The death of [ 1 Conjurer] Zylax (Minotaur)

in Wild Rapid

from the perspective of [ 1 Conjurer] Zylax (Minotaur)

<worn in nose>       a brass nose ring
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about waist>   a thin leather belt
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     an amber-colored rod
<worn on legs>       a pair of studded leather leggings

The Chamber of the Archmage
   This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
You shrug into a shabby alligator skin jerkin.
You slide your legs into a pair of studded leather leggings.
You cover your arms with a pair of studded leather sleeves.
You clasp a thin leather belt around your waist.
You pull a pair of brown leather gloves onto your hands.
You strap a small round wooden shield to your arm.
You duck your head and place a light blue scarf around your neck.
You duck your head and place a light blue scarf around your neck.
You wear a hard leather cloak about your body.
You wield an amber-colored rod.
You can't use a steel warhammer.
You can't use a steel warhammer.
You can't use a steel warhammer.
You attach a quill to your belt.
You wear a brass nose ring on your nose.
Your hands are full.
You will no longer automatically 'wear all' when you enter the game once you reach level 3.

< 25h/25H 170v/170V Pos: standing >
The Chamber of the Archmage
Obvious exits: -South
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
A powerful looking Minotaur stands here, eyeing you suspiciously.

< 25h/25H 170v/170V Pos: standing >
You drop a spellbook.
You drop a small bag made from rabbit skin.
You drop a steel warhammer.
You drop a thin steel dagger.
You drop a steel dagger.
You drop a small wooden mace.
You drop a stout oaken cudgel.
You drop a sturdy wooden club.

< 25h/25H 170v/170V Pos: standing >
A small bag made from rabbit skin crumbles to dust and blows away.

< 25h/25H 170v/170V Pos: standing >
A slender fishing pole crumbles to dust and blows away.

< 25h/25H 170v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 170v/170V Pos: standing >
You are carrying: (0/10)

< 25h/25H 170v/170V Pos: standing >
You are using:
<worn in nose>       a brass nose ring
<worn around neck>   a light blue scarf
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     an amber-colored rod
<worn on legs>       a pair of studded leather leggings

< 25h/25H 170v/170V Pos: standing >
The Chamber of the Archmage
Obvious exits: -South
A spellbook has been tossed aside here.
[15] A small bandage rests upon the ground here.
[3] A sturdy looking wooden club has been left here.
[3] A stout cudgel carved from oak wood lies here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[3] A warhammer with a sturdy-looking steel head lies here.
A powerful looking Minotaur stands here, eyeing you suspiciously.

< 25h/25H 170v/170V Pos: standing >
Second Level
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East  -Down 

< 25h/25H 169v/170V Pos: standing >
A Tower Base
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
Obvious exits: -West  -Up   

< 25h/25H 168v/170V Pos: standing >
A Forest Grove
   Sunlight will never reach this shallow grove for a curse has been laid upon
it, a curse originating from the evil tower for which resides here. No one can
say just what kind of magic is at work here or for which purpose, however, it
is clear that nothing good can become of the power at work here. The animals of
the forest avoid this alcove for this tower for their senses are tuned in with
the natural order of things and the evil tower is anything but natural. During
most of the night, wolves howl at the tower. Most minotaurs avoid this tower,
and to those who trespass only one thing could possibly be expected, death. It
is questionable whether or not the cow's were the ones who built this, for not
much is known about it. None of those who dwell within mingle with their kin.
Obvious exits: -West 
A tower of high sorcery blocks out all light.

< 25h/25H 167v/170V Pos: standing >
On a Wooden Bridge
   The wooden bridge looks to have nearly succumbed to the elements. Years of
rain, snow, wind, and the sun look to have broken the elasticity and strength
of the bridge. A forest grove is visible just to the east, it's a very shallow
grove, however, it's impossible to see just what lays within it for a veil of
darkness surrounds it. To the south a small settlement is visible. Over the
horizon to the west a large tower looms, peaking over the trees just enough so
that it is possible to scout a large portion of the area to the east.
Obvious exits: -East  -South

< 25h/25H 167v/170V Pos: standing >
Before a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -North -West 

< 25h/25H 167v/170V Pos: standing >
A Withered Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the south to a center of shopping. To the east
a trail takes a turn toward the forest to the north east.
Obvious exits: -East  -South

< 25h/25H 168v/170V Pos: standing >
A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 25h/25H 168v/170V Pos: standing >
A Withered 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. A tower looms to
the west as it rises over the trees, just high enough to be able to scope out
the surrounding area. There can be but one purpose for this tower, to peer
into the horizon for potential hostile parties.
Obvious exits: -East # -West 
The head taskmaster silently cleans his whip.

< 25h/25H 168v/170V Pos: standing >
The stable seems to be closed.

< 25h/25H 170v/170V Pos: standing >
Ok.

< 25h/25H 170v/170V Pos: standing >
Horses Stables
   The horses here are well taken care of. They are groomed regularly and
never driven too hard. These horses are not war-horses, they are sometimes used
to pull caravans while on some occasions they are saddled and ridden by sole
riders. This barn that they are in isn't the most sturdy or well crafted, but
it keeps the rain off their shoulders and gives them a place to eat. The cows
have a great respect for the horse, for they are tough creatures that can crack
skulls with ease. Horses are indeed beasts of burden, which is why the cows
relate to them and care to tend to their horses.
Obvious exits: -West 
A stable horse is here.
A stable horse is here.
A stable horse is here.
A stable horse is here.
A stable horse is here.
A stable horse is here.

< 25h/25H 169v/170V Pos: standing >
Why don't you just lie down and pretend you're dead instead?

< 25h/25H 169v/170V Pos: standing >
A Withered 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. A tower looms to
the west as it rises over the trees, just high enough to be able to scope out
the surrounding area. There can be but one purpose for this tower, to peer
into the horizon for potential hostile parties.
Obvious exits: -East  -West 
The head taskmaster silently cleans his whip.

< 25h/25H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 168v/170V Pos: standing >
A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 25h/25H 168v/170V Pos: standing >
Beginnings of a Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the north to a center of shopping.
Obvious exits: -North -South
A commoner walks toward his destination.

< 25h/25H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 168v/170V Pos: standing >
A Light Forest
   A large outcropping of conipercus trees cover the area, creating a small
forest which provides shelter for several animals of the forest. The trees are
quite large however, most reaching over twenty feet tall. Their bark is an odd
color green and their branches twist themselves about like writhing serpents.
Brownish green leaves cover some of the trees, though even more are bare.
Despite the climate, these trees seem to fail to grow like the others of its
kind to the east. Perhaps some sort of poison or ghastly substance prevents
their bloom. Creatures are audible for they stir within the forest.
Obvious exits: -North -South

< 25h/25H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 169v/170V Pos: standing >
A Small Plateau
   This plateau stretches some distance before it reaches the forest to the
north east. The cobblestone road is in terrible need of restoration for the
weeds and grass have begun to overtake it, overturning stones in various spots.
There must be a minimal amount of activity this far out from town for the road
to be such a mess. A grove of some sort must reside within the forest, because
smoke arises in such a manner to suggest that it would be coming from a
chimney. The road breaks up and turns into a small trail just to the north.
Obvious exits: -North -South

< 25h/25H 168v/170V Pos: standing >
A Steep Slope
   The slope leads down and to the west from here. Up above to the north a
stream is visible as it runs downhill. A forest looms on either side of the
river, however, there is a small plateau before the forest. The small
cobblestone road on the road breaks up a bit to the north, for it is due for
some reparation. Grass and overgrown weeds begin to take it over, making
travelling a little tedious. Beyond the forest, in some sort of grove, smoke
arises steadily. There must be some sort of settlement.
Obvious exits: -North -West 

< 25h/25H 169v/170V Pos: standing >
It's hot out here.
Alas, you cannot go that way. . . .

< 25h/25H 169v/170V Pos: standing >
You have ranked up to Serf.

< 25h/25H 169v/170V Pos: standing >
Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West #
A commoner walks toward his destination.

< 25h/25H 168v/170V Pos: standing >
A Cobblestone Road
   The cobblestones that make up the road below are paved and allow wagons to
freely travel without difficulty. Much of the grass on either side of the road
had grown very long, creating a type of corridor made of grass. Off toward the
north lays nothing but grass land that is put to good use by the town's
mules and farmers. A large wheat feed has a few mules and a few slaves working
the wheat. The wheat is to be served to the army when they are out of town
because wheat does not spoil and fills the tummy quite nicely. Towards the
northeast however, a forest is looms. A river within the forest runs to the
south where some sort of depot of water must reside, like open sea.
Obvious exits: -North -South

< 25h/25H 168v/170V Pos: standing >
Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West #
A commoner walks toward his destination.

< 25h/25H 169v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 169v/170V Pos: standing >
Ok.

< 25h/25H 170v/170V Pos: standing >
A Small Wooden Cottage
   This cottage wouldn't exactly be called the greatest engineering marvel of
all time. It is in fact, a disaster. It looks like it's ready to collapse, what
is a miracle however is that it hasn't yet. It's only a matter of weeks before
this think collapses in upon itself. The other rooms of the cottage look
readily accessible if not for the huge minotaur blocking the way. This cow is
ready to bust someone's ass, it's best not to look him in the eye. The wood
used to create the cottage has undoubtedly come from the forest that it
borders on and it's obvious that a great deal of forest had to be cleared to
supply the necessary lumber.
Obvious exits: -East  -West #

< 25h/25H 169v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 169v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 169v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 169v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 169v/170V Pos: standing >
It's already open!

< 25h/25H 170v/170V Pos: standing >
Hint: What to change what your prompt shows you?  Try the 'display' command.  You can 'display all' to set things back to default too.
The door seems to be closed.

< 25h/25H 170v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 170v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 170v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 170v/170V Pos: standing >
Hints are now turned OFF.

< 25h/25H 170v/170V Pos: standing >
You have now turned Paging mode off.

< 25h/25H 170v/170V Pos: standing >
A Small Wooden Cottage
Obvious exits: -East  -West #

< 25h/25H 170v/170V Pos: standing >
The door seems to be closed.

< 25h/25H 170v/170V Pos: standing >
Ok.

< 25h/25H 170v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 

< 25h/25H 169v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 
A gnome slave works plants the seeds.

< 25h/25H 168v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 
A gnome slave works plants the seeds.

< 25h/25H 167v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 
(Q)A halfling slave waters the seeds.

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South

< 25h/25H 165v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 165v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 166v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South

< 25h/25H 165v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East 

< 25h/25H 165v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -West 

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -West 
A hearty mule plows the field.

< 25h/25H 165v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -West 

< 25h/25H 164v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -West 
A hearty mule plows the field.

< 25h/25H 165v/170V Pos: standing >
Consider killing who?

< 25h/25H 166v/170V Pos: standing >
This thing will kill you so fast, it's not EVEN funny!

< 25h/25H 168v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 
A human slave works the plow.
A human slave works the plow.

< 25h/25H 168v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 

< 25h/25H 167v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East  -South -West 

< 25h/25H 166v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 166v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 167v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East  -South -West 
(Q)A halfling slave waters the seeds.

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East  -South
A human slave works the plow.

< 25h/25H 165v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East  -South -West 

< 25h/25H 166v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East  -South -West 
(Q)A halfling slave waters the seeds.

< 25h/25H 165v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East  -South -West 

< 25h/25H 164v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -South -West 

< 25h/25H 163v/170V Pos: standing >
Pardon?

< 25h/25H 165v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East  -South -West 

< 25h/25H 164v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 
(Q)A halfling slave waters the seeds.

< 25h/25H 164v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -South -West 
A hearty mule plows the field.

< 25h/25H 163v/170V Pos: standing >
A hearty mule leaves north.
Alas, you cannot go that way. . . .

< 25h/25H 164v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 165v/170V Pos: standing >
A Plowed Field
   This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East  -South -West 

< 25h/25H 164v/170V Pos: standing >
A Small Wooden Cottage
   This cottage wouldn't exactly be called the greatest engineering marvel of
all time. It is in fact, a disaster. It looks like it's ready to collapse, what
is a miracle however is that it hasn't yet. It's only a matter of weeks before
this think collapses in upon itself. The other rooms of the cottage look
readily accessible if not for the huge minotaur blocking the way. This cow is
ready to bust someone's ass, it's best not to look him in the eye. The wood
used to create the cottage has undoubtedly come from the forest that it
borders on and it's obvious that a great deal of forest had to be cleared to
supply the necessary lumber.
Obvious exits: -East  -West 

< 25h/25H 163v/170V Pos: standing >
Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West 
A commoner walks toward his destination.

< 25h/25H 163v/170V Pos: standing >
A Cobblestone Road
   The cobblestones that make up the road below are paved and allow wagons to
freely travel without difficulty. Much of the grass on either side of the road
had grown very long, creating a type of corridor made of grass. Off toward the
north lays nothing but grass land that is put to good use by the town's
mules and farmers. A large wheat feed has a few mules and a few slaves working
the wheat. The wheat is to be served to the army when they are out of town
because wheat does not spoil and fills the tummy quite nicely. Towards the
northeast however, a forest is looms. A river within the forest runs to the
south where some sort of depot of water must reside, like open sea.
Obvious exits: -North -South

< 25h/25H 163v/170V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -North -South

< 25h/25H 163v/170V Pos: standing >
A Bend in a Trail
   A few dead trees lay in the road, they have been broken off at their base
by marauding minotaurs. Their foot prints in the mud echo just how they move
and where. Many of the trees are still laying about with mud all over them.
Cow's like to work out and keep their muscles strong, they also like to release
a lot of built up rage. They do most of this here. Knocking over trees alleviates
their anger and lifting the trees are used at weights for their workouts. The
mud below shows signs of various prints aside from the booted foot. Broken
eggshells lay scattered about, obviously reptiles inhabit this region of the
muck. The trail spans to the northeast, along a running river.
Obvious exits: -North -South

< 25h/25H 163v/170V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.

< 25h/25H 163v/170V Pos: standing >
Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 

< 25h/25H 168v/170V Pos: standing >
Obvious exits:
    East - Along a River
    West - Before a Wooden Bridge
    Down - Wild Rapid

< 25h/25H 170v/170V Pos: standing >
You rediscover the law of gravity...
...the hard way!

< 25h/25H 170v/170V Pos: standing >
You land with stunning force!
The world starts spinning, and your ears are ringing!

< 14h/25H 170v/170V Pos: on your ass >
A Centaur clambers to his feet.
A Centaur snaps out of his trance, looking frustrated.

< 14h/25H 170v/170V Pos: on your ass >
Wild Rapid
Obvious exits: -North -South -Up   
A Centaur (large)  -= Tharnadian Mercenaries =- stands in mid-air here.

< 14h/25H 170v/170V Pos: on your ass >
You stagger about, then fall to your knees!

< 14h/25H 170v/170V Pos: on your ass >
A Centaur suddenly attacks YOU!
A Centaur misses you.

< 14h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 You try to overcome your woozy feeling.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 You stare at the sky.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 A Centaur starts casting a spell.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 A Centaur stops invoking abruptly!
A Centaur misses you.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 Pardon?

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 A Centaur dodges your futile attack.
Wild Rapid
Obvious exits: -North -South -Up   
A Centaur (large)  -= Tharnadian Mercenaries =- stands in mid-air here, fighting YOU!

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 You twibble around aimlessly.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 A Centaur misses you.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 Wild Rapid
Obvious exits: -North -South -Up   
A Centaur (large)  -= Tharnadian Mercenaries =- stands in mid-air here, fighting YOU!
A Centaur starts casting an offensive spell.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 A Centaur dodges your futile attack.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 You try to overcome your woozy feeling.

< 15h/25H 170v/170V Pos: on your ass >
< T: Zylax TP: ass TC: few wounds E: A Centaur sta EP: excellent >
 A Centaur completes his spell...
A Centaur utters the word 'flameburst'
A Centaur points at you.
You scream out in sudden pain as a flameburst sent by a Centaur hits you.
Your hard leather cloak melted from the intense heat!
Your light blue scarf melted from the intense heat!