The death of [21 Rogue] Zari (Orc)

in The Northern Docks

from the perspective of [21 Rogue] Zari (Orc)

<worn on face>       a black leather mask
<worn on arms>       a pair of tight black sleeves
<held as shield>     a little round wooden shield
<worn on hands>      a pair of tight black gloves
<primary weapon>     a thin steel dagger
<worn on legs>       a pair of tight black pants

 **....***MM  
 *****.....M  
 +..++@+++..  
 ********...  
 *******..M.  
  **.**M^..   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 56h/263H 75v/114V Pos: standing >
  .*****MMM   
 *....***MMM  
 ****.....M^  
 ..+++@++..+  
 *******....  
 ******..M..  
  *.**M^..M   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 56h/263H 74v/114V Pos: standing >
  *****MMMM   
 ....***MMMM  
 ***.....M^M  
 .++++@+..+.  
 ******.....  
 *****..M...  
  .**M^..M.   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 56h/263H 73v/114V Pos: standing >
  ****MMMMM   
 ...***MMMM^  
 **.....M^M^  
 +++++@..+..  
 *****.....^  
 ****..M...M  
  **M^..M..   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 56h/263H 73v/114V Pos: standing >
  ***MMMMMM   
 ..***MMMM^^  
 *.....M^M^.  
 +++++@.+...  
 ****.....^.  
 ***..M...M^  
  *M^..M...   
A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East  -South -West 

< 56h/263H 72v/114V Pos: standing >
  ***MMMMMM   
 ..***MMMM^^  
 *.....M^M^.  
 +++++@.+...  
 ****.....M.  
 ***..M...^^  
  *M^..M...   

< 56h/263H 72v/114V Pos: standing >
  ***MMMMMM   
 ..***MMMM^^  
 *.....M^M^.  
 +++++@.+...  
 ****.....M.  
 ***..M...^^  
  *M^..M...   

< 56h/263H 73v/114V Pos: standing >
Ok, you'll try to move silently for a while.

< 57h/263H 74v/114V Pos: standing >
  **MMMMMMM   
 .***MMMM^^^  
 .....M^M^..  
 ++++.@+....  
 ***.....M..  
 **..M...^^.  
  M^..M...^   
A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East  -South -West 

< 57h/263H 76v/114V Pos: standing >
  *MMMMMMMM   
 ***MMMM^^^^  
 ....M^M^...  
 +++..@.....  
 **.....M..*  
 *..M...^^..  
  ^..M...^.   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 57h/263H 75v/114V Pos: standing >
  *MMMMMMMM   
 ***MMMM^^^^  
 ....M^M^...  
 +++..@.....  
 **.....^M.*  
 *..M...^^..  
  ^..M...^.   

< 58h/263H 76v/114V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South

< 58h/263H 75v/114V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South

< 58h/263H 73v/114V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -East  -South
Fresh blood covers everything in the area.
An Orc trader stands by the side of the road here.

< 58h/263H 70v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 58h/263H 70v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 58h/263H 71v/114V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -West 

< 58h/263H 68v/114V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South

< 58h/263H 66v/114V Pos: standing >

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
You are knocked to the ground by an Orc raider's mighty bash!

< 55h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC:pretty hurt E: orc sta EP: excellent >
 You miss an Orc raider.
An Orc raider misses you.
An Orc raider's punch strikes you very hard.

< 45h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC:pretty hurt E: orc sta EP: excellent >
 Someone suddenly attacks YOU!
An Orc raider misses you.

< 45h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC:pretty hurt E: orc sta EP: excellent >
 Someone suddenly attacks YOU!
An Orc raider's fine punch seriously wounds you.

< 35h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC: awful E: orc sta EP: excellent >
 You miss an Orc raider.

< 35h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC: awful E: orc sta EP: excellent >
 An Orc raider misses you.
An Orc raider's kick parts your hair but does little else.
An Orc raider misses you.

< 35h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC: awful E: orc sta EP: excellent >
 An Orc raider misses you.
An Orc raider's kick parts your hair but does little else.

< 35h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC: awful E: orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 35h/263H 63v/114V Pos: sitting >
< T: Zari TP: sit TC: awful E: orc sta EP: excellent >
 You clamber to your feet.

< 35h/263H 63v/114V Pos: standing >
< T: Zari TP: sta TC: awful E: orc sta EP: excellent >
 An Orc raider dodges your futile attack.
[Damage:  4 ] Your fine pierce strikes an Orc raider.
Sorry, you aren't allowed to do that in combat.

< 35h/263H 63v/114V Pos: standing >
< T: Zari TP: sta TC: awful E: orc sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 35h/263H 63v/114V Pos: standing >
< T: Zari TP: sta TC: awful E: orc sta EP: few scratches >
 An Orc raider misses you.
An Orc raider's fine punch seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
You attempt to flee...

<map>
Zone: The Great Realm of Duris.
Room: Along an Orc Trade Path
</map>
Along an Orc Trade Path
   This orc trade path cuts right through the DarkPeak mountains. This
path provides a vital route from the city of Shady Grove to the large
town of Storm Port. Both day and night, this path is filled with Orcs
pushing carts loaded with valuable commodities destined for sale at
local and distant markets.
Obvious exits: -North -South
You flee northward!

< 27h/263H 53v/114V Pos: standing >
  ^...+**..   
 MMM..+*....  
 MMMM.+.^..^  
 MMMMM@MMM^^  
 ^MMMM^MMMMM  
 **MMMMMMMMM  
  **MMMM^^^   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 27h/263H 53v/114V Pos: standing >
  ^.**.***.   
 M^...+**...  
 MMM..+*....  
 MMMM.@.^..^  
 MMMMM+MMM^^  
 ^MMMM^MMMMM  
  *MMMMMMMM   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 27h/263H 52v/114V Pos: standing >
  .***+****   
 M^.**.***.*  
 M^...+**...  
 MMM..@*....  
 MMMM.+.^..^  
 MMMMM+MMM^^  
  MMMM^MMMM   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 27h/263H 52v/114V Pos: standing >
  .***++.+*   
 ^.***+*****  
 M^.**.***.*  
 M^...@**...  
 MMM..+*....  
 MMMM.+.^..^  
  MMMM+MMM^   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 27h/263H 51v/114V Pos: standing >
  **.****.*   
 ..***++.+**  
 ^.***+*****  
 M^.**@***.*  
 M^...+**...  
 MMM..+*....  
  MMM.+.^..   
A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East  -South -West 

< 27h/263H 50v/114V Pos: standing >
  **...M*+*   
 ***.****.*.  
 ..***++.+**  
 ^.***@*****  
 M^.**.***.*  
 M^...+**...  
  MM..+*...   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 27h/263H 50v/114V Pos: standing >
  ..   ..+.   
 ***...M*+*.  
 ***.****.*.  
 ..***@+.+**  
 ^.***+*****  
 M^.**.***.*  
  ^...+**..   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 27h/263H 49v/114V Pos: standing >
 ...M*  
 .*@**  
 **++.  
A Dense Patch of Spruce Trees
Obvious exits: -North -East  -South -West 

< 27h/263H 48v/114V Pos: standing >
 ..M*+  
 **@*.  
 *++.+  
A Dense Patch of Spruce Trees
Obvious exits: -North -East  -South -West 

< 27h/263H 47v/114V Pos: standing >
 .M*+*  
 **@.*  
 ++.+*  
A Dense Patch of Spruce Trees
Obvious exits: -North -East  -South -West 

< 27h/263H 45v/114V Pos: standing >
  ..+.  
 .M@+*  
 ***.*  
A Dense Patch of Spruce Trees
Obvious exits: -North -East  -South -West 

< 27h/263H 44v/114V Pos: standing >
              
     M^.      
    ..+.      
 ...M*@*.     
 .****.*..    
 **++.+**..   
  *+******.   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 28h/263H 43v/114V Pos: standing >
              
              
     M^.      
    ..@.      
 ...M*+*.     
 .****.*..    
  *++.+**..   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 28h/263H 43v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: Before the South Gates of Storm Port
</map>
Before the South Gates of Storm Port
   Just outside the gates and through the trail between the rocky
terrain south, the sounds and smells of Storm Port are intense.
Orc merchants can be heard shouting out their wares and just around
the corner the vigilant gate guards jostle their weapons, clanking
iron on iron.  The smell of the sea has become overpowering, a
salty mist floats in the air, not severe, but enough to cause
discomfort.
Obvious exits: -North -East  -South -West 

< 28h/263H 42v/114V Pos: standing >
              
              
     M^.      
    ..@.      
 ...M*+*.     
 .****.*..    
  *++.+**..   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 29h/263H 45v/114V Pos: standing >
              
              
    M^.       
   ..+@       
 ..M*+*.      
 ****.*..     
  ++.+**..    
Rugged Grasslands Along the Coast
Obvious exits: -North -East  -South -West 

< 29h/263H 44v/114V Pos: standing >
              
              
              
    M^@       
   ..+.       
 ..M*+*.      
  ***.*..     
Rugged Grasslands Along the Coast
Obvious exits: -North -East  -South -West 

< 29h/263H 43v/114V Pos: standing >

< 31h/263H 54v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>
The Road to Storm Port
   This pathway has been cut through the rocky terrain of the area
and turned into a fairly well used road to the harbour city of
Storm Port.   The trail continues through the treacherous terrain
that protects the harbour from elements and towards the gates of
the city.  A group of mercenaries stand here, looking to the western
gates and muttering something rather rude about orcs in general.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands here pondering his next move.

< 31h/263H 52v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>
The Road to Storm Port
   The road continues west towards the gates of the city, littered
with trash from both the locals and travellers.  Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East  -West 

< 31h/263H 51v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>

<map>
Zone: Storm Port.
Room: The Road to Storm Port
</map>
The Road to Storm Port
   The road continues west towards the gates of the city, littered
with trash from both the locals and travellers.  Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
An Orc merchant wanders the city, selling his wares.

< 31h/263H 50v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: Before the East Gates
</map>
Before the East Gates
   Much like the southern gates, the trail leading up to the east is
surrounded by large jagged rocks, making travel across anywhere but
through the path quite dangerous.  If one would happen to slip or
fall one would find oneself's impaled on several stalagmite-like
formations.  It is probable to imagine this trail being cut through
the rocks by duergar stone masons or perhaps incendiary devices.
Obvious exits: -East  -West 

< 31h/263H 48v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: East Gates of Storm Port
</map>

<map>
Zone: Storm Port.
Room: East Gates of Storm Port
</map>
East Gates of Storm Port
   The second entrance is here, with a path leading east to west, from
outside the city to the connector of Gale and Squall Road.  These
gates are most commonly used for the disembarking passengers of the
harbour wishing to head elsewhere in the country as it provides a
quick route from the harbour to outside the city.  The guards here
continue to remain vigilant of any unwelcome visitors, foremost being
the races of good.
Obvious exits: -East  -West #
Fresh blood covers everything in the area.
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.

< 31h/263H 48v/114V Pos: standing >
The gate seems to be closed.

< 31h/263H 48v/114V Pos: standing >
Ok.

< 32h/263H 50v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: Squall Road and Gale Road Intersection
</map>
Squall Road and Gale Road Intersection
   In the early days, Storm Port consisted solely of the harbour,
several small supply shops, and naval barracks connected by two
roads.  Squall Road was one of those two.  The second, Gale Road
begins north to south here.  Between these two roads a path was a
cut through rocky terrain to the flat area of the harbour. To this
day Gale and Squall Roads are still the most used streets in the city.
Obvious exits: -North -East  -West 

< 32h/263H 50v/114V Pos: standing >
Ok.

< 32h/263H 52v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: Gale Road
</map>
Gale Road
   Gale Road runs north to south on the west end of Storm Port,
almost directly below the aqueduct.  The packed earth road is quite
moist, both from spill from above and the proximity to the harbour.
The orcs do not seem to mind, though, and have become quite used
to almost mud-like terrain.
Obvious exits: -North -South -Up   

< 32h/263H 51v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: Tempest Avenue and Gale Road Intersection
</map>
Tempest Avenue and Gale Road Intersection
   Gale Road connects with Tempest Avenue here, one block away
from the harbour.  As the city grew, this intersection became
increasingly more important.  When the harbour became open to the
public, merchants began to flock off the incoming ships and setting
up shop along Tempest Avenue, possibly making it the most second
most used intersection in the city.
Obvious exits: -North -South -West 

< 32h/263H 51v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: Gale Road
</map>

<map>
Zone: Storm Port.
Room: Gale Road
</map>
Gale Road
   Gale Road connects with the harbour here, making it one of the
oldest and most used pathways in the city.  The sheer ammount of traffic
coming through this road then heading north or south into the city from
boarding or disembarking passengers is amazing.  The harbour, once only
used for orc military personnel, now is abundant with many of the more
evil races of all classes and skills.
Obvious exits: -North -East  -South
Fresh blood splatters cover the area.
A black crow hops through the streets, pecking at trash.

< 33h/263H 51v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: Before the Docks of Storm Port
</map>
Before the Docks of Storm Port
   The name Storm Port is deceptive in nature for storms in this orc
city are actually quite rare. In fact, due to the rock formations in
the surrounding area creating a haven from all sorts of bad weather,
the harbour was built on this spot because it was storm free.  Without
the harbour, the city would have never have flourished, thus leading
to quite an irony of sorts and the thoughts of whatever orc actually
named this town must have had a twisted sense of humour.
Obvious exits: -East  -West 

< 33h/263H 52v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: The Docks of Storm Port
</map>
The Docks of Storm Port
   For the ammount of traffic coming and going through this harbour
it is probably not as large as many would hope it to be.  It consists
of a north dock and a south dock, both running parallel into the sea.
Galleons line the docks, completely overcrowding them and giving the
poor harbour master a great deal of stress who happens to be severely
under handed.  His station sits north, but it rare for him to ever
be inside when there is so much work to be doing.
Obvious exits: -North# -East  -South -West 

< 33h/263H 51v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: The Northern Docks
</map>

<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
An Orc guards the docks viciously.
An Orc harbour worker runs about performing his duties.
An Orc sailor searches for his ship along the pier.
An Orc sailor searches for his ship along the pier.

< 33h/263H 50v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: The Northern Docks
</map>

<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
An Orc shipwright stands here, selling ship rides across the sea.

< 33h/263H 50v/114V Pos: standing >

<map>
Zone: Storm Port.
Room: The Northern Docks
</map>

<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
The Northern Docks
   The north docks are identical to the south docks.  Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
a satchel used to hold various items lies here.
The corpse of an Orc is lying here.
A strange gnomish contraption stands here, dispensing ferry tickets.
The Carrack Shimmering Slime floats here.
The Clipper Krypa floats here.
The Yacht Sloop floats here.
The Galleon Astral Traveller floats here.
The Galleon alla floats here.
The Ketch Ketch floats here.
The Sloop blalaaa floats here.
The Caravel CHEAP floats here.
The Sloop Sarmiz Coastguard floats here.
The Sloop Githmobile floats here.
The Caravel The Predator floats here.
The Galleon Broaken Oar floats here.
The Sloop Navigator floats here.
The Sloop teehee floats here.
The Sloop hihihi floats here.
The Sloop Elden floats here.
The Sloop BlueFish floats here.
An Orc harbour worker runs about performing his duties.

< 33h/263H 49v/114V Pos: standing >
You do not see a sarmiz here.

< 34h/263H 53v/114V Pos: standing >
You can't carry any more.

< 34h/263H 56v/114V Pos: standing >
You are carrying: (11/11)
[4] a small bandage
[5] a set of lockpicks
a thin steel dagger
a bag made from sewn skunk skin

< 35h/263H 59v/114V Pos: standing >
A harbour worker leaves west.

< 36h/263H 62v/114V Pos: standing >
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a set of lockpicks.
You drop a set of lockpicks.
You drop a set of lockpicks.
You drop a set of lockpicks.
You drop a set of lockpicks.
You drop a thin steel dagger.
You drop a bag made from sewn skunk skin.

< 36h/263H 62v/114V Pos: standing >
A set of lockpicks crumbles to dust and blows away.
A set of lockpicks crumbles to dust and blows away.
A set of lockpicks crumbles to dust and blows away.
A set of lockpicks crumbles to dust and blows away.
A set of lockpicks crumbles to dust and blows away.
A bag made from sewn skunk skin crumbles to dust and blows away.

< 36h/263H 63v/114V Pos: standing >
You get a rugged adventurers satchel.

< 36h/263H 64v/114V Pos: standing >
There is no zari here.

< 37h/263H 68v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 37h/263H 69v/114V Pos: standing >
The day has begun.

< 37h/263H 70v/114V Pos: standing >
Out of nowhere, a Halfling stabs you in the back.
Your pair of tight black slippers was completely destroyed by the massive blow!