The death of [52 Mercenary] Fuggo (Shadow Beast)

in The Room of Mercenaries

from the perspective of [52 Mercenary] Fuggo (Shadow Beast)

<worn on head>       an angelic steel helmet
<worn around neck>   a light bronze choker
<worn around neck>   a well-crafted platinum choker from The Jade Empire
<worn on body>       an elaborate chainmail suit emblazoned with a hammer
<worn about body>    a jeweled stone cloak
<worn about waist>   the sash of the maelstrom of strength
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       some pitted platinum arm plates
<wworn around wrist>  a well-used dragonscale bracer
<worn around wrist>  a centaurian bracelet of honor (illuminating)
<worn on hands>      some boreal dragonscale gauntlets
<secondary weapon>   a gleaming gold switchblade
<worn on legs>       some cracked crystal leggings
<worn on feet>       some exquisite ivory shoes

  ^....^    **+*...   
 ^...M^^   ^**+.^.^.  
 ...^^^    ++++....^  
 ^.^^      **....^^^  
 ^.^M     F ..^D^^MM  
 .^^M        ..^^^MM  
 .^^        ^^.^MMMM  
 ^^M         ^^MMMMM  
  M           ^MMMM   
              MMMM    
The Waters of the Abyss
Obvious exits: -North -East  -South -West 
The SeaStalker floats on the waves here.

< 843h/843H 231v/231V Pos: standing >
 
   ...... ..**M***    
  ......   D**+*.*.   
 .^....^    **+*....  
 ^...M^^   ^**+.^.^.  
 ...^^^    ++++....^  
 ^.^^     F**....^^^  
 ^.^M       ..^D^^MM  
 .^^M        ..^^^MM  
 .^^        ^^.^MMMM  
  ^M         ^^MMMM   
              ^MMM    
The Waters of the Abyss
Obvious exits: -North -East  -South -West 
The SeaStalker floats on the waves here.

< 843h/843H 231v/231V Pos: standing >
 
   .^...M ****+***    
  ^...... ..**M****   
 .......   D**+*.*..  
 .^....^    **+*....  
 ^...M^^   ^**+.^.^.  
 ...^^^   F++++....^  
 ^.^^      **....^^^  
 ^.^M       ..^D^^MM  
 .^^M        ..^^^MM  
  ^^        ^^.^MMM   
   M         ^^MMM    
The Waters of the Abyss
Obvious exits: -North -East  -South -West 
The SeaStalker floats on the waves here.

< 843h/843H 231v/231V Pos: standing >
 
   M^.... ****+***    
  ..^...M ****+****   
 .^...... ..**M*****  
 .......   D**+*.*..  
 .^....^    **+*....  
 ^...M^^  F^**+.^.^.  
 ...^^^    ++++....^  
 ^.^^      **....^^^  
 ^.^M       ..^D^^MM  
  ^^M        ..^^^M   
   ^        ^^.^MM    
The Waters of the Abyss
Obvious exits: -North -East  -South -West 
The SeaStalker floats on the waves here.

< 843h/843H 231v/231V Pos: standing >
Autosaving...
End of The Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east.
Obvious exits: -North -East  -West 
The SeaStalker floats on the waves here.
The Galleon BiN ChIcKeN floats here.
The Sloop Dart II floats here.
The Sloop amrod floats here.
The Sloop Molly Brown floats here.
The Sloop Frosty floats here.
The Sloop lorsan floats here.
The Sloop ShadowGnome floats here.
The Ketch Volamtar floats here.
The Sloop Trooper floats here.
The Sloop glor floats here.
The Sloop Bye floats here.
The Ketch slowly coalesce floats here.
The Sloop Mech floats here.
The Sloop lagash floats here.
The Sloop Sleeper elly floats here.
The Sloop Das Boat floats here.
The Sloop Whoooman floats here.
The Sloop Buccaneer's Revenge floats here.
The Yacht Kobban Cowboys floats here.
The Sloop BeepBeep floats here.
The Sloop GiggleStick floats here.
The Sloop Ethereal Transport floats here.
The Sloop Que floats here.
The Sloop Korabl Smerti floats here.
The Sloop Dikke Bertha floats here.
The Sloop ZoOomy floats here.
The Sloop Whisperwind floats here.
The Sloop (minion) floats here.
The Sloop o_O floats here.
A burly seaman walks by here, enjoying some time off.
The boat merchant enjoys the ocean sounds here.

< 843h/843H 231v/231V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 
The SeaStalker floats on the waves here.
A strange gnomish contraption stands here, dispensing ferry tickets.
A young sailor moves about doing his duties.
A shrill horn blows, alerting passengers to disembark.
A strange voice announces, 'Now arrived at The City of Torrhan.'


< 843h/843H 231v/231V Pos: standing >
You quickly scan the area.
The first mate who is close by to your east.
The juggernaught captain who is close by to your east.
An orc crewman who is not far off to your east.
An orc crewman who is not far off to your east.
An orc crewman who is not far off to your east.

< 843h/843H 231v/231V Pos: standing >
You disembark from the SeaStalker.
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 
The SeaStalker floats on the waves here.
A strange gnomish contraption stands here, dispensing ferry tickets.
A young sailor moves about doing his duties.

< 843h/843H 231v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 
A young sailor moves about doing his duties.

< 843h/843H 230v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 

< 843h/843H 229v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 
Hurrying along, a boat inspector makes sure things are in order.
A burly seaman walks by here, enjoying some time off.

< 843h/843H 228v/231V Pos: standing >
The Western Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue north, south, and east.
Obvious exits: -North -East  -South -West 

< 843h/843H 227v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 
A young sailor moves about doing his duties.

< 843h/843H 228v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 

< 843h/843H 228v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The docks continue east and west.
Obvious exits: -East  -West 

< 843h/843H 228v/231V Pos: standing >
The Center of The Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  Market square is off in the distance to the
east, and in every other direction lies the docks.
Obvious exits: -North -East  -South -West 

< 843h/843H 227v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The center of the docks can be seen to the
west and back east leads Shaiennar Road.
Obvious exits: -East  -West 

< 843h/843H 228v/231V Pos: standing >
The Center Docks
   Much bustle can be found here, even in the late hours of the night.
Fisherman and sailors make their way down the docks, hurrying to
warehouses or ships.  The strong scent of the sea fills the air,
seagulls and other birds swooping down to pieces of fish drying
themselves on the docks.  The center of the docks can be seen to the
west and back east leads Shaiennar Road.
Obvious exits: -North -East  -West 
A young girl runs around here carelessly.

< 843h/843H 228v/231V Pos: standing >
Before The Docks
   Two thick iron gates stand open before the docks, creaking when
strong winds hit the small city.  The salty scent of the air is heavy
here, seagulls swoop down hoping for a free meal.  Shaiennar Road
leads east from here and the docks are west.  To the north is a small
path leading towards the beach.
Obvious exits: -North -East  -West 

< 843h/843H 228v/231V Pos: standing >
Shaiennar Road
   The bustle throughout the city can be heard from all directions,
from the shops lining the street and the market further east to the
docks that lie westward.  The shouts and yells of sailors and merchants,
vendors selling their goods, and children running down the streets
assaults the ears.  A somewhat large building to the south houses a
shop that receives much activity of people moving in and out.
Obvious exits: -East  -South -West 
An old sailor looks uneasy on land here.

< 843h/843H 227v/231V Pos: standing >
Shaiennar Road
   Many people make their way through here from the market to the
docks or vice versa, as well as towards the various buildings that
line this street.  The activity here is constant throughout the day
and night, and yet the whole appearance of the city gives one the
feeling it has seen better years, as many buildings have long since
been abandoned and not as many ships can be seen in the harbor.  To
the north side of the street here lies a shop that looks totally
empty, the windows closed shut with wooden boards.  The street
itself continues both east and west.
Obvious exits: -North# -East  -West 

< 843h/843H 227v/231V Pos: standing >
Shaiennar Road
   Many people make their way passed here from the market to the docks
and vice versa.  Street lamps line the streets, their cases designed
into transparent glass seashells.  A few shops and other tourist
attractions are nearby here.  To the far west lies the ocean and the
docking area.
Obvious exits: -East  -West 
An elite member of the guard stands here.
Elemak, captain of the guards, makes his way down the street.

< 843h/843H 227v/231V Pos: standing >
Shaiennar Road
   Many people make their way passed here from the market to the docks
and vice versa.  Street lamps line the streets, their cases designed
into transparent glass seashells.  A few shops and other tourist
attractions are nearby here.  To the far west lies the ocean and the
docking area.
Obvious exits: -East  -South -West 

< 843h/843H 229v/231V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North -East  -West 

< 843h/843H 229v/231V Pos: standing >
Shaiennar Road
   This part of the street being so close to the market still carries
many of the loud noises of vendors shouting and shoppers attempting to
go home with a good deal.  Street lamps line the streets, their cases
designed into transparent glass seashells.  A few shops and other
tourist attractions are nearby here.  To the far west lies the ocean
and the docking area.
Obvious exits: -East  -West 

< 843h/843H 229v/231V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies east.
Obvious exits: -North -East  -South -West 
An old sailor looks uneasy on land here.
An elite member of the city guard patrols the streets.

< 843h/843H 229v/231V Pos: standing >
The Market Square
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  An assortment of people can be found here -
dwarves, elves, humans, halflings, gnomes.  Sailors and merchants push
their way through busily, attempting to reach their destination. Despite
the bustle of the city, though, a sense of uneasiness settles upon you.
On closer inspection, many of the stands appear to be empty and falling
apart, many of the buildings have begun to look unkept, dirty, or simply
abandoned.  This same market only a year ago would have seen triple the
number of people that fill it now.  The air is mixed with the salty scent
of the sea.  The great towers of the palace are visible to the north,
the docks and other shops line the street west, and a great school can
be seen towards the forest that lies east.
Obvious exits: -North -East  -South -West 
A huge finely crafted fountain stands here.
An old sailor looks uneasy on land here.

< 843h/843H 230v/231V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies west.
Obvious exits: -North -East  -South -West 

< 843h/843H 229v/231V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area, while a
small forest is east.
Obvious exits: -East  -West 

< 843h/843H 229v/231V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North# -East  -South -West 

< 843h/843H 230v/231V Pos: standing >
Ok.

< 843h/843H 230v/231V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East  -South -West  -Up   

< 843h/843H 229v/231V Pos: standing >
Ok.

< 843h/843H 231v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 230v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East  -South -West 

< 843h/843H 229v/231V Pos: standing >
The Room of Psionicists
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -South
Twyglyroo, psionicist master, paces the room back and forth.

< 843h/843H 229v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East  -South -West 

< 843h/843H 230v/231V Pos: standing >
The Room of Bards
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West 
A tower guard keeps a close eye on the area.
Slilatel, the master bard, sings softly here.

< 843h/843H 229v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East  -South -West 

< 843h/843H 230v/231V Pos: standing >
The Room of Rogues
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East 
Hiding in the shadows, Rhogrim teaches his students.

< 843h/843H 229v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East  -South -West 

< 843h/843H 230v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 229v/231V Pos: standing >
The Room of Shamans
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West 
Ona, the shaman master, teaches others her nature twisting magic.

< 843h/843H 228v/231V Pos: standing >
Alas, you cannot go that way. . . .

< 843h/843H 229v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 230v/231V Pos: standing >
The Room of Druids
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East 
The famous druid, Durgen, practices his spells here.

< 843h/843H 229v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 230v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 229v/231V Pos: standing >
The Room of Conjurers
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East 
A LARGE fire elemental is here blazing with heat!
A LARGE earth elemental stands here, looking like a living rock.
A LARGE fire elemental is here blazing with heat!
Llyren conjures up elementals here, smiling broadly.

< 843h/843H 230v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 229v/231V Pos: standing >
The Room of Clerics
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -South
The great cleric, Tibbe, makes up for his size with his powers.

< 843h/843H 228v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 230v/231V Pos: standing >
The Room of Sorcerers
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West 
A tower guard keeps a close eye on the area.
The powerful sorcerer, Nirrel, practices his arcane magic.

< 843h/843H 229v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 230v/231V Pos: standing >
The Room of Necromancers
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -Down 
A black dracolich is here, with flesh hanging off its rotting bones.
A green dracolich is here, with flesh hanging off its rotting bones.
A red dracolich is here, with flesh hanging off its rotting bones.
The powerful necromancer, Tamor, rests here quietly.

< 843h/843H 229v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 230v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 

< 843h/843H 229v/231V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East  -South# -West  -Up   

< 843h/843H 229v/231V Pos: standing >
The Room of Paladins
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West 
A tower guard keeps a close eye on the area.
Plaron, the mighty paladin, enjoys teaching here.

< 843h/843H 230v/231V Pos: standing >
You need to find a teacher first.

< 843h/843H 231v/231V Pos: standing >
Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)
'*' Designates passive ability.

==Skills==
35th Level: sneak
36th Level: ambush
40th Level: listen
41st Level: crippling strike
46th Level: disruptive blow

==Spells==
None.

Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)
'*' Designates passive ability.

==Skills==
35th Level: sneak
36th Level: ambush
40th Level: listen
41st Level: crippling strike
46th Level: disruptive blow

==Spells==
None.


< 843h/843H 231v/231V Pos: standing >

< 843h/843H 231v/231V Pos: standing >
Bounty Hunter - Last Edited: 2014-09-20 00:23:52 by ashyel
==========================================================
The Bounty Hunter uses stealth and wits to lure and capture its victims. They can set traps to locate enemies and hide themselves more effectively than their unspecialized Mercenary counterparts.  They are master trackers and are adept at detecting deceptions, as their eyes are specially trained to discern illusions and disguises. These skills, combined with the ability to eavesdrop and an enhanced view of the world, make Bounty Hunters the most effective scouts in Duris. 

==See also==
* Mercenary
* Brigand


==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*battlefield aid (obtained at level 41)
*perception (obtained at level 31)
*intercept (obtained at level 31)
*detect subversion (obtained at level 30)
'*' Designates passive ability.

==Skills==
30th Level: listen
51st Level: trap

==Spells==
None.

Bounty Hunter - Last Edited: 2014-09-20 00:23:52 by ashyel
==========================================================
The Bounty Hunter uses stealth and wits to lure and capture its victims. They can set traps to locate enemies and hide themselves more effectively than their unspecialized Mercenary counterparts.  They are master trackers and are adept at detecting deceptions, as their eyes are specially trained to discern illusions and disguises. These skills, combined with the ability to eavesdrop and an enhanced view of the world, make Bounty Hunters the most effective scouts in Duris. 

==See also==
* Mercenary
* Brigand


==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*battlefield aid (obtained at level 41)
*perception (obtained at level 31)
*intercept (obtained at level 31)
*detect subversion (obtained at level 30)
'*' Designates passive ability.

==Skills==
30th Level: listen
51st Level: trap

==Spells==
None.


< 843h/843H 231v/231V Pos: standing >
detect subversion - Last Edited: 2015-01-22 23:53:59 by ashyel
==============================================================
Detect subversion is a very specialized skill, unique to the Bounty Hunter specialization.  Using it, Bounty Hunters are able to see through illusions, disguises and shape changes used by the enemy for concealment.

This skill becomes available as a passive innate at level 30.

See also:
Bounty Hunter

< 843h/843H 231v/231V Pos: standing >
Intercept - Last Edited: 2013-07-26 20:31:12 by drannak
=======================================================
Intercept is a Mercenary specific combat ability, which allows them
to intercept incoming melee attacks, and perform a grappling maneuver twisting
the arm of the attacker. An attacker affected by this ability will have their
outgoing attacks halved for the duration of the skill.

This is a passive ability which has a chance to happen automatically.

< 843h/843H 231v/231V Pos: standing >
Perception - Last Edited: 2014-08-02 01:08:26 by lohrr
======================================================
Due to enhanced natural senses(and perhaps some cultural influences),
Halflings and Harpies are able to perceive more than other races,
giving them longer and wider views of the open terrain on the continent
surfaces.

==See also==
Bounty Hunter, Innate

< 843h/843H 231v/231V Pos: standing >
Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)
'*' Designates passive ability.

==Skills==
35th Level: sneak
36th Level: ambush
40th Level: listen
41st Level: crippling strike
46th Level: disruptive blow

==Spells==
None.

Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)

< 843h/843H 231v/231V Pos: standing >
Plaron starts casting a spell.

< 843h/843H 231v/231V Pos: standing >
Plaron completes his spell...
Plaron utters the word 'fido'

< 843h/843H 231v/231V Pos: standing >
Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)
'*' Designates passive ability.

==Skills==
35th Level: sneak
36th Level: ambush
40th Level: listen
41st Level: crippling strike
46th Level: disruptive blow

==Spells==
None.

Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)
'*' Designates passive ability.

==Skills==
35th Level: sneak
36th Level: ambush
40th Level: listen
41st Level: crippling strike
46th Level: disruptive blow

==Spells==
None.


< 843h/843H 231v/231V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East  -South# -West  -Up   

< 843h/843H 230v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads back south to the entrance of the tower.
Obvious exits: -North -East  -South -West 

< 843h/843H 229v/231V Pos: standing >
The Room of Anti-Paladins
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East 
Derm, the anti-paladin, looks wistfully out of a window.

< 843h/843H 229v/231V Pos: standing >
You need to find a teacher first.

< 843h/843H 231v/231V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads back south to the entrance of the tower.
Obvious exits: -North -East  -South -West 

< 843h/843H 230v/231V Pos: standing >
The Room of Mercenaries
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West 
Xilarin, mercenary master, headbutts a wall here.

< 843h/843H 229v/231V Pos: standing >
Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)
'*' Designates passive ability.

==Skills==
35th Level: sneak
36th Level: ambush
40th Level: listen
41st Level: crippling strike
46th Level: disruptive blow

==Spells==
None.

Brigand - Last Edited: 2015-06-20 18:06:32 by lohrr
===================================================
The Brigand relies on his fighting skills and his ability to detect holes in his enemy's fighting technique (such as being caught casting or while clamoring to his feet) in order to gain an edge in combat. Brigands skillfully use these moments to deal crippling attacks to different parts of the body.  A well-trained Brigand possesses the ability to strike his victim's larynx, causing spell casters to abort, deal a stifling and deadly stab to the back or successfully stomp their victim's knees so that they have trouble running away. 

==See also==
* Mercenary
* Bounty Hunter

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Goblin, Shadow Beast, Kobold

==Innate abilities==
*entrapment (obtained at level 45)
Autosaving...
An Orc enters from the west.
Out of nowhere, an Orc stabs you in the back.

< 785h/843H 231v/231V Pos: standing >
< T: Fuggo TP: sta TC:few scratches E: An Orc sta EP: excellent >
 An Orc's fine slash wounds you.
An Orc's powerful pierce wounds you.
You dodge an Orc's vicious attack.
An Orc's impressive slash wounds you.
An Orc's slash wounds you.
You dodge an Orc's vicious attack.

< 729h/843H 231v/231V Pos: standing >
< T: Fuggo TP: sta TC: small wounds E: An Orc sta EP: excellent >
 An Orc dodges your futile attack.

< 729h/843H 231v/231V Pos: standing >
< T: Fuggo TP: sta TC: small wounds E: An Orc sta EP: excellent >
 An Orc tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 729h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: small wounds E: An Orc sta EP: excellent >
 An Orc surprises you with a blow to the back, leaving you momentarily confused.
An Orc's impressive slash wounds you.
An Orc's impressive pierce wounds you.
An Orc's powerful pierce strikes you.
An Orc's slash wounds you.
An Orc's slash wounds you.
An Orc's impressive slash wounds you.

< 630h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc's impressive slash wounds you.
An Orc's impressive pierce wounds you.
An Orc's impressive pierce wounds you.
An Orc's impressive slash wounds you.
An Orc's slash wounds you.
An Orc's impressive slash wounds you.

< 542h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc parries your futile lunge at him.
With unbelievable speed, an Orc's dirk of infiltration [superior] with a strange black stone intercepts your attack, and then an Orc steps wide to deliver a graceful counter-attack!
An Orc's impressive slash wounds you.
An Orc's darksteel rapier [poor] with a strange black stone murmurs some strange incantations...
An Orc's concussion blast rips into you, shattering your soul!
An Orc's impressive slash strikes you.

< 430h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 Sorry, but there are no help topics that match your search.

< 430h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 430h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 Sorry, but there are no help topics that match your search.

< 430h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 430h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 430h/843H 231v/231V Pos: sitting >
< T: Fuggo TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc's impressive slash strikes you.
An Orc's pierce hits you across the leg, resulting in a limp stride.
An Orc's impressive pierce strikes you.
An Orc's impressive slash strikes you.
An Orc's impressive slash strikes you.
An Orc's impressive slash reached your arm severing tendons and muscles.

< 341h/843H 226v/231V Pos: sitting >
< T: Fuggo TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 341h/843H 226v/231V Pos: sitting >
< T: Fuggo TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 Before you can react an Orc suddenly lashes at you.
An Orc seems to tense up before unleasing a powerful strike to your abdomen! You feel the a lot less energetic.
You miss an Orc.
An Orc dodges your futile attack.

< 308h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 Sorry, but there are no help topics that match your search.

< 308h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 Sorry, but there are no help topics that match your search.

< 308h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 An Orc's slash strikes you.
An Orc's impressive pierce strikes you.
An Orc's impressive pierce strikes you.
An Orc's slash strikes you.
An Orc's impressive slash strikes you.
An Orc's impressive slash strikes you.

< 220h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 220h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
 You miss an Orc.
With unbelievable speed, an Orc's dirk of infiltration [superior] with a strange black stone intercepts your attack, and then an Orc steps wide to deliver a graceful counter-attack!
An Orc's powerful slash strikes you very hard.
An Orc's slash strikes you hard.
You miss an Orc.

< 172h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 172h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 172h/843H 201v/231V Pos: sitting >
< T: Fuggo TP: sit TC:pretty hurt E: An Orc sta EP: excellent >
 An Orc's impressive slash strikes you.
An Orc's pierce strikes you.
An Orc's impressive pierce hits you across the leg, resulting in a limp stride.
An Orc's powerful slash seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
An Orc's impressive slash strikes you very hard.
You wish that your wounds would stop BLEEDING so much!
An Orc's slash seriously wounds you.
You wish that your wounds would stop BLEEDING so much!

< 66h/843H 196v/231V Pos: sitting >
< T: Fuggo TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 66h/843H 196v/231V Pos: sitting >
< T: Fuggo TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc dodges your futile attack.
An Orc dodges your futile attack.
An Orc attempted to headbutt you.

< 66h/843H 196v/231V Pos: sitting >
< T: Fuggo TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 66h/843H 196v/231V Pos: sitting >
< T: Fuggo TP: sit TC: awful E: An Orc sta EP: excellent >
 Sorry, but there are no help topics that match your search.

< 66h/843H 196v/231V Pos: sitting >
< T: Fuggo TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc attempted to headbutt you.

< 66h/843H 196v/231V Pos: sitting >
< T: Fuggo TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc's impressive slash seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
An Orc's pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
An Orc's dirk of infiltration [superior] with a strange black stone murmurs some strange incantations...
An Orc's concussion blast rips into you, shattering your soul!
Your emerald katana [poor] was disintegrated by the negative energy!