The death of [47 Blackguard] Hodd (Orc)

in Near the Eastern Wall of Tentro

from the perspective of [51 Swordsman] Shim (Minotaur)

<worn as a badge>    a royal badge of Arcium [superior] (illuminating)
<worn on horns>      horns of the buffalo [modified]
<worn on eyes>       a blackened eyepatch of the minotaur
<worn in ear>        an earring of rotting flesh [76%]             
<worn in ear>        a silver hoop earring (glowing)
<worn on face>       the mask of the templar
<worn in nose>       a stylish silver nose ring
<worn around neck>   a necklace of Darkspine royalty (glowing)
<worn around neck>   a necklace of troll fingers
<worn on body>       a suit of black ringmail bearing the symbol of Alatorin
<worn about body>    a hooded black cape (glowing) [63%]             
<worn on tail>       a sparkling brass tail protector
<worn as quiver>     a humming dragonscale quiver
<worn about waist>   a well crafted spiked sword belt
<worn on belt buckle>lucky alchemist sack [modified]
<attached to belt>   a rugged adventurers satchel (illuminating)
<worn on arms>       a pair of bronze spiked arm plates
<worn around wrist>  a mithril bracer of Tarkorsh of precision
<worn around wrist>  the combat brace of the maelstrom
<worn on hands>      some gauntlets of might
<worn on finger>     an armageddon signet ring
<worn on finger>     the ring of the overfiend [80%]             
<primary weapon>     a jagged-tooth club
<secondary weapon>   a gladiators blade (glowing)
<worn on legs>       a set of spiked dragonscale leggings

   The Field of Endolin is a place of legend, a place of mystery and a place
of wonderment.  There has been speculation that this prairie had some kind of
mystical power or dangerous secret.  Many travelers have come to this prairie
in search of a dangerous secret or a glorious treasure hoard.  The adventurers
always left the fertile plains frustrated and bored out of their minds.  There
is little to do on such a great expanse of grass and prairie dogs.  Others that
have come here are amazed by the natural beauty and purity of the place.  One
may travel in any direction.
Obvious exits: -North -East -South -West

< 334h/886H 39v/170V Pos: standing >
On the Prairie Fields
   The history of the Field of Endolin has been long and boring.  Most often
this region of the world is only passed through in great war campaigns or in
hastily planned retreats.  The many miles of prairie are filled with many
different kinds of animals, the largest being the large and stupid buffalo.
The ground is littered with many prairie dog holes, their homes in the ground.
There are rumors of strange activities on this field, but they make little
sense seeing as how no group has civilized even a corner of this region.  One
may travel in any direction.
Obvious exits: -North -East -South -West
A sparrow hops about the ground here.

< 335h/886H 37v/170V Pos: standing >
On the Hearty Prairie Grasses
   The wide field on the plains is characterized by the miles upon miles of
lush green grass.  There is little to see here, yet at the same time this field
is so full of life that one could watch for days and still not take in all that
there is to see.  The sky opens wide above ones head, seeming to stretch to
infinity.  The smells of the prairie are plain, yet somewhat exotic.  The
earthy smells are often accompanied by the sweet smells of the prairie flowers.
One may travel to the north or west.
Obvious exits: -North -West
A large and very shaggy buffalo grazes on the prairie.
A young buffalo runs gaily through the prairie.

< 336h/886H 36v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 336h/886H 36v/170V Pos: standing >
A young buffalo leaves north.

< 339h/886H 39v/170V Pos: standing >
You tell your racewar 'orc rakshasa'

< 340h/886H 40v/170V Pos: standing >
An Orc enters from the north.
A deadly nightmare trots in from the north.

< 345h/886H 43v/170V Pos: standing >
A rakshasa guard says in goblin 's'

< 345h/886H 44v/170V Pos: standing >
An Orc suddenly attacks YOU!
You are briefly surrounded by a red aura!
An Orc misses you.

< 347h/886H 45v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sta EP: excellent >
 A rakshasa guard disappears from your vision for a moment, suddenly appearing behind you; you fail to counter his advance...

< 347h/886H 45v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sta EP: excellent >
 You attempt to flee...
On the Prairie Fields
   The history of the Field of Endolin has been long and boring.  Most often
this region of the world is only passed through in great war campaigns or in
hastily planned retreats.  The many miles of prairie are filled with many
different kinds of animals, the largest being the large and stupid buffalo.
The ground is littered with many prairie dog holes, their homes in the ground.
There are rumors of strange activities on this field, but they make little
sense seeing as how no group has civilized even a corner of this region.  One
may travel in any direction.
Obvious exits: -North -East -South -West
A sparrow hops about the ground here.
A young buffalo runs gaily through the prairie.
A sparrow hops about the ground here.
You flee northward!

< 347h/886H 20v/170V Pos: standing >
Ye feel a burning sensation in yer blood.

< 337h/886H 20v/170V Pos: standing >
On The Grassy Range
   This natural field is inhabited by many different species of animals.  The
grasses that grow here are both hearty and resilient, surviving both harsh
winters and intense heat.  The animals that live here eat the grasses almost
exclusively, for little else grows here.  One may travel for miles without ever
seeing another non-animal.  The Field of Endolin is just that vast.  One may
travel in any direction.
Obvious exits: -North -East -South -West

< 337h/886H 18v/170V Pos: standing >
A young buffalo enters from the east.
On the Prairie Grasses
   The grasses of the prairie are very lush and green here.  They stretch out
for miles and miles in every direction.  The field is full of wildlife.  You
can see many animals running freely across the plain.  There are many different
kinds of animals that live on this plain.  One can see many small prairie dog
holes dotting the field.  There are also signs of larger animals as there are
quite a few large piles of waste.  One may travel in any direction.
Obvious exits: -North -East -South -West
A large and hairy female buffalo grazes here.
A golden prairie dog sits here looking at your queerly.
A large and very shaggy buffalo grazes on the prairie.

< 337h/886H 17v/170V Pos: standing >
On the Grassy Plain
   This grassy plain is the home to many different kinds of animals.  The
animals live in peace usually, but the predators that live here need to live
and eat as well.  Most of the creatures live off of the hearty grasses that
grow in great abundance here.  The plains are the ideal place in nature, too
big to ruin, yet one area of the plain is as peaceful as another.  The Field
of Endolin is a very large field of grasses that is often traveled across by
merchants or travelers.  Armies rarely travel here, preferring to stick close
to the mountain ranges, out of sight to their foes.  One may travel in any
direction on the plain.
Obvious exits: -North -East -South -West
A filthy vulture flies above you.
A starving looking black wolf prowls the prairie here.
A filthy vulture flies above you.
A sparrow hops about the ground here.

< 337h/886H 15v/170V Pos: standing >
The red aura around you flashes blue and is gone.

< 337h/886H 15v/170V Pos: standing >
On The Grassy Field Of Endolin
   The vast grassy plain is wide open to the elements.  During the harsher
winters this land is a death field, for none of the animals migrate away from
the harsh conditions.  There are many bones and such that have been consumed by
the fast growing grasses.  They are now no more than bumps on the surface of
the field.  There are many small game trails winding in random directions from
this point.  One may travel north, south, west or east.
Obvious exits: -North -East -South -West
A young buffalo runs gaily through the prairie.

< 338h/886H 14v/170V Pos: standing >
The Edge of the Field of Endolin
   The Field of Endolin ends here when it reaches another region of the realm.
There is little difference between this part of the prairie and any other.  It
seems that this entire region is the most boring area in all existence.  There
are no civilizations, no communities, not even a wandering tribe of nomads.
All that lives here are animals and grass, not exactly exciting.  Winter is the
only time this region gets interesting, because that is when many animals can
either starve to death or kill to live.  The buffalo dig through the snow to
get at the frozen blades of grass that help them survive the winter.  The many
prairie dogs try to store enough food to live through the winter, but the rest
of the animals must try to find another source of food.  One may travel east or
north on the field.
Obvious exits: -North -East
A killer mosquito flies through the air here.

< 338h/886H 12v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 339h/886H 12v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 339h/886H 13v/170V Pos: standing >
On The Grassy Field Of Endolin
   The vast grassy plain is wide open to the elements.  During the harsher
winters this land is a death field, for none of the animals migrate away from
the harsh conditions.  There are many bones and such that have been consumed by
the fast growing grasses.  They are now no more than bumps on the surface of
the field.  There are many small game trails winding in random directions from
this point.  One may travel north, south, west or east.
Obvious exits: -North -East -South -West
A young buffalo runs gaily through the prairie.

< 340h/886H 11v/170V Pos: standing >
On the Field of Endolin
   The Field of Endolin is covered with miles and miles of prairie grass.
The grasses are about two feet high and very thick.  Some tall weeds add some
color to the vast green ocean of grass.  The lush prairie lands reach to
the furthest horizons.  There are a few small holes in the sod here where some
prairie dogs live.  There are some game trails through the tall grass.  One may
travel north or east.
Obvious exits: -North -East

< 340h/886H 10v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 340h/886H 10v/170V Pos: standing >
Grassy Plain that is the Field of Endolin
   This grassy plain is covered with miles of prairie grass and clover.  The
field meets the horizon in every single direction.  Below your feet the grass
is lush and green with jusdt a hint of being dehydrated.  The grass here sways
slightly in the wind, looking very much like a wave over the plain.  There are
many small holes that animals have dug into the sod.  One may travel in any
direction they choose.
Obvious exits: -North -East -South -West
A golden prairie dog sits here looking at your queerly.

< 341h/886H 9v/170V Pos: standing >
Upon the Lush Grasses of The Field of Endolin
   The Fields of Endolin have been this large and wide open plain that lies
before you for centuries.  The entire area was once covered with tons of ice
and rock as the large glaciers moved south.  The ground was not scarred like
some of the canyons in the western regions but actually was leveled totally
flat.  The green grasses grow very well in the infertile soil of the prairie.
The grass is about all that grows here save an occasional weed.  One may travel
to the north or east.
Obvious exits: -North -East
A small rabbit bounds over the prairie here.
A killer mosquito flies through the air here.

< 342h/886H 7v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 342h/886H 7v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/886H 8v/170V Pos: standing >
Upon the Field of Endolin
   The Field of Endolin is a very lush and healthy prairie.  The sod here has
grown solid with a tough looking grass.  The grass is a dark green and very
strong.  There are many trails leading off further onto the field.  There are
some buffalo chips lying on the ground.  It has been said by the older native
barbarians that the buffalo chips can be used as a fire starter.  There are
miles of prairie stretching out to the north.  One may travel in any direction.
Obvious exits: -North -East -South -West
A wild horse stands here ready to go for a run.

< 343h/886H 6v/170V Pos: standing >
The Edge of a Great Wide Plain
   A large and spacious field opens up before you here.  The field is long and
very wide.  There are many tufts of lush green grass that can be seen even at
a very great distance.  The sky opens very wide above the field as there are
no trees at all to break up the skyline. One can see many miles of open prairie
to the north.  One may travel to the north into the field or south out of the
entire bowl shaped area.
Obvious exits: -North -South -West
A killer mosquito flies through the air here.
A wild horse stands here ready to go for a run.

< 344h/886H 4v/170V Pos: standing >
On the Vast Grassy Plain of Tentro
   This grassy plain seems to go on forever.  To the north the plain seems
to dip down into a depression, a bowl shaped area.  The region is normally
filled with wild animals, from buffalo to wild horses.  Most animals stay clear
of the city of Tentro for fear of being hunted.  Most people from Tentro do not
themselves hunt, but travelers and explorers often will leave the safety of the
city walls for the thrill of the hunt.  The city wall is still visible from
here, a large and impressive structure.  No trees grow on this vast prairie,
the sod is too thick to let any new plants come in.  There are some thin trails
leading to the north.  One may travel to the north or west from this point.
Obvious exits: -North -West

< 344h/886H 3v/170V Pos: standing >
Near the Eastern Wall of Tentro
   This large grassy field is a wild and untamed place.  The laws of nature
apply here, where the strong survive and the weak get devoured.  What lies
beyond the protective walls of Tentro can be deemed as unsafe.  The prairie
grasses that grow here are untouched by both man and iron plow.  The wild
nature of this field prevents any farming from taking place, its just too
risky.  The field stretches off into the distance, a hill dominating the
horizon.  One may travel back into Tentro through the gate to the west.  One
may travel to the east or north on the plain.
Obvious exits: -North -East -West#

< 345h/886H 1v/170V Pos: standing >
The gate seems to be closed.

< 345h/886H 2v/170V Pos: standing >
The gate seems to be closed.

< 345h/886H 2v/170V Pos: standing >
The gate seems to be closed.

< 346h/886H 2v/170V Pos: standing >

< 347h/886H 3v/170V Pos: standing >
It's already open!

< 347h/886H 3v/170V Pos: standing >
The Intersection of All Saints Boulevard and Longbow Avenue
   Longbow Avenue and All Saints Boulevard meet here in front of the eastern
gate of Tentro.  The wall affords a great deal of safety from the wild animals
and creatures that roam on the grassy plain.  There is a guards station on
either side of the large gate, proof positive of the steadfast determination
to keep Tentro a free and safe haven for those in need.  There are no permanent
wooden buildings here, only stone, to prevent any fires from breaking out this
near to such an important gate.  One may travel in any direction from this
point or east out of the gate and into the plain.
Obvious exits: -North -East -South -West
Nib (Gnome)(small) stands, floating here.
Laz (Human)(medium) stands in mid-air here.

< 348h/886H 3v/170V Pos: standing >
Pardon?

< 348h/886H 3v/170V Pos: standing >
Pardon?

< 349h/886H 4v/170V Pos: standing >
Laz leaves east.

< 350h/886H 4v/170V Pos: standing >
Laz enters from the east.

< 351h/886H 5v/170V Pos: standing >
Ok.

< 351h/886H 6v/170V Pos: standing >
A commoner enters from the south.

< 352h/886H 6v/170V Pos: standing >
You can't leave a group when your not already in one!

< 357h/886H 10v/170V Pos: standing >
You attempt to give consent...

< 361h/886H 13v/170V Pos: standing >
Laz starts casting a spell.

< 361h/886H 14v/170V Pos: standing >
The Intersection of All Saints Boulevard and Longbow Avenue
Obvious exits: -North -East# -South -West
A common citizen walks through the streets here.
Nib (Gnome)(small) stands, floating here.
Laz (Human)(medium) stands in mid-air here. (casting) 

< 362h/886H 14v/170V Pos: standing >
Ye feel a burning sensation in yer blood.
A commoner leaves south.

< 352h/886H 14v/170V Pos: standing >
Laz completes his spell...
Laz utters the words 'iahjcandusg hajqp'
The warmth of nature fills your body.

< 354h/886H 16v/170V Pos: standing >

< 381h/886H 17v/170V Pos: standing >
You are now a member of Laz's group.

< 421h/886H 17v/170V Pos: standing >
Laz leaves west.

< 439h/886H 21v/170V Pos: standing >
The Intersection of All Saints Boulevard and Longbow Avenue
Obvious exits: -North -East# -South -West

< 441h/886H 23v/170V Pos: standing >
The Intersection of All Saints Boulevard and Longbow Avenue
Obvious exits: -North -East# -South -West

< 442h/886H 24v/170V Pos: standing >
Along All Saints Boulevard
   The grand boulevard continues here in front of the large merchants tent.
The tent is a large temporary structure made from thick rawhide and leather.
The tent is normally filled with merchants selling their goods from all over
the face of Duris.  The large tent flap is fastened open to allow customers in
at any time of the day.  Any grasses growing here have been trampled by the
steady flow of shoppers and browsers as the economy here in Tentro is very
well established.  One may enter the tent to the south or travel east or west
on this particular road.
Obvious exits: -East -South -West

< 442h/886H 23v/170V Pos: standing >
The Beginning of All Saints Boulevard
   All Saints Boulevard was first called that because of the tendancy of the
holy priests from the cathedral was to come to this small side street and bear
witness to those who had not yet met their God.  The extensive preaching that
the priests did led many of the citizens of this village out of the darkness
they once felt and gave them hope.  The street has been very meticulously
cleaned by the younger members of the church as a display of respect for the
long passed-away priests.  There are many nice shade trees and benches that
make this place very nice to walk around in.  One may travel east or west.
Obvious exits: -East -West
A common citizen walks through the streets here.

< 443h/886H 23v/170V Pos: standing >
A Four-Way Intersection on Green Plum Avenue
   Green Plum Avenue meets two other streets at this intersection:  The
southern walk of Tentro and All Saints Boulevard.  This large square formed by
the converging streets is a popular place for people to hang out in.  There
are many benches one may rest and converse on.  Large buildings loom in three
directions and the city wall rises to the southwest, the best protection one
can have from the savage forces located outside of Tentro.  Many strange smells
come from a nearby food vendor.  Many scholars claim that the original wall
that surrounded Tentro was located here, the part of the village to the south
was located outside of the protective wall.  That ancient wall has been long
gone and the nice intersection remains.  One may travel in any direction.
Obvious exits: -North -East -South -West

< 443h/886H 22v/170V Pos: standing >
Tentro's Southern Walkway
   The southern road continues here as it travels along the city wall.  The
road is covered with various forms of trash, some of which appear to have been
sitting here in the elements for months.  There are some tall tufts of weeds
that grow near to the wall.  Due to the fact there are so many buildings to
the north, this road is generally cool and protected from the beating power of
the sun.  The road is generally full of traders and merchants, but as of late
the amount of new trade that comes in is nearly non-existant.  One may travel
west or east from this point.
Obvious exits: -East -West

< 444h/886H 21v/170V Pos: standing >
You stop regenerating.

< 444h/886H 22v/170V Pos: standing >
The Southern Walk of Tentro
   The southern walk of Tentro is a very boring place.  There are no buildings
to speak of located here, just a loose assortment of shantys and of course the
southern wall of Tentro, a large and sturdy means of protection for the city.
The street itself is paved, but not well maintained.  There are many large
cracks and pieces of the pavement that have been removed completely.  The wall
casts its long shadow over this stret the majority of the time.  Small tufts
of grass grow near the structure to the north.  One may travel to the east or
south on the southern walk of Tentro.
Obvious exits: -East -West
A common citizen walks through the streets here.
A common citizen walks through the streets here.

< 445h/886H 21v/170V Pos: standing >

< 445h/886H 21v/170V Pos: standing >
The Southern Walk of Tentro
   This small road runs parallel to the large stone barricade that protects
the mountain village.  The small street is paved with well hewn stones and a
thick mortar to seal them together.  The street is quite clean and well
maintained by the many village workers.  There is a tight and dark alley that
heads between the buildings located to the north.  The tall village wall is
to your south and it looms over twenty feet tall at this point.  One may travel
to the north, east or west.
Obvious exits: -North -East -West
Thesaloneous, a Paladin of the _-=(Holy Order)=-_ walks here.

< 445h/886H 20v/170V Pos: standing >
A Side Path Between the City Wall and Buildings
   This side street runs in between the large building to the north and the
enormous city wall to the south.  Although this alley is paved with stones, it
has fallen into a pitiful state.  There has been a lot of trash thrown here by
both the guards who walk the wall above here and the passers by who drop any
garbage they happen to be carrying.  The men and women who goven this great
town have ordered the city maintenance people to sweep the trash up against the
city wall and then covered with straw or tarps.  One may travel either west or
east.
Obvious exits: -East -West
An apprentice priest walks through the streets preaching his gospel.

< 445h/886H 21v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 445h/886H 22v/170V Pos: standing >
A Narrow Side Street Between the City Wall and Some Buildings
   This narrow side street runs between the villages protective wall and a
wide assortment of different kinds of stone buildings to the north.  This small
walkway was once used only in times of war to transport both troops and water
along the cities wall.  The troops were often quickly rushed to the eastern
walls where invasions were the most likely.  The water was used when smarter
invaders would shoot flaming arrows over the wall and onto the wooden buildings
causing a great deal of havoc and general danger to the citizens.  The road is
now used as any other road, for the transportation of goods and people.  The
road is partially paved, but, for the most part, it is just paved with various
cobblestones.  One may travel west to the central path or east along the wall
road.
Obvious exits: -East -West

< 445h/886H 22v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 445h/886H 22v/170V Pos: standing >
On the Stone Path of Tentro
    This is the first large square in the mountain village of Tentro.  The
city of Tentro itself is a peaceful and secluded place.  It's a place of poets
and of lovers, a place of dreams and of new beginnings.  There is always a
chance for a new opportunity in Tentro.  There are many buildings in the town,
all densely packed together.  The city is protected from the wild and deadly
creatures of the mountains by a huge city wall, constructed by a troupe of
highly skilled mountain dwarves.  The streets here are paved with smooth stones
and mortar, a combination that stands up to any weather condition.  There is
much to see and do in Tentro such as:  attend the grand cathedral, share a pint
in the large pub, browse rare and exotic goods in the merchants tent, relax in
the bath house of Tentro, take the children to the zoo or even just watch the
people walk by in one of the many city squares.  One may travel in any of the
directions from this point in the city of Tentro.
Obvious exits: -North -East -South -West
A simple fountain made of stone has been constructed here.

< 445h/886H 21v/170V Pos: standing >
The Central Path of Tentro
   The mountain village of Tentro opens up before you here.  The splendid view
us unmatched in all of the mountain towns.  The town is world reknown for its
Battle School and amazing Zoo of exotic animals.  The town is currently
inhabited by a large portion of humans native to this region.  The large iron
gates to the south keep out the unwanted peoples that wander through the rocky
areas surrounding the village.  The mayor of this village is a noble man and
pays his village guards well.  One may travel north into the village or south
back into the mountains.
Obvious exits: -North -South#
Nib (Gnome)(small) stands, floating here.
Laz (Human)(medium) stands in mid-air here. (casting) 
An older gentleman stands guard here, protecting Tentro

< 445h/886H 21v/170V Pos: standing >
Laz completes his spell...
Laz utters the words 'wuzruttu zuharuhl'

< 446h/886H 22v/170V Pos: standing >
You now follow Laz.

< 446h/886H 23v/170V Pos: standing >

< 446h/886H 23v/170V Pos: standing >
Laz leaves north.
You follow Laz.

On the Stone Path of Tentro
    This is the first large square in the mountain village of Tentro.  The
city of Tentro itself is a peaceful and secluded place.  It's a place of poets
and of lovers, a place of dreams and of new beginnings.  There is always a
chance for a new opportunity in Tentro.  There are many buildings in the town,
all densely packed together.  The city is protected from the wild and deadly
creatures of the mountains by a huge city wall, constructed by a troupe of
highly skilled mountain dwarves.  The streets here are paved with smooth stones
and mortar, a combination that stands up to any weather condition.  There is
much to see and do in Tentro such as:  attend the grand cathedral, share a pint
in the large pub, browse rare and exotic goods in the merchants tent, relax in
the bath house of Tentro, take the children to the zoo or even just watch the
people walk by in one of the many city squares.  One may travel in any of the
directions from this point in the city of Tentro.
Obvious exits: -North -East -South -West
A simple fountain made of stone has been constructed here.
Laz (Human)(medium) stands in mid-air here.

< 446h/886H 23v/170V Pos: standing >
Laz leaves east.
You follow Laz.

A Narrow Side Street Between the City Wall and Some Buildings
   This narrow side street runs between the villages protective wall and a
wide assortment of different kinds of stone buildings to the north.  This small
walkway was once used only in times of war to transport both troops and water
along the cities wall.  The troops were often quickly rushed to the eastern
walls where invasions were the most likely.  The water was used when smarter
invaders would shoot flaming arrows over the wall and onto the wooden buildings
causing a great deal of havoc and general danger to the citizens.  The road is
now used as any other road, for the transportation of goods and people.  The
road is partially paved, but, for the most part, it is just paved with various
cobblestones.  One may travel west to the central path or east along the wall
road.
Obvious exits: -East -West
Laz (Human)(medium) stands in mid-air here.

< 446h/886H 22v/170V Pos: standing >
Laz leaves east.
You follow Laz.

A Side Path Between the City Wall and Buildings
   This side street runs in between the large building to the north and the
enormous city wall to the south.  Although this alley is paved with stones, it
has fallen into a pitiful state.  There has been a lot of trash thrown here by
both the guards who walk the wall above here and the passers by who drop any
garbage they happen to be carrying.  The men and women who goven this great
town have ordered the city maintenance people to sweep the trash up against the
city wall and then covered with straw or tarps.  One may travel either west or
east.
Obvious exits: -East -West
Laz (Human)(medium) stands in mid-air here.
An apprentice priest walks through the streets preaching his gospel.

< 446h/886H 21v/170V Pos: standing >
Laz leaves east.
You follow Laz.

The Southern Walk of Tentro
   This small road runs parallel to the large stone barricade that protects
the mountain village.  The small street is paved with well hewn stones and a
thick mortar to seal them together.  The street is quite clean and well
maintained by the many village workers.  There is a tight and dark alley that
heads between the buildings located to the north.  The tall village wall is
to your south and it looms over twenty feet tall at this point.  One may travel
to the north, east or west.
Obvious exits: -North -East -West
Laz (Human)(medium) stands in mid-air here.

< 446h/886H 21v/170V Pos: standing >
Laz leaves east.
You follow Laz.

The Southern Walk of Tentro
   The southern walk of Tentro is a very boring place.  There are no buildings
to speak of located here, just a loose assortment of shantys and of course the
southern wall of Tentro, a large and sturdy means of protection for the city.
The street itself is paved, but not well maintained.  There are many large
cracks and pieces of the pavement that have been removed completely.  The wall
casts its long shadow over this stret the majority of the time.  Small tufts
of grass grow near the structure to the north.  One may travel to the east or
south on the southern walk of Tentro.
Obvious exits: -East -West
Laz (Human)(medium) stands in mid-air here.
A common citizen walks through the streets here.
A common citizen walks through the streets here.
You say in minotaur 'I have 446 (886) hits, and 20 (170) movement points.'

< 446h/886H 20v/170V Pos: standing >
Laz leaves east.
You follow Laz.

Tentro's Southern Walkway
   The southern road continues here as it travels along the city wall.  The
road is covered with various forms of trash, some of which appear to have been
sitting here in the elements for months.  There are some tall tufts of weeds
that grow near to the wall.  Due to the fact there are so many buildings to
the north, this road is generally cool and protected from the beating power of
the sun.  The road is generally full of traders and merchants, but as of late
the amount of new trade that comes in is nearly non-existant.  One may travel
west or east from this point.
Obvious exits: -East -West
Laz (Human)(medium) stands in mid-air here.

< 446h/886H 19v/170V Pos: standing >
Ye feel a burning sensation in yer blood.
Laz leaves east.
You follow Laz.

A Four-Way Intersection on Green Plum Avenue
   Green Plum Avenue meets two other streets at this intersection:  The
southern walk of Tentro and All Saints Boulevard.  This large square formed by
the converging streets is a popular place for people to hang out in.  There
are many benches one may rest and converse on.  Large buildings loom in three
directions and the city wall rises to the southwest, the best protection one
can have from the savage forces located outside of Tentro.  Many strange smells
come from a nearby food vendor.  Many scholars claim that the original wall
that surrounded Tentro was located here, the part of the village to the south
was located outside of the protective wall.  That ancient wall has been long
gone and the nice intersection remains.  One may travel in any direction.
Obvious exits: -North -East -South -West
Laz (Human)(medium) stands in mid-air here.

< 436h/886H 18v/170V Pos: standing >
Laz leaves east.
You follow Laz.

The Beginning of All Saints Boulevard
   All Saints Boulevard was first called that because of the tendancy of the
holy priests from the cathedral was to come to this small side street and bear
witness to those who had not yet met their God.  The extensive preaching that
the priests did led many of the citizens of this village out of the darkness
they once felt and gave them hope.  The street has been very meticulously
cleaned by the younger members of the church as a display of respect for the
long passed-away priests.  There are many nice shade trees and benches that
make this place very nice to walk around in.  One may travel east or west.
Obvious exits: -East -West
Laz (Human)(medium) stands in mid-air here.
A common citizen walks through the streets here.

< 436h/886H 18v/170V Pos: standing >
Laz leaves east.
You follow Laz.

Along All Saints Boulevard
   The grand boulevard continues here in front of the large merchants tent.
The tent is a large temporary structure made from thick rawhide and leather.
The tent is normally filled with merchants selling their goods from all over
the face of Duris.  The large tent flap is fastened open to allow customers in
at any time of the day.  Any grasses growing here have been trampled by the
steady flow of shoppers and browsers as the economy here in Tentro is very
well established.  One may enter the tent to the south or travel east or west
on this particular road.
Obvious exits: -East -South -West
Laz (Human)(medium) stands in mid-air here.

< 437h/886H 18v/170V Pos: standing >
Laz leaves east.
You follow Laz.

The Intersection of All Saints Boulevard and Longbow Avenue
   Longbow Avenue and All Saints Boulevard meet here in front of the eastern
gate of Tentro.  The wall affords a great deal of safety from the wild animals
and creatures that roam on the grassy plain.  There is a guards station on
either side of the large gate, proof positive of the steadfast determination
to keep Tentro a free and safe haven for those in need.  There are no permanent
wooden buildings here, only stone, to prevent any fires from breaking out this
near to such an important gate.  One may travel in any direction from this
point or east out of the gate and into the plain.
Obvious exits: -North -East# -South -West
Laz (Human)(medium) stands in mid-air here.

< 437h/886H 17v/170V Pos: standing >
Laz opens the gate.

< 437h/886H 19v/170V Pos: standing >
Laz leaves east.
You follow Laz.

Near the Eastern Wall of Tentro
   This large grassy field is a wild and untamed place.  The laws of nature
apply here, where the strong survive and the weak get devoured.  What lies
beyond the protective walls of Tentro can be deemed as unsafe.  The prairie
grasses that grow here are untouched by both man and iron plow.  The wild
nature of this field prevents any farming from taking place, its just too
risky.  The field stretches off into the distance, a hill dominating the
horizon.  One may travel back into Tentro through the gate to the west.  One
may travel to the east or north on the plain.
Obvious exits: -North -East -West
Laz (Human)(medium) stands in mid-air here.

< 437h/886H 18v/170V Pos: standing >
Laz closes the gate.

< 437h/886H 19v/170V Pos: standing >
Laz leaves east.
You follow Laz.

On the Vast Grassy Plain of Tentro
   This grassy plain seems to go on forever.  To the north the plain seems
to dip down into a depression, a bowl shaped area.  The region is normally
filled with wild animals, from buffalo to wild horses.  Most animals stay clear
of the city of Tentro for fear of being hunted.  Most people from Tentro do not
themselves hunt, but travelers and explorers often will leave the safety of the
city walls for the thrill of the hunt.  The city wall is still visible from
here, a large and impressive structure.  No trees grow on this vast prairie,
the sod is too thick to let any new plants come in.  There are some thin trails
leading to the north.  One may travel to the north or west from this point.
Obvious exits: -North -West
Laz (Human)(medium) stands in mid-air here.

< 437h/886H 18v/170V Pos: standing >
Laz leaves north.
You follow Laz.

The Edge of a Great Wide Plain
   A large and spacious field opens up before you here.  The field is long and
very wide.  There are many tufts of lush green grass that can be seen even at
a very great distance.  The sky opens very wide above the field as there are
no trees at all to break up the skyline. One can see many miles of open prairie
to the north.  One may travel to the north into the field or south out of the
entire bowl shaped area.
Obvious exits: -North -South -West
Laz (Human)(medium) stands in mid-air here.
Morrigu (Human)(medium) stands here.
A killer mosquito flies through the air here.
A wild horse stands here ready to go for a run.
Morrigu leaves south.

< 438h/886H 18v/170V Pos: standing >
Laz leaves north.
You follow Laz.

Upon the Field of Endolin
   The Field of Endolin is a very lush and healthy prairie.  The sod here has
grown solid with a tough looking grass.  The grass is a dark green and very
strong.  There are many trails leading off further onto the field.  There are
some buffalo chips lying on the ground.  It has been said by the older native
barbarians that the buffalo chips can be used as a fire starter.  There are
miles of prairie stretching out to the north.  One may travel in any direction.
Obvious exits: -North -East -South -West
Laz (Human)(medium) stands in mid-air here.
An Orc enters from the north.
A deadly nightmare trots in from the north.

< 438h/886H 17v/170V Pos: standing >
Nib dances an acrobatic maneuver in battle, and trips up a rakshasa guard!
Laz leaves north.
You follow Laz.

Surrounded By Miles and Miles of Open Prairie
   The miles and miles of lush green grass stretched in every direction.  It
is as if this part of the field is the exact center of a huge, green disk.  The
amount of grass here is staggering.  There are several small prairie dog holes
that have been recently dug.  Small piles of dirt surround each hole.  The sky
is wide open above your head.  There are some game trails heading off to the
north.  One may travel in any direction from this point.
Obvious exits: -North -East -South -West
Laz (Human)(medium) stands in mid-air here.
A large and very shaggy buffalo grazes on the prairie.

< 438h/886H 15v/170V Pos: standing >
Laz leaves north.
You follow Laz.

On the Prairie Grasses
   The grasses of the prairie are very lush and green here.  They stretch out
for miles and miles in every direction.  The field is full of wildlife.  You
can see many animals running freely across the plain.  There are many different
kinds of animals that live on this plain.  One can see many small prairie dog
holes dotting the field.  There are also signs of larger animals as there are
quite a few large piles of waste.  One may travel in any direction.
Obvious exits: -North -East -South -West
Laz (Human)(medium) stands in mid-air here.

< 438h/886H 14v/170V Pos: standing >
Laz leaves south.
You follow Laz.

Surrounded By Miles and Miles of Open Prairie
   The miles and miles of lush green grass stretched in every direction.  It
is as if this part of the field is the exact center of a huge, green disk.  The
amount of grass here is staggering.  There are several small prairie dog holes
that have been recently dug.  Small piles of dirt surround each hole.  The sky
is wide open above your head.  There are some game trails heading off to the
north.  One may travel in any direction from this point.
Obvious exits: -North -East -South -West
Laz (Human)(medium) stands in mid-air here.
A large and very shaggy buffalo grazes on the prairie.

< 438h/886H 13v/170V Pos: standing >
Laz leaves south.
You follow Laz.

Upon the Field of Endolin
   The Field of Endolin is a very lush and healthy prairie.  The sod here has
grown solid with a tough looking grass.  The grass is a dark green and very
strong.  There are many trails leading off further onto the field.  There are
some buffalo chips lying on the ground.  It has been said by the older native
barbarians that the buffalo chips can be used as a fire starter.  There are
miles of prairie stretching out to the north.  One may travel in any direction.
Obvious exits: -North -East -South -West
Laz (Human)(medium) stands in mid-air here.
A golden prairie dog sits here looking at your queerly.
A Goblin (small) sits, floating here, fighting Nib.
Nib (Gnome)(small) stands, floating here, fighting a Goblin.
Slay whom?

< 438h/886H 11v/170V Pos: standing >
Nib's powerful pierce strikes a Goblin hard.
Nib's pierce strikes a Goblin.
Nib's impressive pierce strikes a Goblin.

< 438h/886H 12v/170V Pos: standing >
Slay whom?

< 439h/886H 12v/170V Pos: standing >
Morrigu enters from the south.

< 439h/886H 14v/170V Pos: standing >
Nib parries a Goblin's lunge at him.
Nib parries a Goblin's lunge at him.

< 439h/886H 14v/170V Pos: standing >
Nib's fine pierce strikes a Goblin.
Nib's pierce wounds a Goblin.
Nib's decent pierce wounds a Goblin.
Nib's fine pierce strikes a Goblin.
[Damage: 17 ] -=[Your impressive crush strikes a Goblin hard.]=-

< 439h/886H 14v/170V Pos: standing >
< T: Nib TP: sta TC:few scratches E: A Goblin sit EP:  few wounds >
 Laz starts casting an offensive spell.

< 439h/886H 15v/170V Pos: standing >
< T: Nib TP: sta TC:few scratches E: A Goblin sit EP:  few wounds >
 Looking panicked, a Goblin scrambles madly to his feet!
Morrigu starts casting an offensive spell.

< 439h/886H 15v/170V Pos: standing >
< T: Nib TP: sta TC:few scratches E: A Goblin sta EP:  few wounds >
 A Goblin attempts to flee.
A Goblin leaves north.

< 439h/886H 15v/170V Pos: standing >
Morrigu stops chanting abruptly!
Laz stops chanting abruptly!

< 439h/886H 15v/170V Pos: standing >
An Orc enters from the north.
A deadly nightmare trots in from the north.

< 439h/886H 15v/170V Pos: standing >
An Orc leaves west.
A deadly nightmare leaves west.

< 439h/886H 15v/170V Pos: standing >
An Orc enters from the west.
A deadly nightmare trots in from the west.

< 439h/886H 15v/170V Pos: standing >
An Orc leaves south.
A deadly nightmare leaves south.

< 439h/886H 15v/170V Pos: standing >
You don't see them here.

< 439h/886H 15v/170V Pos: standing >
Laz leaves south.
You follow Laz.

The Edge of a Great Wide Plain
   A large and spacious field opens up before you here.  The field is long and
very wide.  There are many tufts of lush green grass that can be seen even at
a very great distance.  The sky opens very wide above the field as there are
no trees at all to break up the skyline. One can see many miles of open prairie
to the north.  One may travel to the north into the field or south out of the
entire bowl shaped area.
Obvious exits: -North -South -West
Laz (Human)(medium) stands in mid-air here.
A killer mosquito flies through the air here.
A wild horse stands here ready to go for a run.

< 439h/886H 13v/170V Pos: standing >
Laz leaves west.
You follow Laz.

On the Grassy Plain Outside of Tentro
   The wall of Tentro rises high to the east preventing any invading forces
from gaining any ground within the city itself.  The plain here is a wild and
untamed place, filled with uncertainty and danger for those not ready to battle
nature itself.  The grasses here grow long as they have never been touched by
sickle or plow.  There are many small game trails twisting and turning across
the plain, fading as they near the horizon.  The wall to the west appears to
be constructed of solid stone, an impressive structure to build so close to the
frontier.  One may travel to the east or south from this point.
Obvious exits: -East -South
Laz (Human)(medium) stands in mid-air here.

< 439h/886H 11v/170V Pos: standing >
On the Grassy Plain Outside of Tentro
Obvious exits: -East -South
Nib (Gnome)(small) stands, floating here.
Laz (Human)(medium) stands in mid-air here.

< 439h/886H 11v/170V Pos: standing >
You don't see them here.
Morrigu enters from the east.

< 439h/886H 11v/170V Pos: standing >
Laz leaves south.
You follow Laz.

Near the Eastern Wall of Tentro
   This large grassy field is a wild and untamed place.  The laws of nature
apply here, where the strong survive and the weak get devoured.  What lies
beyond the protective walls of Tentro can be deemed as unsafe.  The prairie
grasses that grow here are untouched by both man and iron plow.  The wild
nature of this field prevents any farming from taking place, its just too
risky.  The field stretches off into the distance, a hill dominating the
horizon.  One may travel back into Tentro through the gate to the west.  One
may travel to the east or north on the plain.
Obvious exits: -North -East -West#
Laz (Human)(medium) stands in mid-air here.
A deadly nightmare stands here, red eyes glowing hotly. (minion) 
An Orc (medium) stands in mid-air here.
Morrigu enters from the north.

< 439h/886H 10v/170V Pos: standing >
Ye feel a burning sensation in yer blood.

< 429h/886H 10v/170V Pos: standing >
Laz opens the gate.
Morrigu closes the gate.

< 429h/886H 10v/170V Pos: standing >
You score a CRITICAL HIT!!!!!
[Damage: 52 ] -=[Your powerful crush strikes an Orc very hard.]=-
You are briefly surrounded by a red aura!

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 Nib dances an acrobatic maneuver in battle, and trips up an Orc!

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  small wounds >
 Nib's fine pierce wounds an Orc.
Nib's pierce grazes an Orc.
Nib's decent pierce wounds an Orc.
Nib's powerful pierce strikes an Orc hard.

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  few wounds >
 Laz starts casting an offensive spell.

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  few wounds >
 Morrigu starts casting an offensive spell.

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  few wounds >
 Nib's impressive pierce strikes an Orc.
Nib's pierce wounds an Orc.
Nib's decent pierce wounds an Orc.
Nib's fine pierce strikes an Orc.

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  few wounds >
 You parry an Orc's lunge at you.

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  few wounds >
 You score a CRITICAL HIT!!!!!
[Damage: 54 ] -=[Your powerful crush seriously wounds an Orc.]=-
As you strike an Orc, the power of your ancestors fill you with RAGE!
[Damage: 13 ] -=[Your slash strikes an Orc.]=-
[Damage: 11 ] -=[Your fine crush strikes an Orc.]=-

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  nasty wounds >
 Laz completes his spell...
Laz utters the word 'gjifal'
An Orc seems to be blinded!
Laz unleashes light in a focused, searing ray at an Orc!
An Orc's set of spiked dragonscale leggings is burned from the blast!

< 429h/886H 11v/170V Pos: standing >
< T: Shim TP: sta TC: nasty wounds E: An Orc sit EP:  awful >
 Morrigu completes his spell...
Morrigu utters the words 'zabrahpunso wkadar'
Morrigu's earthen fist leaves only a battered corpse of an Orc behind!
An Orc's razorsharp sleeves of white-dragon scalemail was completely destroyed by the massive blow!
An Orc's visor of destruction was completely destroyed by the massive blow!
An Orc's zanthium belt [superior] was completely destroyed by the massive blow!
An Orc is dead! R.I.P.
You receive your share of experience.