<worn as a badge> a glowing blue crystal [superior]
<worn on head> the diamond crown of Winduin (glowing)
<worn in ear> a diamond stud covered in blood (glowing)
<worn in ear> a glowing crystalline earring [superior]
<worn on face> a human-made brass mask from Morg's Place
<worn around neck> the collar of firestones
<worn around neck> a frost-covered braided necklace[63h 52m 44s]
<worn on body> some spiked leather armor bearing the emblem of Caer Tannad [superior]
<worn about body> a shimmering green cloak of damage
<worn as quiver> a quiver smeared with blood
<worn about waist> a black leather belt with a crimson coral buckle
<worn on belt buckle>a shield bearing the crest of Volgk
<worn on arms> lengths of pure eldrich fire (glowing)
<worn around wrist> a silver hoop [superior]
<worn around wrist> a shiny mithril bracelet [superior]
<worn on hands> the gauntlets of the lifestealer (glowing) [80%]
<worn on finger> a glowing faerie ring
<worn on finger> a glowing green ring [poor]
<primary weapon> a massive longsword dubbed 'Dusk and Dawn' [88%]
<secondary weapon> a mithril dagger
<worn on legs> some heavily-spiked blood crystal leg plates
<worn on feet> some spurred blood crystal boots
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
The Brawling Foot Tavern
Obvious exits: -West
You sense a lifeform nearby.
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
Better get inside - this is too cold for man or -most- beasts.
< 513h/513H 152v/152V Pos: standing >
You du de kanskr kor en zon btw
< 513h/513H 152v/152V Pos: standing >
The Brawling Foot Tavern
Obvious exits: -West
You sense a lifeform nearby.
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
An commoner who is not far off to your west.
< 513h/513H 152v/152V Pos: standing >
The day has begun.
< 513h/513H 152v/152V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 513h/513H 152v/152V Pos: standing >
A Human says 'tror du'
< 513h/513H 152v/152V Pos: standing >
A Human sits down in a comfortable spot.
< 513h/513H 152v/152V Pos: standing >
A Human opens a cosmic tome and begins studying it intently.
< 513h/513H 152v/152V Pos: standing >
< 513h/513H 152v/152V Pos: standing >
You vi kollar, det ar ju storra scor
< 513h/513H 152v/152V Pos: standing >
The Brawling Foot Tavern
Obvious exits: -West
*A Human (medium) Reservoir Dogs sits resting.
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
< 513h/513H 152v/152V Pos: standing >
A Human closes her book and grins malevolently.
< 513h/513H 152v/152V Pos: standing >
A Human clambers to her feet.
< 513h/513H 152v/152V Pos: standing >
You nod.
< 513h/513H 152v/152V Pos: standing >
A Human nods.
< 513h/513H 152v/152V Pos: standing >
The Commonroom of the Brawling Foot Inn
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
An agitated commoner walks the road.
A Human enters from the east.
< 513h/513H 151v/152V Pos: standing >
A Human gets a cup of soft ice cream from her bottomless bag of the illithids.
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West # -Up
A Human enters from the east.
< 513h/513H 150v/152V Pos: standing >
A Human eats a cup of soft ice cream.
The door seems to be closed.
< 513h/513H 150v/152V Pos: standing >
A Human gets some heirloom Blue Haze from her bottomless bag of the illithids.
Ok.
< 513h/513H 152v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
A Human enters from the east.
< 513h/513H 151v/152V Pos: standing >
Ok.
< 513h/513H 151v/152V Pos: standing >
A Human stops using an obsidian hookah.
< 513h/513H 151v/152V Pos: standing >
A Human kindles some heirloom Blue Haze and contently puffs the smoke from an obsidian hookah.
A Human finishes smoking her obsidian hookah.
A Human exhales the smoke with a grin.
< 513h/513H 151v/152V Pos: standing >
You get a cup of soft ice cream from a bottomless bag of the illithids.
< 513h/513H 151v/152V Pos: standing >
You feel sated already.
< 513h/513H 152v/152V Pos: standing >
Small Cobblestone Road
Obvious exits: -North -East # -South -West
*A Human (medium) Reservoir Dogs stands in mid-air here.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
Brukish who is close by to your west.
< 513h/513H 152v/152V Pos: standing >
Hint: Some commands can be abbreviated. Try using shortened commands like 'exp' to see if they work.
< 513h/513H 152v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A Human enters from the north.
< 513h/513H 151v/152V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
A Human enters from the north.
< 513h/513H 150v/152V Pos: standing >
A Human s
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
A Human enters from the north.
< 513h/513H 149v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
A Human enters from the north.
< 513h/513H 148v/152V Pos: standing >
A Cobblestone Intersection
It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West
A Human enters from the north.
< 513h/513H 148v/152V Pos: standing >
A Turning
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West #
A Human enters from the north.
< 513h/513H 148v/152V Pos: standing >
Alas, you cannot go that way. . . .
< 513h/513H 150v/152V Pos: standing >
Alas, you cannot go that way. . . .
< 513h/513H 151v/152V Pos: standing >
< 513h/513H 152v/152V Pos: standing >
Autosaving...
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your east.
< 513h/513H 152v/152V Pos: standing >
< 513h/513H 152v/152V Pos: standing >
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your east.
< 513h/513H 152v/152V Pos: standing >
A Turning
Obvious exits: -North -East -West #
*A Human (medium) Reservoir Dogs stands in mid-air here.
< 513h/513H 152v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your east.
< 513h/513H 152v/152V Pos: standing >
A Cobblestone Intersection
It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West
A Human enters from the south.
< 513h/513H 151v/152V Pos: standing >
You do gnome
< 513h/513H 151v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
A Human enters from the south.
< 513h/513H 150v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
A Human enters from the south.
< 513h/513H 149v/152V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
A Human enters from the south.
< 513h/513H 148v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A Human enters from the south.
< 513h/513H 148v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West
A Human enters from the south.
< 513h/513H 148v/152V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
Brukish who is close by to your west.
< 513h/513H 149v/152V Pos: standing >
Ok.
< 513h/513H 152v/152V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
A shady chemist peers at you.
A Human enters from the west.
< 513h/513H 151v/152V Pos: standing >
Ok.
< 513h/513H 151v/152V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your east.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
A drunk minotaur who is close by above you.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 513h/513H 151v/152V Pos: standing >
Ok.
< 513h/513H 151v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
A Human enters from the east.
< 513h/513H 150v/152V Pos: standing >
Ok.
< 513h/513H 151v/152V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
Brukish who is close by to your west.
< 513h/513H 152v/152V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A Human enters from the north.
< 513h/513H 151v/152V Pos: standing >
You quickly scan the area.
A meditating shaman who is not far off to your north.
A Barbarian who is close by to your west.
A Gnome who is close by to your west.
An agitated minotaur who is close by to your west.
Gonx who is close by to your west.
< 513h/513H 151v/152V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[4] A small bandage rests upon the ground here.
A large wooden counter is here, with a sign posted on it.
A Barbarian (large) Mutinous Legions stands in mid-air here.(Gold Aura)
A Gnome (small) Mutinous Legions sits resting.
An agitated commoner walks the road.
Gonx, the banker, settles his eyes upon his new patrons.
A Human enters from the east.
< 513h/513H 150v/152V Pos: standing >
A Barbarian puts a small pile of coins into a rugged adventurers satchel.
< 513h/513H 150v/152V Pos: standing >
A Gnome is disrupted from meditation.
A Gnome, looking very frustrated, packs up his book.
A Gnome is already on the ground!
But hey you try anyways and you fall on yer ass!
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sit EP: small wounds >
A Barbarian leaves east.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sit EP: small wounds >
A Human waves an obsidian and steel wand and says 'e'.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sit EP: small wounds >
You miss a Gnome.
You miss a Gnome.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sit EP: small wounds >
A Gnome misses you.
A Gnome clambers to his feet.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sta EP: small wounds >
A Gnome dodges your futile attack.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sta EP: small wounds >
A Gnome misses you.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sta EP: small wounds >
A Gnome starts casting a spell.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sta EP: small wounds >
A Human starts casting an offensive spell.
A Human snaps into visibility.
< 513h/513H 152v/152V Pos: sitting >
< T: Chor TP: sit TC:excellent E: A Gnome sta EP: small wounds >
A Gnome completes his spell...
A Gnome utters the word 'candusyrzqhuai'
A Gnome sssppllliiitttsss into many images!
A Human stops invoking abruptly!
A Gnome misses you.
You clamber to your feet.
< 513h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC:excellent E: image sta EP: excellent >
[Damage: 20 ] Your slash strikes a Gnome hard.
[Damage: 16 ] Your impressive pierce strikes a Gnome hard.
[Damage: 17 ] Your impressive slash strikes a Gnome hard.
< 513h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC:excellent E: image sta EP: few wounds >
Pardon?
< 513h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC:excellent E: image sta EP: few wounds >
A Gnome starts casting an offensive spell.
< 513h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC:excellent E: image sta EP: few wounds >
A Gnome completes his spell...
A Gnome utters the word 'pawwzf'
A Gnome creates a hammer out of thin air that smashes into you!
OUCH! That really did HURT!
You are already standing.
< 434h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC: small wounds E: image sta EP: few wounds >
Pardon?
< 434h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC: small wounds E: image sta EP: few wounds >
With superb grace and ease, you intercept a Gnome's attack with massive longsword dubbed 'Dusk and Dawn' and counter-attack!
[Damage: 19 ] Your impressive slash strikes a Gnome very hard.
[Damage: 18 ] Your impressive slash strikes a Gnome very hard.
< 434h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC: small wounds E: image sta EP: few wounds >
[Damage: 20 ] Your slash seriously wounds a Gnome.
[Damage: 17 ] Your impressive pierce seriously wounds a Gnome.
A Gnome starts casting an offensive spell.
< 434h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC: small wounds E: image sta EP: pretty hurt >
A Gnome completes his spell...
A Gnome utters the word 'pawwzf'
A Gnome creates a hammer out of thin air that smashes into you!
Your disguise falls apart!
OUCH! That really did HURT!
You do a fancy maneuver, tripping a Gnome.
< 381h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC: few wounds E: image sit EP: pretty hurt >
A Human starts casting an offensive spell.
< 381h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC: few wounds E: image sit EP: pretty hurt >
You dodge a Gnome's vicious attack.
< 381h/513H 152v/152V Pos: standing >
< T: Chor TP: sta TC: few wounds E: image sit EP: pretty hurt >
A Human completes her spell...
A Human utters the word 'agsplnuahz'
Ghostly hands appear before a Gnome, close around his neck and begin to squeeze!
A Gnome gasps for air as a pair of ghostly hands tighten around his throat!
Upon being struck, a Gnome disappears into thin air.
A Gnome stops following a Gnome.
< 381h/513H 152v/152V Pos: standing >
A Gnome starts casting an offensive spell.
< 381h/513H 152v/152V Pos: standing >
A Gnome completes his spell...
A Gnome utters the words 'waouq wuggurz'
You stagger as a magic missile from a Gnome hits you.
You stagger as a magic missile from a Gnome hits you.
You stagger as a magic missile from a Gnome hits you.
You stagger as a magic missile from a Gnome hits you.
You stagger as a magic missile from a Gnome hits you.
< 341h/513H 152v/152V Pos: standing >
A Human starts casting an offensive spell.
< 341h/513H 152v/152V Pos: standing >
A Human completes her spell...
A Human utters the word 'agsplnuahz'
Ghostly hands appear before a Gnome, close around his neck and begin to squeeze!
A Gnome gasps for air as a pair of ghostly hands tighten around his throat!
A Gnome's glowing granite bracer was damaged from the massive blow!
< 344h/513H 152v/152V Pos: standing >
A Gnome gasps for air as a pair of ghostly hands tighten around his throat!
< 345h/513H 152v/152V Pos: standing >
A Gnome gasps for air as a pair of ghostly hands tighten around his throat!
< 345h/513H 152v/152V Pos: standing >
A Human dodges a Gnome's attack.
< 346h/513H 152v/152V Pos: standing >
A Human starts casting a spell.
< 347h/513H 152v/152V Pos: standing >
A Human completes her spell...
A Human utters the word 'candusyrzqhuai'
You sssppllliiitttsss into many images!
< 349h/513H 152v/152V Pos: standing >
You are already standing.
< 349h/513H 152v/152V Pos: standing >
You are already standing.
< 350h/513H 152v/152V Pos: standing >
You do a fancy maneuver, tripping a Gnome.
< 350h/513H 152v/152V Pos: standing >
< T: A Human TP: sta TC:excellent E: A Gnome sit EP: pretty hurt >
You miss a Gnome.
[Damage: 17 ] Your pierce enshrouds a Gnome in a mist of blood.
[Damage: 23 ] Your slash grievously wounds a Gnome.
< 350h/513H 152v/152V Pos: standing >
< T: A Human TP: sta TC:excellent E: A Gnome sit EP: awful >
A Gnome misses a Human.
< 350h/513H 152v/152V Pos: standing >
< T: A Human TP: sta TC:excellent E: A Gnome sit EP: awful >
A Human misses a Gnome.
A Human misses a Gnome.
< 350h/513H 152v/152V Pos: standing >
< T: A Human TP: sta TC:excellent E: A Gnome sit EP: awful >
A Human starts casting an offensive spell.
< 350h/513H 152v/152V Pos: standing >
< T: A Human TP: sta TC:excellent E: A Gnome sit EP: awful >
You miss a Gnome.
[Damage: 18 ] Your impressive pierce hits a Gnome.
A Gnome's some soldier's bronze claws was completely destroyed by the massive blow!
A Gnome's decent flesh medallion was completely destroyed by the massive blow!
A Gnome is dead! R.I.P.
You receive your share of experience.