The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
General Brakx glances at some blue prints.
< 87h/514H 170v/171V Pos: standing >
A Minotaur Dwelling
Broken pots and overturned furniture mark this room as an orc dwelling. This
dwelling smells of a cow brew and rotting food. Much of the furniture is
smashed beyond use, which of course is of no use to any cow anyway. Huge chunks
are missing from the walls, which serves the purpose of windows. A staircase
is in the far southwest corner of the room, right next to a fireplace. In most
cases dwellings are not two stories high, but this one is. Perhaps this is
the dwelling of a political or military figure that resides within town.
Obvious exits: -South -Up
Fresh blood splatters cover the area.
A common minotaur roars with anger.
< 87h/514H 169v/171V Pos: standing >
Atop the Roof Tops
Sounds of city life are audible from above here: warriors shout and laugh
heartedly, sounds of forging of steel ring through the air, and animal life
from the forest to the east. The forest lays just to the east, and within
the central part of it an odd tree has some sort of wooden deck construed on
top of it. Many of the roofs are in very poor condition and remain very
unstable. Over the horizon, beyond the northern walls of this town, a forest
can be seen. The forest is obviously dense and stretches on for miles on
around. Beyond the forest towards the northeast lay some grassy plains, roads
being visible among them leading from this town.
Obvious exits: -Down
Fresh blood splatters cover the area.
An elder commoner stands here.
< 88h/514H 170v/171V Pos: standing >
A Minotaur Dwelling
Broken pots and overturned furniture mark this room as an orc dwelling. This
dwelling smells of a cow brew and rotting food. Much of the furniture is
smashed beyond use, which of course is of no use to any cow anyway. Huge chunks
are missing from the walls, which serves the purpose of windows. A staircase
is in the far southwest corner of the room, right next to a fireplace. In most
cases dwellings are not two stories high, but this one is. Perhaps this is
the dwelling of a political or military figure that resides within town.
Obvious exits: -South -Up
Fresh blood splatters cover the area.
A common minotaur roars with anger.
< 88h/514H 169v/171V Pos: standing >
Grumbling Glee Lane
The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
General Brakx glances at some blue prints.
< 89h/514H 169v/171V Pos: standing >
Grumbling Glee Lane
The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 89h/514H 169v/171V Pos: standing >
Before a Burnt Out Building
The wood that once made up the building has all but turned into carbon.
Ashes blow in the breeze. It has never been discovered which culprit within
the city was responsible for the fire, however, the authorities are not
looking into the matter for they fear that if they do, it would only result in
their own bodily harm. The road has turned a sickening black since the ash has
blown on top of it and with the booted feet of hundreds of orcs have imbedded
the ash into the road iteself.
Obvious exits: -North -South
< 89h/514H 169v/171V Pos: standing >
Burnt Out Dwelling
Ashes fill the area, while the room is blanketed in almost total darkness
which comes from a fire, a fire that turned the owner of this house into
carbon, as well as his possessions. A fire place sits off in the corner of the
room, while a stove sits to the left of it. Either the fire place or stove
could be the source of such a fire, however, maybe it was arson.
Obvious exits: -South
Puddles of fresh blood cover the ground.
A common minotaur shouts vehemently.
< 89h/514H 170v/171V Pos: standing >
Before a Burnt Out Building
The wood that once made up the building has all but turned into carbon.
Ashes blow in the breeze. It has never been discovered which culprit within
the city was responsible for the fire, however, the authorities are not
looking into the matter for they fear that if they do, it would only result in
their own bodily harm. The road has turned a sickening black since the ash has
blown on top of it and with the booted feet of hundreds of orcs have imbedded
the ash into the road iteself.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
< 90h/514H 169v/171V Pos: standing >
Grumbling Glee Lane
The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 90h/514H 169v/171V 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
Fresh blood covers everything in the area.
< 90h/514H 169v/171V 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
A few drops of fresh blood are scattered around the area.
< 90h/514H 169v/171V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 91h/514H 169v/171V 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
Fresh blood covers everything in the area.
A small stream provides fresh water for all.
< 91h/514H 169v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
< 91h/514H 170v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
< 92h/514H 169v/171V Pos: standing >
Bergin's Weapon Shop
Huge racks weapons find themselves leaning up against the walls for
support, the racks themselves could not hold the weight pitied against it.
The weapons on the rack are of the best quality around, even rivaling the great
dwarven arsenals. No windows are seen however, probably to prohibit any
sly thief that might sneak in during the night. Since there is only one exit,
huge locking mechanisms and chains are used to ensure that such a stocking of
merchandise goes unstolen. When times of war come along, Bergin must make
an incredible amount of money.
Obvious exits: -North
Fresh blood covers everything in the area.
A small, red-hot forging furnace has been set up here. (humming)
Bergin the weaponsmith stands here.
< 92h/514H 170v/171V Pos: standing >
You can buy:
1) A blue-steel longsword for 3 platinum, 1 g, and 9 s.
2) A two-handed battle sword for 5 platinum, and 5 g.
3) An steel warhammer for 3 platinum, 2 s, and 5 c.
4) A steel longsword for 1 platinum, 3 g, and 2 s.
5) A steel dagger for 26 platinum, 1 g, and 8 s.
< 94h/514H 170v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
< 96h/514H 169v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
Fresh blood covers everything in the area.
A drunk minotaur staggers about.
< 96h/514H 169v/171V Pos: standing >
Ghugarn's Armor Shop
Displays are set up about the place, alongside the shelves full of all sorts
of armor for all over the body. The room is a large one, it is expected to
hold a great number of exotic armor items, such as the ones listed on the
inventory list, which is on the counter next to a few primitive writing
utensils and paper. the paper must be used to add subtract, for business
purposes obviously. there are no windows in the armory, limiting the chances
of thieves breaking in during the night and stealing anything they wish. The
counter is about four feet in height. Patiently, Ghugarn stands behind a desk.
Obvious exits: -South
Fresh blood covers everything in the area.
A small, red-hot forging furnace has been set up here. (humming)
A shady chemist peers at you.
Ghugarn, the armorer, sells his gear here.
< 96h/514H 170v/171V Pos: standing >
You can buy:
1) A handcarved pipe for 69 platinum.
2) A mistweyd nose-pipe for 54 platinum.
3) An obsidian hookah for 112 platinum, and 5 g.
4) A ceramic chillum for 90 platinum.
5) A piece of rolling paper for 3 platinum.
6) Some wild Gootwiet for 3 platinum, and 3 g.
7) Some feral Black Kush for 7 platinum, and 5 g.
8) Some landrace Medicus for 3 platinum, 7 g, and 5 s.
9) Some heirloom Blue Haze for 4 platinum, and 5 g.
10) Some resin of Ocularius for 16 platinum, and 5 g.
< 98h/514H 170v/171V Pos: standing >
A shady chemist starts casting a spell.
< 98h/514H 170v/171V Pos: standing >
A shady chemist completes his spell...
A shady chemist utters the word 'hpafigtui'
A shady chemist's skin gains the toughness of dead plant life, thorns and brambles grow from his skin!
< 99h/514H 170v/171V Pos: standing >
Ghugarn's Armor Shop
Obvious exits: -South
Fresh blood covers everything in the area.
A small, red-hot forging furnace has been set up here. (humming)
A shady chemist peers at you.
Ghugarn, the armorer, sells his gear here.
< 101h/514H 170v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
< 102h/514H 169v/171V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East # -South -West
Fresh blood covers everything in the area.
An commoner walks the road, intent on his destination.
A drunk minotaur staggers about.
An agitated commoner walks the road.
< 102h/514H 169v/171V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South
< 102h/514H 170v/171V Pos: standing >
Before a Large Building
The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East -South
< 103h/514H 169v/171V Pos: standing >
The door seems to be closed.
< 103h/514H 171v/171V Pos: standing >
Ok.
< 103h/514H 171v/171V Pos: standing >
A huge grey ape enters from the east.
< 103h/514H 171v/171V Pos: standing >
A Shambled House
Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
< 103h/514H 170v/171V Pos: standing >
Nika's Bedroom
A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down
Fresh blood splatters cover the area.
Nika, the mercenary, sizes you up and down.
< 104h/514H 170v/171V Pos: standing >
Sorry, but you cannot do that here!
< 105h/514H 170v/171V Pos: standing >
You sit down and relax.
< 106h/514H 170v/171V Pos: sitting >
< 107h/514H 171v/171V Pos: sitting >
< 110h/514H 171v/171V Pos: sitting >
< 115h/514H 171v/171V Pos: sitting >
< 124h/514H 171v/171V Pos: sitting >
< 128h/514H 171v/171V Pos: sitting >
< 135h/514H 171v/171V Pos: sitting >
Autosaving...
< 143h/514H 171v/171V Pos: sitting >
< 144h/514H 171v/171V Pos: sitting >
Nika's Bedroom
Obvious exits: -Down
Nika, the mercenary, sizes you up and down.
< 157h/514H 171v/171V Pos: sitting >
You are not using it.
< 158h/514H 171v/171V Pos: sitting >
You do not see or have the satchel.
< 158h/514H 171v/171V Pos: sitting >
Nah... You feel too relaxed to do that...
Maybe you should get on your feet first?
< 159h/514H 171v/171V Pos: sitting >
You are not using it.
< 159h/514H 171v/171V Pos: sitting >
You clamber to your feet.
< 159h/514H 171v/171V Pos: standing >
You are already standing.
< 159h/514H 171v/171V Pos: standing >
You are not using it.
< 159h/514H 171v/171V Pos: standing >
You do not see or have the satchel.
< 160h/514H 171v/171V Pos: standing >
You attempt to bandage yourself.
< 160h/514H 171v/171V Pos: standing >
You continue bandaging yourself.
< 166h/514H 169v/171V Pos: standing >
You continue bandaging yourself.
You are not using it.
< 173h/514H 166v/171V Pos: standing >
You continue bandaging yourself.
< 180h/514H 167v/171V Pos: standing >
You continue bandaging yourself.
< 187h/514H 168v/171V Pos: standing >
You continue bandaging yourself.
< 194h/514H 165v/171V Pos: standing >
You continue bandaging yourself.
< 200h/514H 162v/171V Pos: standing >
You continue bandaging yourself.
< 205h/514H 160v/171V Pos: standing >
You can't bandage any more with this bandage.
< 206h/514H 160v/171V Pos: standing >
Nika's Bedroom
Obvious exits: -Down
Nika, the mercenary, sizes you up and down.
< 207h/514H 160v/171V Pos: standing >
A Shambled House
Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
< 208h/514H 159v/171V Pos: standing >
Before a Large Building
The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South
< 208h/514H 159v/171V Pos: standing >
Justice Alley
Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West
< 209h/514H 161v/171V Pos: standing >
Before a Domed Courthouse
Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East # -West
A huge grey ape swings lumbers through here with stern confidence.
An agitated commoner walks the road.
< 209h/514H 161v/171V Pos: standing >
The door seems to be closed.
< 209h/514H 164v/171V Pos: standing >
Ok.
< 209h/514H 164v/171V Pos: standing >
An Abandoned Courthouse
Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West
A small rat scurries along the floor.
A disheveled commoner squats in a corner.
< 210h/514H 164v/171V Pos: standing >
You need to wield a weapon to even try.
< 211h/514H 171v/171V Pos: standing >
Headbutt whom?
< 211h/514H 171v/171V Pos: standing >
A small rat steps back, and your kick misses it.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: excellent >
You dodge a small rat's vicious attack.
[Damage: 4 ] -=[Your punch seriously wounds a small rat.]=-
A small rat dodges your futile attack.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
You dodge a small rat's vicious attack.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A small rat dodges your futile attack.
A small rat dodges your futile attack.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A small rat steps back, and your kick misses it.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
You dodge a small rat's vicious attack.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A small rat dodges your futile attack.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A small rat misses you.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A disheveled commoner leaves west.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A small rat dodges your futile attack.
A small rat ducks, and your foot flies a mile high.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A small rat misses you.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: few wounds >
A small rat dodges your futile attack.
[Damage: 4 ] -=[Your fine punch seriously wounds a small rat.]=-
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: pretty hurt >
A small rat misses you.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: pretty hurt >
A small rat deftly blocks your kick with its forearm.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: pretty hurt >
A small rat misses you.
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: pretty hurt >
[Damage: 4 ] -=[Your fine punch enshrouds a small rat in a mist of blood.]=-
A small rat is stunned!
< 212h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: small sta EP: bleeding, close to death >
You feel your skill in kick improving.
[Damage: 9 ] -=[Your kick hits a small rat in the side.]=-
A small rat is dead! R.I.P.
You receive your share of experience.
A small rat's death cry reverberates in your head as it falls to the ground.
< 212h/514H 171v/171V Pos: standing >
You get 3 coins from the corpse of a small rat.
There were: 1 silver coin, 2 copper coins.
< 213h/514H 171v/171V Pos: standing >
You are not using it.
< 213h/514H 171v/171V Pos: standing >
Into what?
< 213h/514H 171v/171V Pos: standing >
Into what?
< 213h/514H 171v/171V Pos: standing >
You do not seem to have the 'bag'.
< 213h/514H 171v/171V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.
< 213h/514H 171v/171V Pos: standing >
An Abandoned Courthouse
Obvious exits: -West
Fresh blood covers everything in the area.
The corpse of a small rat is lying here.
< 214h/514H 171v/171V Pos: standing >
Before a Domed Courthouse
Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East -West
An agitated commoner walks the road.
A disheveled commoner squats in a corner.
A huge grey ape swings lumbers through here with stern confidence.
< 214h/514H 170v/171V Pos: standing >
A huge grey ape leaves west.
< 215h/514H 170v/171V Pos: standing >
Justice Alley
Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West
A huge grey ape swings lumbers through here with stern confidence.
< 215h/514H 169v/171V Pos: standing >
Before a Large Building
The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South
< 216h/514H 169v/171V Pos: standing >
A Shambled House
Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
< 216h/514H 170v/171V Pos: standing >
Nika's Bedroom
A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down
Nika, the mercenary, sizes you up and down.
< 216h/514H 169v/171V Pos: standing >
A Shambled House
Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
< 217h/514H 169v/171V Pos: standing >
Before a Large Building
The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South
< 217h/514H 170v/171V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South
< 217h/514H 169v/171V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
< 218h/514H 169v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
An agitated commoner walks the road.
A drunk minotaur staggers about.
< 218h/514H 170v/171V Pos: standing >
A drunk minotaur leaves north.
< 218h/514H 170v/171V Pos: standing >
Ghugarn's Armor Shop
Displays are set up about the place, alongside the shelves full of all sorts
of armor for all over the body. The room is a large one, it is expected to
hold a great number of exotic armor items, such as the ones listed on the
inventory list, which is on the counter next to a few primitive writing
utensils and paper. the paper must be used to add subtract, for business
purposes obviously. there are no windows in the armory, limiting the chances
of thieves breaking in during the night and stealing anything they wish. The
counter is about four feet in height. Patiently, Ghugarn stands behind a desk.
Obvious exits: -South
A small, red-hot forging furnace has been set up here. (humming)
A drunk minotaur staggers about.
Ghugarn, the armorer, sells his gear here.
< 218h/514H 169v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
An agitated commoner walks the road.
< 219h/514H 169v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
< 219h/514H 169v/171V Pos: standing >
Alas, you cannot go that way. . . .
< 219h/514H 170v/171V Pos: standing >
Bergin's Weapon Shop
Huge racks weapons find themselves leaning up against the walls for
support, the racks themselves could not hold the weight pitied against it.
The weapons on the rack are of the best quality around, even rivaling the great
dwarven arsenals. No windows are seen however, probably to prohibit any
sly thief that might sneak in during the night. Since there is only one exit,
huge locking mechanisms and chains are used to ensure that such a stocking of
merchandise goes unstolen. When times of war come along, Bergin must make
an incredible amount of money.
Obvious exits: -North
A small, red-hot forging furnace has been set up here. (humming)
Bergin the weaponsmith stands here.
< 219h/514H 170v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
< 220h/514H 169v/171V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
< 220h/514H 168v/171V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
An commoner walks the road, intent on his destination.
< 220h/514H 168v/171V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west.
< 220h/514H 169v/171V 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
< 221h/514H 170v/171V 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
< 221h/514H 169v/171V 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
< 222h/514H 170v/171V Pos: standing >
A Discreet Herbal Sanctuary
Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls. It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.
< 222h/514H 169v/171V 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
< 222h/514H 169v/171V 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
An commoner walks the road, intent on his destination.
Brukish, the meat grinder, chops some meat.
< 222h/514H 169v/171V 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
< 223h/514H 170v/171V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west.
< 223h/514H 169v/171V Pos: standing >
Oof! You bump into a greyish stone wall...
< 223h/514H 169v/171V Pos: standing >
A greyish stone wall crumbles to dust and blows away.
< 223h/514H 171v/171V Pos: standing >
A Drow Elf enters from the west.
A large xorn enters from the west.
A large xorn enters from the west.
A large xorn enters from the west.
< 224h/514H 171v/171V Pos: standing >
A Drow Elf gives an order to his followers.
You dodge a bash from a large xorn, who loses its balance and falls.
You are knocked to the ground by a large xorn's mighty bash!
You dodge a bash from a large xorn, who loses its balance and falls.
< 220h/514H 171v/171V Pos: sitting >
< T: Daffyn TP: sit TC: nasty wounds E: large kne EP: excellent >
-=[A large xorn's crush strikes you.]=-
-=[A large xorn's fine crush strikes you.]=-
-=[A large xorn's fine crush strikes you.]=-
< 181h/514H 171v/171V Pos: sitting >
< T: Daffyn TP: sit TC: nasty wounds E: large kne EP: excellent >
You miss a large xorn.
< 181h/514H 171v/171V Pos: sitting >
< T: Daffyn TP: sit TC: nasty wounds E: large kne EP: excellent >
A Drow Elf starts casting an offensive spell.
< 181h/514H 171v/171V Pos: sitting >
< T: Daffyn TP: sit TC: nasty wounds E: large kne EP: excellent >
-=[A large xorn's fine crush strikes you.]=-
-=[A large xorn's crush strikes you.]=-
< 157h/514H 171v/171V Pos: sitting >
< T: Daffyn TP: sit TC: nasty wounds E: large kne EP: excellent >
A Drow Elf completes his spell...
A Drow Elf utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Drow Elf striking you full on!
< 107h/514H 171v/171V Pos: sitting >
< T: Daffyn TP: sit TC:pretty hurt E: large kne EP: excellent >
Sparkling magic surrounds someone as he begins his chant.
A Drow Elf snaps into visibility.
< 107h/514H 171v/171V Pos: sitting >
< T: Daffyn TP: sit TC:pretty hurt E: large kne EP: excellent >
You clamber to your feet.
< 107h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC:pretty hurt E: large kne EP: excellent >
A Drow Elf completes his spell...
A Drow Elf utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Drow Elf striking you full on!
A Drow Elf snaps into visibility.
< 65h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: awful E: large kne EP: excellent >
A Drow Elf snaps into visibility.
-=[A Drow Elf's bludgeon strikes you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Drow Elf's crude bludgeon strikes you.]=-
You wish that your wounds would stop BLEEDING so much!
< 58h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: awful E: large kne EP: excellent >
A Drow Elf snaps into visibility.
-=[Green slime eats away at your skin!]=-
You wish that your wounds would stop BLEEDING so much!
< 35h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: awful E: large kne EP: excellent >
You miss a large xorn.
You miss a large xorn.
< 35h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: awful E: large kne EP: excellent >
Headbutt requires you to be able to reach his head!
< 35h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: awful E: large kne EP: excellent >
A large xorn clambers to its feet.
Sparkling magic surrounds someone as he begins his chant.
A Drow Elf snaps into visibility.
< 35h/514H 171v/171V Pos: standing >
< T: Daffyn TP: sta TC: awful E: large kne EP: excellent >
A large xorn rises to its feet.
A Drow Elf completes his spell...
A Drow Elf utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Drow Elf striking you full on!
A Drow Elf snaps into visibility.