The death of [1 Necromancer] Irathu (Minotaur)

in An Unholy Church

from the perspective of [1 Necromancer] Irathu (Minotaur)

<worn in nose>       a brass nose ring
<worn on body>       a dark black robe
<worn about body>    a reptile skin cloak
<worn about waist>   a belt made from assorted skins
<worn on belt buckle>a quill
<held>               a small bandage


Obvious exits: -East -West
A steel long sword has been left here.
A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
[4] A small bandage rests upon the ground here.
Fresh blood splatters cover the area.
The corpse of a fluffy bunny is lying here.

< 22h/23H 170v/170V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/23H 170v/170V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/23H 170v/170V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/23H 170v/170V Pos: standing >
You stop using a small wooden mace.

< 23h/23H 170v/170V Pos: standing >
You get a steel warhammer.

< 23h/23H 170v/170V Pos: standing >
You can't use a steel warhammer.

< 23h/23H 170v/170V Pos: standing >
You drop a steel warhammer.

< 23h/23H 170v/170V Pos: standing >
You get a steel long sword.

< 23h/23H 170v/170V Pos: standing >
You can't use a steel long sword.

< 23h/23H 170v/170V Pos: standing >
You drop a steel long sword.

< 23h/23H 170v/170V Pos: standing >
You are carrying: (3/9)
a small wooden mace
[2] a spellbook

< 23h/23H 170v/170V Pos: standing >
You wield a small wooden mace.

< 23h/23H 170v/170V Pos: standing >
A Small Forest Park
Obvious exits: -East -West
A steel long sword has been left here.
A warhammer with a sturdy-looking steel head lies here.
A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A stout cudgel carved from oak wood lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
[4] A small bandage rests upon the ground here.
Fresh blood splatters cover the area.
The corpse of a fluffy bunny is lying here.

< 23h/23H 170v/170V Pos: standing >
You quickly scan the area.
A fluffy bunny who is close by to your east.
Brakx who is a brief walk away to your west.

< 23h/23H 170v/170V Pos: standing >
You quickly scan the area.
A fluffy bunny who is close by to your east.
Brakx who is a brief walk away to your west.

< 23h/23H 170v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -North -East -West
A fluffy bunny hops under the brush.

< 23h/23H 169v/170V Pos: standing >
[Damage:  2 ] -=[Your decent bludgeon strikes a fluffy bunny hard.]=-

< 23h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:excellent E: fluffy sta EP:  small wounds >
 You dodge a fluffy bunny's vicious attack.

< 23h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:excellent E: fluffy sta EP:  small wounds >
 Your kick at a fluffy bunny's belly comes up short.

< 23h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:excellent E: fluffy sta EP:  small wounds >
 A fluffy bunny dodges your futile attack.

< 23h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:excellent E: fluffy sta EP:  small wounds >
 -=[A fluffy bunny's weak bite strikes you.]=-

< 22h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  small wounds >
 [Damage:  2 ] -=[Your decent bludgeon strikes a fluffy bunny hard.]=-

< 22h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  few wounds >
 You dodge a fluffy bunny's vicious attack.

< 22h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  few wounds >
 You feel your skill in kick improving.
[Damage:  9 ] You kick a fluffy bunny in the stomach, winding it.

< 22h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  awful >
 You dodge a fluffy bunny's vicious attack.
A fluffy bunny dodges your futile attack.

< 22h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  awful >
 -=[A fluffy bunny's weak bite strikes you.]=-

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  awful >
 A fluffy bunny dodges your futile attack.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  awful >
 You dodge a fluffy bunny's vicious attack.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  awful >
 [Damage:  2 ] -=[Your bludgeon seriously wounds a fluffy bunny.]=-

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 You dodge a fluffy bunny's vicious attack.
The following help topics matched your search:
 Minotaur
 Minotaurs rage


< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 You dodge a fluffy bunny's vicious attack.
A fluffy bunny dodges your futile attack.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 Minotaur
=========================================
Minotaur are a half bull, half human race, with the torso of a man, and the
head and legs and feet of a bull. Huge horns protrude from the head. Minotaur
are one of the neutral races of Duris, and as such can pick which side of the
race war they will be on at birth.

All Minotaurs start in their hometown, Nax.

Minotaurs can see in both day and night with their amazing eyesight, and they
can withstand a large amount of damage. Be warned though, once a Minotaur sustains
a significant amount of damage, their primal rage will take over, and they will not
be able to control their actions nor channel spells. Despite their bad tempers,
honor and pride are ALL to a Minotaur.

==Weakness==
Minotaurs lose their temper often, being partly bulls, and not quite being able to
ignore that aspect of their nature, whenever a Minotuar loses more then 50% of his
hit points, he will become enraged with bloodlust and attack anything in his path,
friend and foe alike!

Minotaur have hoof-like feet and can wear special types of horseshoes. Also, due to
their huge horns they can not wear anything on their heads. They have been known
however, to wear things on their horns, and sometimes things in their large noses,
or on their tail.

==See also==
* Races
* Innate

==Class list==
*Warrior     : Swordsman, Guardian
*Ranger      : Blademaster, Huntsman, Marshall
*Psionicist  : Pyrokinetic, Enslaver, Psycheporter
*Cleric      : Zealot, Healer, Holyman
*Monk        : Red Dragon, Elaphidist
*Druid       : Forest Druid, Storm Druid
*Shaman      : Elementalist, Spiritualist, Animalist
*Sorcerer    : Wildmage, Wizard, Shadowmage
*Necromancer : Diabolis, Necrolyte, Reaper
*Conjurer    : Controller, Summoner, Naturalist
*Rogue       : Assassin, Thief
*Mercenary   : Brigand, Bounty Hunter
*Bard        : Disharmonist, Scoundrel, Minstrel
*BeRSeRKeR   : MaUleR, RaGeloRd
*Reaver      : Ice Reaver, Flame Reaver, Shock Reaver
*Illusionist : Magician, Dark Dreamer
*Ethermancer : Windtalker, Frost Magus, Cosmomancer

==Racial Statistics==
Strength    : 180
Agility     : 80
Dexterity   : 80
Constitution: 168
Power       : 65
Intelligence: 85
Wisdom      : 85
Charisma    : 70
Luck        : 85
Karma       : 100

==Racial Traits==
Combat Pulse : poor
Spell Pulse  : very bad

==Innate abilities==
 doorbash
*ultravision
 charge (obtained at level 11)
*dayvision
'*' Designates passive ability.


The following help topics also matched your search:
 Minotaurs rage


< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 A fluffy bunny misses you.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 A fluffy bunny dodges your futile attack.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 You dodge a fluffy bunny's vicious attack.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 A fluffy bunny dodges your futile attack.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 You dodge a fluffy bunny's vicious attack.

< 21h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC:few scratches E: fluffy sta EP:  bleeding, close to death >
 -=[A fluffy bunny's bite strikes you.]=-
You miss a fluffy bunny.

< 20h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC: small wounds E: fluffy sta EP:  bleeding, close to death >
 You dodge a fluffy bunny's vicious attack.

< 20h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC: small wounds E: fluffy sta EP:  bleeding, close to death >
 
< 20h/23H 169v/170V Pos: standing >
< T: Irathu TP: sta TC: small wounds E: fluffy sta EP:  bleeding, close to death >
 [Damage:  2 ] -=[Your decent bludgeon seriously wounds a fluffy bunny.]=-
A fluffy bunny is incapacitated and will slowly die, if not aided.

< 20h/23H 169v/170V Pos: standing >
<Minotaur
=========================================
Minotaur are a half bull, half human race, with the torso of a man, and the
head and legs and feet of a bull. Huge horns protrude from the head. Minotaur
are one of the neutral races of Duris, and as such can pick which side of the
race war they will be on at birth.

All Minotaurs start in their hometown, Nax.

Minotaurs can see in both day and night with their amazing eyesight, and they
can withstand a large amount of damage. Be warned though, once a Minotaur sustains
a significant amount of damage, their primal rage will take over, and they will not
be able to control their actions nor channel spells. Despite their bad tempers,
honor and pride are ALL to a Minotaur.

==Weakness==
Minotaurs lose their temper often, being partly bulls, and not quite being able to
ignore that aspect of their nature, whenever a Minotuar loses more then 50% of his
hit points, he will become enraged with bloodlust and attack anything in his path,
friend and foe alike!

Minotaur have hoof-like feet and can wear special types of horseshoes. Also, due to
their huge horns they can not wear anything on their heads. They have been known
however, to wear things on their horns, and sometimes things in their large noses,
or on their tail.

==See also==
* Races
* Innate

==Class list==
*Warrior     : Swordsman, Guardian
*Ranger      : Blademaster, Huntsman, Marshall
*Psionicist  : Pyrokinetic, Enslaver, Psycheporter
*Cleric      : Zealot, Healer, Holyman
*Monk        : Red Dragon, Elaphidist
*Druid       : Forest Druid, Storm Druid
*Shaman      : Elementalist, Spiritualist, Animalist
*Sorcerer    : Wildmage, Wizard, Shadowmage
*Necromancer : Diabolis, Necrolyte, Reaper
*Conjurer    : Controller, Summoner, Naturalist
*Rogue       : Assassin, Thief
*Mercenary   : Brigand, Bounty Hunter
*Bard        : Disharmonist, Scoundrel, Minstrel
*BeRSeRKeR   : MaUleR, RaGeloRd
*Reaver      : Ice Reaver, Flame Reaver, Shock Reaver
*Illusionist : Magician, Dark Dreamer
*Ethermancer : Windtalker, Frost Magus, Cosmomancer

==Racial Statistics==
Strength    : 180
Agility     : 80
Dexterity   : 80
Constitution: 168
Power       : 65
Intelligence: 85
Wisdom      : 85
Charisma    : 70
Luck        : 85
Karma       : 100

==Racial Traits==
Combat Pulse : poor
Spell Pulse  : very bad

==Innate abilities==
 doorbash
*ultravision
 charge (obtained at level 11)
*dayvision
'*' Designates passive ability.


The following help topics also matched your search:
 Minotaurs rage


< 20h/23H 169v/170V Pos: standing >
<The following help topics matched your search:
 Minotaur
 Minotaurs rage


< 20h/23H 169v/170V Pos: standing >
<[Damage:  2 ] -=[Your decent bludgeon enshrouds a fluffy bunny in a mist of blood.]=-
A fluffy bunny is mortally wounded, and will die soon, if not aided.

< 20h/23H 169v/170V Pos: standing >
<[Damage:  9 ] Your kick at a fluffy bunny's snout shatters its jaw, killing it.
A fluffy bunny 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 a carnal satisfaction as a fluffy bunny's gurgling and choking signals its demise.

< 20h/23H 169v/170V Pos: standing >
Addicted to Blood      Kill 30 mobs within 30 minutes            EXP and Plat Bonus 6%

< 20h/23H 169v/170V Pos: standing >
You have just begun the trek to your next level!

< 20h/23H 169v/170V Pos: standing >
A Burial Ground
   Made up of bamboo, the fence that protects this place rises over five feet
high. Beautiful oak trees are well over thirty feet tall also, which allows
shade from the sunlight. The grass here doesn't grow all that tall, although
Lit is a beautifully colored green. Little squirrels race along it to pick up
fallen nuts. Around the area, headstones mark the place as a graveyard. It is
La small graveyard, with only a few tombs. There are no signs of city life
and no signs of disturbance. The cow's must hold this place as sacred, because
there is little doubt that fallen warriors are buried here.
Obvious exits: -West -Down

< 20h/23H 168v/170V Pos: standing >
You quickly scan the area.
You see nothing.

< 20h/23H 169v/170V Pos: standing >
You quickly scan the area.
Brakx who is in the distance to your west.

< 20h/23H 169v/170V Pos: standing >
A Collapsed Cavern
   Huge piles of rocks have fallen to the ground from the ceiling above. Dust
has had no time to settle amongst the refuse and rubble, hinting at the
unstability of the cavern. Above, light can be seen marking an entrance of
sorts. The amount of moisture in the air makes breathing difficult at best.
Vines dangle down from the ceiling and grow along the dirt walls on either
side. Darkness envelopes the area, straining the eyes. The ground gives way
to a secret entrance that leads underground. A huge cylinder hole curves
downwards allowing enough space for entering it and climbing down. Vines
dangle down from the cavern's ceiling above and the moisture they hold finds
its way towards the ground in a never ending dripping motion. Darkness
envelopes the room, however, the light from above is adequate to suit most.
Obvious exits: -North -Up

< 20h/23H 169v/170V Pos: standing >
You quickly scan the area.
Narvnagan who is not far off to your north.

< 20h/23H 169v/170V Pos: standing >
You quickly scan the area.
Narvnagan who is not far off to your north.

< 20h/23H 169v/170V Pos: standing >
A Subterranean Passageway
   Huge stalagmites stick up from the floor, however, a tiny crack in one
reveals an entrance way. A little stream flows through the area. The stream
is apart of the drinking water from the small stream above that gives the
town its drinking water. The stench of the area is strong enough to persuade
the strongest will to turn back. Bedrocks cover the floor, making footing
very unstable. Sounds echo everything, even a dripping coming from the
stalagmites seem outrageously loud. the cavern rises above thirty feet, making
a trip to the surface difficult for the unprepared.
Obvious exits: -North -South

< 21h/23H 168v/170V Pos: standing >
Subterranean Passageway
   Stalactites rise from the floor, however, they are dripping tiny
drops of water which echo through the cavern very loudly, very annoyingly.
Bedrocks cover the area, footing is loose at best. A little stream flows
by, drenching the area with the foul smell of mud. Even the strong minded
would not be willing to stay here long. the cavern rises thirty feet in
until it meets the hanging rocks, stalactites. If these rocks decided to
fall, they would utterly demolish anything beneath them.
Obvious exits: -South
Narvnagan, the treacherous mercenary, polishes a dagger.

< 21h/23H 167v/170V Pos: standing >
A Subterranean Passageway
   Huge stalagmites stick up from the floor, however, a tiny crack in one
reveals an entrance way. A little stream flows through the area. The stream
is apart of the drinking water from the small stream above that gives the
town its drinking water. The stench of the area is strong enough to persuade
the strongest will to turn back. Bedrocks cover the floor, making footing
very unstable. Sounds echo everything, even a dripping coming from the
stalagmites seem outrageously loud. the cavern rises above thirty feet, making
a trip to the surface difficult for the unprepared.
Obvious exits: -North -South

< 22h/23H 169v/170V Pos: standing >
A Collapsed Cavern
   Huge piles of rocks have fallen to the ground from the ceiling above. Dust
has had no time to settle amongst the refuse and rubble, hinting at the
unstability of the cavern. Above, light can be seen marking an entrance of
sorts. The amount of moisture in the air makes breathing difficult at best.
Vines dangle down from the ceiling and grow along the dirt walls on either
side. Darkness envelopes the area, straining the eyes. The ground gives way
to a secret entrance that leads underground. A huge cylinder hole curves
downwards allowing enough space for entering it and climbing down. Vines
dangle down from the cavern's ceiling above and the moisture they hold finds
its way towards the ground in a never ending dripping motion. Darkness
envelopes the room, however, the light from above is adequate to suit most.
Obvious exits: -North -Up

< 22h/23H 168v/170V Pos: standing >
A Burial Ground
   Made up of bamboo, the fence that protects this place rises over five feet
high. Beautiful oak trees are well over thirty feet tall also, which allows
shade from the sunlight. The grass here doesn't grow all that tall, although
Lit is a beautifully colored green. Little squirrels race along it to pick up
fallen nuts. Around the area, headstones mark the place as a graveyard. It is
La small graveyard, with only a few tombs. There are no signs of city life
and no signs of disturbance. The cow's must hold this place as sacred, because
there is little doubt that fallen warriors are buried here.
Obvious exits: -West -Down

< 22h/23H 167v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -North -East -West
Fresh blood covers everything in the area.
The corpse of a fluffy bunny is lying here.

< 22h/23H 166v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -South -Up

< 22h/23H 166v/170V Pos: standing >
You quickly scan the area.
Brok who is close by above you.

< 22h/23H 168v/170V Pos: standing >
Along the Branches of an Oak
   From this vantage point one can see the upper portions of the village and
the roofs of the buildings within it. The fresh air up here is a valuable
commodity it would seem, for this tree is visited frequently. A small pad
of some sort has been construed using a few pieces of lumber and the looks
quite safe to walk upon. One could watch the sunset from here, however, cow's
aren't known to do such things. Whatever the case may be, a crazed cow, an
odd cow, or perhaps a new type of cow that likes to commune with nature. He
or she must be some sort of peculiar cow known the less that appreciates the
just what nature can give the beings of Duris.
Obvious exits: -Down
Brok, the merchant, has set up shop here.

< 23h/23H 169v/170V Pos: standing >
You can buy:
 1) A small one-man canoe                    for 5 platinum, and 1 gold.
 2) A small wooden raft                      for 1 platinum, 3 gold, 8 silver, and 5 copper.
 3) A long thin steel dagger                 for 9 platinum, 6 silver, and 5 copper.
 4) A two-handed battle axe [poor]           for 6 platinum, 9 gold, 9 silver, and 9 copper.
 5) A short steel dagger [superior]          for 7 platinum, 6 gold, and 5 silver.
 6) A jagged iron dagger                     for 8 platinum, 3 gold, 4 silver, and 4 copper.
 7) A broad sword [poor]                     for 4 platinum, 1 gold, 9 silver, and 9 copper.

< 23h/23H 169v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -South -Up

< 23h/23H 168v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -North -East -West
Fresh blood covers everything in the area.
The corpse of a fluffy bunny is lying here.

< 23h/23H 167v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -East -West
A steel long sword has been left here.
A warhammer with a sturdy-looking steel head lies here.
A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A stout cudgel carved from oak wood lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
[4] A small bandage rests upon the ground here.
The corpse of a fluffy bunny is lying here.

< 23h/23H 167v/170V 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

< 23h/23H 167v/170V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West#
An agitated commoner walks the road.

< 23h/23H 169v/170V Pos: standing >
The door seems to be closed.

< 23h/23H 169v/170V Pos: standing >
Ok.

< 23h/23H 169v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -East -West

< 23h/23H 168v/170V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your east.
A drunk minotaur who is in the distance to your east.
A devout commoner who is close by to your west.

< 23h/23H 170v/170V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West
An agitated commoner walks the road.

< 23h/23H 169v/170V 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

< 23h/23H 168v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West

< 23h/23H 167v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West#
General Brakx glances at some blue prints.

< 23h/23H 167v/170V Pos: standing >
You quickly scan the area.
A common minotaur who is close by to your south.

< 23h/23H 170v/170V Pos: standing >
A Minotaur Dwelling
   Broken pots and overturned furniture mark this room as an orc dwelling. This
dwelling smells of a cow brew and rotting food. Much of the furniture is
smashed beyond use, which of course is of no use to any cow anyway. Huge chunks
are missing from the walls, which serves the purpose of windows. A staircase
is in the far southwest corner of the room, right next to a fireplace. In most
cases dwellings are not two stories high, but this one is. Perhaps this is
the dwelling of a political or military figure that resides within town.
Obvious exits: -South -Up
A common minotaur roars with anger.

< 23h/23H 169v/170V Pos: standing >
Atop the Roof Tops
   Sounds of city life are audible from above here: warriors shout and laugh
heartedly, sounds of forging of steel ring through the air, and animal life
from the forest to the east. The forest lays just to the east, and within
the central part of it an odd tree has some sort of wooden deck construed on
top of it. Many of the roofs are in very poor condition and remain very
unstable. Over the horizon, beyond the northern walls of this town, a forest
can be seen. The forest is obviously dense and stretches on for miles on
around. Beyond the forest towards the northeast lay some grassy plains, roads
being visible among them leading from this town.
Obvious exits: -Down
An elder commoner stands here.

< 23h/23H 168v/170V Pos: standing >
A Minotaur Dwelling
   Broken pots and overturned furniture mark this room as an orc dwelling. This
dwelling smells of a cow brew and rotting food. Much of the furniture is
smashed beyond use, which of course is of no use to any cow anyway. Huge chunks
are missing from the walls, which serves the purpose of windows. A staircase
is in the far southwest corner of the room, right next to a fireplace. In most
cases dwellings are not two stories high, but this one is. Perhaps this is
the dwelling of a political or military figure that resides within town.
Obvious exits: -South -Up
A common minotaur roars with anger.

< 23h/23H 168v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West#
General Brakx glances at some blue prints.

< 23h/23H 167v/170V Pos: standing >
A City Dwelling
   Torn clothing hangs from a window. A line outside the window attaches itself
to another point across the street while clothes hang down from them for the
purposes of drying. Many of the clothes have not been washed, merely soaked.
An occasional scoundrel have been known to pull down the hanging clothes,
however, they remain out of reach over half of the cowish population because
this is an upper class street with very few nosy minotaurs loitering around.
Obvious exits: -North
A common minotaur shouts vehemently.

< 23h/23H 166v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West#
General Brakx glances at some blue prints.

< 23h/23H 167v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West

< 23h/23H 166v/170V Pos: standing >
Before a Burnt Out Building
   The wood that once made up the building has all but turned into carbon.
Ashes blow in the breeze. It has never been discovered which culprit within
the city was responsible for the fire, however, the authorities are not
looking into the matter for they fear that if they do, it would only result in
their own bodily harm. The road has turned a sickening black since the ash has
blown on top of it and with the booted feet of hundreds of orcs have imbedded
the ash into the road iteself.
Obvious exits: -North -South

< 23h/23H 166v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West

< 23h/23H 167v/170V Pos: standing >
Before a Burnt Out Building
   The wood that once made up the building has all but turned into carbon.
Ashes blow in the breeze. It has never been discovered which culprit within
the city was responsible for the fire, however, the authorities are not
looking into the matter for they fear that if they do, it would only result in
their own bodily harm. The road has turned a sickening black since the ash has
blown on top of it and with the booted feet of hundreds of orcs have imbedded
the ash into the road iteself.
Obvious exits: -North -South

< 23h/23H 167v/170V Pos: standing >
Burnt Out Dwelling
   Ashes fill the area, while the room is blanketed in almost total darkness
which comes from a fire, a fire that turned the owner of this house into
carbon, as well as his possessions. A fire place sits off in the corner of the
room, while a stove sits to the left of it. Either the fire place or stove
could be the source of such a fire, however, maybe it was arson.
Obvious exits: -South
A common minotaur shouts vehemently.

< 23h/23H 166v/170V Pos: standing >
Before a Burnt Out Building
   The wood that once made up the building has all but turned into carbon.
Ashes blow in the breeze. It has never been discovered which culprit within
the city was responsible for the fire, however, the authorities are not
looking into the matter for they fear that if they do, it would only result in
their own bodily harm. The road has turned a sickening black since the ash has
blown on top of it and with the booted feet of hundreds of orcs have imbedded
the ash into the road iteself.
Obvious exits: -North -South

< 23h/23H 166v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West

< 23h/23H 166v/170V Pos: standing >
A Common Dwelling
   Stone pillars rise above the doorway to give support to the roof. It is
crumbling slightly, however, the cows that live here seem to have known poverty
a good portion of their life, the floor is littered in trash and various waste.
A small window allows for ventilation, for what good, who knows. There looks to
have been another wall in the center of the room, but it has been removed,
however, some small patches cover where it once was and looks out of place. A
small lit lantern hangs on the wall, above the burnt out fireplace. Unlike the
majority of houses, no furniture is set up.
Obvious exits: -North
A common minotaur roars vehemently.

< 23h/23H 165v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West

< 23h/23H 165v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West#
General Brakx glances at some blue prints.

< 23h/23H 164v/170V Pos: standing >
The door seems to be closed.

< 23h/23H 165v/170V Pos: standing >
The door seems to be closed.

< 23h/23H 165v/170V Pos: standing >
Ok.

< 23h/23H 165v/170V Pos: standing >
It's already open!

< 23h/23H 166v/170V Pos: standing >
A Large House
   This house, that has been made clearly for the purpose of luxury, is cut
into three sections, a dining room, a living room, and the study. The study
area looks as if's a library, many books lay on top of desks. Bookshelves hold
hundreds of books for study. Some of the books are collecting dusts. Fruit and
various types of food lay atop of a large broken table. Furniture inhabits
most of the rooms, however, much of it is rather old and have succumbed to the
fists of some angry cow. Torn pictures hang lopsidedly upon the wall and some
lay broken on the floor, there is only one exit to the house, to the south.
Obvious exits: -East -Up

< 23h/23H 165v/170V Pos: standing >
A Large Sleeping Chamber
   The stairway spirals downward to the lower level. Some various types of
books lay on top of a dresser. The dresser stands at the foot of a huge, king
sized bed. To the left side of the bed, a small desk lays. Above the desk, a
window gives adequate light from the sun, making a good reading place. Pencils
and paper lay on top of the desk, some of the paper are off to the side. These
pieces of paper are the blue prints of the town. It is rumored general Brakx
is working with the magi to produce a new part of the town, preferably adding
on to the northern wing. Some of the rumors hinted that the general was working
in accord with the duergar, for advice on how to make such an addition.
Obvious exits: -Down

< 23h/23H 165v/170V Pos: standing >
A Large House
   This house, that has been made clearly for the purpose of luxury, is cut
into three sections, a dining room, a living room, and the study. The study
area looks as if's a library, many books lay on top of desks. Bookshelves hold
hundreds of books for study. Some of the books are collecting dusts. Fruit and
various types of food lay atop of a large broken table. Furniture inhabits
most of the rooms, however, much of it is rather old and have succumbed to the
fists of some angry cow. Torn pictures hang lopsidedly upon the wall and some
lay broken on the floor, there is only one exit to the house, to the south.
Obvious exits: -East -Up

< 23h/23H 166v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West

< 23h/23H 165v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West
General Brakx glances at some blue prints.

< 23h/23H 164v/170V Pos: standing >
A Common Dwelling
   Stone pillars rise above the doorway to give support to the roof. It is
crumbling slightly, however, the cows that live here seem to have known poverty
a good portion of their life, the floor is littered in trash and various waste.
A small window allows for ventilation, for what good, who knows. There looks to
have been another wall in the center of the room, but it has been removed,
however, some small patches cover where it once was and looks out of place. A
small lit lantern hangs on the wall, above the burnt out fireplace. Unlike the
majority of houses, no furniture is set up.
Obvious exits: -North
A common minotaur roars vehemently.

< 23h/23H 165v/170V Pos: standing >
Grumbling Glee Lane
   The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West
General Brakx glances at some blue prints.

< 23h/23H 165v/170V 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

< 23h/23H 164v/170V 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

< 23h/23H 163v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -East -West

< 23h/23H 164v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East -South -West
A devout religious patron drinks heavily from his bottle.

< 23h/23H 164v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -North -Up
A devout religious patron drinks heavily from his bottle.

< 23h/23H 165v/170V Pos: standing >
Among the Rafters
   From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down
A devout religious patron drinks heavily from his bottle.
A sleeping drunk snores heavily.

< 23h/23H 166v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -North -Up
A devout religious patron drinks heavily from his bottle.

< 23h/23H 166v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East -South -West

< 23h/23H 166v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -South -Up
A devout religious patron drinks heavily from his bottle.

< 23h/23H 165v/170V Pos: standing >
Among the Rafters
   From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down
A sleeping drunk snores heavily.

< 23h/23H 165v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -South -Up
A devout religious patron drinks heavily from his bottle.

< 23h/23H 165v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: