<worn around neck> a crude copper choker
<worn on body> a drow-made glass chainmail
<worn on arms> a pair of iron sleeves
<worn on hands> a pair of tight black gloves
<primary weapon> a thin steel dagger
<secondary weapon> a thin steel dagger
<worn on legs> a pair of tight black pants [88%]
<worn on feet> a pair of tight black slippers
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
You see nothing.
< 262h/262H 121v/121V Pos: standing >
It's a bit nippy here.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
You see nothing.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your south.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
You see nothing.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
You see nothing.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is not far off to your west.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
Autosaving...
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
You quickly scan the area.
Fugly who is rather far off to your south.
A seagull who is close by to your west.
< 262h/262H 121v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
On the Military Dock
Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East -South -West
A seagull squabbles.
< 262h/262H 120v/121V Pos: standing >
You quickly scan the area.
You see nothing.
< 262h/262H 120v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West #
A small post has some words scribbled on it.
< 262h/262H 119v/121V Pos: standing >
You quickly scan the area.
A seagull who is close by to your east.
A pelican who is close by to your south.
A drunk sailor who is a brief walk away to your south.
< 262h/262H 119v/121V Pos: standing >
You quickly scan the area.
A seagull who is close by to your east.
A pelican who is close by to your south.
A drunk sailor who is a brief walk away to your south.
< 262h/262H 121v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
A pelican squaks loudly.
< 262h/262H 120v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
< 262h/262H 119v/121V Pos: standing >
You quickly scan the area.
A pelican who is close by to your north.
A drunk sailor who is close by to your south.
< 262h/262H 119v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Passenger Dock
</map>
On the Passenger Dock
Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passenger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East -South -West
< 262h/262H 119v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Passenger Dock
</map>
On the Passenger Dock
Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passanger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East -South -West
An elven passenger ship prepares to set sail.
< 262h/262H 120v/121V Pos: standing >
You quickly scan the area.
Fugly who is not far off to your south.
A pelican who is not far off to your west.
< 262h/262H 120v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Passenger Dock
</map>
On the Passenger Dock
Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passenger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East -South -West
< 262h/262H 119v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
A pelican squaks loudly.
< 262h/262H 118v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West #
A drunk sailor stands here.
< 262h/262H 118v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
< 262h/262H 117v/121V Pos: standing >
You quickly scan the area.
A drunk sailor who is close by to your north.
A pelican who is not far off to your north.
Fugly who is not far off to your east.
< 262h/262H 118v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
< 262h/262H 117v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
The Caravel M A T A D O R floats here.
The Clipper =Wave=Cutter= floats here.
Fugly, the gap-toothed and cross-eyed shipwright stands here.
< 262h/262H 116v/121V Pos: standing >
You quickly scan the area.
You see nothing.
< 262h/262H 117v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Merchant Dock
</map>
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
< 262h/262H 117v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
< 262h/262H 116v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West #
A Human (medium) Mutinous Legions stands in mid-air here.
A torch floats near a Human's head. (Illuminating)
A drunk sailor stands here.
< 262h/262H 120v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
< 262h/262H 119v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
A pelican squaks loudly.
< 262h/262H 118v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Beach
</map>
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West #
A small post has some words scribbled on it.
< 262h/262H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 262h/262H 118v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
On the Military Dock
Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East -South -West
< 262h/262H 119v/121V Pos: standing >
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
<map>
Zone: The Desert City of Venan'Trut.
Room: On the Military Dock
</map>
On the Military Dock
Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East -South -West
The Clipper Krypa floats here.
The Sloop Boats floats here.
A galleon of war is docked here.
A seagull squabbles.
< 262h/262H 119v/121V Pos: standing >
You attempt to hide yourself.
< 262h/262H 121v/121V Pos: standing >
A Human enters from the west.
< 262h/262H 121v/121V Pos: standing >
A Human starts casting a spell.
< 262h/262H 121v/121V Pos: standing >
A Human completes his spell...
A Human utters the words 'xarr ay yafqz'
< 262h/262H 121v/121V Pos: standing >
< 262h/262H 121v/121V Pos: standing >
A Human starts casting a spell.
< 262h/262H 121v/121V Pos: standing >
A Barbarian snaps into visibility.
< 262h/262H 121v/121V Pos: standing >
The sun rises over the northern horizon.
< 262h/262H 121v/121V Pos: standing >
A Barbarian completes his spell...
A Barbarian utters the words 'gqahpuio xuie'
A scathing gust of wind bursts from a Barbarian's fingertips!
The scathing gust of wind hits you, burning flesh from your body.
OUCH! That really did HURT!
The scathing gust of wind hits a seagull, burning flesh from its body.
A seagull is dead! R.I.P.
You feel a carnal satisfaction as a seagull's gurgling and choking signals its demise.
< 133h/262H 121v/121V Pos: standing >
A Human completes his spell...
A Human utters the words 'xarr ay ghaiz'
< 135h/262H 121v/121V Pos: standing >
Find a dock to swim from!
A Barbarian snaps into visibility.
< 138h/262H 121v/121V Pos: standing >
A Barbarian completes his spell...
A Barbarian utters the words 'abrauztg gpahhzfuio uqzbarr'
A Barbarian points at you.
You reel in pain as a Barbarian's iceball shatters upon impacting you.
Your black leather mask freezes and shatters into million pieces from the intense cold!