The death of [50 Diabolis] Steo Mutinous Militia (Githzerai)

in A Shoppe of the Traveling People

from the perspective of [50 Diabolis] Steo Mutinous Militia (Githzerai)

<worn as a badge>    a badge of the captain
<worn on head>       halo of the maelstrom of intelligence
<worn on eyes>       a feathered leather eyepatch (illuminating)
<worn in ear>        an anti-matter earring
<worn around neck>   a pentagram (glowing)
<worn around neck>   a sparkling necklace of seashells
<worn on body>       a long robe of starbursts (glowing)
<worn about body>    opalescent robes of the archmagi [superior] (glowing)
<worn as quiver>     a flaming ivory quiver
<worn about waist>   an icy ivory girth
<worn on belt buckle>a mysterious tome
<attached to belt>   a mysterious tome
<attached to belt>   a mysterious tome
<worn on arms>       a finely crafted pair of tharnadian sleeves
<held as shield>     a skin-wrapped marble buckler from Ceothia
<worn around wrist>  a satanic bracelet
<worn around wrist>  a satanic bracelet
<worn on hands>      the glowing gauntlets of the necromancer [poor] (glowing) (humming)
<worn on finger>     a three-fingered ring of red rocks (glowing)
<worn on finger>     a small diamond ring [89%]
<held>               a witchdoctor's staff
<worn on legs>       some twisted dragonscale leggings
<worn on feet>       boots of endurance


< 512h/532H 206v/206V Pos: standing >
< T: undead TP: sta TC:excellent E: brilliant sta EP:  few wounds >
 Ok.
The lich of a blood golem starts casting an offensive spell called 'bigbys clenched fist'.
The lich of a bulky fisherman starts casting an offensive spell.
The lich of a large fisherman starts casting an offensive spell called 'bigbys clenched fist'.

< 512h/532H 206v/206V Pos: standing >
< T: undead TP: sta TC:excellent E: brilliant sta EP:  few wounds >
 The lich of a blood golem dodges a brilliant sorcerer's attack.
The lich of a blood golem dodges a brilliant sorcerer's attack.
A brilliant sorcerer starts casting an offensive spell called 'fireball'.

< 512h/532H 206v/206V Pos: standing >
< T: undead TP: sta TC:excellent E: brilliant sta EP:  few wounds >
 The lich of a blood golem completes its spell...
The lich of a blood golem utters the words 'buoblg qrunsoqpze yugh'
[Damage: 95 ] The lich of a blood golem's fist beats the life out of a brilliant sorcerer, blood pours from his body!
The lich of a bulky fisherman completes its spell...
The lich of a bulky fisherman utters the words 'buoblg qrunsoqpze yugh'
[Damage: 70 ] The lich of a bulky fisherman's fist beats the life out of a brilliant sorcerer, blood pours from his body!
A brilliant sorcerer is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 32.
You have killed 46 of 50 Human(s) for boon # 37.
Experience(KILL): Steo by 776.
A brilliant sorcerer's death cry reverberates in your head as he falls to the ground.
A brilliant sorcerer stops invoking abruptly!
The lich of a large fisherman stops invoking abruptly!

< 512h/532H 206v/206V Pos: standing >

< 512h/532H 206v/206V Pos: standing >
Ok.

< 512h/532H 206v/206V Pos: standing >
You get a pair of ruby slippers [poor] from the corpse of a brilliant sorcerer.
You get a few coins from the corpse of a brilliant sorcerer.
There were: 18 gold coins. 
You get a razor-sharp longsword of blue steel [superior] from the corpse of a brilliant sorcerer.
You get a razor-sharp longsword of blue steel [poor] from the corpse of a brilliant sorcerer.
You get a wooden handled battle mace [superior] from the corpse of a brilliant sorcerer.
You get a wooden handled battle mace [poor] from the corpse of a brilliant sorcerer.
You get a bent silver scrap from the corpse of a brilliant sorcerer.

< 512h/532H 206v/206V Pos: standing >
Ok.
You put 0 platinum, 18 gold, 0 silver, and 0 copper coins into a sack of species holding [superior].

< 512h/532H 206v/206V Pos: standing >
A Sandy Desert Bazaar
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of a brilliant sorcerer is lying here.
The corpse of a commoner is lying here.
A filthy peasant rushes through the crowd.
A blood golem stands blankly after re-animation here. (minion) 
A blood golem stands blankly after re-animation here. (minion) 
The lich of a blood golem stands here. (minion) 
The lich of a bulky fisherman stands here. (minion) 
The lich of a large fisherman stands here. (minion) 

< 512h/532H 206v/206V Pos: standing >
Ok.
The lich of a blood golem starts casting a spell called 'mass invisibility'.
The lich of a bulky fisherman starts casting a spell called 'mass invisibility'.
The lich of a large fisherman starts casting a spell.

< 512h/532H 206v/206V Pos: standing >

< 512h/532H 206v/206V Pos: standing >
The lich of a large fisherman completes its spell...
The lich of a large fisherman utters the words 'wagg uizuguburuhl'
A filthy peasant slowly fades out of existence.
A blood golem slowly fades out of existence.
A blood golem slowly fades out of existence.
The lich of a blood golem slowly fades out of existence.
The lich of a bulky fisherman slowly fades out of existence.
The lich of a large fisherman slowly fades out of existence.
You vanish.

< 512h/532H 206v/206V Pos: standing >
The lich of a blood golem completes its spell...
The lich of a blood golem utters the words 'wagg uizuguburuhl'
The lich of a bulky fisherman completes its spell...
The lich of a bulky fisherman utters the words 'wagg uizuguburuhl'

< 512h/532H 206v/206V Pos: standing >
A filthy peasant leaves south.

< 513h/532H 206v/206V Pos: standing >
A Sandy Desert Bazaar
   Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East  -South -West 
[2] The corpse of a commoner is lying here.
A commoner in rags searches the bazaar.
A peddler wanders the bizarre.
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 513h/532H 205v/206V Pos: standing >
A Sandy Desert Bazaar
   Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East  -South -West 
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 514h/532H 204v/206V Pos: standing >
A Sandy Desert Bazaar
   Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East  -South -West 
The corpse of a big bully is lying here.
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 514h/532H 203v/206V Pos: standing >
A Sandy Desert Bazaar
   Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East  -South -West 
A camel is standing here.
A keeper of the peace stands at his post.
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 514h/532H 203v/206V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy traveling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -North -East  -South -West 
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 514h/532H 202v/206V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy traveling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -North -East  -South -West 
A small round shield has been dropped here.
A shady dealer looks for someone to sell to.
A militia guard is covered is sand.
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 514h/532H 202v/206V Pos: standing >
A Lightly Hued Cobblestone Road
   The stones have a light red color to them. More than likely the stones
have a great deal of clay within them. Some of these stones were in fact created
by being glazed by extremely hot furnaces from within the city. This street
is very wide, simply because it is frequented the most by many different races
of many different lands. This particular section of the city, if there could be
one, is the center. Alongside either side of the stone road tents are set up to
house the nomads that frequent the city. Most of these nomads stay no more than
a few months, some much briefer. Sounds of city life fill the air during the
days while, however, during the night only the slave traders are active,
selling their merchandise. Slave traders come from all over the lands to trade
here, for it is well known that nearly no other city would allow such an
inhumane business within its walls.
Obvious exits: -North -East  -West 
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 514h/532H 201v/206V Pos: standing >
The Common Room of the Blinking Cowl Inn
   The Blinking Cowl Inn is a rather popular resting place for the weary
travelers that frequent this desert city of the nomads. Although quite small in
comparison to many other Inns, the Blinking Cowl provides a comfortable
sanctuary for those who need a good night's rest, or shelter from the sun. The
price for ale is high, thus discouraging the locals from even bothering with
the place, thus attracting the richer populous of the city. The rooms, however,
are quite reasonably priced, considering its strategic location in the very
center of the city. The common room is designed rather cozy, with a few
circular rugs and a crackling fireplace in the southern wall. Several tables
are positioned around the room, used mainly by guests when they eat their
meals. A small stage has been pushed against the western wall, used by local
bards to perform their latest poems and songs. The reception area is here and
the bakery to the north, where travelers can purchase their food for the night.
Obvious exits: -North -East 
The corpse of ungulato is lying here.
Some static steel shoes lie here on the ground.
A roll of raw leather lies here on its side.
A patron of the bar drinks his brew.
A patron of the bar drinks his brew.
(Q)A mysterious white robed figure is here.
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 514h/532H 201v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 514h/532H 201v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 515h/532H 201v/206V Pos: standing >
A Lightly Hued Cobblestone Road
   The stones have a light red color to them. More than likely the stones
have a great deal of clay within them. Some of these stones were in fact created
by being glazed by extremely hot furnaces from within the city. This street
is very wide, simply because it is frequented the most by many different races
of many different lands. This particular section of the city, if there could be
one, is the center. Alongside either side of the stone road tents are set up to
house the nomads that frequent the city. Most of these nomads stay no more than
a few months, some much briefer. Sounds of city life fill the air during the
days while, however, during the night only the slave traders are active,
selling their merchandise. Slave traders come from all over the lands to trade
here, for it is well known that nearly no other city would allow such an
inhumane business within its walls.
Obvious exits: -North -East  -West 
The lich of a large fisherman enters from the west.
The lich of a bulky fisherman enters from the west.
The lich of a blood golem enters from the west.
A blood golem enters from the west.
A blood golem enters from the west.

< 518h/532H 202v/206V Pos: standing >
The first rays of sunlight signal that day is approaching.
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy traveling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -North -East  -South -West 
A small round shield has been dropped here.
A militia guard is covered is sand.
The lich of a large fisherman enters from the west.
The lich of a bulky fisherman enters from the west.
The lich of a blood golem enters from the west.
A blood golem enters from the west.
A blood golem enters from the west.

< 519h/532H 202v/206V Pos: standing >

< 519h/532H 202v/206V Pos: standing >
Before a Pile of Refuse
   There are some who would say that the desert really sucks. Most people who
live within this desert city agrees. Sand gets everyplace. It gets in your
ears, mouth, hair lungs, pants, shoes, and anyplace else imaginable. Like a
big bluebird everyone wishes they can fly away from this place. The sand is
course, the sun is terrible and relentless, the people stink, the sultan has
a terrible temper and executes a lot of people, and only god knows what else.
The cannion walls surround this encampment of desert peasants. It provides
protection from the desert storms that often sweep the city. Most of those
who cannot afford shelter or someplace of their own live here. Sounds of
the desert city life can be heard barely. Occasionally the wind will howl,
creating an errie sound, as if something was pleading to be released from pain.
Obvious exits: -North -East  -South -West  -Northeast
A gangmember is here ready to pummel.
A gangmember is here ready to pummel.
A gangleader stares everyone down.
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 519h/532H 203v/206V Pos: standing >
A Lightly Hued Cobblestone Road
   The stones have a light red color to them. More than likely the stones
have a great deal of clay within them. Some of these stones were in fact created
by being glazed by extremely hot furnaces from within the city. This street
is very wide, simply because it is frequented the most by many different races
of many different lands. This section of the city, if there could be
one, is the center. Alongside either side of the stone road tents are set up to
house the nomads that frequent the city. Most of these nomads stay no more than
a few months, some much briefer. Sounds of city life fill the air during the
days while, however, during the night only the slave traders are active,
selling their merchandise. Slave traders come from all over the lands to trade
here, for it is well known that nearly no other city would allow such an
inhumane business within its walls.
Obvious exits: -North -East  -South
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 520h/532H 204v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/532H 204v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/532H 204v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North# -East  -South -West 
A desert vagabond humps, barely noticed.
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 520h/532H 204v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -East  -West 
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 520h/532H 203v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -East  -West 
An ordinary peasant is here.
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 520h/532H 202v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -East  -South
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 520h/532H 201v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/532H 202v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
The lich of a large fisherman enters from the north.
The lich of a bulky fisherman enters from the north.
The lich of a blood golem enters from the north.
A blood golem enters from the north.
A blood golem enters from the north.

< 520h/532H 201v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/532H 202v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/532H 202v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/532H 202v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/532H 202v/206V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -North -South
*A blood golem stands blankly after re-animation here. (minion) 
*A blood golem stands blankly after re-animation here. (minion) 
*The lich of a blood golem stands here. (minion) 
*The lich of a bulky fisherman stands here. (minion) 
*The lich of a large fisherman stands here. (minion) 

< 521h/532H 203v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -West 
A small child plays in the sand.
A desert vagabond humps, barely noticed.
The lich of a large fisherman enters from the north.
The lich of a bulky fisherman enters from the north.
The lich of a blood golem enters from the north.
A blood golem enters from the north.
A blood golem enters from the north.

< 521h/532H 203v/206V Pos: standing >
Near an Oasis
   This desert city has one great weakness, despite the Sultan's greatest
efforts to strengthen his city, water. Living in a desert habitat makes one
watch what he wastes. The desert surrounds the city structures in this area,
and this is one of the most heavily populated areas of the city. One reason
for this being, an oasis lays nearby. This oasis isn't the major source of
water for the city, however, whomever has enough money can allocate a spot to
supply himself with water from this oasis. One cannot freely walk up to this
precious supplier of water undaunted, for there are guards to protect it's
overuse. The sultan has been known on occasion to post bounties on those who
steal his precious water, without paying. The stones that make up the wrong
are packed into the desert sand. During the night, travelers need light,
therefore, the sultan built an array of poles about twenty feet apart, each
with a lantern on top.
Obvious exits: -East  -West 
A ragged peddler rides his overloaded donkey.
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 521h/532H 202v/206V Pos: standing >
An Oasis
   The fresh water looks inviting. Thousands of gallons of fresh drinking
water sits softly in the sun for all who can afford it. The Sultan has a huge
supply problem, the intake of water into the city is far less than the
consumption. If the sultan is to maintain a prosperous city, he is going to
have to buy water from outside sources, very expensive. If there were someway
for him to buy water very cheap, he'd do it, otherwise he'll exhaust other
methods first. Nothing is impossible for a sultan, for sultans are the owners
of the land, and accumulate vast wealth from those living on it. The hot
desert heat scorches the flesh during the day, and it is best only to expose
oneself to it briefly. Desert nomads who wander into the city often do so
during the night, for traveling in the desert is only possible by it. A few
palm trees encircle the oasis, stripped bear by camels. This oasis is also
relaxing. Resting here would be a great idea if one was tired or wounded.
Obvious exits: -North -East  -South
A fresh water oasis seems inviting.
Deraisem, the wandering prophet, recites a poem.
The lich of a large fisherman enters from the east.
The lich of a bulky fisherman enters from the east.
The lich of a blood golem enters from the east.
A blood golem enters from the east.
A blood golem enters from the east.

< 521h/532H 201v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 521h/532H 202v/206V Pos: standing >
Near an Oasis
   This desert city has one great weakness, despite the Sultan's greatest
efforts to strengthen his city, water. Living in a desert habitat makes one
watch what he wastes. The desert surrounds the city structures in this area,
and this is one of the most heavily populated areas of the city. One reason
for this being, an oasis lays nearby. This oasis isn't the major source of
water for the city, however, whomever has enough money can allocate a spot to
supply himself with water from this oasis. One cannot freely walk up to this
precious supplier of water undaunted, for there are guards to protect it's
overuse. The sultan has been known on occasion to post bounties on those who
steal his precious water, without paying. The stones that make up the wrong
are packed into the desert sand. During the night, travelers need light,
therefore, the sultan built an array of poles about twenty feet apart, each
with a lantern on top.
Obvious exits: -North -South
A religious zealot preaches about the end of the world.
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 522h/532H 202v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 523h/532H 201v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -East  -South -West #
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 523h/532H 200v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
*A wretched vagabond begs for some food.
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 523h/532H 199v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 523h/532H 200v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 523h/532H 200v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 523h/532H 200v/206V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 523h/532H 199v/206V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East  -South -West 
The lich of a large fisherman enters from the south.
The lich of a bulky fisherman enters from the south.
The lich of a blood golem enters from the south.
A blood golem enters from the south.
A blood golem enters from the south.

< 523h/532H 198v/206V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East  -West 
The lich of a large fisherman enters from the west.
The lich of a bulky fisherman enters from the west.
The lich of a blood golem enters from the west.
A blood golem enters from the west.
A blood golem enters from the west.

< 523h/532H 198v/206V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily then if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East  -West 
The lich of a large fisherman enters from the west.
The lich of a bulky fisherman enters from the west.
The lich of a blood golem enters from the west.
A blood golem enters from the west.
A blood golem enters from the west.

< 523h/532H 197v/206V Pos: standing >
A Shoppe of the Traveling People
   This is a pleasant place. Tinkerers are a traveling group of people that
travel to many distant lands and see many different creatures. If anyone in
this entire city could answer a question concerning other places or things,
they could. The desert seems to amplify in intensity to the northeast,
becoming an open dune. It seems the tinkerers have setup camp outside this
dune, for what reason? Maybe they are deciding whether they wish to traverse
this great dune toward the infamous mountains of pain. The mountains of pain
is a twin of the mountain of peril, both great mountains with completely
different atmospheres, however, they both bear the names synonymous with
evil intent or death. A large caravan has beem setup around a circle of
caravans, it is a shoppe, a shoppe of a tinkerer, which is bound to be worth
visiting. There is an old saying, 'Shop till'ya drop'.
Obvious exits: -South -West  -Northeast
A roasting fire cooks some meat. (illuminating)
A large caravan has set up shoppe.
A tinker sits on a stool next to the wagon.
The lich of a large fisherman enters from the west.
The lich of a bulky fisherman enters from the west.
The lich of a blood golem enters from the west.
A blood golem enters from the west.
A blood golem enters from the west.

< 523h/532H 196v/206V Pos: standing >
Alas, you cannot go that way. . . .

< 523h/532H 196v/206V Pos: standing >
You are carrying: (7/11)
a bent silver scrap
a wooden handled battle mace [poor]
a wooden handled battle mace [superior]
a razor-sharp longsword of blue steel [poor]
a razor-sharp longsword of blue steel [superior]
a pair of ruby slippers [poor] (glowing)
a sack of species holding [superior]

< 524h/532H 197v/206V Pos: standing >
A Drow Elf enters from the northeast.
An air elemental enters from the northeast.
An air elemental enters from the northeast.
An air elemental enters from the northeast.

< 524h/532H 198v/206V Pos: standing >
A Drow Elf leaves south.
An air elemental leaves south.
An air elemental leaves south.
An air elemental leaves south.

< 524h/532H 199v/206V Pos: standing >
A Drow Elf enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.

< 524h/532H 200v/206V Pos: standing >
A Drow Elf gives an order to his followers.
A Drow Elf snaps into visibility.
An air elemental snaps into visibility.
An air elemental snaps into visibility.
An air elemental snaps into visibility.
A Troll snaps into visibility.
A Troll suddenly looks a bit dumb, and madly slams _YOU_!
You snap into visibility.

< 516h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC:few scratches E: A Troll sta EP: excellent >
 A Troll misses you.
A Troll misses you.
A Troll snaps into visibility.
A Troll leaps at you only to realize you are down already.
The lich of a bulky fisherman suddenly attacks a Troll!
The lich of a bulky fisherman snaps into visibility.
[Damage:  1 ] The lich of a bulky fisherman's punch grazes a Troll.

< 516h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC:few scratches E: A Troll sta EP: excellent >
 A Troll's impressive slash wounds you.
A Troll's impressive slash wounds you.
A Troll's powerful pierce strikes you.
A Troll's impressive pierce wounds you.
A Troll's powerful slash strikes you.
A Troll's impressive slash wounds you.
A Troll's impressive slash wounds you.

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: excellent >
 You miss a Troll.
A Troll snaps into visibility.

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: excellent >
 An air elemental fades from your mortal viewing...

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: excellent >
 An air elemental fades from your mortal viewing...

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: excellent >
 An air elemental fades from your mortal viewing...
A blood golem suddenly attacks a Troll!
A blood golem snaps into visibility.
A Troll snaps into visibility.
[Damage:  1 ] A blood golem's weak slash grazes a Troll.
A Troll snaps into visibility.
[Damage:  1 ] The lich of a bulky fisherman's weak punch grazes a Troll.
[Damage:  1 ] The lich of a bulky fisherman's punch grazes a Troll.

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: few scratches >
 A Drow Elf stops using Tsunami, the trident of storms.

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: few scratches >
 A blood golem suddenly attacks a Troll!
A blood golem snaps into visibility.
[Damage:  1 ] A blood golem's weak slash grazes a Troll.
A Drow Elf gets a rod of sunshine from her portable hole.

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: few scratches >
 A Drow Elf grabs a rod of sunshine.

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: excellent >
 The lich of a blood golem suddenly attacks a Troll!
The lich of a blood golem snaps into visibility.
[Damage:  1 ] The lich of a blood golem's punch grazes a Troll.

< 397h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: few scratches >
 A Troll snaps into visibility.
A Troll's impressive slash wounds you.
A Troll's fine pierce wounds you.
A Troll's impressive pierce wounds you.
A Troll's fine slash wounds you.
A Troll's impressive slash strikes you.
A Troll's impressive slash strikes you.
A Troll misses you.
A Troll misses you.
A Troll snaps into visibility.

< 332h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: few wounds E: A Troll sta EP: few scratches >
 A Troll dodges your futile attack.
A Troll snaps into visibility.
A Drow Elf points a rod of sunshine at you!
A Drow Elf snaps into visibility.
A Drow Elf unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!

< 229h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: nasty wounds E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
[Damage:  1 ] The lich of a bulky fisherman's weak punch grazes a Troll.
[Damage:  1 ] The lich of a bulky fisherman's weak punch grazes a Troll.

< 229h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: nasty wounds E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
[Damage:  1 ] A blood golem's weak slash grazes a Troll.
[Damage:  1 ] A blood golem's weak slash grazes a Troll.
[Damage:  1 ] A blood golem's weak slash grazes a Troll.
A Troll snaps into visibility.
[Damage:  1 ] A blood golem's slash grazes a Troll.

< 229h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: nasty wounds E: A Troll sta EP: few scratches >
 A Troll snaps into visibility.
[Damage:  1 ] The lich of a blood golem's weak punch grazes a Troll.
A Troll's spell flows around the lich of a blood golem, leaving it unharmed!
[Damage:  2 ] The lich of a blood golem's weak punch grazes a Troll.
A Troll's spell flows around the lich of a blood golem, leaving it unharmed!
A Drow Elf starts casting an offensive spell called 'electrical execution'.

< 229h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: nasty wounds E: A Troll sta EP: few scratches >
 A Troll's skin seems to turn to stone.
A Troll dodges a blood golem's attack.
[Damage:  1 ] A blood golem's weak slash grazes a Troll.
[Damage:  1 ] A blood golem's slash grazes a Troll.

< 229h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: nasty wounds E: A Troll sta EP: few scratches >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Drow Elf engulfs you.
OUCH!  That really did HURT!
A Drow Elf misses you.
A Drow Elf misses you.

< 164h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: nasty wounds E: A Troll sta EP: few scratches >
 A Drow Elf's skin seems to turn to stone.

< 164h/532H 200v/206V Pos: on your ass >
< T: Steo TP: ass TC: nasty wounds E: A Troll sta EP: few scratches >
 You feel your skin soften and return to normal.
A Troll snaps into visibility.
A Troll's fine slash strikes you.
A Troll's powerful slash seriously wounds you.
A Troll's powerful pierce seriously wounds you.
A Troll's powerful pierce enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
The granite dagger 'BloodFeast' emits a blood curdling sCrEaM!!!
You feel the lifeforce being drained from your limbs!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
A Troll's impressive slash hits you.
Your magenta mask was completely destroyed by the massive blow!
Your glowing jade earring was completely destroyed by the massive blow!