The death of [51 Controller] Limn -=<[ The Thunder ]>=- (Kobold)

in Mock Combat Chamber

from the perspective of [56 Forest Druid] Doo The Resistance (Halfling)

<worn as a badge>    an emblem of Shanatar royalty (magic) [86%]             
<worn on head>       a prismatic halo of light (magic) (glowing) (humming) [83%]             
<worn on eyes>       a pair of goggles of faerie sight of endurance (magic)
<worn in ear>        an earring of the pagans [superior] (magic)
<worn in ear>        a wyrmskin scale [superior] (magic)
<worn on face>       the mask of the plague [superior]
<worn around neck>   an amulet of wisdom [superior] (magic) [71%]             
<worn around neck>   the holy symbol of sanctity [poor] (magic) (glowing) (humming)
<worn on body>       the legendary platemail of defense [poor] (magic)
<worn about body>    Daganar's cloak of stealth (magic) (glowing)
<worn as quiver>     a pantherhide quiver [superior] (magic) (glowing) (illuminating)
<worn about waist>   a waistband of rock and stone [superior] (magic)
<worn on belt buckle>a flaming quill (magic) (glowing) [44%]             
<attached to belt>   lucky alchemist sack [63%]             
<worn on arms>       some glowing sleeves made of devil skin [superior] (magic) (glowing)
<held as shield>     a shield of negative energy (magic) [67%]             
<worn around wrist>  the glistening bracelet of a MaDMaN
<worn around wrist>  a blackened bluestone bracer [poor] (glowing) [86%]             
<worn on hands>      the gloves of placation
<worn on finger>     a ring of the Neogi Lords [modified] (glowing)
<worn on finger>     a ring of invisibility [superior] (magic) [69%]             
<held>               the orb of elemental fire (magic) (glowing)[443h 9m 14s]
<worn on legs>       some stitched leggings of the Knights of the Raven of damage (magic) [78%]             
<worn on feet>       the winged boots of angelic movement of constitution (magic)

 MM^^^^^.*******  
 MMM^..^^*******  
 MMM^^**@*******  
 ^MM^^^*********  
 ^MMM^^^******M*  
  ^MMM^^^^*****   
   ^^MMMM...**    
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
There is a slight disturbance in nature.

< 943h/943H 177v/180V Pos: standing >
 
   M^.....****    
  M^^.....*****   
 MM^^.P...******  
 MM^^^^^.*******  
 MMM^..^@*******  
 MMM^^**********  
 ^MM^^^*********  
  MMM^^^*******   
   MMM^^^^****    
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
There is a slight disturbance in nature.

< 943h/943H 176v/180V Pos: standing >
 
   M^^..^.****    
  MM^.....*****   
 MM^^.....******  
 MM^^P....******  
 MM^^^^^@*******  
 MMM^..^^*******  
 MMM^^**********  
  MM^^^********   
   MM^^^******    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 943h/943H 175v/180V Pos: standing >
 
   MM^^.^.****    
  MM^^..^.*****   
 MMM^.....******  
 MM^^.....******  
 MM^^...@.******  
 MM^^^^^.*******  
 MMM^..^^*******  
  MM^^*********   
   M^^^*******    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 943h/943H 174v/180V Pos: standing >
 
   MMM^^.^.***    
  MMM^^..^.****   
 ^MMM^.....*****  
 MMM^^.....*****  
 MMM^^..@..*****  
 ^MM^^^^^.******  
 ^MMM^..^^******  
  MMM^^********   
   MM^^^******    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 943h/943H 174v/180V Pos: standing >
 
   MMMM^^.^.**    
  ^MMM^^..^.***   
 ^^MMM^.....****  
 ^MMM^^.....****  
 ^MMM^^.@...****  
 ^^MM^^^^^.*****  
 ^^MMM^..^^*****  
  ^MMM^^*******   
   ^MM^^^*****    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 943h/943H 173v/180V Pos: standing >
 
   ^MMMM^^.^.*    
  ^^MMM^^..^.**   
 ^^^MMM^.....***  
 ^^MMM^^.....***  
 ^^MMM^^@....***  
 ^^^MM^^^^^.****  
 ^^^MMM^..^^****  
  ^^MMM^^******   
   ^^MM^^^****    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 943h/943H 172v/180V Pos: standing >
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West

< 943h/943H 170v/180V Pos: standing >
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South
Fr (Minotaur)(huge) stands here.

< 943h/943H 170v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 171v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 172v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 173v/180V Pos: standing >
Fr starts following you.
A Dense Forest
   The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West
Fr enters from the north.

< 943h/943H 176v/180V Pos: standing >
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
Fr enters from the east.

< 943h/943H 176v/180V Pos: standing >
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.
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.
Fr enters from the east.

< 943h/943H 175v/180V Pos: standing >
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
Fr enters from the east.

< 943h/943H 175v/180V Pos: standing >
Fr stops following you.
Fr starts following you.
You grin as you realize you're floating, with no floor in the room.
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.

< 943h/943H 175v/180V Pos: standing >
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

< 943h/943H 175v/180V Pos: standing >
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

< 943h/943H 175v/180V Pos: standing >
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
A small snake swims in the swamp.

< 943h/943H 176v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 177v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 178v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 178v/180V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West

< 943h/943H 179v/180V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West
A small snake swims in the swamp.

< 943h/943H 178v/180V Pos: standing >
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

< 943h/943H 177v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 943h/943H 176v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East

< 943h/943H 176v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 177v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 178v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 179v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 943h/943H 179v/180V Pos: standing >
Saving Doo.

< 943h/943H 179v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West

< 943h/943H 178v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 943h/943H 179v/180V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West

< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your north.
An commoner who is rather far off to your north.
An commoner who is rather far off to your west.

< 943h/943H 180v/180V Pos: standing >
The forest close in around you.

< 943h/943H 180v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 943h/943H 179v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -South# -West

< 943h/943H 178v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 943h/943H 177v/180V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West#
An commoner walks the road, intent on his destination.

< 943h/943H 176v/180V Pos: standing >
The door seems to be closed.

< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your north.

< 943h/943H 180v/180V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West

< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A fluffy bunny who is a brief walk away to your east.
A fluffy bunny who is a brief walk away to your east.
An commoner who is close by to your south.

< 943h/943H 179v/180V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An agitated commoner walks the road.

< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is in the distance to your north.
A reeling minotaur shaman who is in the distance to your north.
An commoner who is not far off to your south.

< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is rather far off to your north.
A reeling minotaur shaman who is rather far off to your north.
An agitated minotaur who is close by to your south.
An commoner who is a brief walk away to your south.

< 943h/943H 179v/180V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.

< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
An commoner who is rather far off to your east.
An agitated minotaur who is not far off to your south.
An commoner who is rather far off to your south.

< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 943h/943H 179v/180V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An agitated commoner walks the road.

< 943h/943H 178v/180V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West

< 943h/943H 177v/180V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West#
An commoner walks the road, intent on his destination.

< 943h/943H 176v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 943h/943H 176v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -South# -West

< 943h/943H 178v/180V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 179v/180V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West

< 943h/943H 178v/180V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 943h/943H 177v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your north.
An commoner who is a brief walk away to your north.
A rugged commoner who is close by to your east.
A rugged commoner who is close by to your west.

< 943h/943H 180v/180V Pos: standing >
Private Dwelling
   The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -West
A rugged minotaur drinks obsessively.

< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 179v/180V Pos: standing >
Saving Doo.

< 943h/943H 179v/180V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 943h/943H 178v/180V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 943h/943H 177v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
An commoner who is not far off to your north.

< 943h/943H 179v/180V Pos: standing >
Private Dwelling
   The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -West

< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 179v/180V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 943h/943H 178v/180V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
An agitated commoner walks the road.

< 943h/943H 177v/180V Pos: standing >
An agitated minotaur leaves west.

< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An commoner who is close by to your north.
A rugged commoner who is close by to your east.
A rugged commoner who is close by to your east.
An agitated minotaur who is close by to your west.
A rugged commoner who is close by to your west.
A rugged commoner who is close by to your west.

< 943h/943H 179v/180V Pos: standing >
Private Dwelling
   The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -West
A rugged minotaur drinks obsessively.
A rugged minotaur drinks obsessively.

< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 179v/180V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 943h/943H 178v/180V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
An commoner walks the road, intent on his destination.

< 943h/943H 177v/180V Pos: standing >
You quickly scan the area.
You see nothing.

< 943h/943H 178v/180V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West -Down

< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .

< 943h/943H 179v/180V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up

< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
Ackum who is not far off to your north.

< 943h/943H 178v/180V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South

< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
Ackum who is close by to your north.

< 943h/943H 179v/180V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Ackum, the master warrior, is here.

< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A Minotaur who is close by to your east.
A sparring warrior who is close by to your east.
A sparring warrior who is close by to your east.
A training warrior who is close by to your east.
Micheral who is close by to your west.

< 943h/943H 178v/180V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Mock Combat Chamber
   A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West
A Minotaur (huge) Storm of -=<[ The Thunder ]>=- stands here.(Red Aura)
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 943h/943H 180v/180V Pos: standing >
Fr enters from the south.

< 943h/943H 180v/180V Pos: standing >
Fr leaves east.

< 943h/943H 180v/180V Pos: standing >
A faint hum can be heard from the legendary platemail of defense [poor] you are carrying.
Mock Combat Chamber
   A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West
Fr (Minotaur)(huge) stands here.
A Minotaur (huge) Storm of -=<[ The Thunder ]>=- stands here.(Red Aura)
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 943h/943H 179v/180V Pos: standing >
You failed.

< 943h/943H 179v/180V Pos: standing >
Fr leaves west.
Mock Combat Chamber
Obvious exits: -West
A Minotaur (huge) Storm of -=<[ The Thunder ]>=- stands here.(Red Aura)
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 943h/943H 179v/180V Pos: standing >
You start chanting...

< 943h/943H 179v/180V Pos: standing >
Fr enters from the west.

< 943h/943H 179v/180V Pos: standing >
Casting: creeping doom 

< 943h/943H 179v/180V Pos: standing >
You complete your spell...
You send out a wave of insects and arachnids!

< 943h/943H 179v/180V Pos: standing >
[Damage: 42 ] You send a wave of insects and arachnids against a Minotaur!
A Minotaur attacks you. [0 hits]

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 Fr has just given you his consent.

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 You start chanting...

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 Casting: creeping doom 

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 You complete your spell...
You send out a wave of insects and arachnids!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 [Damage: 45 ] You send a wave of insects and arachnids against a Minotaur!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 [Damage: 48 ] You send a wave of insects and arachnids against a Minotaur!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 [Damage:  3 ] You attack a Minotaur. [1 hits]
Saving Doo.

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 Fr is now a member of your group.

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 A Minotaur attacks you. [0 hits]
You start chanting...

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 Fr stops following you.
Fr starts following you.

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 Casting: creeping doom 

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 
< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 You complete your spell...
You send out a wave of insects and arachnids!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 [Damage: 47 ] You send a wave of insects and arachnids against a Minotaur!
A Minotaur fills with BloodLust

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  awful >
 [Damage: 50 ] You send a wave of insects and arachnids against a Minotaur!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 You attack a Minotaur. [0 hits]

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  nasty wounds >
 [Damage: 56 ] You send a wave of insects and arachnids against a Minotaur!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 You start chanting...

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 
< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 Casting: creeping doom 

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 You complete your spell...
You send out a wave of insects and arachnids!
A Minotaur attacks you. [0 hits]

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 [Damage: 50 ] You send a wave of insects and arachnids against a Minotaur!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP: pretty hurt >
 [Damage:  2 ] [Damage:  2 ] [Damage:  4 ] You attack a Minotaur. [3 hits]

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  awful >
 [Damage: 49 ] You send a wave of insects and arachnids against a Minotaur!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  awful >
 [Damage: 50 ] You send a wave of insects and arachnids against a Minotaur!

< 943h/943H 179v/180V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Minotaur sta EP:  awful >
 [Damage: 53 ] A sea of insects and arachnids consumed a Minotaur completely leaving nothing but a few bones..
A Minotaur is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!