The death of [52 Frost Magus] Tia *-* The Veterans of Bloodlust *-* (Drow Elf)

in In the Muck

from the perspective of [52 Frost Magus] Tia *-* The Veterans of Bloodlust *-* (Drow Elf)

<worn as a badge>    an oval of tattered flesh (magic) (humming) (illuminating) [71%]
<worn on head>       a superior dragonscale hood from The Bronze Citadel
<worn on eyes>       the black eyepiece of Menzellon [poor]
<worn in ear>        a dangling chain crucifix (glowing)
<worn in ear>        a carved turquoise stud [superior] (magic) (glowing)
<worn on face>       a mask made from the face of a drow priestess of constitution [47%]
<worn around neck>   a flaming dragonscale pendant
<worn around neck>   a fragile dragonscale collar [76%]
<worn on body>       a brutal dragonscale chestplate
<worn about body>    a dark dragonscale cloak
<worn on belt buckle>lucky alchemist sack
<worn on arms>       some glowing sleeves made of devil skin of health (magic) (glowing) [70%]
<held as shield>     a well-polished mithril body shield [superior]
<worn around wrist>  a crystalline wristguard [superior]
<worn around wrist>  a bracelet of astrology [poor]
<worn on hands>      the hands of justice of wisdom (magic) (glowing)
<worn on finger>     a shiny ring of the faeries (magic) (glowing)
<worn on finger>     a sun ring (magic) (glowing)
<held>               the lost staff of Astar [poor] (magic) (glowing)
<worn on legs>       some glittering glassteel greaves
<worn on feet>       some soldier's dragonscale boots from New Cave city


< 731h/731H 121v/121V Pos: standing >
You get a pile of coins from a large wooden chest.
There were: 3500 platinum coins. 

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >
You drop 3000 platinum.

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >
Ok.
You put 508 platinum, 9 gold, 4 silver, and 1 copper coins into a big big bag for a little person.

< 731h/731H 121v/121V Pos: standing >
It's already open!

< 731h/731H 121v/121V 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.

< 731h/731H 120v/121V Pos: standing >
You start chanting...

< 731h/731H 120v/121V Pos: standing >

< 731h/731H 120v/121V Pos: standing >
Casting: ethereal form *

< 731h/731H 120v/121V Pos: standing >
You complete your spell...
Your physical substance seems to fade away...

< 731h/731H 120v/121V 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 

< 731h/731H 120v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -South -West 

< 731h/731H 119v/121V Pos: standing >

		Score information for Tia

Level: 52   Race: Drow Elf   Class: Ethermancer / Frost Magus Sex: Female
Hit points: 731(731)  Moves: 119(121)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 80%
Status:  Standing.
Frags:   -1.24   Deaths:   34
Detecting:      Invisible Evil Good Magic Life
Protected from: Evil Fire Cold Lightning Acid Low Circle spells
Protected by:   Spirit Ward
Enchantments:   Ultravision Farsee Fly Armor Haste Invisibility
Herbs:          Medicus
Combat Pulse:   15 Spell Pulse:  0.80 
Leaderboard Points:  414 

Active Spells:
--------------
ethereal form (13 minutes)
windrage (15 minutes)
cold snap (4 minutes)
vitality (4 minutes)
detect invisibility (46 minutes)
faerie sight (1 minute)
fly (47 minutes)
vapor armor (less than a minute remaining)
vapor strike (less than a minute remaining)
storm empathy (2 minutes)


< 731h/731H 119v/121V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West  -Up   

< 731h/731H 118v/121V Pos: standing >
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 731h/731H 118v/121V Pos: standing >
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 731h/731H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 731h/731H 118v/121V Pos: standing >
You start chanting...

< 731h/731H 120v/121V Pos: standing >
You complete your spell...
Your vaporous armor is renewed!

< 731h/731H 121v/121V Pos: standing >
You start chanting...

< 731h/731H 121v/121V Pos: standing >
You complete your spell...
Your vapor strike  ability was refreshed!

< 731h/731H 121v/121V Pos: standing >

		Score information for Tia

Level: 52   Race: Drow Elf   Class: Ethermancer / Frost Magus Sex: Female
Hit points: 731(731)  Moves: 121(121)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 80%
Status:  Standing.
Frags:   -1.24   Deaths:   34
Detecting:      Invisible Evil Good Magic Life
Protected from: Evil Fire Cold Lightning Acid Low Circle spells
Protected by:   Spirit Ward
Enchantments:   Ultravision Farsee Fly Armor Haste Invisibility
Herbs:          Medicus
Combat Pulse:   15 Spell Pulse:  0.80 
Leaderboard Points:  414 

Active Spells:
--------------
ethereal form (13 minutes)
windrage (15 minutes)
cold snap (4 minutes)
vitality (4 minutes)
detect invisibility (46 minutes)
faerie sight (1 minute)
fly (47 minutes)
vapor armor (26 minutes)
vapor strike (26 minutes)
storm empathy (2 minutes)


< 731h/731H 121v/121V Pos: standing >
You get some faerie dust from a big big bag for a little person.

< 731h/731H 121v/121V Pos: standing >
You start chanting...

< 731h/731H 121v/121V Pos: standing >
Casting: faerie sight 

< 731h/731H 121v/121V Pos: standing >
You complete your spell...
Your eyes feel wonderful.

< 731h/731H 121v/121V Pos: standing >
You start chanting...

< 731h/731H 121v/121V Pos: standing >
You complete your spell...
You are surrounded by freezing cold!

< 731h/731H 121v/121V Pos: standing >
You start chanting...

< 731h/731H 121v/121V Pos: standing >
You complete your spell...
Flowing ice encases you in a solid protective barrier!

< 731h/731H 121v/121V Pos: standing >
You start chanting...

< 731h/731H 121v/121V Pos: standing >
You complete your spell...
You feel protected from the storms!

< 731h/731H 121v/121V Pos: standing >

		Score information for Tia

Level: 52   Race: Drow Elf   Class: Ethermancer / Frost Magus Sex: Female
Hit points: 731(731)  Moves: 121(121)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 80%
Status:  Standing.
         Coldshielded
Frags:   -1.24   Deaths:   34
Detecting:      Invisible Evil Good Magic Life
Protected from: Evil Fire Cold Lightning Acid Low Circle spells
Protected by:   Spirit Ward
Enchantments:   Ultravision Farsee Fly Armor Haste Invisibility
Herbs:          Medicus
Combat Pulse:   15 Spell Pulse:  0.80 
Leaderboard Points:  414 

Active Spells:
--------------
storm empathy (52 minutes)
iceflow armor (8 minutes)
coldshield (6 minutes)
ethereal form (13 minutes)
windrage (15 minutes)
cold snap (4 minutes)
vitality (4 minutes)
detect invisibility (46 minutes)
faerie sight (26 minutes)
fly (47 minutes)
vapor armor (26 minutes)
vapor strike (26 minutes)
storm empathy (2 minutes)


< 731h/731H 121v/121V Pos: standing >

1st CIRCLE:
faerie fire                
ice missile                
vapor armor                

2nd CIRCLE:
chill touch                
detect magic               
purify spirit              

3rd CIRCLE:
faerie fog                 
frost bolt                 
wind blade                 

4th CIRCLE:
coldshield                 
cone of cold               
faerie sight               
lightning bolt             

5th CIRCLE:
ice storm                  
static discharge           
storm empathy              
vapor strike               

6th CIRCLE:
frost beacon               
frostbite                  
lightning curtain          
lightning shield           

7th CIRCLE:
cold snap                  
conjure ice                
cyclone                    
dispel magic               
ice spikes                 
wall of ice                
windwalk                   

8th CIRCLE:
ethereal form              
ethereal recharge          
iceflow armor              

9th CIRCLE:
arcane whirlwind           
arctic blast               
lightning ring             
plane shift                

10th CIRCLE:
arieks shattering iceball  
induce tupor               
purge                      
windrage                   

11th CIRCLE:
blur                       
mass fly                   
squall                     
tempest terrain            

12th CIRCLE:
polar vortex               


< 731h/731H 121v/121V Pos: standing >
You start chanting...

< 731h/731H 121v/121V Pos: standing >
Casting: blur 

< 731h/731H 121v/121V Pos: standing >
You complete your spell...
Your skin crackles with lightning as your form starts to blur.

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >
The taste of blood slowly fades from your body.

< 731h/731H 121v/121V Pos: standing >
The Brawling Foot Tavern
Obvious exits: -West 
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 731h/731H 121v/121V Pos: standing >

		Score information for Tia

Level: 52   Race: Drow Elf   Class: Ethermancer / Frost Magus Sex: Female
Hit points: 731(731)  Moves: 121(121)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 80%
Status:  Standing.
         Coldshielded
Frags:   -1.24   Deaths:   34
Detecting:      Invisible Evil Good Magic Life
Protected from: Evil Fire Cold Lightning Acid Low Circle spells
Protected by:   Spirit Ward
Enchantments:   Ultravision Farsee Fly Armor Haste Blur Invisibility
Herbs:          Medicus
Combat Pulse:   15 Spell Pulse:  0.80 
Leaderboard Points:  414 

Active Spells:
--------------
blur (9 minutes)
storm empathy (51 minutes)
iceflow armor (7 minutes)
coldshield (5 minutes)
ethereal form (12 minutes)
windrage (14 minutes)
cold snap (3 minutes)
vitality (3 minutes)
detect invisibility (45 minutes)
faerie sight (25 minutes)
fly (46 minutes)
vapor armor (25 minutes)
vapor strike (25 minutes)
storm empathy (1 minute)


< 731h/731H 121v/121V Pos: standing >
You get a small pile of coins from your a big big bag for a little person.
There were: 508 platinum coins, 9 gold coins, 4 silver coins, 1 copper coin. 

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Baaaaaah! Finish the quest that you're already on first, then come back!'
If you unable to finish it, go to the quest master and ask him to take you of duty!

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 731h/731H 121v/121V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 731h/731H 121v/121V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 731h/731H 121v/121V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 731h/731H 121v/121V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 731h/731H 121v/121V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 731h/731H 121v/121V Pos: standing >

< 731h/731H 121v/121V Pos: standing >
A half-elf guard snaps into visibility.
You snap into visibility.
-=[Out of nowhere, a half-elf guard stabs you in the back.]=-
OUCH!  That really did HURT!
The globe around a half-elf guard's body flares as it bears the brunt of your assault!
-=[Out of nowhere, a half-elf guard stabs you in the back.]=-
OUCH!  That really did HURT!
The globe around a half-elf guard's body flares as it bears the brunt of your assault!
You snap into visibility.

< 493h/731H 121v/121V Pos: standing >
< T: Tia TP: sta TC: few wounds E: a half-elf guard sta EP: excellent >
 Syrm says 'OH NO, you've cost me alot of time and money, but toss me 34 platinum, and 8 g and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 493h/731H 121v/121V Pos: standing >
< T: Tia TP: sta TC: few wounds E: a half-elf guard sta EP: excellent >
 Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum, and 4 s.'
You hand over the money.
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 493h/731H 121v/121V Pos: standing >
< T: Tia TP: sta TC: few wounds E: a half-elf guard sta EP: excellent >
 A half-elf guard dodges your futile attack.
A half-elf guard dodges your futile attack.
You miss a half-elf guard.
You snap into visibility.
A half-elf guard snaps into visibility.

< 493h/731H 121v/121V Pos: standing >
< T: Tia TP: sta TC: few wounds E: a half-elf guard sta EP: excellent >
 You know not how!

< 493h/731H 121v/121V Pos: standing >
< T: Tia TP: sta TC: few wounds E: a half-elf guard sta EP: excellent >
 You attempt to flee...
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
Oops, trying to juggle too many loose coins, you drop a few.
You flee westward!

< 493h/731H 96v/121V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West # -Up   
Oops, trying to juggle too many loose coins, you drop a few.

< 493h/731H 95v/121V Pos: standing >
Your body vibrates as you fan out your molecules.
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West 
An agitated commoner walks the road.

< 493h/731H 94v/121V Pos: standing >
A Meat Shop
   Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East 
Brukish, the meat grinder, chops some meat.

< 493h/731H 93v/121V Pos: standing >
You do not see a coins here.

< 494h/731H 93v/121V Pos: standing >
You are not using it.

< 494h/731H 94v/121V Pos: standing >
Into what?

< 494h/731H 94v/121V Pos: standing >
Ok.
You put 182 platinum, 2 gold, 2 silver, and 1 copper coins into a big big bag for a little person.

< 495h/731H 94v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 495h/731H 94v/121V Pos: standing >
You do not see a coins here.

< 495h/731H 95v/121V Pos: standing >
You are not using it.

< 496h/731H 95v/121V Pos: standing >
Into what?

< 496h/731H 95v/121V Pos: standing >
You don't have anything to put in it.

< 496h/731H 95v/121V Pos: standing >
Pardon?

< 497h/731H 96v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West 
An agitated commoner walks the road.

< 497h/731H 95v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 
An commoner walks the road, intent on his destination.
A young ape swings through the jungle and leaps across the rocks.

< 497h/731H 94v/121V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.
A drunk minotaur staggers about.

< 498h/731H 94v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An agitated commoner walks the road.

< 498h/731H 93v/121V Pos: standing >

< 499h/731H 93v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An commoner walks the road, intent on his destination.
An commoner walks the road, intent on his destination.
A shady chemist peers at you.(Red Aura)

< 499h/731H 92v/121V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 499h/731H 92v/121V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -West #

< 500h/731H 91v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 500h/731H 91v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 500h/731H 91v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 501h/731H 92v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 501h/731H 92v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 501h/731H 92v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
An agitated commoner walks the road.

< 502h/731H 91v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -South# -West 

< 502h/731H 91v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 502h/731H 90v/121V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East  -West 

< 503h/731H 89v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 503h/731H 89v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West 

< 504h/731H 88v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 504h/731H 88v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 504h/731H 88v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 505h/731H 89v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 505h/731H 89v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 505h/731H 89v/121V Pos: standing >
A half-elf guard sneaks in from the west.
Alas, you cannot go that way. . . .

< 506h/731H 89v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 506h/731H 89v/121V Pos: standing >
A half-elf guard sneaks in from the north.
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East 

< 506h/731H 88v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 507h/731H 87v/121V Pos: standing >
A half-elf guard sneaks in from the west.
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 

< 507h/731H 86v/121V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 

< 507h/731H 86v/121V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
A small snake swims in the swamp.
A small snake swims in the swamp.

< 508h/731H 85v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 508h/731H 85v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 509h/731H 86v/121V Pos: standing >
A half-elf guard sneaks in from the west.
Alas, you cannot go that way. . . .

< 509h/731H 86v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 509h/731H 86v/121V Pos: standing >
A half-elf guard snaps into visibility.
You snap into visibility.
-=[Out of nowhere, a half-elf guard stabs you in the back.]=-
OUCH!  That really did HURT!
The globe around a half-elf guard's body flares as it bears the brunt of your assault!
You snap into visibility.
A half-elf guard snaps into visibility.
-=[Out of nowhere, a half-elf guard stabs you in the back.]=-
OUCH!  That really did HURT!
The globe around a half-elf guard's body flares as it bears the brunt of your assault!
You snap into visibility.
With a swift tug a half-elf guard wrenches the weapon free, ramming it into you again.
A half-elf guard snaps into visibility.
-=[Out of nowhere, a half-elf guard stabs you in the back.]=-
The globe around a half-elf guard's body flares as it bears the brunt of your assault!
Sorry, you aren't allowed to do that in combat.

< 200h/731H 86v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 A small snake leaves south.
Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 A half-elf guard dodges your futile attack.
You miss a half-elf guard.
Sparks...  flashing lights...  you cannot concentrate!
You miss a half-elf guard.
You snap into visibility.
A half-elf guard snaps into visibility.
Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 
< 200h/731H 87v/121V Pos: standing >
< T: Tia TP: sta TC:pretty hurt E: a half-elf guard sta EP: excellent >
 You attempt to flee...
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 
You flee westward!

< 200h/731H 59v/121V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
*A half-elf guard is standing here, busy with his own matters.(Gold Aura)
A small snake swims in the swamp.

< 200h/731H 58v/121V Pos: standing >
A half-elf guard snaps into visibility.
You snap into visibility.
-=[Out of nowhere, a half-elf guard stabs you in the back.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The globe around a half-elf guard's body flares as it bears the brunt of your assault!
You snap into visibility.
A half-elf guard snaps into visibility.
-=[Out of nowhere, a half-elf guard stabs you in the back.]=-
Your dwarven-made diamond girth from Tiamat was completely destroyed by the massive blow!
Your masterly-crafted electrum quiver from BogenTok was completely destroyed by the massive blow!