The death of [19 Warrior] Thrax (Thri-Kreen)

in A Grimney Sleeping Chamber

from the perspective of [19 Warrior] Thrax (Thri-Kreen)

<worn on head>       a brutal leather coif
<worn around neck>   a magical leather torque
<worn around neck>   an obsidian pendant [modified]
<worn about body>    a reptile skin cloak
<worn about waist>   an obsidian belt [superior]
<worn on arms>       some mantis sleeves
<worn on lower arms> a set of jagged blood crystal arm plates
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a burnished couatl-hide bracer
<worn on lower wrist>a thick spiked leather bracer
<worn on lower wrist>a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<primary weapon>     a lightweight spiked mace
<secondary weapon>   an obsidian shard [superior]
<third weapon>       a crystalline chatkcha (glowing)
<fourth weapon>      a crystalline chatkcha (glowing)
<worn on legs>       a pair of spiked leather leggings [superior]


< 257h/257H 176v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -North -East -South

< 257h/257H 175v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -South -West

< 257h/257H 174v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 257h/257H 175v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -East -West

< 257h/257H 174v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -North -East -West
A cavern worm burrows through a wall.

< 257h/257H 173v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -North -South

< 257h/257H 173v/182V Pos: standing >
Alas, you cannot go that way. . . .

< 257h/257H 174v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -South -West

< 257h/257H 173v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -North -East

< 257h/257H 173v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -North -East -South
A cavern worm burrows through a wall.

< 257h/257H 172v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -East -West
A cavern worm burrows through a wall.
A slimy lizard scurries along the cavern floor.

< 257h/257H 173v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -North -West

< 257h/257H 172v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -North -East -South
A cavern spider wanders the caverns.

< 257h/257H 172v/182V Pos: standing >
An Aviation in the Labrinth
   The domed ceiling rises well over forty feet. The stalactites above drip
steadily. Throughout the years those large cones above have created stalagmites
on the floor below, so the path of travel, this aviation of the labyrinth, is
covered in many of these dangerous cones. The stone walls blend in quite nicely
with the scenario, it seems almost as if the walls were magically molded into
the impenetrable barriers that they now are. Sounds echo quite easily here,
even the slightest sounds could be heard by any being nesting within this dark
above. Abaddon certainly fills this labyrinth.
Obvious exits: -East -South

< 257h/257H 171v/182V Pos: standing >
Center of a Labrinth
   This large cave rises over forty feet high. Its ceiling is way out of
reach, however, its walls are not. The stone walls look to have been magically
molded to form barriers that are all impenetrable. Nothing could conceivably
scale this walls of stone, for they themselves nearly reach the stalactite
infested ceiling. Water drips from these massive cones above. The earthly
dirt dirt is rather moisture and covered in many a bones. These bones are from
all sorts of humanoids and beasts alike, most are unidentifiable. Whatever evil
dwells within these walls must have some sort of curse laid upon them, for
whom in their right mind's would live within this abaddon abode. Sounds echo
within the cavern walls quite nicely, even the slightest twitch is impossible
to go unnoticed. Sunlight could never possibly reach this underground world,
therefore the moisture in the air is all but unbreathable. Perhaps this domain
breeds the night dwellers of the world. In certain sections of the walls and
floor alike lay broken armaments and various skeletons decorated in full battle
platemail. Those poor souls who had the unfortunate ignorance to believe that
they could conquer the evil that resides within these caverns met an untimely
demise, despite all their strengths. These champions are of all races it seems,
for the tall slender elven bones contrasts sharply with the short bulky dwarven
bones. Whatever evil awaits does so in complete certainty that it is safe.
Obvious exits: -North -East -South -West -Up
A cavern spider wanders the caverns.

< 257h/257H 170v/182V Pos: standing >
In a Boulder
   A collapsed cavern is exposed from this angle. From outside the boulder it's
impossible to notice this, however, from within one can see just what a huge
cavern lays beneath the boulder. The cavern is very dark, an almost magical
darkness that envelopes everything that is exposed to it. Bats hang from some
of the stalactites that hang from the ceiling. However, nothing else seems to
be living down there save a few reptiles and spiders.
Obvious exits: -Down
An ebony boulder sits here.

< 257h/257H 170v/182V Pos: standing >
Before the Ebony Boulder
   A gradual muddy slope leads down to the west, to the edge of a rather
fetid pool of water. Reeds and a variety of mosses cover the sides of this
bank, though the path leading to the boulder to the east is made of
and odd black rock, with a rough surface. Vines cling to the rock, winding
their way up its sides. Between two rather twisted swamp trees a cave
entrance is visible, leading deep into the rock's center.
Obvious exits: -West
An ebony boulder sits here.

< 257h/257H 176v/182V Pos: standing >
On the Mossy Pool
   Thick layers of moss float along the surface of this pool, giving the water
a greenish tint. Algae and even a few rotted branches from toppled swamp
trees cover the muddy shores, sticking out at odd angles or filling spots
where the reeds have refused to grow. The water itself is thick with dirt,
making it impossible to determine exactly how deep the pool is. Off to the
east a giant ebony boulder is visible, its giant mass creating a sort of
spire which juts up from the swamp surrounding it. There appears to be a
cavern entrance near the pool, though the rock vines make it difficult to be
certain, truly this is very interesting.
Obvious exits: -North -East
A baby crocodile snaps its jaws.

< 257h/257H 177v/182V Pos: standing >
On the Muddy Banks of a Mossy Pool
   The trail widens, coming to an end at the shores of a deep pool. The waters
of this pool are covered with thick moss, and its depths hidden beneath a
haze of dirt and grime. Thick brunches of reeds grow from sections of the
shore, creating excellent places for lurking beasts to hide. The muddy banks
lead straight into the water, sloping down steeply until it disappears
underneath the pool's surface. Across the pool, a huge black rock is visible.
The rock is quite large, stretching almost thirty feet high and twice as wide.
There appears to be some sort of cave leading into the black stone, though it
is hard to be sure at this distance.
Obvious exits: -North -South

< 257h/257H 177v/182V Pos: standing >
Shallow Pool of Muck
A shallow pool has formed here, reaching about two feet deep in some
sections. A layer of grimy water above thick mud has created this dangerous
pool, making it difficult to traverse without becoming stuck. A few vines
snake their way across the pool's surface, stretching down from nearby swamp
trees. The smell in this area is quite pungent, a mixture of old moss and
earthy soil. It is difficult to discern just what manner of creature could
reside within this part of the swamp, however, whatever manner of creature it
may be, it must be a hardened and fiendish one.
Obvious exits: -East -South
A baby crocodile snaps its jaws.

< 257h/257H 176v/182V Pos: standing >
A Steep Grassy Mound
   A massive mound juts up from the soft swamp land here, its grassy surface
warding off approaching muck from all sides. The grass here is quite hardy
and green, not the same brownish color grass from through most of these swamp
areas. It is rumored a powerful spirit of some sort lives within this hill, and
for this reason all the foul denizens of the swamp and the town abroad keep
their distance from this area. the hill itself is rather large, stretching
almost a hundred feet across and over ten feet high.
Obvious exits: -South -West

< 257h/257H 175v/182V Pos: standing >
A Muddy Clearing within the Swamp
   A large section of thick mud has created a sort of empty clearing with only
a few hardy tuffs of swamp grass poking their way up from the ground below. No
trees grow within the clearing, though several decayed stumps are visible,
probably collected long ago by the former residents of this region. The stench
of decay and moisture hang in the air, creating a scent unpleasant to all but
those who dwell here, the reptiles and fiends of the swamp. The sun sometimes
fails to shine within this region of the swamp for many weeks on end, which is
why this swamp has not dried up just yet.
Obvious exits: -North -Up

< 257h/257H 175v/182V Pos: standing >
In the Heart of a Swamp
   Thick masses of vines seem to create walls in several directions, making
travel in any of those ways possible. These bright green vines have a quick
growing rate, allowing them to cover large sections of the swamp within days.
The whole surrounding area is covered with their thorny embrace, as they cling
to the ground, trees, or any other obstacle that stands within their way. A few
skeletal remains can be seen of those that were trapped here within those
vines, though most swamp denizens either know how to navigate safely or avoid
the area all together. Thought it varies in different locations, the average
height of this vine forest seems to stretch well over eighty feet.
Obvious exits: -South -Down

< 257h/257H 175v/182V Pos: standing >
Muddy Trail in a Swamp
   This simple trail cuts a path across this mucky swamp, its muddy surface
overrun with overgrowth and muck. The swamp can be seen stretching in every
direction, with the occasional hill or stunted tree being the only thing that
breaks the misty drag landscape. Shallow pools of fetid moss covered water have
formed along the trail, creating even more mud to be traversed. The distant
sounds of life can be heard every so often, hoots from birds and lizards alike.
During the night time, this swamp can be a terrible place to be left alone to
one's self. It's most difficult to discern who's one's greatest enemy would be
during that time, the denizens of the swamp or their own mind.
Obvious exits: -North -South

< 257h/257H 175v/182V 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

< 257h/257H 175v/182V 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
A small snake swims in the swamp.

< 257h/257H 174v/182V 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

< 257h/257H 173v/182V 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

< 257h/257H 173v/182V 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

< 257h/257H 172v/182V 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

< 257h/257H 171v/182V 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

< 257h/257H 171v/182V 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

< 257h/257H 170v/182V 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
A drunk minotaur staggers about.

< 257h/257H 169v/182V 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

< 257h/257H 169v/182V 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

< 257h/257H 168v/182V 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
An agitated commoner walks the road.

< 257h/257H 167v/182V 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

< 257h/257H 167v/182V 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#

< 257h/257H 166v/182V 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

< 257h/257H 168v/182V 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

< 257h/257H 167v/182V 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

< 257h/257H 167v/182V 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.

< 257h/257H 173v/182V 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

< 257h/257H 173v/182V 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
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 257h/257H 173v/182V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.

< 257h/257H 174v/182V Pos: standing >
You get a small pile of coins from your rugged adventurers satchel.
There were: 6 platinum coins, 67 gold coins, 42 silver coins, 59 copper coins. 

< 257h/257H 180v/182V Pos: standing >
Your account contains:
    6 platinum, 67 gold, 42 silver, 59 copper coins.

< 257h/257H 182v/182V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Nazan
An unnatural silence fills this area.
Obvious exits: -North#
[2] a satchel used to hold various items lies here. (illuminating)
An ornate chest bearing items that are unsorted.

The escort says 'You have 39 items, this cost you 1 gold, 1 silver, and 8 copper'
WARNING: This isn't your own locker.  Therefore, you'll be ejected if
you are idle for more then 2 minutes.

< 257h/257H 182v/182V Pos: standing >
You are carrying: (11/12)
an obsidian bracer
an obsidian earring [poor]
an obsidian horn ring [poor]
[2] an obsidian pair of sleeves [poor]
a large glimmering shard (glowing)
a rugged adventurers satchel (illuminating)
a tarnished hide robe from Nax
a misshaped limestone chestplate
some pitch-black obsidian (humming)
a long flowing robe [poor]

< 257h/257H 182v/182V Pos: standing >
You drop a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 257h/257H 182v/182V Pos: standing >
 (illuminating)
A rugged adventurers satchel is made of iron and appears to be of average quality.
A rugged adventurers satchel has an item value of 2.
a rugged adventurers satchel currently contains:
an obsidian belt [superior]
an obsidian shard [poor]
a long flowing robe [modified]
[2] a white robe
some soft white gloves [superior]
some soft white gloves [poor]
a pair of shoes [poor]
a pair of shoes [superior]
some white leggings
some white leggings [poor]
[2] an obsidian pair of sleeves [superior]
a pair of leather sleeves
a pair of spiked leather leggings [modified]
a severely dented battle helmet
a pair of sparkled mesh gloves [modified]
a holy silver medallion [poor]
some smooth silk leggings
a long flowing missionary robe (glowing)
a crucifix marbled earring
a bracelet of ivory [modified]
[2] a long leather whip [superior]
an adamantine two-handed sword [67%]             
a well-fitting bearhide jacket
a huge blood crystal (glowing)
a large sapphire
a small bundle of hemp
a prismatic crystalline shard (glowing)
an obsidian bracer [superior]
the bracers of giantkind
an obsidian earring [modified]

< 257h/257H 182v/182V Pos: standing >
You are carrying: (10/12)
an obsidian bracer
an obsidian earring [poor]
an obsidian horn ring [poor]
[2] an obsidian pair of sleeves [poor]
a large glimmering shard (glowing)
a tarnished hide robe from Nax
a misshaped limestone chestplate
some pitch-black obsidian (humming)
a long flowing robe [poor]

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
Into what?

< 257h/257H 182v/182V Pos: standing >
You drop a tarnished hide robe from Nax.

< 257h/257H 182v/182V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 257h/257H 182v/182V Pos: standing >
Autosaving...

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
You are carrying: (4/12)
a large glimmering shard (glowing)
a misshaped limestone chestplate
some pitch-black obsidian (humming)
a long flowing robe [poor]

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
Made from the hides of various animals, this satchel is rugged and could probably
hold a decent amount of equipment or items.
 (illuminating)
A rugged adventurers satchel is made of iron and appears to be of average quality.
A rugged adventurers satchel has an item value of 2.
a rugged adventurers satchel currently contains:
a long, thick feather
[7] a small bandage
[2] a double-bladed gythka
a legendary ivory saddle from Nax
a decent marble chainmail
a misshaped clay ringmail
an ancient plank of blessed hard wood
an enchanted strip of raw leather
a large piece of bone
a large silver fragment
a small piece of bronze
a flawless diamond

< 257h/257H 182v/182V Pos: standing >
You get a legendary ivory saddle from Nax from a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.

< 257h/257H 182v/182V Pos: standing >
You do not have that item.

< 257h/257H 182v/182V Pos: standing >
You drop a legendary ivory saddle from Nax.

< 257h/257H 182v/182V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 257h/257H 182v/182V Pos: standing >
You are carrying: (3/12)
a large glimmering shard (glowing)
a misshaped limestone chestplate
some pitch-black obsidian (humming)

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
You get an ancient plank of blessed hard wood from a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
You get a flawless diamond from a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
You get a small piece of bronze from a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
You get a large silver fragment from a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
You get a large piece of bone from a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
Made from the hides of various animals, this satchel is rugged and could probably
hold a decent amount of equipment or items.
 (illuminating)
A rugged adventurers satchel is made of iron and appears to be of average quality.
A rugged adventurers satchel has an item value of 2.
a rugged adventurers satchel currently contains:
a long, thick feather
[7] a small bandage
[2] a double-bladed gythka
a decent marble chainmail
a misshaped clay ringmail
an enchanted strip of raw leather

< 257h/257H 182v/182V Pos: standing >
You are carrying: (6/12)
a large piece of bone
a large silver fragment
a small piece of bronze
a flawless diamond
an ancient plank of blessed hard wood
a misshaped limestone chestplate

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
You get an enchanted strip of raw leather from a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
You are carrying: (6/12)
an enchanted strip of raw leather
a large piece of bone
a large silver fragment
a small piece of bronze
a flawless diamond
an ancient plank of blessed hard wood

< 257h/257H 182v/182V Pos: standing >
You put 6 items into a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >
You get a rugged adventurers satchel.

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >
You are carrying: (1/12)
a rugged adventurers satchel (illuminating)

< 257h/257H 182v/182V Pos: standing >
You are using:
<worn on head>       a brutal leather coif
<worn around neck>   a magical leather torque
<worn around neck>   an obsidian pendant [modified]
<worn about body>    a reptile skin cloak
<worn about waist>   an obsidian belt [superior]
<worn on arms>       some mantis sleeves
<worn on lower arms> a set of jagged blood crystal arm plates
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a burnished couatl-hide bracer
<worn on lower wrist>a thick spiked leather bracer
<worn on lower wrist>a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<worn on lower hands>a pair of gnomish mesh gloves
<primary weapon>     a lightweight spiked mace
<secondary weapon>   an obsidian shard [superior]
<third weapon>       a crystalline chatkcha (glowing)
<fourth weapon>      a crystalline chatkcha (glowing)
<worn on legs>       a pair of spiked leather leggings [superior]

< 257h/257H 182v/182V Pos: standing >
Hint: Type toggle group to let others know that you're interested in grouping.

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >
Relocate
=========================================
* Area of effect: <caster> & <player>
* Aggressive:     No
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Teleportation

"Relocate" creates an artery in the ether barely big enough to accomodate
the caster and flings him all the way to the person he selected as his
target, no matter how far away his target may be.

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >
Hint: You can drag a corpse to safety by typing 'drag corpse <direction>'. 

< 257h/257H 182v/182V Pos: standing >
The world is deathly silent, and no noise forms...

< 257h/257H 182v/182V Pos: standing >
You are carrying: (1/12)
a rugged adventurers satchel (illuminating)

< 257h/257H 182v/182V Pos: standing >
I see no n\ here.

< 257h/257H 182v/182V Pos: standing >
Ok.

< 257h/257H 182v/182V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
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
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 257h/257H 181v/182V Pos: standing >
You tell your racewar '* matches any number of characters'

< 257h/257H 181v/182V Pos: standing >

< 257h/257H 181v/182V Pos: standing >
Autosaving...

< 257h/257H 181v/182V 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

< 257h/257H 181v/182V 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 -East# -South -West

< 257h/257H 180v/182V Pos: standing >
Ok.

< 257h/257H 180v/182V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up

< 257h/257H 179v/182V Pos: standing >
The Commonroom of the Brawling Foot Inn
   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
An commoner walks the road, intent on his destination.
An agitated commoner walks the road.

< 257h/257H 180v/182V Pos: standing >
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West
An agitated commoner walks the road.
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 257h/257H 181v/182V Pos: standing >
Hint: Save money and buy a boat!  There's a whole world out there waiting for you! Use help ship to learn how.

< 257h/257H 181v/182V Pos: standing >
Hint: Typing "aggressive 0" will make you automatically attack any aggressive monsters that enter the room. Type "aggressioff" to turn this off.

< 257h/257H 182v/182V Pos: standing >
You tell your racewar 'there's something better than cmud Klyf?'

< 257h/257H 182v/182V Pos: standing >
An agitated minotaur leaves west.

< 257h/257H 182v/182V Pos: standing >

< 257h/257H 182v/182V Pos: standing >
Someone suddenly attacks YOU!
A Human snaps into visibility.
-=[A Human's impressive slash strikes you.]=-
-=[A Human's slash strikes you.]=-

< 225h/257H 182v/182V Pos: standing >
< T: Thrax TP: sta TC: small wounds E: A Human sta EP: excellent >
 
< 225h/257H 182v/182V Pos: standing >
< T: Thrax TP: sta TC: small wounds E: A Human sta EP: excellent >
 You attempt to flee...
The Commonroom of the Brawling Foot Inn
   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
An agitated commoner walks the road.
An commoner walks the road, intent on his destination.
An agitated commoner walks the road.
You flee westward!

< 225h/257H 161v/182V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West# -Up

< 225h/257H 162v/182V Pos: standing >
A Grimney Sleeping Chamber
   Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
Grym, the innkeeper, sits on his stool.

< 225h/257H 162v/182V Pos: standing >
A Human crawls in from below.

< 226h/257H 168v/182V Pos: standing >
A Human's leap knocks into you, sending you slightly off balance...

< 226h/257H 168v/182V Pos: sitting >
< T: Thrax TP: sit TC: small wounds E: A Human sta EP: excellent >
 A Human dodges your futile attack.
A Human parries your futile lunge at him.
Sparks...  flashing lights...  you cannot concentrate!
You miss a Human.
A Human parries your futile lunge at him.
-=[A Human's slash strikes you.]=-
-=[A Human's impressive slash strikes you.]=-
-=[A Human's impressive slash strikes you hard.]=-

< 184h/257H 168v/182V Pos: sitting >
< T: Thrax TP: sit TC: few wounds E: A Human sta EP: excellent >
 A Human parries your futile lunge at him.
A Human parries your futile lunge at him.
You miss a Human.
-=[A Human's impressive slash strikes you.]=-
-=[A Human's decent slash strikes you.]=-
-=[A Human's impressive slash strikes you.]=-
-=[A Human's slash strikes you.]=-
-=[A Human's slash strikes you very hard.]=-

< 123h/257H 168v/182V Pos: sitting >
< T: Thrax TP: sit TC: nasty wounds E: A Human sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 123h/257H 168v/182V Pos: sitting >
< T: Thrax TP: sit TC: nasty wounds E: A Human sta EP: excellent >
 You scramble madly to your feet!

< 123h/257H 168v/182V Pos: standing >
< T: Thrax TP: sta TC: nasty wounds E: A Human sta EP: excellent >
 You are already standing.

< 123h/257H 168v/182V Pos: standing >
< T: Thrax TP: sta TC: nasty wounds E: A Human sta EP: excellent >
 A Human settles to his knees.

< 123h/257H 168v/182V Pos: standing >
< T: Thrax TP: sta TC: nasty wounds E: A Human kne EP: excellent >
 A Human rises to his feet.

< 123h/257H 168v/182V Pos: standing >
< T: Thrax TP: sta TC: nasty wounds E: A Human sta EP: excellent >
 A Human parries your futile lunge at him.
A Human deflects your blow and strikes back at YOU!
-=[A Human's impressive slash strikes you very hard.]=-
You miss a Human.
A Human dodges your futile attack.
[Damage:  1 ] -=[Your weak slash grazes a Human.]=-
Your spirit suffers from contact with a Human's aura!
-=[A Human's slash strikes you hard.]=-
A Human's black longsword named 'Cauterizer' leaps forward suddenly to BuRn and FreeZe _YOU_!
A Human grins evilly as you burst into flames and die.
Your pair of gnomish mesh gloves melted from the intense heat!