The death of [30 Sorcerer] Rogha (Vampire)

in The Chamber of the Archmage

from the perspective of [46 Elementalist] Sgan Brewed in Blood (Troll)

<worn as a badge>    a miniature carved piece of the statue of Astansus
<worn on head>       a polished mithril and dragonscale helmet (magic)
<worn on eyes>       a royal observer's eye glasses (magic) [84%]
<worn in ear>        a tiny water wisp (magic)
<worn in ear>        a tiny water wisp (magic)
<worn on face>       a mask of autumn leaves [79%]
<worn around neck>   a fine necklace of seashells [poor] (magic) (glowing) [80%]
<worn around neck>   the collar of firestones (magic) [86%]
<worn on body>       a long black satin robe (magic) (glowing)
<worn about body>    the cloak of multi-colored beads (magic) (glowing)
<worn on back>       a large leather backpack
<worn as quiver>     a silken backsheath of flight with a strange dark bloodstone (magic)
<worn about waist>   a condom made from an Ogre's scrotum
<worn on belt buckle>a dreamcasters scepter of stars [84%]
<worn on arms>       some mantis sleeves
<worn around wrist>  a bracelet of twisted roots (glowing) [89%]
<worn around wrist>  the neck-charm of Savannah of Broken Trusts [superior] [30%]
<worn on hands>      some fused stony gauntlets
<worn on finger>     a ring of the mermaids
<worn on finger>     a ring of invisibility [poor] (magic)
<primary weapon>     a blackened dreamwalker's staff (magic)
<held>               a totem of Diinkarazan [superior] (magic)
<worn on legs>       some tattered leggings [superior] [82%]
<worn on feet>       a pair of clawed demon-hide moccasins

   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
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 194v/216V Pos: standing >
Juq leaves north.
You follow Juq.

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.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A shady chemist peers at you.

< 1102h/1102H 194v/216V Pos: standing >
Juq leaves north.
You follow Juq.

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 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
An commoner walks the road, intent on his destination.

< 1102h/1102H 193v/216V Pos: standing >
Juq leaves north.
You follow Juq.

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 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 193v/216V Pos: standing >
Juq leaves south.
You follow Juq.

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 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
An commoner walks the road, intent on his destination.

< 1102h/1102H 194v/216V Pos: standing >
Juq leaves south.
You follow Juq.

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.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A shady chemist peers at you.

< 1102h/1102H 193v/216V Pos: standing >
Juq leaves south.
You follow Juq.

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
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 193v/216V Pos: standing >
Juq leaves south.
You follow Juq.

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
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 192v/216V Pos: standing >
Juq leaves south.
You follow Juq.

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 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 192v/216V Pos: standing >
Juq leaves south.
You follow Juq.

A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -West #
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 191v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 191v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -South# -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 190v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 190v/216V Pos: standing >
Juq leaves east.
You follow Juq.

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

< 1102h/1102H 189v/216V Pos: standing >
Juq leaves east.
You follow Juq.

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

< 1102h/1102H 189v/216V Pos: standing >
You leave the group.

< 1102h/1102H 190v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 190v/216V Pos: standing >
Juq leaves south.
You follow Juq.

A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 190v/216V Pos: standing >
Juq leaves south.
You follow Juq.

A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 189v/216V Pos: standing >
You attempt to give consent...
Juq leaves east.
You follow Juq.

A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 189v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 189v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A small snake swims in the swamp.
A small snake swims in the swamp.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves east.
You follow Juq.

In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 188v/216V Pos: standing >
You are now a member of Juq's group.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East  -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 189v/216V Pos: standing >
Juq leaves east.
You follow Juq.

An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves east.
You follow Juq.

Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 187v/216V Pos: standing >
Juq leaves east.
You follow Juq.

Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 187v/216V Pos: standing >
You nod.
Juq leaves east.
You follow Juq.

Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East  -West 
Two large boulders with rope strung around them anchor a bridge.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 1102h/1102H 186v/216V Pos: standing >
Juq leaves west.
You follow Juq.

Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 187v/216V Pos: standing >
Juq leaves east.
You follow Juq.

Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East  -West 
Two large boulders with rope strung around them anchor a bridge.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves east.
You follow Juq.

Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East  -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves west.
You follow Juq.

Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East  -West 
Two large boulders with rope strung around them anchor a bridge.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves west.
You follow Juq.

Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves west.
You follow Juq.

Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 187v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Bend in a Trail
   A few dead trees lay in the road, they have been broken off at their base
by marauding minotaurs. Their foot prints in the mud echo just how they move
and where. Many of the trees are still laying about with mud all over them.
Cow's like to work out and keep their muscles strong, they also like to release
a lot of built up rage. They do most of this here. Knocking over trees alleviates
their anger and lifting the trees are used at weights for their workouts. The
mud below shows signs of various prints aside from the booted foot. Broken
eggshells lay scattered about, obviously reptiles inhabit this region of the
muck. The trail spans to the northeast, along a running river.
Obvious exits: -North -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 187v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -North -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 186v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Cobblestone Road
   The cobblestones that make up the road below are paved and allow wagons to
freely travel without difficulty. Much of the grass on either side of the road
had grown very long, creating a type of corridor made of grass. Off toward the
north lays nothing but grass land that is put to good use by the town's
mules and farmers. A large wheat feed has a few mules and a few slaves working
the wheat. The wheat is to be served to the army when they are out of town
because wheat does not spoil and fills the tummy quite nicely. Towards the
northeast however, a forest is looms. A river within the forest runs to the
south where some sort of depot of water must reside, like open sea.
Obvious exits: -North -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 185v/216V Pos: standing >
Juq leaves north.
You follow Juq.

Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A commoner walks toward his destination.

< 1102h/1102H 185v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Steep Slope
   The slope leads down and to the west from here. Up above to the north a
stream is visible as it runs downhill. A forest looms on either side of the
river, however, there is a small plateau before the forest. The small
cobblestone road on the road breaks up a bit to the north, for it is due for
some reparation. Grass and overgrown weeds begin to take it over, making
travelling a little tedious. Beyond the forest, in some sort of grove, smoke
arises steadily. There must be some sort of settlement.
Obvious exits: -North -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 186v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Small Plateau
   This plateau stretches some distance before it reaches the forest to the
north east. The cobblestone road is in terrible need of restoration for the
weeds and grass have begun to overtake it, overturning stones in various spots.
There must be a minimal amount of activity this far out from town for the road
to be such a mess. A grove of some sort must reside within the forest, because
smoke arises in such a manner to suggest that it would be coming from a
chimney. The road breaks up and turns into a small trail just to the north.
Obvious exits: -North -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 185v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Light Forest
   A large outcropping of conipercus trees cover the area, creating a small
forest which provides shelter for several animals of the forest. The trees are
quite large however, most reaching over twenty feet tall. Their bark is an odd
color green and their branches twist themselves about like writhing serpents.
Brownish green leaves cover some of the trees, though even more are bare.
Despite the climate, these trees seem to fail to grow like the others of its
kind to the east. Perhaps some sort of poison or ghastly substance prevents
their bloom. Creatures are audible for they stir within the forest.
Obvious exits: -North -South
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 185v/216V Pos: standing >
Juq leaves north.
You follow Juq.

Beginnings of a Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the north to a center of shopping.
Obvious exits: -North -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A commoner walks toward his destination.

< 1102h/1102H 185v/216V Pos: standing >
Juq leaves south.
You follow Juq.

A Light Forest
   A large outcropping of conipercus trees cover the area, creating a small
forest which provides shelter for several animals of the forest. The trees are
quite large however, most reaching over twenty feet tall. Their bark is an odd
color green and their branches twist themselves about like writhing serpents.
Brownish green leaves cover some of the trees, though even more are bare.
Despite the climate, these trees seem to fail to grow like the others of its
kind to the east. Perhaps some sort of poison or ghastly substance prevents
their bloom. Creatures are audible for they stir within the forest.
Obvious exits: -North -South
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 186v/216V Pos: standing >
Juq leaves north.
You follow Juq.

Beginnings of a Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the north to a center of shopping.
Obvious exits: -North -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A commoner walks toward his destination.

< 1102h/1102H 187v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 1102h/1102H 188v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Withered 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. A tower looms to
the west as it rises over the trees, just high enough to be able to scope out
the surrounding area. There can be but one purpose for this tower, to peer
into the horizon for potential hostile parties.
Obvious exits: -East # -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 189v/216V Pos: standing >
Juq leaves west.
You follow Juq.

A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 1102h/1102H 190v/216V Pos: standing >
Juq leaves north.
You follow Juq.

A Withered Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the south to a center of shopping. To the east
a trail takes a turn toward the forest to the north east.
Obvious exits: -East  -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 189v/216V Pos: standing >
Juq leaves east.
You follow Juq.

Before a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -North -West 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 190v/216V Pos: standing >
Juq leaves north.
You follow Juq.

On a Wooden Bridge
   The wooden bridge looks to have nearly succumbed to the elements. Years of
rain, snow, wind, and the sun look to have broken the elasticity and strength
of the bridge. A forest grove is visible just to the east, it's a very shallow
grove, however, it's impossible to see just what lays within it for a veil of
darkness surrounds it. To the south a small settlement is visible. Over the
horizon to the west a large tower looms, peaking over the trees just enough so
that it is possible to scout a large portion of the area to the east.
Obvious exits: -East  -South
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 192v/216V Pos: standing >
Juq leaves east.
You follow Juq.

A Forest Grove
   Sunlight will never reach this shallow grove for a curse has been laid upon
it, a curse originating from the evil tower for which resides here. No one can
say just what kind of magic is at work here or for which purpose, however, it
is clear that nothing good can become of the power at work here. The animals of
the forest avoid this alcove for this tower for their senses are tuned in with
the natural order of things and the evil tower is anything but natural. During
most of the night, wolves howl at the tower. Most minotaurs avoid this tower,
and to those who trespass only one thing could possibly be expected, death. It
is questionable whether or not the cow's were the ones who built this, for not
much is known about it. None of those who dwell within mingle with their kin.
Obvious exits: -West 
A tower of high sorcery blocks out all light.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
The head taskmaster silently cleans his whip.

< 1102h/1102H 194v/216V Pos: standing >
Juq enters a tower of high sorcery.

< 1102h/1102H 196v/216V Pos: standing >
Your group consists of ( 2/30):
( Head)                                Juq
(Front)  1102/1102  hit,  197/216  move Sgan

< 1102h/1102H 197v/216V Pos: standing >
You enter a tower of high sorcery.
A Tower Base
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
Obvious exits: -West  -Up   
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 201v/216V Pos: standing >

< 1102h/1102H 203v/216V Pos: standing >
Juq leaves up.
You follow Juq.

Second Level
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East  -Down 
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.

< 1102h/1102H 203v/216V Pos: standing >
You quickly scan the area.
A Vampire who is close by to your north.
Asterion, the minotaur Archmage who is close by to your north.
Vanailiux who is close by to your east.

< 1102h/1102H 204v/216V Pos: standing >
Juq leaves north.
You follow Juq.

The Chamber of the Archmage
   This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
A spellbook lies here, discarded.
A steel dagger about a foot in length lies here.
[20] A small bandage rests upon the ground here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[4] A steel dagger has been tossed aside here.
[4] A warhammer with a sturdy-looking steel head lies here.
Juq Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.
A Vampire (medium) stands, floating here. (Non-Fraggable)
A powerful looking Minotaur stands here, eyeing you suspiciously.

< 1102h/1102H 204v/216V Pos: standing >
Juq places a beautiful crystal switchblade from The Savannah of Broken Trusts in the back of a Vampire, resulting in some strange noises and some blood.

< 1102h/1102H 204v/216V Pos: standing >
A Vampire dodges Juq's attack.
Juq misses a Vampire.
Juq's impressive slash strikes a Vampire.
Juq tackles a Vampire square in the chest knocking the wind out of her!

< 1102h/1102H 208v/216V Pos: standing >
You start chanting...

< 1102h/1102H 212v/216V Pos: standing >
Juq parries a Vampire's lunge at him.

< 1102h/1102H 212v/216V Pos: standing >
Casting: arieks shattering iceball 

< 1102h/1102H 214v/216V Pos: standing >
You complete your spell...
You point at a Vampire.
Your spell flows around a Vampire, leaving her unharmed!

< 1102h/1102H 215v/216V Pos: standing >
Juq's mighty slash strikes a Vampire very hard.
Juq misses a Vampire.

< 1102h/1102H 216v/216V Pos: standing >
You start chanting...

< 1102h/1102H 216v/216V Pos: standing >
You complete your spell...
You point at a Vampire.
The intense flames cause a Vampire's skin to smolder and burn!
[Damage: 136 ] -=[Your blast of molten spray slams into a Vampire, burning holes into her flesh.]=-
A Vampire is dead! R.I.P.
You receive your share of experience.