The death of [1 BeRSeRKeR] Vezz (Minotaur)

in Bank of Nax'Varan

from the perspective of [25 Mercenary] Azn (Minotaur)

<worn as a badge>    a burnt softwood badge
<worn on horns>      an obsidian horn ring [superior]
<worn on eyes>       a humming bark eyepatch from Khildarak Stronghold
<worn in ear>        an obsidian earring [superior]
<worn in ear>        an obsidian earring [superior]
<worn on face>       a well-used glass mask
<worn in nose>       a brass nose ring
<worn around neck>   a legendary marble collar
<worn around neck>   an obsidian pendant [superior]
<worn on body>       a bloody minotaur's rib cage
<worn about body>    a long black hooded cloak
<worn on tail>       a flaming bark tail protector
<worn as quiver>     a flaming clay quiver from Nax
<worn about waist>   a bloody loincloth of giants
<worn on arms>       a set of spiked dragonscale arm plates
<held as shield>     the scales from a red dragon
<worn around wrist>  a dwarven-made hardwood wristguard
<worn around wrist>  a static ivory wristguard
<worn on hands>      some drow-made bark claws
<worn on finger>     a spiked hardwood band
<worn on finger>     a sinister clay signet
<primary weapon>     a bit of twisted metal
<worn on legs>       some patched glass leg plates

Your mighty pierce grievously wounds a rugged commoner.]=-

< 322h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: few wounds E: rugged sta EP:  awful >
 You parry a rugged commoner's lunge at you.
A rugged commoner misses you.
A rugged commoner misses you.

< 322h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: few wounds E: rugged sta EP:  awful >
 [Damage: 17 ] -=[Your impressive pierce critically injures a rugged commoner.]=-
A rugged commoner is incapacitated and will slowly die, if not aided.
A rugged commoner slumps to the ground.

< 322h/431H 170v/171V Pos: standing >
You feel your skill in backstab improving.
[Damage: 150 ] A rugged commoner makes a strange sound but is suddenly very silent as you place a bit of twisted metal in his back.
A rugged commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a rugged commoner dies in agony.

< 322h/431H 170v/171V Pos: standing >
You get a small pile of coins from the corpse of a rugged commoner.
There were: 5 gold coins, 12 silver coins, 14 copper coins. 

< 323h/431H 171v/171V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.

< 331h/431H 171v/171V Pos: standing >
Private Dwelling
Obvious exits: -West
A few drops of fresh blood are scattered around the area.
The corpse of a rugged commoner is lying here.

< 331h/431H 171v/171V Pos: standing >
the corpse of a rugged commoner appears to be empty.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 2.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 3.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 4.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 5.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 6.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 7.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 8.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 9.corpse.

< 332h/431H 171v/171V Pos: standing >
You do not see or have the 10.corpse.

< 332h/431H 171v/171V Pos: standing >
Ok.
You put 0 platinum, 11 gold, 26 silver, and 27 copper coins into a rugged adventurers satchel.

< 332h/431H 171v/171V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 332h/431H 170v/171V 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: -East
A few drops of fresh blood are scattered around the area.
The corpse of a rugged commoner is lying here.

< 333h/431H 169v/171V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 333h/431H 169v/171V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 333h/431H 168v/171V 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.

< 333h/431H 168v/171V Pos: standing >
[Damage: 150 ] A rugged commoner makes a strange sound as you place a bit of twisted metal in his back.

< 333h/431H 169v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  few wounds >
 You barely block a rugged commoner's lunge at you.
A rugged commoner's kick hits you in your side.

< 326h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  few wounds >
 [Damage: 25 ] -=[Your powerful pierce strikes a rugged commoner hard.]=-
[Damage: 19 ] -=[Your impressive pierce strikes a rugged commoner hard.]=-
As you strike a rugged commoner, the power of your ancestors fill you with RAGE!

< 326h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  few wounds >
 You parry a rugged commoner's lunge at you.

< 326h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  few wounds >
 This being a hometown, you receive fewer exps...
[Damage: 297 ] You split a rugged commoner's skull wide open, causing immediate death!
A rugged commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a rugged commoner.

< 326h/431H 170v/171V Pos: standing >
You get a small pile of coins from the corpse of a rugged commoner.
There were: 5 gold coins, 13 silver coins, 13 copper coins. 

< 326h/431H 170v/171V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 326h/431H 170v/171V 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: -East
A rugged minotaur drinks obsessively.

< 327h/431H 169v/171V Pos: standing >
You feel your skill in backstab improving.
[Damage: 150 ] A rugged commoner makes a strange sound as you place a bit of twisted metal in his back.

< 327h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  few wounds >
 A rugged commoner misses you.

< 327h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  few wounds >
 [Damage: 12 ] -=[Your impressive pierce strikes a rugged commoner.]=-
[Damage: 22 ] -=[Your pierce strikes a rugged commoner hard.]=-
[Damage: 28 ] -=[Your pierce strikes a rugged commoner very hard.]=-

< 327h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  nasty wounds >
 A rugged commoner misses you.
A rugged commoner misses you.

< 327h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: rugged sta EP:  nasty wounds >
 [Damage: 300 ] You split a rugged commoner's skull wide open, causing immediate death!
A rugged commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a rugged commoner.

< 327h/431H 170v/171V Pos: standing >
You get a small pile of coins from the corpse of a rugged commoner.
There were: 1 platinum coin, 4 gold coins, 9 silver coins, 17 copper coins. 

< 327h/431H 170v/171V Pos: standing >
Private Dwelling
Obvious exits: -East
Puddles of fresh blood cover the ground.
The corpse of a rugged commoner is lying here.

< 332h/431H 171v/171V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 334h/431H 170v/171V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.

< 335h/431H 170v/171V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West

< 336h/431H 170v/171V Pos: standing >
It's already open!

< 337h/431H 170v/171V 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

< 337h/431H 169v/171V 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

< 337h/431H 169v/171V 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
An commoner walks the road, intent on his destination.

< 337h/431H 170v/171V Pos: standing >
[Damage: 150 ] An commoner makes a strange sound as you place a bit of twisted metal in his back.

< 338h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 You parry an commoner's lunge at you.
An commoner's sweep catches you in the side and you almost stumble.

< 332h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 [Damage: 32 ] -=[Your pierce strikes an commoner very hard.]=-
[Damage: 22 ] -=[Your powerful pierce strikes an commoner hard.]=-

< 332h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  nasty wounds >
 You barely block an commoner's lunge at you.

< 332h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  nasty wounds >
 [Damage: 318 ] You split an commoner's skull wide open, causing immediate death!
An commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as an commoner dies in agony.

< 332h/431H 170v/171V Pos: standing >
You get a small pile of coins from the corpse of an commoner.
There were: 1 platinum coin, 4 gold coins, 10 silver coins, 19 copper coins. 

< 332h/431H 170v/171V 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

< 332h/431H 170v/171V 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

< 332h/431H 169v/171V Pos: standing >
It's already open!

< 332h/431H 169v/171V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West

< 332h/431H 168v/171V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South

< 333h/431H 169v/171V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East -South

< 333h/431H 170v/171V Pos: standing >
Ok.

< 333h/431H 170v/171V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
Kina, the tinkerer, scribbles something upon a pad.

< 333h/431H 169v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 334h/431H 171v/171V Pos: standing >
Nika's Bedroom
   A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down
Nika, the mercenary, sizes you up and down.

< 335h/431H 170v/171V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up
Kina, the tinkerer, scribbles something upon a pad.

< 335h/431H 169v/171V Pos: standing >
It's already open!

< 335h/431H 169v/171V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South

< 335h/431H 168v/171V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West

< 335h/431H 168v/171V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East# -West

< 336h/431H 169v/171V Pos: standing >
Ok.

< 336h/431H 170v/171V Pos: standing >
An Abandoned Courthouse
   Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West
A small rat scurries along the floor.
A disheveled commoner squats in a corner.
An agitated commoner walks the road.

< 336h/431H 169v/171V Pos: standing >
Why don't you just lie down and pretend you're dead instead?

< 337h/431H 171v/171V Pos: standing >
The night has begun.

< 337h/431H 171v/171V Pos: standing >
A disheveled commoner leaves west.

< 337h/431H 171v/171V Pos: standing >
It's already open!

< 338h/431H 171v/171V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East -West
A disheveled commoner squats in a corner.

< 338h/431H 170v/171V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West

< 338h/431H 169v/171V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East -West
A disheveled commoner squats in a corner.

< 339h/431H 169v/171V Pos: standing >
Why don't you just lie down and pretend you're dead instead?

< 339h/431H 171v/171V Pos: standing >
Autosaving...

< 339h/431H 171v/171V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West

< 339h/431H 170v/171V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East -South

< 339h/431H 169v/171V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South

< 340h/431H 169v/171V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West

< 340h/431H 169v/171V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West

< 340h/431H 169v/171V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West

< 340h/431H 169v/171V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West

< 341h/431H 169v/171V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
An agitated commoner walks the road.

< 341h/431H 169v/171V Pos: standing >
An agitated minotaur leaves east.

< 341h/431H 171v/171V Pos: standing >
Backstab who?

< 341h/431H 171v/171V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
An agitated commoner walks the road.

< 342h/431H 170v/171V Pos: standing >
[Damage: 37 ] -=[Your mighty pierce strikes an agitated minotaur hard.]=-

< 342h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP: few scratches >
 You barely block an agitated minotaur's lunge at you.
An agitated minotaur misses you.
An agitated minotaur's kick hits you directly in the face.

< 333h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP: few scratches >
 [Damage: 18 ] -=[Your impressive pierce strikes an agitated minotaur.]=-
[Damage: 17 ] -=[Your impressive pierce strikes an agitated minotaur.]=-

< 333h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  small wounds >
 Hint: Type "score" to get some information about your character.

< 333h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  small wounds >
 An agitated minotaur misses you.
You parry an agitated minotaur's lunge at you.

< 333h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  small wounds >
 [Damage: 298 ] You leave a huge, red swollen lump on an agitated minotaur's temple.

< 333h/431H 170v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  awful >
 [Damage: 33 ] You successfully stab an agitated minotaur in the heart, killing him instantly.
An agitated minotaur is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as an agitated minotaur dies in agony.

< 333h/431H 170v/171V Pos: standing >
You get a small pile of coins from the corpse of an agitated minotaur.
There were: 5 gold coins, 11 silver coins, 19 copper coins. 

< 333h/431H 170v/171V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.

< 333h/431H 169v/171V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A warhammer with a sturdy-looking steel head lies here.
[5] A small bandage rests upon the ground here.
A small ivory totem lies here.
A small limestone totem lies here.
A small raven totem lies here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
An agitated commoner walks the road.

< 334h/431H 169v/171V Pos: standing >
[Damage: 53 ] -=[Your pierce strikes an agitated minotaur very hard.]=-

< 334h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  small wounds >
 You play with an agitated minotaur before lunging into an offensive routine!
[Damage: 25 ] -=[Your powerful pierce strikes an agitated minotaur.]=-
A bit of twisted metal slices through the air with incredible ease!
[Damage: 13 ] -=[Your impressive pierce strikes an agitated minotaur.]=-
You dodge an agitated minotaur's vicious attack.
You block an agitated minotaur's feeble kick with your arm.

< 334h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  small wounds >
 [Damage: 36 ] -=[Your mighty pierce strikes an agitated minotaur very hard.]=-
[Damage: 26 ] -=[Your powerful pierce strikes an agitated minotaur hard.]=-

< 334h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 An agitated minotaur misses you.

< 334h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 Ouch, that seriously hurt!

< 333h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 [Damage: 17 ] -=[Your impressive pierce strikes an agitated minotaur.]=-
[Damage: 15 ] -=[Your pierce strikes an agitated minotaur.]=-

< 333h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 An agitated minotaur misses you.
You block an agitated minotaur's feeble kick with your arm.

< 333h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 You're still spinning in circles from your last headbutt.

< 333h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  few wounds >
 [Damage: 18 ] -=[Your pierce strikes an agitated minotaur hard.]=-
[Damage: 35 ] -=[Your powerful pierce seriously wounds an agitated minotaur.]=-

< 333h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  nasty wounds >
 You parry an agitated minotaur's lunge at you.

< 333h/431H 171v/171V Pos: standing >
< T: Azn TP: sta TC: small wounds E: agitated sta EP:  nasty wounds >
 [Damage: 323 ] You split an agitated minotaur's skull wide open, causing immediate death!
An agitated minotaur is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
An agitated minotaur's death cry reverberates in your head as he falls to the ground.

< 333h/431H 171v/171V Pos: standing >
You get a small pile of coins from the corpse of an agitated minotaur.
There were: 4 gold coins, 9 silver coins, 20 copper coins. 

< 333h/431H 171v/171V Pos: standing >
Small Cobblestone Road
Obvious exits: -North -South -West
Fresh blood covers everything in the area.
The corpse of an agitated minotaur is lying here.
A warhammer with a sturdy-looking steel head lies here.
[5] A small bandage rests upon the ground here.
A small ivory totem lies here.
A small limestone totem lies here.
A small raven totem lies here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.

< 333h/431H 171v/171V Pos: standing >
You get a small bandage.
You get a small bandage.
You get a small bandage.
You get a small bandage.
You get a small bandage.
You got 5 items.

< 334h/431H 171v/171V Pos: standing >
A Minotaur enters from the north.

< 335h/431H 171v/171V Pos: standing >
A Minotaur leaves west.

< 335h/431H 171v/171V Pos: standing >
You put 5 bandage(s) into a rugged adventurers satchel.

< 335h/431H 171v/171V Pos: standing >
Bank of Nax'Varan
   The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[2] A long steel sword is here in the dirt.
A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 337h/431H 170v/171V Pos: standing >
Headbutt whom?

< 337h/431H 170v/171V Pos: standing >
Bank of Nax'Varan
Obvious exits: -East
[2] A long steel sword is here in the dirt.
A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 338h/431H 170v/171V Pos: standing >
A Minotaur enters from elsewhere.

< 339h/431H 170v/171V Pos: standing >
A member of the Storage Locker Safety Commission escorts a Minotaur to a private room.

< 339h/431H 170v/171V Pos: standing >
Bank of Nax'Varan
Obvious exits: -East
[2] A long steel sword is here in the dirt.
A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 339h/431H 170v/171V Pos: standing >
A Minotaur enters from elsewhere.

< 341h/431H 170v/171V Pos: standing >
A Minotaur looks at you.

< 341h/431H 170v/171V Pos: standing >
[Damage: 92 ] You split a Minotaur's skull wide open, causing immediate death!
A Minotaur is dead! R.I.P.
You receive your share of experience.