<worn in nose> a brass nose ring
<worn around neck> a frayed cloth collar [poor] (illuminating)
<worn on belt buckle>a quill
<worn on arms> a pair of studded leather sleeves
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<worn on finger> a dented bark ring
<primary weapon> an amber-colored rod
<worn on legs> a pair of studded leather leggings
< 110h/110H 170v/170V Pos: standing >
You are carrying: (6/9)
a tiny sapphire
a rugged adventurers satchel
a spellbook
a small bag made from rabbit skin
a frayed cloth collar [poor] (illuminating)
a legendary bamboo chainmail
< 110h/110H 170v/170V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.
A Barbarian enters from the east.
< 110h/110H 170v/170V Pos: standing >
A Barbarian's impressive slash strikes you.
< 103h/110H 170v/170V Pos: standing >
< T: Frez TP: sta TC:few scratches E: A Barbarian sta EP: excellent >
You're too busy fighting to be pulling things out of bags!
< 103h/110H 170v/170V Pos: standing >
< T: Frez TP: sta TC:few scratches E: A Barbarian sta EP: excellent >
A Barbarian tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
< 103h/110H 170v/170V Pos: sitting >
< T: Frez TP: sit TC:few scratches E: A Barbarian sta EP: excellent >
You miss a Barbarian.
< 103h/110H 170v/170V Pos: sitting >
< T: Frez TP: sit TC:few scratches E: A Barbarian sta EP: excellent >
A Barbarian's impressive slash strikes you hard.
A Barbarian misses you.
< 92h/110H 170v/170V Pos: sitting >
< T: Frez TP: sit TC: small wounds E: A Barbarian sta EP: excellent >
You clamber to your feet.
< 92h/110H 170v/170V Pos: standing >
< T: Frez TP: sta TC: small wounds E: A Barbarian sta EP: excellent >
A Barbarian's powerful slash strikes you very hard.
OUCH! That really did HURT!
A Barbarian's impressive pierce strikes you hard.
A Barbarian misses you.
Pardon?
< 71h/110H 170v/170V Pos: standing >
< T: Frez TP: sta TC: few wounds E: A Barbarian sta EP: excellent >
You attempt to flee...
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
You flee eastward!
< 71h/110H 141v/170V Pos: standing >
You attempt to flee...
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
An agitated commoner walks the road.
A shady chemist peers at you.
You flee northward!
< 71h/110H 115v/170V Pos: standing >
You are already standing.
< 71h/110H 115v/170V Pos: standing >
An agitated minotaur leaves south.
< 71h/110H 116v/170V Pos: standing >
The door seems to be closed.
< 71h/110H 116v/170V Pos: standing >
The door seems to be closed.
< 71h/110H 117v/170V Pos: standing >
The door seems to be closed.
< 71h/110H 117v/170V 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
An agitated commoner walks the road.
A Barbarian (large) -=Celestial Sigil=- stands, floating here.
< 71h/110H 116v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 71h/110H 117v/170V Pos: standing >
Alas, you cannot go that way. . . .
A Barbarian leaves north.
< 71h/110H 117v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 71h/110H 118v/170V Pos: standing >
A Barbarian enters from the north.
< 71h/110H 118v/170V 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 shady chemist peers at you.
< 71h/110H 117v/170V Pos: standing >
A Discreet Herbal Sanctuary
Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls. It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.
< 71h/110H 116v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 72h/110H 117v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 72h/110H 118v/170V 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 Barbarian (large) -=Celestial Sigil=- stands, floating here.
< 72h/110H 117v/170V Pos: standing >
The door seems to be closed.
A Barbarian's slash seriously wounds you.
OUCH! That really did HURT!
< 55h/110H 117v/170V Pos: standing >
< T: Frez TP: sta TC: few wounds E: A Barbarian sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 55h/110H 118v/170V Pos: standing >
< T: Frez TP: sta TC: few wounds E: A Barbarian sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 55h/110H 118v/170V Pos: standing >
< T: Frez TP: sta TC: few wounds E: A Barbarian sta EP: excellent >
You miss a Barbarian.
< 55h/110H 118v/170V Pos: standing >
< T: Frez TP: sta TC: few wounds E: A Barbarian sta EP: excellent >
[Damage: 1 ] You get the best of a Barbarian as he headbutts you.
< 55h/110H 118v/170V Pos: standing >
< T: Frez TP: sta TC: few wounds E: A Barbarian sta EP: few scratches >
You attempt to flee...
A Meat Shop
Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East
A shady chemist peers at you.
A bushy-tailed fox shambles down the path
Brukish, the meat grinder, chops some meat.
You flee westward!
< 55h/110H 92v/170V 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
Fresh blood splatters cover the area.
A Barbarian (large) -=Celestial Sigil=- stands, floating here.
< 55h/110H 91v/170V Pos: standing >
The door seems to be closed.
< 55h/110H 92v/170V 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
An agitated commoner walks the road.
< 55h/110H 92v/170V 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.
< 55h/110H 91v/170V 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
An agitated commoner walks the road.
< 55h/110H 90v/170V 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
An agitated commoner walks the road.
< 55h/110H 90v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 55h/110H 91v/170V 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
< 55h/110H 90v/170V 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 #
< 55h/110H 89v/170V Pos: standing >
A 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: -East -West
< 55h/110H 89v/170V Pos: standing >
A 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: -East -South# -West
< 56h/110H 89v/170V Pos: standing >
A 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: -East -West
< 56h/110H 88v/170V Pos: standing >
An Intersection of Roads
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. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West
< 56h/110H 88v/170V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 56h/110H 88v/170V Pos: standing >
Private Dwelling
The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -East
A rugged minotaur drinks obsessively.
< 56h/110H 87v/170V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 56h/110H 88v/170V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 57h/110H 88v/170V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 57h/110H 87v/170V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
[2] A warhammer with a sturdy-looking steel head lies here.
A great flail has been carelessly left here.
< 57h/110H 86v/170V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
[4] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A great flail has been carelessly left here.
An agitated commoner walks the road.
< 57h/110H 87v/170V Pos: standing >
You quickly scan the area.
Ghugarn who is close by to your north.
An agitated minotaur who is a brief walk away to your west.
A drunk minotaur who is rather far off to your west.
< 57h/110H 88v/170V Pos: standing >
Ghugarn's Armor Shop
Displays are set up about the place, alongside the shelves full of all sorts
of armor for all over the body. The room is a large one, it is expected to
hold a great number of exotic armor items, such as the ones listed on the
inventory list, which is on the counter next to a few primitive writing
utensils and paper. the paper must be used to add subtract, for business
purposes obviously. there are no windows in the armory, limiting the chances
of thieves breaking in during the night and stealing anything they wish. The
counter is about four feet in height. Patiently, Ghugarn stands behind a desk.
Obvious exits: -South
A small, red-hot forging furnace has been set up here. (humming)
Ghugarn, the armorer, sells his gear here.
< 57h/110H 88v/170V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
[4] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A great flail has been carelessly left here.
An agitated commoner walks the road.
< 58h/110H 89v/170V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
< 58h/110H 88v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 58h/110H 89v/170V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your east.
Bergin who is close by to your south.
An agitated minotaur who is not far off to your west.
A drunk minotaur who is a brief walk away to your west.
< 58h/110H 90v/170V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
An commoner walks the road, intent on his destination.
< 58h/110H 90v/170V 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.
An agitated commoner walks the road.
< 58h/110H 90v/170V Pos: standing >
You quickly scan the area.
A shady chemist who is close by to your north.
An agitated minotaur who is close by to your north.
A ragged furred, bushy tailed fox who is not far off to your north.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
An commoner who is close by to your east.
An agitated minotaur who is a brief walk away to your east.
An agitated minotaur who is not far off to your south.
A drunk minotaur who is close by to your west.
< 59h/110H 91v/170V 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 shady chemist peers at you.
An agitated commoner walks the road.
< 59h/110H 91v/170V Pos: standing >
< 59h/110H 92v/170V Pos: standing >
Autosaving...
< 59h/110H 92v/170V 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
Fresh blood splatters cover the area.
A bushy-tailed fox shambles down the path
< 59h/110H 91v/170V 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.
A shady chemist who is close by to your south.
An agitated minotaur who is not far off to your south.
An agitated minotaur who is rather far off to your south.
Brukish who is close by to your west.
< 59h/110H 92v/170V Pos: standing >
Ok.
< 60h/110H 94v/170V 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
< 60h/110H 93v/170V Pos: standing >
Ok.
< 60h/110H 94v/170V Pos: standing >
You quickly scan the area.
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.
Grym who is close by above you.
< 60h/110H 96v/170V Pos: standing >
The sun starts to set in the south.
< 60h/110H 96v/170V Pos: standing >
< 61h/110H 101v/170V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East -West # -Up
< 61h/110H 102v/170V Pos: standing >
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
Grym, the innkeeper, sits on his stool.
< 61h/110H 102v/170V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!
< 62h/110H 103v/170V 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
< 62h/110H 104v/170V Pos: standing >
You quickly scan the area.
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.
< 62h/110H 105v/170V Pos: standing >
You quickly scan the area.
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.
< 63h/110H 107v/170V Pos: standing >
You quickly scan the area.
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.
Grym who is close by above you.
< 63h/110H 108v/170V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Grym who is close by above you.
< 63h/110H 110v/170V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East -West # -Up
< 64h/110H 114v/170V Pos: standing >
You quickly scan the area.
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.
Grym who is close by above you.
< 64h/110H 115v/170V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East -West # -Up
< 64h/110H 117v/170V Pos: standing >
You quickly scan the area.
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.
Grym who is close by above you.
< 64h/110H 117v/170V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Grym who is close by above you.
< 65h/110H 118v/170V Pos: standing >
< 65h/110H 119v/170V Pos: standing >
A Barbarian enters from the west.
< 65h/110H 119v/170V Pos: standing >
You quickly scan the area.
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.
Brukish who is not far off to your west.
Grym who is close by above you.
< 65h/110H 120v/170V 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
Fresh blood splatters cover the area.
A bushy-tailed fox shambles down the path
< 65h/110H 120v/170V Pos: standing >
A Meat Shop
Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East
Brukish, the meat grinder, chops some meat.
< 65h/110H 119v/170V Pos: standing >
Hint: Some magic works at a distance - try 'cast 'spellname' <person> <direction>' to hit someone in the next room!
Alas, you cannot go that way. . . .
< 65h/110H 119v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 65h/110H 119v/170V 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
Fresh blood splatters cover the area.
A Barbarian (large) -=Celestial Sigil=- stands, floating here.
A bushy-tailed fox shambles down the path
A Barbarian's impressive slash strikes you very hard.
< 54h/110H 119v/170V Pos: standing >
< T: Frez TP: sta TC: nasty wounds E: A Barbarian sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 54h/110H 119v/170V Pos: standing >
< T: Frez TP: sta TC: nasty wounds E: A Barbarian sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 54h/110H 119v/170V Pos: standing >
< T: Frez TP: sta TC: nasty wounds E: A Barbarian sta EP: excellent >
Everything is blurry after a Barbarian's head came crashing into your skull.
YIKES! Another hit like that, and you've had it!!
< 18h/110H 119v/170V Pos: standing >
< T: Frez TP: sta TC:pretty hurt E: A Barbarian sta EP: excellent >
A Barbarian's impressive slash enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
A Barbarian misses you.
You dodge a Barbarian's vicious attack.
< 10h/110H 119v/170V Pos: standing >
< T: Frez TP: sta TC: awful E: A Barbarian sta EP: excellent >
You feel your skill in 1h bludgeon improving.
You miss a Barbarian.
< 10h/110H 119v/170V Pos: standing >
< T: Frez TP: sta TC: awful E: A Barbarian sta EP: excellent >
You attempt to flee...
A Discreet Herbal Sanctuary
Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls. It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
Obvious exits: -South
Fresh blood splatters cover the area.
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.
You flee northward!
< 10h/110H 88v/170V 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 few drops of fresh blood are scattered around the area.
A Barbarian (large) -=Celestial Sigil=- stands, floating here.
< 10h/110H 88v/170V 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 few drops of fresh blood are scattered around the area.
A shady chemist peers at you.
An agitated commoner walks the road.
< 10h/110H 87v/170V 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.
< 10h/110H 87v/170V 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
Fresh blood covers everything in the area.
An agitated commoner walks the road.
< 10h/110H 87v/170V 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
Puddles of fresh blood cover the ground.
An agitated commoner walks the road.
< 10h/110H 86v/170V 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
< 10h/110H 85v/170V 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 #
< 10h/110H 85v/170V Pos: standing >
A 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: -East -West
< 10h/110H 85v/170V Pos: standing >
A 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: -East -South# -West
< 10h/110H 84v/170V Pos: standing >
A 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: -East -West
< 10h/110H 84v/170V Pos: standing >
An Intersection of Roads
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. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West
< 10h/110H 83v/170V Pos: standing >
A 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: -East -West
< 11h/110H 83v/170V Pos: standing >
A 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: -South -West
< 11h/110H 82v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 11h/110H 83v/170V Pos: standing >
Alas, you cannot go that way. . . .
A Barbarian enters from the west.
< 11h/110H 83v/170V Pos: standing >
A 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 Barbarian enters from the north.
< 11h/110H 83v/170V Pos: standing >
A 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
< 11h/110H 82v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 11h/110H 82v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 11h/110H 82v/170V Pos: standing >
A 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
Fresh blood splatters cover the area.
A Barbarian (large) -=Celestial Sigil=- stands, floating here.
< 11h/110H 82v/170V Pos: standing >
A Barbarian leaves south.
< 11h/110H 82v/170V Pos: standing >
Alas, you cannot go that way. . . .
< 11h/110H 82v/170V Pos: standing >
Alas, you cannot go that way. . . .
A Barbarian enters from the south.
< 11h/110H 83v/170V Pos: standing >
A Barbarian's powerful slash hits you.
Your consciousness begins to fade in and out as your mortality slips away.....
< -10h/110H 84v/170V Pos: standing >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: standing >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -10h/110H 84v/170V Pos: on your ass >