The Inn of Storm Port
The Storm Port inn is a haven for all sorts of ruffians and pirates.
Brawls between the sailors and city folk are a common thing in the
waiting room and thanks to the uncaring city guards the fights usually
rage on for quite some time. The innkeeper here is a burly orc,
most likely as burly as an orc could possibly get, and usually is
the one who breaks up the fights in frustation and sends the drunk
or unconcious to their beds.
Obvious exits: -Down
< 83h/83H 114v/114V Pos: standing >
Sorry, you must be at least level 30 to toggle who!
< 83h/83H 114v/114V Pos: standing >
Waiting Room of the Inn
The waiting room of the inn is a breeding ground for brawls. Most
likely caused by the brawny sailors constantly flowing in and out
of the city, always rowdy and looking for a good time, including
beating on a few of the locals, however, the trolls and ogres who
frequent this inn have a tendancy to turn around and push the sailors
around, forcing the locals out of the room and back into the streets,
lest they fall prey to an ogre's fist or troll's forehead. A flimsey
staircase leads up to the inn itself.
Obvious exits: -West # -Up
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
An Orc sailor waits for his room here.
A Troll patron waits for his room here.
A Troll patron waits for his room here.
< 83h/83H 113v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 113v/114V Pos: standing >
The door seems to be closed.
< 83h/83H 113v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 113v/114V Pos: standing >
Ok.
< 83h/83H 113v/114V Pos: standing >
Soldier's Path
Soldier's Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago. Now, for the right price, they can sleep in somewhat comfortable
beds.
Obvious exits: -North -East -South
An Orc city guard walks here, most likely abusing his power.
< 83h/83H 113v/114V Pos: standing >
North Storm Street and Soldier's Path
North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector. Soldier's Path breaks away to the north here, home
to three fighter's guilds and the Storm Port inn. The road here is
somewhat less muddy from not being under the aqueduct, but sea mist
blows through the air, dampening clothes.
Obvious exits: -North -East -West
A stray dog spends his days chasing rats through the back alleys.
< 83h/83H 112v/114V Pos: standing >
East End of North Storm Street and Gale Road
North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector. With the aqueduct above running south, the road
in this corner of the city is somewhat muddy, and the smell of sea
salt is still quite strong. The mystical Pillar of Elements can
be seen rising above the city close by the north. The street continues
west of here.
Obvious exits: -North -South -West -Up
A young Orc soldier wanders the city here, preparing for training.
< 83h/83H 111v/114V Pos: standing >
Gale Road
Gale Road connects with the harbour here, making it one of the
oldest and most used pathways in the city. The sheer ammount of traffic
coming through this road then heading north or south into the city from
boarding or disembarking passengers is amazing. The harbour, once only
used for orc military personnel, now is abundant with many of the more
evil races of all classes and skills.
Obvious exits: -North -East -South
< 83h/83H 110v/114V Pos: standing >
Tempest Avenue and Gale Road Intersection
Gale Road connects with Tempest Avenue here, one block away
from the harbour. As the city grew, this intersection became
increasingly more important. When the harbour became open to the
public, merchants began to flock off the incoming ships and setting
up shop along Tempest Avenue, possibly making it the most second
most used intersection in the city.
Obvious exits: -North -South -West
< 83h/83H 109v/114V Pos: standing >
Gale Road
Gale Road runs north to south on the west end of Storm Port,
almost directly below the aqueduct. The packed earth road is quite
moist, both from spill from above and the proximity to the harbour.
The orcs do not seem to mind, though, and have become quite used
to almost mud-like terrain.
Obvious exits: -North -South -Up
< 83h/83H 108v/114V Pos: standing >
Squall Road and Gale Road Intersection
In the early days, Storm Port consisted solely of the harbour,
several small supply shops, and naval barracks connected by two
roads. Squall Road was one of those two. The second, Gale Road
begins north to south here. Between these two roads a path was a
cut through rocky terrain to the flat area of the harbour. To this
day Gale and Squall Roads are still the most used streets in the city.
Obvious exits: -North -East # -West
A black crow hops through the streets, pecking at trash.
< 83h/83H 108v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 108v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 108v/114V Pos: standing >
Ok.
< 83h/83H 108v/114V Pos: standing >
East Gates of Storm Port
The second entrance is here, with a path leading east to west, from
outside the city to the connector of Gale and Squall Road. These
gates are most commonly used for the disembarking passengers of the
harbour wishing to head elsewhere in the country as it provides a
quick route from the harbour to outside the city. The guards here
continue to remain vigilant of any unwelcome visitors, foremost being
the races of good.
Obvious exits: -East -West
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.
< 83h/83H 108v/114V Pos: standing >
Before the East Gates
Much like the southern gates, the trail leading up to the east is
surrounded by large jagged rocks, making travel across anywhere but
through the path quite dangerous. If one would happen to slip or
fall one would find oneself's impaled on several stalagmite-like
formations. It is probable to imagine this trail being cut through
the rocks by duergar stone masons or perhaps incendiary devices.
Obvious exits: -East -West
< 83h/83H 107v/114V Pos: standing >
The Road to Storm Port
The road continues west towards the gates of the city, littered
with trash from both the locals and travellers. Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East -West
< 83h/83H 105v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 105v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 106v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 106v/114V Pos: standing >
The Road to Storm Port
The road continues west towards the gates of the city, littered
with trash from both the locals and travellers. Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East -West
< 83h/83H 104v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 105v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 105v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 105v/114V Pos: standing >
The Road to Storm Port
This pathway has been cut through the rocky terrain of the area
and turned into a fairly well used road to the harbour city of
Storm Port. The trail continues through the treacherous terrain
that protects the harbour from elements and towards the gates of
the city. A group of mercenaries stand here, looking to the western
gates and muttering something rather rude about orcs in general.
Obvious exits: -East -West
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands here pondering his next move.
< 83h/83H 103v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 104v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 104v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/83H 104v/114V Pos: standing >
.^@
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 102v/114V Pos: standing >
.^.
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 101v/114V Pos: standing >
.+.
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 99v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 97v/114V Pos: standing >
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A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East -South -West
< 83h/83H 95v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 94v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 92v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 90v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 89v/114V Pos: standing >
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 87v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 85v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 83v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 82v/114V Pos: standing >
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 80v/114V Pos: standing >
M..***..
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Rugged Hillside of the Northern Wilds
Obvious exits: -North -East -South -West
< 83h/83H 78v/114V Pos: standing >
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
The corpse of an Orc is lying here.
< 83h/83H 76v/114V Pos: standing >
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 75v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 73v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 71v/114V Pos: standing >
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 83h/83H 69v/114V Pos: standing >
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 68v/114V Pos: standing >
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 66v/114V Pos: standing >
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Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 83h/83H 65v/114V Pos: standing >
M...
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A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
A tiny spring bubbles here from the ground.
The guildhall of Brewed in Blood is here.
The corpse of an Orc is lying here.
The corpse of a Githyanki is lying here.
< 83h/83H 63v/114V Pos: standing >
The High-Arched Foyer before The Hall of Brewed in Blood
Obvious exits: -North -South
Fresh blood covers everything in the area.
Shattered bits of ice are scattered about the area.
A tiny spring bubbles here from the ground.
[2] The corpse of an Orc is lying here.
A Grey Elf (medium) < The Commonwealth > stands in mid-air here.
A Shade (small) < The Commonwealth > stands in mid-air here, fighting a giant bronze statue.
A Halfling (small) < The Commonwealth > stands in mid-air here.
An impenetrable globe of darkness floats near a Halfling's head.
A Githzerai (large) < The Commonwealth > stands in mid-air here, fighting a giant bronze statue.
A Githzerai (medium) |--The Council of MaDMeN--| stands in mid-air here, fighting a giant bronze statue.
A Barbarian (large) < The Commonwealth > stands in mid-air here, fighting a giant bronze statue.
A brightly glowing torch floats near a Barbarian's head. (Illuminating)
A Githzerai (medium) < The Commonwealth > stands in mid-air here. (Casting)
A Grey Elf (medium) < The Commonwealth > stands in mid-air here, fighting a giant bronze statue.
A Githzerai (medium) < The Commonwealth > stands in mid-air here, fighting the statue of an anubian soldier.
A Grey Elf (medium) < The Commonwealth > stands in mid-air here. (Casting)
A Grey Elf (medium) < The Commonwealth > stands in mid-air here, fighting the statue of an anubian soldier.
A Githzerai (medium) < The Commonwealth > stands in mid-air here, fighting a giant bronze statue.
A giant bronze statue stands in mid-air here, fighting a Githzerai.
The statue of an anubian soldier stands in mid-air here, fighting a Githzerai.
Placing his weight low a Githzerai shifts into a more aggressive stance.
-=[A Githzerai's fine punch seriously wounds you.]=-
OUCH! That really did HURT!
-=[A Githzerai's fine punch seriously wounds you.]=-
OUCH! That really did HURT!
-=[A Githzerai's fine punch enshrouds you in a mist of blood.]=-
OUCH! That really did HURT!
-=[A Githzerai's fine punch enshrouds you in a mist of blood.]=-
YIKES! Another hit like that, and you've had it!!
-=[A Githzerai's fine punch hits you.]=-