The death of [ 2 BeRSeRKeR] Notch (Minotaur)

in A Muddy Trail through the Swamp

from the perspective of [ 2 BeRSeRKeR] Notch (Minotaur)

<worn in nose>       a brass nose ring
<held as shield>     a little round wooden shield
<primary weapon>     a stout oaken cudgel


< 31h/31H 169v/170V Pos: standing >
Tent of Fallen Armaments
   The number of weapons within this room are numerous. They lay scattered
upon shelves and racks. Most of the weapons are in desperate need of mending,
however, they can inflict mortal wounds none the less. Tents are notoriously
stuffy, which is why the flap remains open during all times so fresh air might
enter. This shop mainly serves the barracks, however, a few private venders
are known to buy up many of the goods when their own shops run low on material
such as iron or steel. They then melt down the steel, then they filter out
the impurities, and alas the steel is ready to be molded again into something
more deadly.
Obvious exits: -South -West 
Vax, the weapons dealer, stands here organizing his inventory.

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

< 31h/31H 169v/170V Pos: standing >
You can buy:
 1) A throwing dagger                             for 6 platinum, 5 gold, and 2 copper.
 2) A steel dagger                                for 6 platinum, 4 gold, 3 silver, and 8 copper.
 3) A large wooden hammer                         for 2 platinum, 6 gold, 6 silver, and 4 copper.
 4) A steel longsword                             for 1 platinum, 7 gold, and 4 silver.
 5) A battle axe                                  for 3 platinum, 5 gold, 1 silver, and 6 copper.

< 31h/31H 170v/170V Pos: standing >
Before A Large Stone Building
   A large tower to the west looks like a daunting obstacle to an invading
army. It would take many men to successfully take this tower for it is strongly
fortified. The small slits that cover the entire circumference of the base have
but one purpose, for those inside to fire their arrows at the targets exposed
to them, all the while totally safe from and projectile themselves. One might
think that this tower is totally impregnable, however, if an invading army
has gotten as far as here, there's no telling just how long the tower could
hold out. Regardless, the tower contrasts with a large tent to the east, which
looks to be a shop of some sort.
Obvious exits: -East  -South -West #

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

< 31h/31H 169v/170V Pos: standing >
Base of a War Tower
   This base of the tower has been used as an armory of sorts. Loosely fitting
suits of armor are strewn about the place carelessly and swords inadequate for
even chopping wood lay in various locations around the room. Mortar, stone, and
bricks have been used to construe this large tower, nothing wooden was allowed
to even have consideration in the plans for who would want to protect a highly
flammible tower during a siege? Most of the sentries that keep up watch during
their shift often take naps down here, because for the most part there isn't
any reason why they shouldn't. Only the scout above has the responsibility of
sighting possible hostile threats to the town.
Obvious exits: -East  -Up   
A drunken sentry sleeps heavily.
A drunken sentry sleeps heavily.

< 31h/31H 168v/170V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)". For shorter way, you can all do "practice all". You can also do it if you have another players book in your inventory and type "scribe (spell name)".

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

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

< 31h/31H 170v/170V Pos: standing >
Top of a Stone Tower
   An incredible view awaits those who partook in climbing the stairs below to
reach the top. From this vantage point one can watch rising and setting suns,
feel the light summer breeze, and smell the fresh air. The stone and mortar
that were used to construct this tower seem to be succumbing to the test of
time and no concerted effort has been made to make reparations to the tower.
A large iron rail encloses the alcove of the sentry for the sentry's sake and
for others alike when they are walking along the parapet. A wooden trapdoor in
the center of the floor leads back downstairs.
Obvious exits: -Down 
A scout watches vigiliantly.

< 31h/31H 169v/170V Pos: standing >
Consider killing who?

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

< 31h/31H 169v/170V Pos: standing >
Base of a War Tower
   This base of the tower has been used as an armory of sorts. Loosely fitting
suits of armor are strewn about the place carelessly and swords inadequate for
even chopping wood lay in various locations around the room. Mortar, stone, and
bricks have been used to construe this large tower, nothing wooden was allowed
to even have consideration in the plans for who would want to protect a highly
flammible tower during a siege? Most of the sentries that keep up watch during
their shift often take naps down here, because for the most part there isn't
any reason why they shouldn't. Only the scout above has the responsibility of
sighting possible hostile threats to the town.
Obvious exits: -East  -Up   
A drunken sentry sleeps heavily.
A drunken sentry sleeps heavily.

< 31h/31H 168v/170V Pos: standing >
Before A Large Stone Building
   A large tower to the west looks like a daunting obstacle to an invading
army. It would take many men to successfully take this tower for it is strongly
fortified. The small slits that cover the entire circumference of the base have
but one purpose, for those inside to fire their arrows at the targets exposed
to them, all the while totally safe from and projectile themselves. One might
think that this tower is totally impregnable, however, if an invading army
has gotten as far as here, there's no telling just how long the tower could
hold out. Regardless, the tower contrasts with a large tent to the east, which
looks to be a shop of some sort.
Obvious exits: -East  -South -West 

< 31h/31H 169v/170V Pos: standing >
Before a Stoned Barracks
   There is a stoned barracks to the south that must have taken an incredible
concerted effort by the cows to build. It must house the town's defenses while
they're not on duty. There are very few windows within the barracks, however,
there are many outdoor sparring arenas available to those who wish to exercise
their bloodlust in open combat. Truly this barracks contrasts with the large
tent to the northeast and the large war tower to the northwest. The dirt upon
the ground is gently picked up by the softly blowing wind and covers the
cobblestone road ever so slightly.
Obvious exits: -North -East  -South#

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

< 31h/31H 170v/170V Pos: standing >
Barracks Lobby
   This large lobby could hold a number of men at one time. Its main purpose
to to announce anything that might be announcing, things ranging from what the
week's lunch will comprise to things involving possible upcoming battles. It is
here where the warrior cows meet regularly to greet old acquaintances and to
make new one's alike. Although cows are thought to have a ferocious and almost
savage nature, they are most loyal to their own and love and protect each other
like no other race. Sounds echo within this chamber easily when it is empty,
however, during most of the hours of the day, it is mostly full.
Obvious exits: -North -East  -South

< 31h/31H 169v/170V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 31h/31H 169v/170V Pos: standing >
Sleeping Quarters
   Hundreds of double bunked beds run in many rows in columns throughout this
cramped living space. Soldiers aren't used to privileges, so why sacrifice
money and energy and build a larger sleeping chamber? There are no windows
in this room, however, there is a disgusting smell lingering in the air, the
smell of scat. A latrine entrance is in the far corner of the room, there's no
doubt that the smell emanates from there. The cow's that sleep in this room
must smell of scat all day, perhaps this is an effective psychological
technique used during battle. The hard cold stone floor is flesh chilling
during the winter and it scorches the flesh during the summer, truly these
are hardened soldiers who sleep here.
Obvious exits: -North -East  -West 
A sleeping soldier lays strewn upon his bunk.

< 31h/31H 169v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 169v/170V Pos: standing >
The Latrine
   Stool line the room from one end to the other, all of which look worn and
used any number of times. It's amazing that the cow's are even civilized
enough to build a latrine, for it requires understanding of plumbing and many
other laws of nature. Cow's aren't stupid however, they're one of the most
intelligent creatures on Duris, they just aren't known to accomplish such acts
that a civilized culture is known for. However, it would make sense if the
cow's hadn't actually built this facility, perhaps it was apart of a town they
had razed and they simply let this small section of it stand. Maybe this holds
true for the entire barracks.
Obvious exits: -West 
A crapping soldier drops a load.

< 31h/31H 168v/170V Pos: standing >
Sleeping Quarters
   Hundreds of double bunked beds run in many rows in columns throughout this
cramped living space. Soldiers aren't used to privileges, so why sacrifice
money and energy and build a larger sleeping chamber? There are no windows
in this room, however, there is a disgusting smell lingering in the air, the
smell of scat. A latrine entrance is in the far corner of the room, there's no
doubt that the smell emanates from there. The cow's that sleep in this room
must smell of scat all day, perhaps this is an effective psychological
technique used during battle. The hard cold stone floor is flesh chilling
during the winter and it scorches the flesh during the summer, truly these
are hardened soldiers who sleep here.
Obvious exits: -North -East  -West 
A sleeping soldier lays strewn upon his bunk.

< 31h/31H 169v/170V Pos: standing >
Mock Combat Ring
   A huge ring is erected outside here in the open. On either side of it,
benches give tired warriors a rest. The ring has a diameter of ten feet.
Inside the ring, warriors fight in mock combat, there are sounds of heavy
breathing among them. The ringing of steel fills the area as battles take
place. A huge rack lays dormant near the ring, with an assortment of weapons
upon it. It is here where future warriors are hardened in the ways of combat.
Obvious exits: -East 
A warrior in training battles another trainee.
A warrior in training battles another trainee.

< 31h/31H 168v/170V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 31h/31H 168v/170V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.

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

< 31h/31H 170v/170V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 31h/31H 170v/170V Pos: standing >
Hint: Remember to use your skills! Type "skills" to see what special techniques you may be able to use.

< 31h/31H 170v/170V Pos: standing >
Mock Combat Ring
Obvious exits: -East 
A warrior in training battles another trainee.
A warrior in training battles another trainee.

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

< 31h/31H 170v/170V Pos: standing >
Sleeping Quarters
   Hundreds of double bunked beds run in many rows in columns throughout this
cramped living space. Soldiers aren't used to privileges, so why sacrifice
money and energy and build a larger sleeping chamber? There are no windows
in this room, however, there is a disgusting smell lingering in the air, the
smell of scat. A latrine entrance is in the far corner of the room, there's no
doubt that the smell emanates from there. The cow's that sleep in this room
must smell of scat all day, perhaps this is an effective psychological
technique used during battle. The hard cold stone floor is flesh chilling
during the winter and it scorches the flesh during the summer, truly these
are hardened soldiers who sleep here.
Obvious exits: -North -East  -West 
A sleeping soldier lays strewn upon his bunk.

< 31h/31H 169v/170V Pos: standing >
Barracks Lobby
   This large lobby could hold a number of men at one time. Its main purpose
to to announce anything that might be announcing, things ranging from what the
week's lunch will comprise to things involving possible upcoming battles. It is
here where the warrior cows meet regularly to greet old acquaintances and to
make new one's alike. Although cows are thought to have a ferocious and almost
savage nature, they are most loyal to their own and love and protect each other
like no other race. Sounds echo within this chamber easily when it is empty,
however, during most of the hours of the day, it is mostly full.
Obvious exits: -North -East  -South

< 31h/31H 168v/170V Pos: standing >
Barracks Messhall
   It is from in here where the barracks's meals are cooked. One must be a
very adept chef to be admitted to cook for the soldiers of this town, for one
slight slip up could result in capital punishment. Food problems ranging from
food poisoning to dirty salad have caused cooks to loose their heads. It is a
very tricky position, but one that holds a high prestige in the standing
community. The utensils that are used to cook the food are rather primitive,
yet if used effectively, they wouldn't cause any problems. Stoves, pots, and
pans comprises most of the cooking tools. A running stream not far from here
is a major resource for drinking water and washing water alike.
Obvious exits: -West 
A chef sits resting upon a stool.

< 31h/31H 169v/170V Pos: standing >
Sorry, but you cannot do that here!

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

< 31h/31H 169v/170V Pos: standing >
Barracks Lobby
   This large lobby could hold a number of men at one time. Its main purpose
to to announce anything that might be announcing, things ranging from what the
week's lunch will comprise to things involving possible upcoming battles. It is
here where the warrior cows meet regularly to greet old acquaintances and to
make new one's alike. Although cows are thought to have a ferocious and almost
savage nature, they are most loyal to their own and love and protect each other
like no other race. Sounds echo within this chamber easily when it is empty,
however, during most of the hours of the day, it is mostly full.
Obvious exits: -North -East  -South

< 31h/31H 168v/170V Pos: standing >
Before a Stoned Barracks
   There is a stoned barracks to the south that must have taken an incredible
concerted effort by the cows to build. It must house the town's defenses while
they're not on duty. There are very few windows within the barracks, however,
there are many outdoor sparring arenas available to those who wish to exercise
their bloodlust in open combat. Truly this barracks contrasts with the large
tent to the northeast and the large war tower to the northwest. The dirt upon
the ground is gently picked up by the softly blowing wind and covers the
cobblestone road ever so slightly.
Obvious exits: -North -East  -South

< 31h/31H 168v/170V Pos: standing >
Before A Large Stone Building
   A large tower to the west looks like a daunting obstacle to an invading
army. It would take many men to successfully take this tower for it is strongly
fortified. The small slits that cover the entire circumference of the base have
but one purpose, for those inside to fire their arrows at the targets exposed
to them, all the while totally safe from and projectile themselves. One might
think that this tower is totally impregnable, however, if an invading army
has gotten as far as here, there's no telling just how long the tower could
hold out. Regardless, the tower contrasts with a large tent to the east, which
looks to be a shop of some sort.
Obvious exits: -East  -South -West 

< 31h/31H 169v/170V Pos: standing >
Base of a War Tower
   This base of the tower has been used as an armory of sorts. Loosely fitting
suits of armor are strewn about the place carelessly and swords inadequate for
even chopping wood lay in various locations around the room. Mortar, stone, and
bricks have been used to construe this large tower, nothing wooden was allowed
to even have consideration in the plans for who would want to protect a highly
flammible tower during a siege? Most of the sentries that keep up watch during
their shift often take naps down here, because for the most part there isn't
any reason why they shouldn't. Only the scout above has the responsibility of
sighting possible hostile threats to the town.
Obvious exits: -East  -Up   
A drunken sentry sleeps heavily.
A drunken sentry sleeps heavily.

< 31h/31H 168v/170V Pos: standing >
Before A Large Stone Building
   A large tower to the west looks like a daunting obstacle to an invading
army. It would take many men to successfully take this tower for it is strongly
fortified. The small slits that cover the entire circumference of the base have
but one purpose, for those inside to fire their arrows at the targets exposed
to them, all the while totally safe from and projectile themselves. One might
think that this tower is totally impregnable, however, if an invading army
has gotten as far as here, there's no telling just how long the tower could
hold out. Regardless, the tower contrasts with a large tent to the east, which
looks to be a shop of some sort.
Obvious exits: -East  -South -West 

< 31h/31H 169v/170V Pos: standing >
Tent of Fallen Armaments
   The number of weapons within this room are numerous. They lay scattered
upon shelves and racks. Most of the weapons are in desperate need of mending,
however, they can inflict mortal wounds none the less. Tents are notoriously
stuffy, which is why the flap remains open during all times so fresh air might
enter. This shop mainly serves the barracks, however, a few private venders
are known to buy up many of the goods when their own shops run low on material
such as iron or steel. They then melt down the steel, then they filter out
the impurities, and alas the steel is ready to be molded again into something
more deadly.
Obvious exits: -South -West 
Vax, the weapons dealer, stands here organizing his inventory.

< 31h/31H 168v/170V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.

< 31h/31H 169v/170V Pos: standing >
Before a Large Iron Gate
   The cobblestone road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the north has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -North -East  -West 

< 31h/31H 169v/170V Pos: standing >
Before a Stoned Barracks
   There is a stoned barracks to the south that must have taken an incredible
concerted effort by the cows to build. It must house the town's defenses while
they're not on duty. There are very few windows within the barracks, however,
there are many outdoor sparring arenas available to those who wish to exercise
their bloodlust in open combat. Truly this barracks contrasts with the large
tent to the northeast and the large war tower to the northwest. The dirt upon
the ground is gently picked up by the softly blowing wind and covers the
cobblestone road ever so slightly.
Obvious exits: -North -East  -South

< 31h/31H 168v/170V Pos: standing >
Barracks Lobby
   This large lobby could hold a number of men at one time. Its main purpose
to to announce anything that might be announcing, things ranging from what the
week's lunch will comprise to things involving possible upcoming battles. It is
here where the warrior cows meet regularly to greet old acquaintances and to
make new one's alike. Although cows are thought to have a ferocious and almost
savage nature, they are most loyal to their own and love and protect each other
like no other race. Sounds echo within this chamber easily when it is empty,
however, during most of the hours of the day, it is mostly full.
Obvious exits: -North -East  -South

< 31h/31H 169v/170V Pos: standing >
Before a Stoned Barracks
   There is a stoned barracks to the south that must have taken an incredible
concerted effort by the cows to build. It must house the town's defenses while
they're not on duty. There are very few windows within the barracks, however,
there are many outdoor sparring arenas available to those who wish to exercise
their bloodlust in open combat. Truly this barracks contrasts with the large
tent to the northeast and the large war tower to the northwest. The dirt upon
the ground is gently picked up by the softly blowing wind and covers the
cobblestone road ever so slightly.
Obvious exits: -North -East  -South

< 31h/31H 168v/170V Pos: standing >
Before a Large Iron Gate
   The cobblestone road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the north has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -North -East  -West 

< 31h/31H 169v/170V Pos: standing >
Before a Large Iron Gate
   The cobblestoned road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the northwest has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -East  -West 

< 31h/31H 168v/170V Pos: standing >
A Large Charcoal Mass
   This section of the town has been used as a bond fire area. Trees have been
cut down at a whim to be burned during a celebration of any sort. There are
often times no particular reason to celebrate anything during one of these
feasts, however, it is in the cow's rape to burn and pillage, and when they're
not doing either one they must fill their time up and release built up rage.
Bones from animals are strewn about the area, their meat is the most often
eaten during such times, broken wine bottles are also visible, all of them
empty and most of them broken. It's hard to tell a cow what to do during these
times, therefore it's rare to see anyone of them hold anything back.
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 >
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

< 31h/31H 169v/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

< 31h/31H 168v/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 168v/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 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 

< 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: -North -East  -West 
The corpse of a fluffy bunny is lying here.

< 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 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: -North -East  -West 
The corpse of a fluffy bunny is lying here.

< 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: -East  -West 

< 31h/31H 168v/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 167v/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 169v/170V Pos: standing >
Ok.

< 31h/31H 169v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -East  -West 

< 31h/31H 168v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East  -South -West 
A devout religious patron drinks heavily from his bottle.

< 31h/31H 169v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -South -Up   

< 31h/31H 168v/170V Pos: standing >
Among the Rafters
   From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down 
A sleeping drunk snores heavily.

< 31h/31H 168v/170V Pos: standing >
Consider killing who?

< 31h/31H 170v/170V Pos: standing >
Consider killing who?

< 31h/31H 170v/170V Pos: standing >
Among the Rafters
Obvious exits: -Down 
A sleeping drunk snores heavily.

< 31h/31H 170v/170V Pos: standing >
Consider killing who?

< 31h/31H 170v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -South -Up   

< 31h/31H 169v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East  -South -West 

< 31h/31H 168v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -North -Up   

< 31h/31H 167v/170V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 31h/31H 170v/170V Pos: standing >
Among the Rafters
   From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down 
A devout religious patron drinks heavily from his bottle.
A devout religious patron drinks heavily from his bottle.
A sleeping drunk snores heavily.

< 31h/31H 169v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -North -Up   

< 31h/31H 168v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East  -South -West 

< 31h/31H 168v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -East  -Up   

< 31h/31H 169v/170V Pos: standing >
Among the Rafters
   From this vantage point one could easily see how intricate the frescoes on
the ceiling are. From the looks of them they were contrived by a master artisan
of some sort, however, many years of abuse from the cows have resulted in many
succumbing to deterioration. One could easily kill oneself from this high up,
one small slip would result in a plunge over three stories high. Sounds echo
very easily when one is up here.
Obvious exits: -Down 
A devout religious patron drinks heavily from his bottle.
A sleeping drunk snores heavily.

< 31h/31H 168v/170V Pos: standing >
A Confession Booth
   When at mass the former residents of this town were to confess their sins
within this area. It is from this room that confessions are heard and lives
begin anew. Whomever built this church must have been small in stature
compared to the minotaurs for in some places this booth has many puncture
wounds on the top of it. Obviously some minotaurs were trying to squeeze
themselves inside. Regardless of whether this booth has ever been used to hear
sins confessed by cows, it is still used for something, getting drunk. Broken
bottles stench of the smell of alcohol, the smell of brew. Good times must roll
within this church. Perhaps, they merely use this once holy place for
recreational purposes. The good lord must be rolling in his grave right now.
Obvious exits: -East  -Up   

< 31h/31H 169v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -North -East  -South -West 

< 31h/31H 168v/170V Pos: standing >
An Unholy Church
   Pictures on the walls portray past battles of the cows versus both the
underdark and the light dwellers. Most of them portray victory over the elves,
humans, dwarves, and gnomes alike. the few that tell the story of battles with
the dark dwellers show none of such victories. The pictures of the battles with
the underdark show stalemates of sorts. Huge columns support the ceiling above
and many of the columns have exquisite frescos placed around them. The icy
cold floor chills the bone during the winter, for it is made of stone. Stone
is a conduit of energy, regardless whether it is heat or cold. This place of
worship is often visited right before a battle, for the strength of their
fallen ancestors and for good luck.
Obvious exits: -East  -West 

< 31h/31H 167v/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 

< 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 
An agitated commoner walks the road.

< 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 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 

< 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 

< 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: -South -West 
An commoner walks the road, intent on his destination.

< 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: -North -South

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

< 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 

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

< 31h/31H 168v/170V Pos: standing >
The night has begun.

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

< 31h/31H 169v/170V Pos: standing >
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 
A small snake swims in the swamp.

< 31h/31H 168v/170V Pos: standing >
Do you feel lucky, punk?

< 31h/31H 170v/170V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the help files for your class to see what's available.

< 31h/31H 170v/170V Pos: standing >
The wind begins to blow.

< 31h/31H 170v/170V Pos: standing >
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
A small snake swims in the swamp.

< 31h/31H 169v/170V Pos: standing >
Muddy Trail in a Swamp
   This simple trail cuts a path across this mucky swamp, its muddy surface
overrun with overgrowth and muck. The swamp can be seen stretching in every
direction, with the occasional hill or stunted tree being the only thing that
breaks the misty drag landscape. Shallow pools of fetid moss covered water have
formed along the trail, creating even more mud to be traversed. The distant
sounds of life can be heard every so often, hoots from birds and lizards alike.
During the night time, this swamp can be a terrible place to be left alone to
one's self. It's most difficult to discern who's one's greatest enemy would be
during that time, the denizens of the swamp or their own mind.
Obvious exits: -North -South

< 31h/31H 168v/170V Pos: standing >
In the Heart of a Swamp
   Thick masses of vines seem to create walls in several directions, making
travel in any of those ways possible. These bright green vines have a quick
growing rate, allowing them to cover large sections of the swamp within days.
The whole surrounding area is covered with their thorny embrace, as they cling
to the ground, trees, or any other obstacle that stands within their way. A few
skeletal remains can be seen of those that were trapped here within those
vines, though most swamp denizens either know how to navigate safely or avoid
the area all together. Thought it varies in different locations, the average
height of this vine forest seems to stretch well over eighty feet.
Obvious exits: -South -Down 

< 31h/31H 169v/170V Pos: standing >
A Muddy Clearing within the Swamp
   A large section of thick mud has created a sort of empty clearing with only
a few hardy tuffs of swamp grass poking their way up from the ground below. No
trees grow within the clearing, though several decayed stumps are visible,
probably collected long ago by the former residents of this region. The stench
of decay and moisture hang in the air, creating a scent unpleasant to all but
those who dwell here, the reptiles and fiends of the swamp. The sun sometimes
fails to shine within this region of the swamp for ma