The death of [20 Summoner] Sangsom (Orc)

in On the Bridge of the Yacht Rum Drunk

from the perspective of [47 Guardian] Ath Mutinous Legions (Barbarian)

<worn as a badge>    a symbol of a sword thrust through a cresent moon [superior] [42%]
<worn on head>       the diamond crown of Winduin (glowing)
<worn on eyes>       a platinum-encrusted sapphire eye [superior] (invis)
<worn in ear>        a wad of spawn goo [poor] (magic) (humming)
<worn in ear>        an anti-matter earring
<worn on face>       the mask of armageddon [superior] [86%]
<worn around neck>   a spiked torque of dwarven kind (magic)
<worn around neck>   a spiked zanthium collar [poor] (magic)
<worn on body>       some platemail covered in ancient runes of precision (magic) (glowing)
<worn about body>    a forrestal's cloak
<worn on back>       a large leather backpack [79%]
<worn as quiver>     a faded dragonscale quiver [poor] (magic)
<worn about waist>   a black leather belt with a crimson coral buckle
<worn on belt buckle>a jagged titanium boomerang [87%]
<attached to belt>   an obsidian hookah [64%]
<attached to belt>   a rugged adventurers satchel (magic) (illuminating) [89%]
<worn on arms>       some mithril and dragonscale arm plates of agility (magic) [89%]
<held as shield>     the shield of Nightmares (magic)
<worn around wrist>  an elven bracelet of precision [superior] (magic)
<worn around wrist>  a spiked mithril wristguard of regeneration (magic)
<worn on hands>      some black leather gloves with mithril blades of regeneration [74%]
<worn on finger>     a silver ring [poor] (magic)
<worn on finger>     a glowing faerie ring [34%]
<primary weapon>     the titan warhammer, 'Purelight' (magic) (glowing)
<worn on legs>       a pair of leggings of clan crunch head (magic) (glowing) [89%]
<worn on feet>       a pair of boots lined in mist (magic)

Alas, you cannot go that way. . . .

< 1295h/1295H 102v/173V Pos: standing >
Near an Oasis
   This desert city has one great weakness, despite the Sultan's greatest
efforts to strengthen his city, water. Living in a desert habitat makes one
watch what he wastes. The desert surrounds the city structures in this area,
and this is one of the most heavily populated areas of the city. One reason
for this being, an oasis lays nearby. This oasis isn't the major source of
water for the city, however, whomever has enough money can allocate a spot to
supply himself with water from this oasis. One cannot freely walk up to this
precious supplier of water undaunted, for there are guards to protect it's
overuse. The sultan has been known on occasion to post bounties on those who
steal his precious water, without paying. The stones that make up the wrong
are packed into the desert sand. During the night, travelers need light,
therefore, the sultan built an array of poles about twenty feet apart, each
with a lantern on top.
Obvious exits: -North -South
A filthy vagabond begs for some food.

< 1295h/1295H 101v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South

< 1295h/1295H 100v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -East  -South -West #

< 1295h/1295H 100v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
A desert peasant sinks deeper into his tent.

< 1295h/1295H 99v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South

< 1295h/1295H 98v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
A desert peasant sinks deeper into his tent.

< 1295h/1295H 98v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -East  -South -West #

< 1295h/1295H 97v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South

< 1295h/1295H 97v/173V Pos: standing >
Near an Oasis
   This desert city has one great weakness, despite the Sultan's greatest
efforts to strengthen his city, water. Living in a desert habitat makes one
watch what he wastes. The desert surrounds the city structures in this area,
and this is one of the most heavily populated areas of the city. One reason
for this being, an oasis lays nearby. This oasis isn't the major source of
water for the city, however, whomever has enough money can allocate a spot to
supply himself with water from this oasis. One cannot freely walk up to this
precious supplier of water undaunted, for there are guards to protect it's
overuse. The sultan has been known on occasion to post bounties on those who
steal his precious water, without paying. The stones that make up the wrong
are packed into the desert sand. During the night, travelers need light,
therefore, the sultan built an array of poles about twenty feet apart, each
with a lantern on top.
Obvious exits: -North -South
A filthy vagabond begs for some food.

< 1295h/1295H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 97v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 97v/173V Pos: standing >
An Oasis
   The fresh water looks inviting. Thousands of gallons of fresh drinking
water sits softly in the sun for all who can afford it. The Sultan has a huge
supply problem, the intake of water into the city is far less than the
consumption. If the sultan is to maintain a prosperous city, he is going to
have to buy water from outside sources, very expensive. If there were someway
for him to buy water very cheap, he'd do it, otherwise he'll exhaust other
methods first. Nothing is impossible for a sultan, for sultans are the owners
of the land, and accumulate vast wealth from those living on it. The hot
desert heat scorches the flesh during the day, and it is best only to expose
oneself to it briefly. Desert nomads who wander into the city often do so
during the night, for traveling in the desert is only possible by it. A few
palm trees encircle the oasis, stripped bear by camels. This oasis is also
relaxing. Resting here would be a great idea if one was tired or wounded.
A soothing aura fills the area.
Obvious exits: -North -East  -South
A fresh water oasis seems inviting.
Deraisem, the wandering prophet, recites a poem.(Red Aura)

< 1295h/1295H 96v/173V Pos: standing >
Near an Oasis
   This desert city has one great weakness, despite the Sultan's greatest
efforts to strengthen his city, water. Living in a desert habitat makes one
watch what he wastes. The desert surrounds the city structures in this area,
and this is one of the most heavily populated areas of the city. One reason
for this being, an oasis lays nearby. This oasis isn't the major source of
water for the city, however, whomever has enough money can allocate a spot to
supply himself with water from this oasis. One cannot freely walk up to this
precious supplier of water undaunted, for there are guards to protect it's
overuse. The sultan has been known on occasion to post bounties on those who
steal his precious water, without paying. The stones that make up the wrong
are packed into the desert sand. During the night, travelers need light,
therefore, the sultan built an array of poles about twenty feet apart, each
with a lantern on top.
Obvious exits: -East  -West 
A ragged peddler rides his overloaded donkey.

< 1295h/1295H 95v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -West 

< 1295h/1295H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 96v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South

< 1295h/1295H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 95v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -East  -South
A filthy peasant begs for spare change.(Red Aura)
A desert vagabond humps, barely noticed.

< 1295h/1295H 95v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -East  -West 
A small child plays in the sand.

< 1295h/1295H 94v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -East  -West 

< 1295h/1295H 93v/173V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North# -East  -South -West 
An ordinary peasant is here.(Red Aura)

< 1295h/1295H 93v/173V Pos: standing >
Tent of the Wanderer
   Eriic the wanderer has been many places in his long life. Everywhere from
Tharnadia to Tiamat to the Underdark. He is widely known throughout the city
for his charts and maps and adventure stories. His long flowing blond hair
does not reflect his old age, however, he is very old. The candle light is
barely enough to see the fine lines on his face, the wrinkles of old age. Many
of the common city dwellers come to see Eriic for advice to share his company.
Eriic enjoys company. Eriic enjoys telling stories even more. Most children
come to see Eriic if their parents allow them. Most children come to see Eriic
even if their parents don't allow them. He is known as the wanderer. The will
of this wanderer is to die of old age, never by the spear of another through
his gut or by famine or disease. His jolly laughter is legendary.
Obvious exits: -East  -South -West 
(Q)Eriic the wanderer plays a tune.

< 1295h/1295H 92v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1295h/1295H 92v/173V Pos: standing >
You get a slab of beef from a bottomless bag of the shield dwarves.

< 1295h/1295H 94v/173V Pos: standing >
You eat the slab of beef.

< 1295h/1295H 95v/173V Pos: standing >
Before a Pile of Refuse
   There are some who would say that the desert really sucks. Most people who
live within this desert city agrees. Sand gets everyplace. It gets in your
ears, mouth, hair lungs, pants, shoes, and anyplace else imaginable. Like a
big bluebird everyone wishes they can fly away from this place. The sand is
course, the sun is terrible and relentless, the people stink, the sultan has
a terrible temper and executes a lot of people, and only god knows what else.
The cannion walls surround this encampment of desert peasants. It provides
protection from the desert storms that often sweep the city. Most of those
who cannot afford shelter or someplace of their own live here. Sounds of
the desert city life can be heard barely. Occasionally the wind will howl,
creating an errie sound, as if something was pleading to be released from pain.
Obvious exits: -North -East  -South -West  -Northeast
A gangmember is here ready to pummel.(Red Aura)
A gangmember is here ready to pummel.(Red Aura)
A gangleader stares everyone down.(Red Aura)

< 1302h/1302H 94v/173V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy traveling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -North -East  -South -West 
A crazy man stares at a rat with one eye open.(Red Aura)
A shady dealer looks for someone to sell to.
A brown dog is barking loudly.

< 1302h/1302H 94v/173V Pos: standing >
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -North -West 

< 1302h/1302H 93v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 93v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 94v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 94v/173V Pos: standing >
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -East  -South -West 

< 1302h/1302H 94v/173V Pos: standing >
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -North -South -West 

< 1302h/1302H 93v/173V Pos: standing >
Along the Cliffs
   The tents below are populated by the lower class of this desert city. Not
many people who know the city well travel with the untouchables, however, they
always wear a smile upon there face and never race and eyebrow at strangers,
a nice place to disappear. The smell of campfires lingers in the breeze, the
smell of fresh meat is appealing to all those with nostrils. The slight breeze
that brings the scent of fresh cooked meat also stirs up the sand, creating
tiny dust devils. During the day, the sky hasn't a cloud to be seen, giving the
sun every chance to beat down from the sky. A huge tower looms to the north, it
would be easily reached from here, and over off in the distance the slave
markets are overheard. A small hill runs on a downward slope to the south.
Obvious exits: -North -South -West 

< 1302h/1302H 93v/173V Pos: standing >
Along the Cliffs
   The tents below are populated by the lower class of this desert city. Not
many people who know the city well travel with the untouchables, however, they
always wear a smile upon there face and never race and eyebrow at strangers,
a nice place to disappear. The smell of campfires lingers in the breeze, the
smell of fresh meat is appealing to all those with nostrils. The slight breeze
that brings the scent of fresh cooked meat also stirs up the sand, creating
tiny dust devils. During the day, the sky hasn't a cloud to be seen, giving the
sun every chance to beat down from the sky. A huge tower looms to the north, it
would be easily reached from here, and over off in the distance the slave
markets are overheard. A small hill runs on a downward slope to the south.
Obvious exits: -North -South -West 
A large boulder with rope tied to it rests here.
A miner grunts as he attempts to push the boulder.

< 1302h/1302H 92v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South
A small child plays here.

< 1302h/1302H 91v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South
A ragged peasant cooks some meat.

< 1302h/1302H 91v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East 
A metal shack sways slightly in the wind.
A small child plays here.
A desert peasant sinks deeper into his tent.

< 1302h/1302H 91v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 91v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -West 
A desert peasant sinks deeper into his tent.

< 1302h/1302H 92v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -West 

< 1302h/1302H 92v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -West 
A dust covered tent is here.

< 1302h/1302H 91v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 91v/173V Pos: standing >
You no longer feel safe from animals.
You no longer feel safe from poison gas.
You no longer feel safe from lightning.
You no longer feel safe from cold.
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South -West 
A mule stands here loaded with ragged bags.
A small child plays here.

< 1302h/1302H 92v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanked on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -South# -West 
A plump woman in rags raises an eyebrow.
The wandering merchant travels the city.

< 1302h/1302H 91v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South

< 1302h/1302H 90v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 91v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanked on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -South# -West 
A plump woman in rags raises an eyebrow.
The wandering merchant travels the city.

< 1302h/1302H 92v/173V Pos: standing >
You quickly scan the area.
A well dressed merchant who is rather far off to your north.
A well dressed merchant who is rather far off to your north.
A githyanki slave who is rather far off to your north.
A githyanki slave who is rather far off to your north.
An auctioneer who is in the distance to your north.
A mule who is close by to your west.
A small child who is not far off to your west.
A ragged peasant who is not far off to your west.
A plump woman who is a brief walk away to your west.
A peasant who is a brief walk away to your west.
A drunken peasant who is a brief walk away to your west.
A peasant elder who is a brief walk away to your west.
A ragged peasant who is rather far off to your west.

< 1302h/1302H 93v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 93v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South -West 
A mule stands here loaded with ragged bags.

< 1302h/1302H 95v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -West 
A dust covered tent is here.

< 1302h/1302H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 95v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -West 

< 1302h/1302H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South -West 
A small child plays here.
A ragged peasant cooks some meat.

< 1302h/1302H 95v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South -West 
A mule stands here loaded with ragged bags.

< 1302h/1302H 95v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
A soothing aura fills the area.
Obvious exits: -South -West 
A large barrel of water rests here.
A plump woman in rags raises an eyebrow.
An elderly peasant enjoys the music.
An elderly peasant enjoys the music.
A small child listens to the gleeman joyfully.
A dusty gleeman sings a tune to his audience. (casting) 

< 1302h/1302H 94v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South -West 
A mule stands here loaded with ragged bags.

< 1302h/1302H 96v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -West 
A dust covered tent is here.

< 1302h/1302H 95v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
A mule enters from the north.
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 97v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East  -South -West 

< 1302h/1302H 96v/173V Pos: standing >
A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanked on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -South# -West 
A plump woman in rags raises an eyebrow.
The wandering merchant travels the city.

< 1302h/1302H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 96v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 97v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 97v/173V Pos: standing >
The door seems to be closed.

< 1302h/1302H 97v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South

< 1302h/1302H 98v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East  -South

< 1302h/1302H 97v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East  -West 
A tiny desert spider is here.(Red Aura)
A filthy vagabond begs for some food.

< 1302h/1302H 98v/173V Pos: standing >
You quickly scan the area.
You see nothing.

< 1302h/1302H 99v/173V Pos: standing >
You quickly scan the area.
You see nothing.

< 1302h/1302H 100v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East  -South -West 

< 1302h/1302H 99v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -West 

< 1302h/1302H 99v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1302h/1302H 99v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East  -South -West 

< 1302h/1302H 99v/173V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East  -South

< 1302h/1302H 99v/173V Pos: standing >
Along the Desert Sea
   A large amount of salt water is visible to the east. This water in the sea
is real ironic, it can only dehydrate and never quench a thirst. The
salt within the water obsurbs the water within ones cells, therefore making one
with less hydrated than before. The salt water makes up a sea that spans the
eastern horizon. A small port is visible along the shore, however this port is
sometimes hammered in bad weather since there is no harbor around it to protect
it. The street is comprised of many cobblestones embedded into the sand.
Huge poles are lined up on either side of the road with lanterns on top of them
to provide light during the night. A number of tents and buildings are
constructed upon this road. When the tide is high, some of the tents are in
danger of washing away.
Obvious exits: -North# -East  -South# -West 

< 1302h/1302H 98v/173V Pos: standing >
A Crimson Cobblestone Road
   Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -East  -West 

< 1302h/1302H 97v/173V Pos: standing >
You quickly scan the area.
You see nothing.

< 1302h/1302H 97v/173V Pos: standing >
A Crimson Cobblestone Road
   Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -North# -East # -South# -West 

< 1302h/1302H 97v/173V Pos: standing >
The gate seems to be closed.