The death of [ 1 BeRSeRKeR] Notch (Minotaur)

in The Brawling Foot Tavern

from the perspective of [ 1 BeRSeRKeR] Notch (Minotaur)

<worn in nose>       a brass nose ring
<worn about body>    a thin batwing cloak
<held as shield>     a little round wooden shield
<primary weapon>     a stout oaken cudgel


< 31h/31H 170v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -North -East  -West 

< 31h/31H 169v/170V Pos: standing >
A Burial Ground
   Made up of bamboo, the fence that protects this place rises over five feet
high. Beautiful oak trees are well over thirty feet tall also, which allows
shade from the sunlight. The grass here doesn't grow all that tall, although
Lit is a beautifully colored green. Little squirrels race along it to pick up
fallen nuts. Around the area, headstones mark the place as a graveyard. It is
La small graveyard, with only a few tombs. There are no signs of city life
and no signs of disturbance. The cow's must hold this place as sacred, because
there is little doubt that fallen warriors are buried here.
Obvious exits: -West  -Down 

< 31h/31H 168v/170V Pos: standing >
A Collapsed Cavern
   Huge piles of rocks have fallen to the ground from the ceiling above. Dust
has had no time to settle amongst the refuse and rubble, hinting at the
unstability of the cavern. Above, light can be seen marking an entrance of
sorts. The amount of moisture in the air makes breathing difficult at best.
Vines dangle down from the ceiling and grow along the dirt walls on either
side. Darkness envelopes the area, straining the eyes. The ground gives way
to a secret entrance that leads underground. A huge cylinder hole curves
downwards allowing enough space for entering it and climbing down. Vines
dangle down from the cavern's ceiling above and the moisture they hold finds
its way towards the ground in a never ending dripping motion. Darkness
envelopes the room, however, the light from above is adequate to suit most.
Obvious exits: -North -Up   

< 31h/31H 169v/170V Pos: standing >
A Subterranean Passageway
   Huge stalagmites stick up from the floor, however, a tiny crack in one
reveals an entrance way. A little stream flows through the area. The stream
is apart of the drinking water from the small stream above that gives the
town its drinking water. The stench of the area is strong enough to persuade
the strongest will to turn back. Bedrocks cover the floor, making footing
very unstable. Sounds echo everything, even a dripping coming from the
stalagmites seem outrageously loud. the cavern rises above thirty feet, making
a trip to the surface difficult for the unprepared.
Obvious exits: -North -South

< 31h/31H 168v/170V Pos: standing >
Subterranean Passageway
   Stalactites rise from the floor, however, they are dripping tiny
drops of water which echo through the cavern very loudly, very annoyingly.
Bedrocks cover the area, footing is loose at best. A little stream flows
by, drenching the area with the foul smell of mud. Even the strong minded
would not be willing to stay here long. the cavern rises thirty feet in
until it meets the hanging rocks, stalactites. If these rocks decided to
fall, they would utterly demolish anything beneath them.
Obvious exits: -South
Narvnagan, the treacherous mercenary, polishes a dagger.

< 31h/31H 169v/170V Pos: standing >
You do not see that here.

< 31h/31H 169v/170V Pos: standing >
This mercenary silently and collectively poslishes his dagger in the far corner
of the room. He's the calm collective type, appreciating the usefullness of
studying an opponent before confrontation.
Narvnagan appears to be Minotaur and is in excellent condition.
He's huge in size.


< 31h/31H 169v/170V Pos: standing >
Hint: The consider command will compare your level to that of the victims, nothing else. Lower level mobs can be nastier than they appear, and higher level mobs easier than you thought.

< 31h/31H 169v/170V Pos: standing >
Pardon?

< 31h/31H 170v/170V Pos: standing >
This thing will kill you so fast, it's not EVEN funny!

< 31h/31H 170v/170V Pos: standing >
Subterranean Passageway
Obvious exits: -South
Narvnagan, the treacherous mercenary, polishes a dagger.

< 31h/31H 170v/170V Pos: standing >
A Subterranean Passageway
   Huge stalagmites stick up from the floor, however, a tiny crack in one
reveals an entrance way. A little stream flows through the area. The stream
is apart of the drinking water from the small stream above that gives the
town its drinking water. The stench of the area is strong enough to persuade
the strongest will to turn back. Bedrocks cover the floor, making footing
very unstable. Sounds echo everything, even a dripping coming from the
stalagmites seem outrageously loud. the cavern rises above thirty feet, making
a trip to the surface difficult for the unprepared.
Obvious exits: -North -South

< 31h/31H 169v/170V Pos: standing >
A Collapsed Cavern
   Huge piles of rocks have fallen to the ground from the ceiling above. Dust
has had no time to settle amongst the refuse and rubble, hinting at the
unstability of the cavern. Above, light can be seen marking an entrance of
sorts. The amount of moisture in the air makes breathing difficult at best.
Vines dangle down from the ceiling and grow along the dirt walls on either
side. Darkness envelopes the area, straining the eyes. The ground gives way
to a secret entrance that leads underground. A huge cylinder hole curves
downwards allowing enough space for entering it and climbing down. Vines
dangle down from the cavern's ceiling above and the moisture they hold finds
its way towards the ground in a never ending dripping motion. Darkness
envelopes the room, however, the light from above is adequate to suit most.
Obvious exits: -North -Up   

< 31h/31H 168v/170V Pos: standing >
A Burial Ground
   Made up of bamboo, the fence that protects this place rises over five feet
high. Beautiful oak trees are well over thirty feet tall also, which allows
shade from the sunlight. The grass here doesn't grow all that tall, although
Lit is a beautifully colored green. Little squirrels race along it to pick up
fallen nuts. Around the area, headstones mark the place as a graveyard. It is
La small graveyard, with only a few tombs. There are no signs of city life
and no signs of disturbance. The cow's must hold this place as sacred, because
there is little doubt that fallen warriors are buried here.
Obvious exits: -West  -Down 

< 31h/31H 169v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -North -East  -West 

< 31h/31H 168v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -East  -West 
A fluffy bunny hops under the brush.

< 31h/31H 167v/170V Pos: standing >
Your crush strikes a fluffy bunny very hard.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  few wounds >
 A fluffy bunny misses you.
A fluffy bunny's eyes close quickly as your foot flies by its face.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  few wounds >
 A fluffy bunny dodges your futile attack.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  few wounds >
 You parry a fluffy bunny's lunge at you.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  few wounds >
 Your decent crush seriously wounds a fluffy bunny.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  nasty wounds >
 A fluffy bunny laughs at your feeble attempt to kick it from behind.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  nasty wounds >
 A fluffy bunny misses you.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  nasty wounds >
 Your decent crush seriously wounds a fluffy bunny.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  awful >
 Your kick at a fluffy bunny's belly comes up short.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  awful >
 You dodge a fluffy bunny's vicious attack.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  awful >
 Your decent crush seriously wounds a fluffy bunny.
A fluffy bunny is stunned!

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  bleeding, close to death >
 A fluffy bunny's eyes close quickly as your foot flies by its face.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  bleeding, close to death >
 You dodge a fluffy bunny's vicious attack.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  bleeding, close to death >
 Shadows stretch across the land as the sun limps towards the horizon.

< 31h/31H 170v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: fluffy sta EP:  bleeding, close to death >
 Your decent crush seriously wounds a fluffy bunny.
A fluffy bunny is incapacitated and will slowly die, if not aided.

< 31h/31H 170v/170V Pos: standing >
<Your crush grievously wounds a fluffy bunny.
A fluffy bunny is mortally wounded, and will die soon, if not aided.

< 31h/31H 170v/170V Pos: standing >
<You crushed a fluffy bunny's skull, I'm afraid it's dead.
A fluffy bunny is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a fluffy bunny's gurgling and choking signals its demise.

< 31h/31H 170v/170V Pos: standing >
Slay whom?

< 31h/31H 170v/170V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.

< 31h/31H 170v/170V Pos: standing >
Skill
1h bludgeon                    8
1h flaying                    12
2h bludgeon                    5
bandage                       18
berserk                       15
blindfighting             (obtained at level 6)
carve                         18
climb                         10
double attack             (obtained at level 11)
dual wield                (obtained at level 11)
fishing                       11
hitall                    (obtained at level 11)
infuriate                 (obtained at level 41)
kick                          17
maul                      (obtained at level 31)
parry                         13
rage                      (obtained at level 6)
rampage                   (obtained at level 36)
retreat                       15
riposte                   (obtained at level 6)
rush                      (obtained at level 51)
salvage                        8
triple attack             (obtained at level 51)
unarmed damage                10
vicious strike            (obtained at level 51)
war cry                   (obtained at level 26)
Skill
1h bludgeon                    8
1h flaying                    12
2h bludgeon                    5
bandage                       18
berserk                       15
blindfighting             (obtained at level 6)
carve                         18
climb                         10
double attack             (obtained at level 11)
dual wield                (obtained at level 11)
fishing                       11
hitall                    (obtained at level 11)
infuriate                 (obtained at level 41)
kick                          17
maul                      (obtained at level 31)
parry                         13
rage                      (obtained at level 6)
rampage                   (obtained at level 36)
retreat                       15
riposte                   (obtained at level 6)
rush                      (obtained at level 51)
salvage                        8
triple attack             (obtained at level 51)
unarmed damage                10
vicious strike            (obtained at level 51)
war cry                   (obtained at level 26)

< 31h/31H 170v/170V Pos: standing >
Hint: Most commands have help files.  Type 'help (command)' to learn how to use game commands.

< 31h/31H 170v/170V Pos: standing >
Autosaving...

< 31h/31H 170v/170V Pos: standing >
Kick
=========================================
Syntax:         kick <victim>

A successful kick inflicts damage dependent on the proficiency you have
in that particular skill. This causes the kicker to be unable to enter new
commands for a brief period of time.

The following help topics also matched your search:
 Doorkick
 Roundkick
 Wallkick

The following character attributes are used in execution of this ability (if any):
Char's Strength.
Char's Luck.

< 31h/31H 170v/170V Pos: standing >
Level
=========================================
Levels in Duris are accomplished by killing or being engaged with mobs.  The progress through 
each level can be determined by the 'experience' gained, and there are 9 notches in 'exp' to
get to the next level.  Levels become substantially more difficult to obtain at level 20, which
is why many people are found in groups.  Once a character reaches level 46, they will be required
to touch an epic stone to advance further even if they have enough experience.  After level 50,
only certain stones will allow you to advance.

==See also==
experience, group

The following help topics also matched your search:
 Godlevels
 Level potion

Level
=========================================
Levels in Duris are accomplished by killing or being engaged with mobs.  The progress through 
each level can be determined by the 'experience' gained, and there are 9 notches in 'exp' to
get to the next level.  Levels become substantially more difficult to obtain at level 20, which
is why many people are found in groups.  Once a character reaches level 46, they will be required
to touch an epic stone to advance further even if they have enough experience.  After level 50,
only certain stones will allow you to advance.

==See also==
experience, group

The following help topics also matched your search:
 Godlevels
 Level potion


< 31h/31H 170v/170V Pos: standing >
A Small Forest Park
Obvious exits: -East  -West 
Fresh blood covers everything in the area.
The corpse of a fluffy bunny is lying here.

< 31h/31H 170v/170V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 31h/31H 169v/170V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -West #

< 31h/31H 168v/170V Pos: standing >
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.

< 31h/31H 169v/170V Pos: standing >
The sun vanishes behind the southern horizon.

< 31h/31H 169v/170V Pos: standing >
You comfort an agitated minotaur.

< 31h/31H 169v/170V Pos: standing >
What do you want your epitaph to say?!?

< 31h/31H 169v/170V Pos: standing >
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 

< 31h/31H 168v/170V Pos: standing >
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.

< 31h/31H 169v/170V Pos: standing >
An agitated minotaur leaves east.

< 31h/31H 169v/170V Pos: standing >
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 
An agitated commoner walks the road.

< 31h/31H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 

< 31h/31H 169v/170V Pos: standing >
Private Dwelling
   The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -East 
A rugged minotaur drinks obsessively.

< 31h/31H 168v/170V Pos: standing >
Hint: Experiment with different social commands. Some are useful in actual game play. Example: "beckon" asks someone to follow and consent to you, or "moving" announces that you are moving ahead.

< 31h/31H 169v/170V Pos: standing >
What do you want your epitaph to say?!?

< 31h/31H 170v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 

< 31h/31H 169v/170V Pos: standing >
Private Dwelling
   The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -West 
A rugged minotaur drinks obsessively.

< 31h/31H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 

< 31h/31H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 
An agitated commoner walks the road.

< 31h/31H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 

< 31h/31H 169v/170V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East # -South -West 

< 31h/31H 168v/170V Pos: standing >
The gate seems to be closed.

< 31h/31H 170v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South

< 31h/31H 169v/170V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East  -South

< 31h/31H 168v/170V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 

< 31h/31H 168v/170V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East # -West 

< 31h/31H 169v/170V Pos: standing >
The door seems to be closed.

< 31h/31H 169v/170V Pos: standing >
Ok.

< 31h/31H 170v/170V Pos: standing >
An Abandoned Courthouse
   Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West 
A small rat scurries along the floor.
A disheveled commoner squats in a corner.

< 31h/31H 169v/170V Pos: standing >
A small rat leaves west.

< 31h/31H 169v/170V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East  -West 
A small rat scurries along the floor.

< 31h/31H 168v/170V Pos: standing >
Your crush strikes a small rat very hard.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  few wounds >
 A small rat misses you.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  few wounds >
 A small rat steps back, and your kick misses it.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  few wounds >
 Your crush seriously wounds a small rat.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  nasty wounds >
 You dodge a small rat's vicious attack.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  nasty wounds >
 A small rat ducks, and your foot flies a mile high.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  nasty wounds >
 Your decent crush strikes a small rat very hard.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  awful >
 The night has begun.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  awful >
 You dodge a small rat's vicious attack.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  awful >
 You miss a small rat.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  awful >
 A small rat deftly blocks your kick with its forearm.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  awful >
 You dodge a small rat's vicious attack.

< 31h/31H 169v/170V Pos: standing >
< T: Notch TP: sta TC:excellent E: small sta EP:  awful >
 Your fine crush enshrouds a small rat in a mist of blood.
A small rat is incapacitated and will slowly die, if not aided.
A small rat slumps to the ground.
As you strike a small rat, the power of your ancestors fill you with RAGE!

< 31h/31H 169v/170V Pos: standing >
<Your kick shatters a small rat's skull.
A small rat is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a small rat's last actions in this world.

< 31h/31H 169v/170V Pos: standing >
A disheveled commoner enters from the east.

< 31h/31H 169v/170V Pos: standing >
This minotaur at one time must have been a valiant warrior, however, somewhere
through the years he has fallen from grace from his own kin which inturn lead
him to drink heavily. His once bulky physique has succumbed to inactivity and
now he's nothing but a waste of space.
A disheveled commoner appears to be Minotaur and is in excellent condition.
He's huge in size.


< 31h/31H 169v/170V Pos: standing >
This thing will kill you so fast, it's not EVEN funny!

< 31h/31H 170v/170V Pos: standing >
Hint: Beware of guards!  Some guards will come to the aid of your victims!

< 31h/31H 170v/170V Pos: standing >
An Abandoned Courthouse
   Overturned chairs lay scattered about the room. Cobwebs cover the distance
in-between them. Layers and layers of dust cover not only everything in this
inanimate but the living as well, for if one would walk ten feet into this
room they'd be covered in them. Big rats scurry along the floor seeking
shelter. In the front of the chamber, remnants of a small desk remains idle.
During the day sunlight, as long as it shines, reaches this old chamber at all
hours. No one has used this courthouse in sometime, perhaps this is the
remnants of a city that was sacked sometime ago by the cows.
Obvious exits: -West 

< 31h/31H 169v/170V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
The corpse of a small rat is lying here.
A disheveled commoner squats in a corner.

< 31h/31H 168v/170V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East  -West 

< 31h/31H 168v/170V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East  -South

< 31h/31H 169v/170V Pos: standing >
The door seems to be closed.

< 31h/31H 169v/170V Pos: standing >
Ok.

< 31h/31H 170v/170V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 31h/31H 169v/170V Pos: standing >
Nika's Bedroom
   A huge bed is off to the left of the staircase. The bed has a wooden frame,
comfortable blankets atop of a comfortable mattress. At the foot of the bed,
a large oak dresser stands about five feet high, with four drawers. A tiny
picture rests upon the dresser, as does a book of some sort. There is a window
on the opposite side of the room, giving a perfect view of the city from
twenty feet above. Town life is horrifically loud, and does have its
disadvantages it would seem for who could possibly sleep through the noise.
Obvious exits: -Down 
Nika, the mercenary, sizes you up and down.

< 31h/31H 168v/170V Pos: standing >
This fierce mercenary fears nothing and noone. To catch her eyes is to catch
sight of something insensitive to the world around her. She seems as tho she'd
slit her own mother's throat.
Nika appears to be Minotaur and is in excellent condition.
She's huge in size.

<worn on arms>       some iron-clad sleeves [poor]

< 31h/31H 170v/170V Pos: standing >
This thing will kill you so fast, it's not EVEN funny!

< 31h/31H 170v/170V Pos: standing >
A Shambled House
   Broken pictures hang from the walls, a beautifully decorated self portrait
of Nika among them. Smooth tiled flooring gives even footing and could chill
the bone if the foot is not booted. Furniture inhabits most of the room, it is
however mostly broken. A table sits off in the corner of the room, with four
chairs about it. A stitched coach sits below a square window, giving fresh air
to those who sit there. An overturned bookcase sits off to the right of the
couch and it held a great number of books. Next to the bookcase an entrance
way to a staircase begins, spiraling upwards.
Obvious exits: -South -Up   

< 31h/31H 169v/170V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North -East  -South

< 31h/31H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South

< 31h/31H 169v/170V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East # -South -West 

< 31h/31H 168v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East  -West 

< 31h/31H 168v/170V Pos: standing >
Ghugarn's Armor Shop
   Displays are set up about the place, alongside the shelves full of all sorts
of armor for all over the body. The room is a large one, it is expected to
hold a great number of exotic armor items, such as the ones listed on the
inventory list, which is on the counter next to a few primitive writing
utensils and paper. the paper must be used to add subtract, for business
purposes obviously. there are no windows in the armory, limiting the chances
of thieves breaking in during the night and stealing anything they wish. The
counter is about four feet in height. Patiently, Ghugarn stands behind a desk.
Obvious exits: -South
A small, red-hot forging furnace has been set up here. (humming)
An commoner walks the road, intent on his destination.
Ghugarn, the armorer, sells his gear here.

< 31h/31H 169v/170V Pos: standing >
This bulky cow once served under general Brakx in his younger days. Now he
enjoys the fruits of his labors by earning a great deal of money buying used
armor and mending it to sell it for a great deal of profit.
Ghugarn appears to be Minotaur and is in excellent condition.
He's huge in size.


< 31h/31H 169v/170V Pos: standing >
Pardon?

< 31h/31H 169v/170V Pos: standing >
You are carrying: (4/9)
[4] a small bandage

< 31h/31H 169v/170V Pos: standing >
Sorry, but there are no help topics that match your search.

< 31h/31H 169v/170V Pos: standing >
Goldenhall Guides
=========================================
Image:goldenhall.jpg

< 31h/31H 169v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East  -West 

< 31h/31H 168v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East  -South -West 

< 31h/31H 168v/170V Pos: standing >

< 31h/31H 169v/170V Pos: standing >
Bergin's Weapon Shop
   Huge racks weapons find themselves leaning up against the walls for
support, the racks themselves could not hold the weight pitied against it.
The weapons on the rack are of the best quality around, even rivaling the great
dwarven arsenals. No windows are seen however, probably to prohibit any
sly thief that might sneak in during the night. Since there is only one exit,
huge locking mechanisms and chains are used to ensure that such a stocking of
merchandise goes unstolen. When times of war come along, Bergin must make
an incredible amount of money.
Obvious exits: -North
A small, red-hot forging furnace has been set up here. (humming)
An agitated commoner walks the road.
Bergin the weaponsmith stands here.

< 31h/31H 169v/170V Pos: standing >
An agitated minotaur leaves north.

< 31h/31H 169v/170V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.

< 31h/31H 169v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East  -South -West 
An agitated commoner walks the road.

< 31h/31H 169v/170V Pos: standing >

< 31h/31H 169v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East  -West 

< 31h/31H 168v/170V Pos: standing >
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.

< 31h/31H 168v/170V Pos: standing >

< 31h/31H 170v/170V Pos: standing >
You can't find it!

< 31h/31H 170v/170V Pos: standing >
An agitated minotaur enters from the north.

< 31h/31H 170v/170V Pos: standing >
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 

< 31h/31H 169v/170V Pos: standing >
Bank of Nax'Varan
   The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.

< 31h/31H 168v/170V Pos: standing >
This minotaur has been around. He realizes there's nothing more a cow would
love to get ahold of is money. Money for this money for that, but overall
money to buy brew. This is the reason he scrutinizes all those who enter.
Gonx appears to be Minotaur and is in excellent condition.
He's huge in size.


< 31h/31H 170v/170V Pos: standing >
the counter
Welcome to the Bank.   You may DEPOSIT <value>,
WITHDRAW <value>, or get your account BALANCE.
Have a nice day.

< 31h/31H 170v/170V Pos: standing >
Your account contains:
    0 platinum, 0 gold, 0 silver, 0 copper coins.

< 31h/31H 170v/170V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.

< 31h/31H 170v/170V Pos: standing >
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 

< 31h/31H 169v/170V Pos: standing >
Autosaving...

< 31h/31H 169v/170V Pos: standing >
It is 9pm, on the Day of the Great Gods
The 5th Day of the Month of The Rotting, Year 1761.
Time elapsed since boot-up: 8:21:32
Current time is: Sat Jun 18 14:05:33 2016 (GMT)
                 Sat Jun 18 10:05:33 2016 (EST)

< 31h/31H 170v/170V Pos: standing >

< 31h/31H 170v/170V Pos: standing >
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 

< 31h/31H 169v/170V Pos: standing >
The door seems to be closed.

< 31h/31H 169v/170V Pos: standing >
Ok.

< 31h/31H 170v/170V Pos: standing >
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   

< 31h/31H 169v/170V Pos: standing >
A Grimney Sleeping Chamber
   Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down 
A drunk minotaur staggers about.
Grym, the innkeeper, sits on his stool.

< 31h/31H 168v/170V Pos: standing >

< 31h/31H 170v/170V Pos: standing >
What do you want your epitaph to say?!?

< 31h/31H 170v/170V Pos: standing >
This cow keeps silently to himself at all hours of the day. He's the only fat
cow that resides within this town, and he in himself is a disgrace to all of
the known cows of Duris, for he is too fat!
Grym appears to be Minotaur and is in excellent condition.
It's huge in size.


< 31h/31H 170v/170V Pos: standing >
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   

< 31h/31H 169v/170V Pos: standing >
An commoner enters from the east.
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 

< 31h/31H 168v/170V Pos: standing >
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 drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 31h/31H 169v/170V Pos: standing >
You have to write quit - no less, to quit!

< 31h/31H 169v/170V Pos: standing >
Syrm, is meticulous and energetic.  He attends to each patron as if they were
royalty, and such treatment has earned him the respect of most citizens of the
city.  His food and drink are rumored to be the best to be had anywhere.
Syrm appears to be Minotaur and