The death of [39 Shadowmage] Sha -=Celestial Sigil=- (Grey Elf)

in The Brawling Foot Inn

from the perspective of [42 Assassin] Fraglo *-* Warlords *-* (Troll)

<worn as a badge>    a masterly crafted obsidian badge of health [85%]
<worn on head>       a blood hawk headdress [77%]
<worn on eyes>       the eyes of the High Forest (glowing) [76%]
<worn in ear>        an aboleth's shrunken head [13%]
<worn in ear>        a dangling dematite earring [32%]
<worn on face>       an assassins mask [61%]
<worn around neck>   an honor of guards medallion of dexterity [50%]
<worn around neck>   the service tags of the squad [superior] (glowing)
<worn on body>       Lobos' leather coat of precision [88%]
<worn about body>    the masters cloak (glowing) [60%]
<worn as quiver>     the masters quiver of health (glowing) [87%]
<worn about waist>   a belt encrusted with black sapphires [poor]
<worn on belt buckle>an ankylosaur tail club of damage (glowing)
<worn on arms>       the vambraces of the vampire lords (humming)
<worn around wrist>  the combat brace of the maelstrom of precision [67%]
<worn around wrist>  a bracelet of woven willow leaves [superior] [73%]
<worn on hands>      the gauntlets of the lifestealer (glowing) [76%]
<worn on finger>     an obsidian circle of endurance
<worn on finger>     an obsidian circle [89%]
<primary weapon>     the dagger of Wind (invis)[232h 40m 41s]
<secondary weapon>   a slimy troglodyte claw [superior] with a strange black stone [88%]
<worn on legs>       some skull knee guards lined with feathers [superior] [79%]
<worn on feet>       some spurred blood crystal boots [89%]

 MMM^.....****  
  M^^.....***   
   ^^....M**    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 1060h/1060H 379v/381V Pos: standing >
   MMM^.^^..    
  ^MMM^.^....   
 ^MMM^...M..**  
 ^MMM^^^..^***  
 MMMM^^@^.****  
 MMM^^..^.****  
 MMM^.....****  
  M^^.....***   
   ^^....M**    
   MMM^.^...    
  MMM^...M..*   
 ^MMM^^^..^***  
 MMMM^^.^.****  
 MMM^^.@^.****  
 MMM^.....****  
 MM^^.....****  
  M^^....M***   
   ^^^^M.***    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 1060h/1060H 377v/381V Pos: standing >
   MM^...M..    
  MMM^^^..^**   
 MMMM^^.^.****  
 MMM^^..^.****  
 MMM^..@..****  
 MM^^.....****  
 MM^^....M****  
  M^^^^M.****   
   M^..^^***    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 1060h/1060H 375v/381V Pos: standing >
   MM^^^..^*    
  MMM^^.^.***   
 MMM^^..^.****  
 MMM^.....****  
 MM^^..@..****  
 MM^^....M****  
 MM^^^^M.*****  
  MM^..^^****   
   M^^******    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 1060h/1060H 375v/381V Pos: standing >
   MM^^.^.**    
  MM^^..^.***   
 MMM^.....****  
 MM^^.....****  
 MM^^..@.M****  
 MM^^^^M.*****  
 MMM^..^^*****  
  MM^^*******   
   M^^^*****    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 1060h/1060H 377v/381V Pos: standing >
   MMM^^.^.*    
  MMM^^..^.**   
 ^MMM^.....***  
 MMM^^.....***  
 MMM^^.@..M***  
 ^MM^^^^M.****  
 ^MMM^..^^****  
  MMM^^******   
   MM^^^****    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 1060h/1060H 377v/381V Pos: standing >
   MMMM^^.^.    
  ^MMM^^..^.*   
 ^^MMM^.....**  
 ^MMM^^.....**  
 ^MMM^^@...M**  
 ^^MM^^^^M.***  
 ^^MMM^..^^***  
  ^MMM^^*****   
   ^MM^^^***    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 1060h/1060H 377v/381V Pos: standing >

<map>
Zone: Nax.
Room: Along a Game Trail
</map>
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East  -West 

< 1060h/1060H 377v/381V Pos: standing >

<map>
Zone: Nax.
Room: Near a Log Cabin
</map>
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East  -South

< 1060h/1060H 378v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Dense Forest
</map>
A Dense Forest
   The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West 

< 1060h/1060H 380v/381V Pos: standing >

<map>
Zone: Nax.
Room: Nearing a River
</map>
Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East  -West 

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: Along a River
</map>

<map>
Zone: Nax.
Room: Along a River
</map>
Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East  -West 
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 1060h/1060H 378v/381V Pos: standing >

<map>
Zone: Nax.
Room: Above a River on a Rope Bridge
</map>
Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: Before a Wooden Bridge
</map>
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.

< 1060h/1060H 380v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Long Winding Trail of Mud
</map>
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East  -West 

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: An Old Trail
</map>

<map>
Zone: Nax.
Room: An Old Trail
</map>
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East  -West 
A small snake swims in the swamp.
There are Troll tracks going west.

< 1060h/1060H 378v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Muddy Trail through the Swamp
</map>
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East  -South

< 1060h/1060H 379v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >

<map>
Zone: Nax.
Room: In the Muck
</map>
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 

< 1060h/1060H 380v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Muddy Trail
</map>

<map>
Zone: Nax.
Room: A Muddy Trail
</map>
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 
A small snake swims in the swamp.

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Path of Dirt
</map>
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 

< 1060h/1060H 378v/381V Pos: standing >

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

< 1060h/1060H 379v/381V Pos: standing >

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

< 1060h/1060H 380v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 380v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 380v/381V Pos: standing >

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

< 1060h/1060H 379v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >

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

< 1060h/1060H 380v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>

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

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: An Intersection of Roads
</map>
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East  -West 

< 1060h/1060H 378v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>

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

< 1060h/1060H 379v/381V Pos: standing >

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

< 1060h/1060H 380v/381V Pos: standing >

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

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Turning
</map>
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 #

< 1060h/1060H 378v/381V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your north.
An commoner who is a brief walk away to your east.
An agitated minotaur who is in the distance to your east.

< 1060h/1060H 380v/381V Pos: standing >
The door seems to be closed.

< 1060h/1060H 381v/381V Pos: standing >
The door seems to be closed.

< 1060h/1060H 381v/381V Pos: standing >
The door seems to be closed.

< 1060h/1060H 381v/381V Pos: standing >
The door seems to be closed.

< 1060h/1060H 381v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Intersection
</map>
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 

< 1060h/1060H 380v/381V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

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

< 1060h/1060H 378v/381V Pos: standing >

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

< 1060h/1060H 379v/381V Pos: standing >

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

< 1060h/1060H 380v/381V Pos: standing >

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

< 1060h/1060H 379v/381V Pos: standing >

<map>
Zone: Nax.
Room: A Discreet Herbal Sanctuary
</map>

<map>
Zone: Nax.
Room: A Discreet Herbal Sanctuary
</map>
A Discreet Herbal Sanctuary
  Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls.  It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
Obvious exits: -South
A draft horse stands here nibbling on your sleeve.
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.

< 1060h/1060H 378v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 380v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 1060h/1060H 381v/381V Pos: standing >

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

< 1060h/1060H 380v/381V Pos: standing >
You quickly scan the area.
A draft horse who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is a brief walk away to your south.
An agitated minotaur who is close by to your west.
Brukish who is close by to your west.

< 1060h/1060H 380v/381V Pos: standing >
Ok.

< 1060h/1060H 380v/381V Pos: standing >

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

< 1060h/1060H 379v/381V Pos: standing >
You quickly scan the area.
A drunk minotaur who is not far off to your east.
A Grey Elf who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
Grym who is close by above you.

< 1060h/1060H 381v/381V Pos: standing >
Ok.

< 1060h/1060H 381v/381V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.

< 1060h/1060H 381v/381V Pos: standing >

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

< 1060h/1060H 380v/381V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
A drunk minotaur staggers about.
A Grey Elf (medium)  -=Celestial Sigil=- sits resting.(Gold Aura)
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 1060h/1060H 379v/381V Pos: standing >
You attempt to stab a Grey Elf in the back, but their shadow shield quickly absorbs the impact before fading away!
You snap into visibility.
[Damage:  1 ] A Grey Elf makes a strange sound as you place the dagger of Wind in his back.
[Damage: 72 ] A Grey Elf makes a strange sound as you place a slimy troglodyte claw [superior] with a strange black stone in his back.

< 1060h/1060H 379v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sit EP:  small wounds >
 A Grey Elf misses you.
You parry a Grey Elf's lunge at you.

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sit EP:  small wounds >
 Syrm says 'OH NO, you've cost me alot of time and money, but toss me 14 platinum, 6 gold, and 8 silver and I'll take care of your task!'

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sit EP:  small wounds >
 A Grey Elf clambers to his feet.

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sta EP:  small wounds >
 A drunk minotaur leaves west.
You skillfully slip behind a Grey Elf and slit their throat resulting in a mist of blood!

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sta EP:  small wounds >
 A Grey Elf starts casting an offensive spell.

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sta EP:  small wounds >
 You snap into visibility.
[Damage: 13 ] Your impressive pierce strikes a Grey Elf.
A Grey Elf dodges your futile attack.
A Grey Elf dodges your futile attack.

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sta EP:  few wounds >
 You attempt to flee...
PANIC!  You couldn't escape!

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sta EP:  few wounds >
 A Grey Elf's wound gushes blood all over the surrounding area.
You attempt to flee...
PANIC!  You couldn't escape!

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sta EP:  few wounds >
 Sorry, you aren't allowed to do that in combat.

< 1060h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Grey Elf sta EP:  few wounds >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'buoblg qrunsoqpze yugh'
You snap into visibility.
A Grey Elf's mighty magic fist slams into you!
Sorry, you aren't allowed to do that in combat.

< 962h/1060H 381v/381V Pos: standing >
< T: Fraglo TP: sta TC:few scratches E: A Grey Elf sta EP:  few wounds >
 You attempt to flee...

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
A drunk minotaur staggers about.
There are some tracks heading west.
You flee westward!

< 962h/1060H 371v/381V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
Puddles of fresh blood cover the ground.
A Grey Elf (medium)  -=Celestial Sigil=- stands in mid-air here.(Gold Aura)
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 963h/1060H 370v/381V Pos: standing >
Alas, you cannot go that way. . . .

< 964h/1060H 372v/381V Pos: standing >
You snap into visibility.
[Damage: 91 ] A Grey Elf makes a strange sound as you place the dagger of Wind in his back.
With a swift tug you wrench the weapon free, ramming it into a Grey Elf's spine!.
[Damage: 50 ] A Grey Elf makes a strange sound as you place the dagger of Wind in his back.
[Damage: 71 ] A Grey Elf makes a strange sound as you place a slimy troglodyte claw [superior] with a strange black stone in his back.

< 966h/1060H 374v/381V Pos: standing >
< T: Fraglo TP: sta TC:few scratches E: A Grey Elf sta EP:  awful >
 A Grey Elf attempts to flee.
A Grey Elf leaves west.

< 972h/1060H 376v/381V Pos: standing >

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
A Grey Elf (medium)  -=Celestial Sigil=- stands in mid-air here.(Gold Aura)
A drunk minotaur staggers about.
There are some tracks heading west.

< 975h/1060H 375v/381V Pos: standing >
A Grey Elf leaves west.
Backstab who?

< 977h/1060H 375v/381V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West # -Up   
A small pile of coins lies here.
A Grey Elf (medium)  -=Celestial Sigil=- stands in mid-air here.(Gold Aura)
There are Troll tracks going west.

< 980h/1060H 378v/381V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You snap into visibility.
[Damage: 33 ] A Grey Elf makes a strange sound as you place the dagger of Wind in his back.
A Grey Elf's old and frayed tam o'shanter was completely destroyed by the massive blow!
A Grey Elf's pleasant necklace of flowers was completely destroyed by the massive blow!
A Grey Elf's some moss-covered sleeves [superior] was completely destroyed by the massive blow!
A Grey Elf is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!