The death of [ 2 Mercenary] Narcuk (Shadow Beast)

in Bank of Nax'Varan

from the perspective of [ 2 Mercenary] Narcuk (Shadow Beast)

<worn about body>    a reptile skin cloak
<worn on hands>      some thick leather gloves
<primary weapon>     a steel long sword
<secondary weapon>   a steel dagger
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots


< 24h/24H 219v/220V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East  -South -West 
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
Ackum, the master warrior, is here.

< 24h/24H 218v/220V Pos: standing >
Mock Combat Chamber
   A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West 
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
[3] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
A spellbook has been tossed aside here.
[3] A durable looking footman's flail lies discarded here.
[3] A great flail has been carelessly left here.
[3] A large black leather whip lies coiled here.
[45] A small bandage rests upon the ground here.
[9] A sturdy looking wooden club has been left here.
[9] A stout cudgel carved from oak wood lies here.
[9] A gnoby piece of wood, perhaps a small mace, lies here.
[9] A warhammer with a sturdy-looking steel head lies here.
The corpse of a Shadow Beast is lying here.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 24h/24H 219v/220V Pos: standing >
This thing will kill you so fast, it's not EVEN funny!

< 24h/24H 219v/220V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East  -South -West 
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
Ackum, the master warrior, is here.

< 24h/24H 218v/220V Pos: standing >
A Large Armory
   Huge weapons are aligned on a bench and are set up on display on a few
counters. Behind the counters, rows of a variety of assortment of armor for
all parts of the body lay. Ackum's forger, Micheral, is trying to repair some
damaged equipment. The forge fire is visible behind Micheral, which gives this
underground center some life, not to mention some heat and weapons. Thieves
would not dare set foot in this room, one would from master Ackum and it would
be a quick end to the culprit.
Obvious exits: -East 
[5] 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.
A small, red-hot forging furnace has been set up here. (humming)
Micheral inspects one of his blades.

< 24h/24H 217v/220V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East  -South -West 
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
Ackum, the master warrior, is here.

< 24h/24H 219v/220V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
A disheveled commoner squats in a corner.

< 24h/24H 218v/220V Pos: standing >
Alas, you cannot go that way. . . .

< 24h/24H 218v/220V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up   

< 24h/24H 218v/220V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West  -Down 

< 24h/24H 217v/220V 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 shady chemist peers at you.

< 24h/24H 218v/220V 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 -South
An agitated commoner walks the road.

< 24h/24H 218v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East  -South

< 24h/24H 218v/220V Pos: standing >
Ok.

< 24h/24H 220v/220V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 24h/24H 219v/220V Pos: standing >
Nika's Bedroom
   A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down 
Nika, the mercenary, sizes you up and down.

< 24h/24H 218v/220V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 24h/24H 218v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 24h/24H 218v/220V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 

< 24h/24H 217v/220V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East # -West 

< 24h/24H 219v/220V Pos: standing >
Ok.

< 24h/24H 219v/220V Pos: standing >
An Abandoned Courthouse
   Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West 
A small rat scurries along the floor.
An agitated commoner walks the road.

< 24h/24H 218v/220V Pos: standing >
Do you feel lucky, punk?

< 24h/24H 220v/220V Pos: standing >
You hit a small rat in the thigh with a hefty sweep.

< 24h/24H 220v/220V Pos: standing >
< T: Narcuk TP: sta TC:excellent E: small sta EP:  nasty wounds >
 -=[A small rat attacks you.]=- [0 Hits]

< 24h/24H 220v/220V Pos: standing >
< T: Narcuk TP: sta TC:excellent E: small sta EP:  nasty wounds >
 A small rat is stunned!
A small rat is mortally wounded, and will die soon, if not aided.
-=[You attack a small rat.]=- [3 Hits]

< 24h/24H 220v/220V Pos: standing >
A small rat makes a strange sound as you place a steel dagger in its back.
A small rat is dead! R.I.P.
You receive your share of experience.
You raise a level!
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a small rat's last actions in this world.

< 39h/39H 220v/220V Pos: standing >
An agitated minotaur leaves west.

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >
An Abandoned Courthouse
Obvious exits: -West 
A few drops of fresh blood are scattered around the area.
The corpse of a small rat is lying here.

< 39h/39H 220v/220V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East  -West 
An agitated commoner walks the road.

< 39h/39H 219v/220V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 

< 39h/39H 218v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 39h/39H 217v/220V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 39h/39H 218v/220V Pos: standing >
Autosaving...

< 39h/39H 219v/220V Pos: standing >
Nika's Bedroom
   A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down 
Nika, the mercenary, sizes you up and down.

< 39h/39H 219v/220V Pos: standing >
You attempt to hide yourself.
You blend into the shadows...

< 39h/39H 219v/220V Pos: standing >
You don't see that here.

< 39h/39H 219v/220V Pos: standing >
You do not see that here.

< 39h/39H 219v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >

< 39h/39H 220v/220V Pos: standing >
You appear to be Shadow Beast and is in excellent condition.
He's large in size.

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a reptile skin cloak
<worn about waist>   a belt of sewn ratskins
<worn on arms>       a pair of studded leather sleeves
<worn on hands>      some thick leather gloves
<primary weapon>     a steel long sword
<secondary weapon>   a steel dagger
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

< 39h/39H 220v/220V Pos: standing >
You are carrying: (1/12)
a large moth-eaten leather sack

< 39h/39H 220v/220V Pos: standing >
Nika's Bedroom
Obvious exits: -Down 
Nika, the mercenary, sizes you up and down.

< 39h/39H 220v/220V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 39h/39H 219v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 39h/39H 218v/220V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 
An agitated commoner walks the road.

< 39h/39H 217v/220V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East  -West 

< 39h/39H 217v/220V Pos: standing >
An Abandoned Courthouse
   Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West 
The corpse of a small rat is lying here.
An agitated commoner walks the road.

< 39h/39H 217v/220V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East  -West 

< 39h/39H 219v/220V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 
An agitated commoner walks the road.

< 39h/39H 218v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 39h/39H 217v/220V 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 -South

< 39h/39H 217v/220V 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 shady chemist peers at you.

< 39h/39H 216v/220V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West  -Down 

< 39h/39H 217v/220V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up   

< 39h/39H 217v/220V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
A disheveled commoner squats in a corner.

< 39h/39H 218v/220V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East  -South -West 
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
Ackum, the master warrior, is here.

< 39h/39H 219v/220V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/39H 219v/220V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
A disheveled commoner squats in a corner.

< 39h/39H 218v/220V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up   

< 39h/39H 217v/220V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West  -Down 

< 39h/39H 216v/220V 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 shady chemist peers at you.

< 39h/39H 216v/220V 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 -South

< 39h/39H 217v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 39h/39H 216v/220V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 39h/39H 216v/220V Pos: standing >
Nika's Bedroom
   A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down 
Nika, the mercenary, sizes you up and down.

< 39h/39H 217v/220V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 39h/39H 217v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 39h/39H 216v/220V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/39H 217v/220V Pos: standing >

< 39h/39H 217v/220V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/39H 217v/220V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 
An agitated commoner walks the road.

< 39h/39H 218v/220V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East  -West 

< 39h/39H 218v/220V Pos: standing >
An Abandoned Courthouse
   Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West 
The corpse of a small rat is lying here.
An agitated commoner walks the road.

< 39h/39H 217v/220V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East  -West 

< 39h/39H 217v/220V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 
An agitated commoner walks the road.

< 39h/39H 216v/220V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 39h/39H 216v/220V 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 -South

< 39h/39H 216v/220V Pos: standing >

< 39h/39H 217v/220V 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 

< 39h/39H 217v/220V 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 

< 39h/39H 218v/220V 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.

< 39h/39H 219v/220V 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 

< 39h/39H 218v/220V 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 

< 39h/39H 217v/220V Pos: standing >
Bergin's Weapon Shop
   Huge racks weapons find themselves leaning up against the walls for
support, the racks themselves could not hold the weight pitied against it.
The weapons on the rack are of the best quality around, even rivaling the great
dwarven arsenals. No windows are seen however, probably to prohibit any
sly thief that might sneak in during the night. Since there is only one exit,
huge locking mechanisms and chains are used to ensure that such a stocking of
merchandise goes unstolen. When times of war come along, Bergin must make
an incredible amount of money.
Obvious exits: -North
A small, red-hot forging furnace has been set up here. (humming)
Bergin the weaponsmith stands here.

< 39h/39H 217v/220V 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 

< 39h/39H 219v/220V 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 agitated commoner walks the road.

< 39h/39H 218v/220V 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.

< 39h/39H 217v/220V 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 

< 39h/39H 218v/220V 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 
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 39h/39H 219v/220V Pos: standing >
Autosaving...

< 39h/39H 219v/220V Pos: standing >
Sorry, but you cannot do that here!

< 39h/39H 219v/220V Pos: standing >

The escort says 'You have 0 items, which costs you 1 c'
  ... but you don't have the money not even in your bank account!  GET OUT!

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 
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 39h/39H 220v/220V Pos: standing >
The day has begun.

< 39h/39H 220v/220V Pos: standing >
A faint hum can be heard from Doombringer, the sword of chaos carried by someone.

< 39h/39H 220v/220V Pos: standing >
A member of the Storage Locker Safety Commission escorts someone to a private room.

< 39h/39H 220v/220V Pos: standing >
A member of the Storage Locker Safety Commission escorts someone to a private room.

< 39h/39H 220v/220V Pos: standing >
The taste of blood slowly fades from your body.

< 39h/39H 220v/220V Pos: standing >
The wind begins to blow.

< 39h/39H 220v/220V Pos: standing >
Someone drops some platinum coins.

< 39h/39H 220v/220V Pos: standing >
Gonx gets a small pile of coins.

< 39h/39H 220v/220V Pos: standing >
Someone gives you an antiquated silver dragon egg [superior].

< 39h/39H 220v/220V Pos: standing >
Someone says 'lewel yoy fyck'

< 39h/39H 220v/220V Pos: standing >
Someone says 'tyqe dhaus mevil'

< 39h/39H 220v/220V Pos: standing >
Someone says 'vesy xelml'

< 39h/39H 220v/220V Pos: standing >
You see nothing here.
Someone says 'yoy liavi mi nu cjoide'

< 39h/39H 220v/220V Pos: standing >
A Firbolg snaps into visibility.
A Firbolg suddenly looks a bit dumb, and madly slams _YOU_!
OUCH!  That really did HURT!
The world starts spinning, and your ears are ringing!

< 22h/39H 220v/220V Pos: on your ass >
A faint hum can be heard from the holy flamberge of the efreeti carried by a Firbolg.
Your suit of spiked leather armor was completely destroyed by the massive blow!
Your bronze skull cap was completely destroyed by the massive blow!
Your pair of studded leather sleeves was completely destroyed by the massive blow!
Your belt of sewn ratskins was completely destroyed by the massive blow!