodges your futile attack.
You dodge an Orc raider's vicious attack.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  few wounds >
 You're still spinning in circles from your last headbutt.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  few wounds >
 You miss an Orc raider.
You dodge an Orc raider's vicious attack.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  few wounds >
 [Damage: 13 ] You leave a huge, red swollen lump on an Orc raider's temple.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  few wounds >
 [Damage:  5 ] Your slash strikes an Orc raider hard.
You dodge an Orc raider's vicious attack.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  nasty wounds >
 You're still spinning in circles from your last headbutt.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  nasty wounds >
 An Orc raider dodges your futile attack.
[Damage:  5 ] Your slash strikes an Orc raider hard.
An Orc raider misses you.
An Orc raider misses you.
An Orc raider's kick parts your hair but does little else.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  nasty wounds >
 You're still spinning in circles from your last headbutt.

< 58h/221H 80v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  nasty wounds >
 Ouch, that seriously hurt!
CRASSSHHHH!  Your head is pulsating, the world around you suddenly becomes black.

< 49h/221H 80v/113V Pos: on your ass >
Being knocked unconscious strictly limits what you can do.

< 42h/221H 93v/113V Pos: on your ass >
Being knocked unconscious strictly limits what you can do.

< 43h/221H 97v/113V Pos: on your ass >
Being knocked unconscious strictly limits what you can do.

< 43h/221H 97v/113V Pos: on your ass >
Feeling begins to return... a major headache.

< 36h/221H 100v/113V Pos: on your ass >
You clamber to your feet.

< 37h/221H 102v/113V Pos: standing >
You attempt to hide yourself.

< 37h/221H 102v/113V Pos: standing >
[Damage: 14 ] You leave a huge, red swollen lump on an Orc raider's temple.

< 39h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP: pretty hurt >
 An Orc raider misses you.
[Damage:  5 ] Your slash seriously wounds an Orc raider.
You miss an Orc raider.
You score a CRITICAL HIT!!!!!
[Damage:  9 ] Your impressive slash enshrouds an Orc raider in a mist of blood.

< 39h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  awful >
 You're still spinning in circles from your last headbutt.

< 39h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: orc sta EP:  awful >
 The sun starts to set in the south.
An Orc raider's decent punch strikes you hard.
You suddenly see an Orc raider's foot in your chest.
You miss an Orc raider.
[Damage:  4 ] Your pierce seriously wounds an Orc raider.
You're still spinning in circles from your last headbutt.

< 27h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC: awful E: orc sta EP:  awful >
 [Damage: 14 ] You leave a huge, red swollen lump on an Orc raider's temple.
An Orc raider is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of an Orc raider.

< 27h/221H 113v/113V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South
Fresh blood splatters cover the area.

< 28h/221H 110v/113V Pos: standing >
Someone suddenly attacks YOU!
An Orc raider misses you.
Sorry, you aren't allowed to do that in combat.

< 28h/221H 110v/113V Pos: standing >
< T: Kaim TP: sta TC: awful E: orc sta EP: excellent >
 Ouch, that seriously hurt!

< 27h/221H 110v/113V Pos: standing >
< T: Kaim TP: sta TC: awful E: orc sta EP: excellent >
 An Orc raider dodges your futile attack.
You feel your skill in parry improving.
An Orc raider misses you.
An Orc raider's kick parts your hair but does little else.

< 27h/221H 110v/113V Pos: standing >
< T: Kaim TP: sta TC: awful E: orc sta EP: excellent >
 You attempt to flee...

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South
Fresh blood covers everything in the area.
You flee northward!
Someone suddenly attacks YOU!
An Orc raider misses you.

< 27h/221H 79v/113V Pos: standing >
< T: Kaim TP: sta TC: awful E: orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 27h/221H 79v/113V Pos: standing >
< T: Kaim TP: sta TC: awful E: orc sta EP: excellent >
 You attempt to flee...

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South
You flee northward!

< 27h/221H 53v/113V Pos: standing >
You attempt to hide yourself.

< 27h/221H 53v/113V Pos: standing >
An Orc raider enters from the south.

< 27h/221H 55v/113V Pos: standing >
  ^...+**..   
 MMM..+*....  
 MMMM.+.^..^  
 MMMMM@MM^^^  
 MMMMM^MMMMM  
 **MMMMMMMMM  
  **^MMM^^^   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 28h/221H 65v/113V Pos: standing >
  ^.**.***.   
 M^...+**...  
 MMM..+*....  
 MMMM.@.^..^  
 MMMMM+MM^^^  
 MMMMM^MMMMM  
  *MMMMMMMM   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 28h/221H 65v/113V Pos: standing >
  .***+****   
 M^.**.***.*  
 M^...+**...  
 MMM..@*....  
 MMMM.+.^..^  
 MMMMM+MM^^^  
  MMMM^MMMM   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 28h/221H 64v/113V Pos: standing >
  .***++.+*   
 ^.***+*****  
 M^.**.***.*  
 M^...@**...  
 MMM..+*....  
 MMMM.+.^..^  
  MMMM+MM^^   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 29h/221H 65v/113V Pos: standing >
  **.****.*   
 ..***++.+**  
 ^.***+*****  
 M^.**@***.*  
 M^...+**...  
 MMM..+*....  
  MMM.+.^..   
A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East  -South -West 

< 29h/221H 64v/113V Pos: standing >
  **..MM*+*   
 ***.****.*.  
 ..***++.+**  
 ^.***@*****  
 M^.**.***.*  
 M^...+**...  
  MM..+*...   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 29h/221H 63v/113V Pos: standing >
  ..   ..+.   
 ***..MM*+*.  
 ***.****.*.  
 ..***@+.+**  
 ^.***+*****  
 M^.**.***.*  
  ^...+**..   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 29h/221H 63v/113V Pos: standing >
  .   ..+.    
 **..MM*+*.   
 **.****.*..  
 .***+@.+**.  
 .***+******  
 ^.**.***.**  
  ...+**...   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 29h/221H 62v/113V Pos: standing >
     ..+.     
 *..MM*+*.    
 *.****.*..   
 ***++@+**..  
 ***+******.  
 .**.***.**.  
  ..+**...*   
A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East  -South -West 

< 29h/221H 62v/113V Pos: standing >
    ..+.      
 ..MM*+*.     
 .****.*..    
 **++.@**..   
 **+******.   
 **.***.**..  
  .+**...*.   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 29h/221H 61v/113V Pos: standing >
     M^.      
    ..+.      
 ..MM*+*.     
 .****@*..    
 **++.+**..   
 **+******.   
  *.***.**.   
A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East  -South -West 

< 29h/221H 61v/113V Pos: standing >
              
     M^.      
    ..+.      
 ..MM*@*.     
 .****.*..    
 **++.+**..   
  *+******.   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 29h/221H 60v/113V Pos: standing >
              
              
     M^.      
    ..@.      
 ..MM*+*.     
 .****.*..    
  *++.+**..   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 29h/221H 59v/113V Pos: standing >
              
              
    M^.       
   ..+@       
 .MM*+*.      
 ****.*..     
  ++.+**..    
Rugged Grasslands Along the Coast
Obvious exits: -North -East  -South -West 

< 30h/221H 59v/113V Pos: standing >
              
              
              
    M^@       
   ..+.       
 .MM*+*.      
  ***.*..     
Rugged Grasslands Along the Coast
Obvious exits: -North -East  -South -West 

< 30h/221H 57v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>
The Road to Storm Port
   This pathway has been cut through the rocky terrain of the area
and turned into a fairly well used road to the harbour city of
Storm Port.   The trail continues through the treacherous terrain
that protects the harbour from elements and towards the gates of
the city.  A group of mercenaries stand here, looking to the western
gates and muttering something rather rude about orcs in general.
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands here pondering his next move.

< 30h/221H 56v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>
The Road to Storm Port
   The road continues west towards the gates of the city, littered
with trash from both the locals and travellers.  Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East  -West 

< 30h/221H 56v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>
The Road to Storm Port
   The road continues west towards the gates of the city, littered
with trash from both the locals and travellers.  Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East  -West 

< 30h/221H 54v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Before the East Gates
</map>
Before the East Gates
   Much like the southern gates, the trail leading up to the east is
surrounded by large jagged rocks, making travel across anywhere but
through the path quite dangerous.  If one would happen to slip or
fall one would find oneself's impaled on several stalagmite-like
formations.  It is probable to imagine this trail being cut through
the rocks by duergar stone masons or perhaps incendiary devices.
Obvious exits: -East  -West 

< 30h/221H 53v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: East Gates of Storm Port
</map>

<map>
Zone: Storm Port.
Room: East Gates of Storm Port
</map>
East Gates of Storm Port
   The second entrance is here, with a path leading east to west, from
outside the city to the connector of Gale and Squall Road.  These
gates are most commonly used for the disembarking passengers of the
harbour wishing to head elsewhere in the country as it provides a
quick route from the harbour to outside the city.  The guards here
continue to remain vigilant of any unwelcome visitors, foremost being
the races of good.
Obvious exits: -East  -West #
Fresh blood splatters cover the area.
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.

< 31h/221H 53v/113V Pos: standing >
The gate seems to be closed.

< 31h/221H 55v/113V Pos: standing >
Ok.

< 31h/221H 56v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Squall Road and Gale Road Intersection
</map>
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 

< 31h/221H 56v/113V Pos: standing >
Ok.

< 31h/221H 57v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Gale Road
</map>
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   

< 32h/221H 57v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Tempest Avenue and Gale Road Intersection
</map>

<map>
Zone: Storm Port.
Room: Tempest Avenue and Gale Road Intersection
</map>
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 
Puddles of fresh blood cover the ground.
A young Orc soldier wanders the city here, preparing for training.

< 32h/221H 56v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Gale Road
</map>

<map>
Zone: Storm Port.
Room: Gale Road
</map>
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 few drops of fresh blood are scattered around the area.
A Halfling (small)  Mutinous Legions stands in mid-air here.
A faerie sprite flies through the area, bobbing through the trees. (minion) 
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A wandering bard walks toward the castle. (minion) 
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.

< 32h/221H 57v/113V Pos: standing >
A Grey Elf leaves south.
A wandering bard leaves south.
A Grey Elf leaves south.
A Grey Elf leaves south.
A Grey Elf leaves south.
A faerie sprite leaves south.
A Halfling leaves south.

< 32h/221H 58v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Tempest Avenue and Gale Road Intersection
</map>

<map>
Zone: Storm Port.
Room: Tempest Avenue and Gale Road Intersection
</map>
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 
Fresh blood covers everything in the area.
A young Orc soldier wanders the city here, preparing for training.

< 32h/221H 58v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Gale Road
</map>
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   
Fresh blood splatters cover the area.

< 33h/221H 58v/113V Pos: standing >
A Grey Elf enters from the south.
A wandering bard enters from the south.
A Grey Elf enters from the south.
A Grey Elf enters from the south.
A Grey Elf enters from the south.
A faerie sprite enters from the south.
A Halfling enters from the south.
You attempt to hide yourself.

< 33h/221H 59v/113V Pos: standing >
A Grey Elf leaves north.
A wandering bard leaves north.
A Grey Elf leaves north.
A Grey Elf leaves north.
A Grey Elf leaves north.
A faerie sprite leaves north.
A Halfling leaves north.

< 33h/221H 59v/113V Pos: standing >
A Grey Elf enters from the north.
A wandering bard enters from the north.
A Grey Elf enters from the north.
A Grey Elf enters from the north.
A Grey Elf enters from the north.
A faerie sprite enters from the north.
A Halfling enters from the north.

< 33h/221H 60v/113V Pos: standing >
A young orc soldier enters from the north.

< 33h/221H 61v/113V Pos: standing >
A Grey Elf leaves south.
A wandering bard leaves south.
A Grey Elf leaves south.
A Grey Elf leaves south.
A Grey Elf leaves south.
A faerie sprite leaves south.
A Halfling leaves south.

< 33h/221H 62v/113V Pos: standing >
A Grey Elf enters from the south.
A wandering bard enters from the south.
A Grey Elf enters from the south.
A Grey Elf enters from the south.
A Grey Elf enters from the south.
A faerie sprite enters from the south.
A Halfling enters from the south.

< 33h/221H 63v/113V Pos: standing >
A wandering bard plays a song to lift his spirit off the ground.
A young orc soldier flies through the air, free as a bird!
You fly through the air, free as a bird!

< 34h/221H 67v/113V Pos: standing >
A Grey Elf leaves up.
A wandering bard leaves up.
A Grey Elf leaves up.
A Grey Elf leaves up.
A Grey Elf leaves up.
A faerie sprite floats up.
A Halfling floats up.

< 35h/221H 89v/113V Pos: standing >
A Grey Elf enters from above.
A wandering bard enters from above.
A Grey Elf enters from above.
A Grey Elf enters from above.
A Grey Elf enters from above.
A faerie sprite floats in from above.
A Halfling floats in from above.

< 35h/221H 90v/113V Pos: standing >
Gale Road
Obvious exits: -North -South -Up   
Fresh blood splatters cover the area.
A Halfling (small)  Mutinous Legions stands in mid-air here.
A faerie sprite flies through the area, bobbing through the trees. (minion) 
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A wandering bard walks toward the castle. (minion) 
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A Grey Elf (medium)  Mutinous Legions stands in mid-air here.
A young Orc soldier wanders the city here, preparing for training.

< 36h/221H 108v/113V Pos: standing >
A wandering bard plays a song to lift his spirit off the ground.

< 36h/221H 111v/113V Pos: standing >
A young orc soldier leaves north.

< 36h/221H 113v/113V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.

< 37h/221H 113v/113V Pos: standing >

<map>
Zone: Storm Port.
Room: Squall Road and Gale Road Intersection
</map>
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 
A few drops of fresh blood are scattered around the area.

< 37h/221H 112v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 37h/221H 112v/113V Pos: standing >
The gates seems to be closed.

< 37h/221H 112v/113V Pos: standing >
The gates seems to be closed.

< 37h/221H 112v/113V Pos: standing >
You attempt to hide yourself.

< 37h/221H 113v/113V Pos: standing >
A Grey Elf enters from the north.
A wandering bard enters from the north.
A Grey Elf enters from the north.
A Grey Elf enters from the north.
A Grey Elf enters from the north.
A faerie sprite enters from the north.
A Halfling enters from the north.

< 37h/221H 113v/113V Pos: standing >
A wandering bard plays a song to lift his spirit off the ground.

< 38h/221H 113v/113V Pos: standing >
You think a Grey Elf has spotted you!

< 38h/221H 113v/113V Pos: standing >
A Grey Elf looks at you.

< 39h/221H 113v/113V Pos: standing >
A Grey Elf tips his hat at you!
A Halfling suddenly attacks YOU!
A Halfling misses you.

< 39h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: A Halfling sta EP: excellent >
 A Grey Elf gives an order to his followers.
A wandering bard starts casting an offensive spell.

< 39h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: A Halfling sta EP: excellent >
 A wandering bard plays a song to lift his spirit off the ground.

< 39h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: A Halfling sta EP: excellent >
 You tip your hat at no one in particular.

< 39h/221H 113v/113V Pos: standing >
< T: Kaim TP: sta TC:pretty hurt E: A Halfling sta EP: excellent >
 A wandering bard completes his spell...
A wandering bard utters the words 'buoblg qrunsoqpze yugh'
A wandering bard's mighty magic fist slams into you!
Your thin steel dagger was completely destroyed by the massive blow!
Your bronze skull cap was completely destroyed by the massive blow!