#9600 The mad wizard's hut~ The inside of the hut is deathly quiet, save for the breathing of the wizard and the bubbling of the cauldron. Shelves along the walls are lined with vials and glasses, holding a variety of colored liquids. Inside the cauldron is a purple-red liquid, bubbling and splashing all over the floor. The only exit is back east, out of the hut. ~ 96 cdg 0 D1 ~ door~ 2 9603 9602 E tree oak~ Large oaken trees block out most of the light, giving the everything in the forest a dim green appearance. ~ E credits info~ Builder : Kas Zone : 96 Domiae Began : 2000 Player Level : 7-10 Rooms : 57 Mobs : 12 Objects : 11 Shops : 1 Triggers : 13 Theme : Forest, Cave, Swamp, abandoned keep Notes : A quest zone in which a player has to first go to the bear cave to get a key that allows entrance to the wizards hut. The wizard will then transport the players to domiae and then they must find the king and complete the quest to receive a sword. Links : 03e Zone 96 was linked to the following zones: 100 Northern Highway at 9603 (east ) ---> 10056 ~ S #9601 On the Path into the forest~ The path into Domiae is surprisingly well-lit, despite the image given at the threshold. Dried leaves crackle underfoot, and the forest animals scurry a safe distance away before turning to regard this new invader. Birds chirp their merry songs, voices intertangling into a mesh of sounds that faintly resembles a choir. The path branches off to the west, but the main path continues north. ~ 96 0 3 D0 ~ ~ 0 0 9604 D2 ~ ~ 0 0 9619 D3 ~ ~ 0 0 9602 S T 9600 #9602 Path to a distant hut~ The sounds of the forest grow strangely faint as the path gets closer to the hut. The trees grow more crooked, and the leafs underfoot grow more plentiful and dry. Most of the small animals are gone, and only the biggest predatory animals of the forest dare come this close to the hut. The front of the hut is decorated with strange runes, and animal skulls hang from the eaves. The doorknob is fashioned from a human thigh bone. Exits are back to the main path, or into the hut. ~ 96 0 3 D1 ~ ~ 0 0 9601 D3 ~ door~ 2 9603 9600 E hut house hovel home~ The hut is a crude one, fashioned of daub and mud. Thatched straw serves as the roof, and the windows are mere holes in the cracked walls. ~ S #9603 A Cleared Path~ The limbs and scrub brush have been hacked off and thrown to each side of this new path. Very little traffic has passed this way, only a few plants and grass blades peeking up through the forest floor are trodden. ~ 96 d 0 D3 ~ ~ 0 0 9655 S #9604 A path through Domiae~ The path goes on into deeper foliage, and it now sprouts grass and other greenery. The dirt becomes slightly softer, and roots protude from the soil. The refreshing scent of life is in the air, and the birds sing it's praise. The forest animals seem to take no heed of anyone, travelling along the path as any human would. Squirrels, rabbits, hares, foxes, and other animals can be seen scurrying about. The path continues north and south. ~ 96 0 3 D0 ~ ~ 0 0 9605 D2 ~ ~ 0 0 9601 S T 9600 #9605 A four-way intersection~ A small hole in the treetops forms a sunlit glade. The animals of the forest are far more active here, and the ground is littered with evidence on their passing. A bird chirps gleefully from a hole in a nearby tree, soon followed by a chorus of her chicks. The path here splits in four directions. ~ 96 0 3 D0 ~ ~ 0 0 9610 D1 ~ ~ 0 0 9607 D2 ~ ~ 0 0 9604 D3 ~ ~ 0 0 9606 S T 9600 #9606 A dead end~ The birds chirping intensifies greatly. A massive tree has fallen over the path, blocking any further advance. Many birds are nested in the falling tree, which accountrs for the increase in noise. The tree itself is covered in moss and lichen, with violets and wildflowers shooting from the rotted wood. The only exit is back to the intersection. ~ 96 0 3 D1 ~ ~ 0 0 9605 S T 9600 #9607 A path deeper into the forest~ As the path into the forest gets deeper, the sounds get louder and more plentiful. The squirrels tittering, the birds chirping, and the animals just generally scampering about. The path is filled with less leaves, now, and the ground gets even softer. Exits are to the east and west. ~ 96 0 0 D1 ~ ~ 0 0 9608 D3 ~ ~ 0 0 9605 S T 9600 #9608 A mushy path~ The ground is completely devoid of leaves now, and the soil gets even softer. The air is beginning to take on an unpleasant odor, but it's not quite placeable. The birdsong is as loud as ever, but the other animals seem to be strangely quiet. The path turns south, or back west. ~ 96 g 3 D2 ~ ~ 0 0 9609 D3 ~ ~ 0 0 9607 S T 9600 #9609 A swampy pit~ The path ends here. The dirt has turned to mud, and a large collection of water and muck is in resting in the middle of the path. The forest is silent, except the occasional bird chirping. The only exit is back north. ~ 96 ag 3 D0 ~ ~ 0 0 9608 S #9610 A path into Domiae~ Flowers line the path into Domiae. Here, deeper in the great forest, different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives the forest a wet sheen. The path continues north and south. ~ 96 0 3 D0 ~ ~ 0 0 9611 D2 ~ ~ 0 0 9605 S T 9600 #9611 A path into Domiae~ Flowers line the path into Domiae. Here, deeper in the great forest, different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives the forest a wet sheen. The path continues north and south. ~ 96 0 3 D0 ~ ~ 0 0 9612 D2 ~ ~ 0 0 9610 S T 9600 #9612 A turn in the path~ The path takes a turn here, the hard-packed dirt loping in a wide turn. In many places the path is interrupted by small collapses, due to ants tunneling under. In the underbrush nearby, an animal has burrowed a rather deep hole to make it's home. Exits are west or back to the south. ~ 96 0 3 D2 ~ ~ 0 0 9611 D3 ~ ~ 0 0 9613 E den hole burrow~ Peering into the hole, it looks like a mole has chosen to make it's home here. The soil inside the burrow is dry and grainy. ~ S T 9600 #9613 A three-way intersection~ Birds chirp merrily as the path splits into two trails. Rabbits and other 'larger' animals seem to use the west path, while squirrels and birds - the 'smaller' animals - seem to keep to the east path. The northern path, on the other hand, doesn't look like any animal uses it. The path continues west and north, and back east. ~ 96 0 3 D0 ~ ~ 0 0 9614 D1 ~ ~ 0 0 9612 D3 ~ ~ 0 0 9617 S T 9600 #9614 A path into Domiae~ Flowers line the path into Domiae. Here, deeper in the great forest, different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives the forest a wet sheen. The path continues north and south. ~ 96 0 3 D0 ~ ~ 0 0 9615 D2 ~ ~ 0 0 9613 S T 9600 #9615 A turn in the path~ The path takes a turn here, the hard-packed dirt loping in a wide turn. In many places the path is interrupted by small collapses, due to ants tunneling under. In the underbrush nearby, an animal has burrowed a rather deep hole to make it's home. Exits are east or back to the south. ~ 96 0 3 D1 ~ ~ 0 0 9616 D2 ~ ~ 0 0 9614 E den hole burrow~ Peering into the hole, it looks like a mole has chosen to make it's home here. The soil inside the burrow is dry and grainy. ~ S T 9600 #9616 A dead end~ The birds chirping intensifies greatly. A massive tree has fallen over the path, blocking any further advance. Many birds are nested in the falling tree, which accountrs for the increase in noise. The tree itself is covered in moss and lichen, with violets and wildflowers shooting from the rotted wood. The only exit is back west. ~ 96 0 3 D3 ~ ~ 0 0 9615 S T 9600 #9617 A path into Domiae~ Flowers line the path into Domiae. Here, deeper in the great forest, different types of trees are flourishing. Rowan, elm, pine, and cedar trees add themselves to the already plentiful oak. The ever-present birdsong intertwines itself with the sounds of the animals going about their business. The moisture trapped by the trees coupled with the coolness of the air gives the forest a wet sheen. The path continues east and west. ~ 96 0 3 D1 ~ ~ 0 0 9613 D3 ~ ~ 0 0 9618 S T 9600 #9618 A turn in the path~ The hard-packed earth takes a sharp turn, and the underbrush gets less dense. The trees are more spread apart, and flowers come less often. The smaller and weaker animals seem to have disappeared, but the bigger ones seem to have grown more plentiful. The path turns south, and continues back east. ~ 96 0 3 D1 ~ ~ 0 0 9617 D2 ~ ~ 0 0 9620 S T 9600 #9619 The Entrance of the Forest Domiae~ The entrance to the forest Domiae is forboding at first glance. Tall oak trees block out most of the light, and the trail through the forest is cluttered with leafs and sticks. However, looking again there are many things of beauty about it. Small animals scurry about, and birdsong can be heard even at the threshold of the forest. Flowers line the path north into the forest, which is the only visible exit. ~ 96 0 3 D0 ~ ~ 0 0 9601 D1 ~ ~ 0 0 9655 E tree oak~ Large oaken trees block out most of the light, giving the everything in the forest a dim green appearance. ~ S T 9600 #9620 Another turn in the path~ The path turns back west, and the birdsong grows fainter. Someone, or something, has ripped off the lower boughs to the trees. That either means someone wants an unobstructed view or someone's property line is near. Far in the distance a cave makes a grey splotch on the horizon. Exits are west or back north. ~ 96 0 3 D0 ~ ~ 0 0 9618 D3 ~ ~ 0 0 9621 S T 9600 #9621 A path nearing the cave~ The path continues west toward the cave. Foxes and rabbits shoot through the underbrush constantly, and the birdsong grows even fainter. Loud roars come from the west, and the unmistakeable sound of an animal getting ripped in half. The path continues west and east. ~ 96 0 3 D1 ~ ~ 0 0 9620 D3 ~ ~ 0 0 9622 S T 9600 #9622 A path nearing the cave~ Now only the smallest birds can be heard chirping, but the foxes and rabbits seem to thrive in the silence. The inhuman roars from the west grow louder, and the squelching of dead animals intensifies. The smell of excrement floats through the air. The path continues west and east. ~ 96 0 3 D1 ~ ~ 0 0 9621 D3 ~ ~ 0 0 9623 S T 9600 #9623 A turn in the path~ The path turns sharply yet again, but just around the bend the smell gets much worse. The wind stops, the animals disappear, and the birds stop singing. The shrieks of a dying creature can be heard nearby, and the roaring stops momentarily, replaced by a sickening squelch. The path returns west, or continues north. ~ 96 c 3 D0 ~ ~ 0 0 9624 D1 ~ ~ 0 0 9622 S T 9623 #9624 In front of the cave~ The roars here are almost deafening. The smell of death and animal excrement floats through the air, in enough potency to make one vomit. A pair of red eyes peer out of the shroud of darkness in the cave. The path continues north, into the cave west, or returns south. ~ 96 0 3 D0 ~ ~ 0 0 9625 D2 ~ ~ 0 0 9623 D3 ~ ~ 0 0 9626 S #9625 A refuse pit~ The stench of excrement and death come from this pit. Heaps of dead animals in various stages of decomposition, and piles of animal excrement. Whether it's from what lives in the cave or from the dead animals isn't known. The only exit is back south. ~ 96 0 3 D2 ~ ~ 0 0 9624 S #9626 In the mouth of the cave~ Just inside of the cave, the sickly-sweet odor of fresh blood can be detected. Roars from inside the cave signifies that the cave isn't exactly empty. The rest of the cave lies west, and one can exit east. ~ 96 d 5 D1 ~ ~ 0 0 9624 D3 ~ ~ 0 0 9627 S #9627 Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits in all directions. ~ 96 ad 5 D0 ~ ~ 0 0 9628 D1 ~ ~ 0 0 9626 D2 ~ ~ 0 0 9629 D3 ~ ~ 0 0 9630 S #9628 Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the south and west. ~ 96 ad 0 D2 ~ ~ 0 0 9627 D3 ~ ~ 0 0 9631 S #9629 Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the north and west. ~ 96 ad 0 D0 ~ ~ 0 0 9627 D3 ~ ~ 0 0 9632 S #9630 Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits north, east, and south. ~ 96 ad 0 D0 ~ ~ 0 0 9631 D1 ~ ~ 0 0 9627 D2 ~ ~ 0 0 9632 S #9631 Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the south and east. ~ 96 ad 0 D1 ~ ~ 0 0 9628 D2 ~ ~ 0 0 9630 S #9632 Inside the cave~ The odor of blood gets stronger inside the cave. Probably because of the strewn about corpses and the fresh blood staining the walls. Claw marks on the floor tell that the dead animals put up quite a struggle. Exits to the north and east. ~ 96 ad 0 D0 ~ ~ 0 0 9630 D1 ~ ~ 0 0 9629 S #9633 Inside the outer gate~ Green ivy grows up the walls of this once magnificent castle. The inner gate is north, and two narrow towers protect the barbican. The gate has rusted off of its hinges, and it lies on the ground near the entrance. To the west and east are the stairways into the towers, and north lays the gate. To the south a blue portal stretches between the walls. ~ 96 0 5 D0 ~ ~ 0 0 9638 D1 ~ ~ 0 0 9635 D2 ~ ~ 0 0 9619 D3 ~ ~ 0 0 9634 S #9634 A stairwell~ A creaky wooden starway makes its way up the tower. Many steps are missing, and most of them are rotten. Small slits in the stone wall give room for archers to fire through in case of an attack, and a murder-hole halfway up the stairs give soldiers something to pour burning oil or drip heavy objects through. East lies the outer gate and the top of the small tower is upward. ~ 96 0 5 D1 ~ ~ 0 0 9633 D4 ~ ~ 0 0 9637 S #9635 A stairwell~ A creaky wooden starway makes its way up the tower. Many steps are missing, and most of them are rotten. Small slits in the stone wall give room for archers to fire through in case of an attack, and a murder-hole halfway up the stairs give soldiers something to pour burning oil or drip heavy objects through. West lies the outer gate and the top of the small tower is upward. ~ 96 0 5 D3 ~ ~ 0 0 9633 D4 ~ ~ 0 0 9636 S #9636 A small tower~ Moss and mildew grow on the walls, and slime lies on the floor. Just below the tower is the gate area, where people would come in if the outer gate still existed. There are broken pieces of bows and arrows, rusted sets of armor, and swords tarnished beyond recognition. The only exit is back down. ~ 96 0 0 D5 ~ ~ 0 0 9635 S #9637 A small tower~ Moss and mildew grow on the walls, and slime lies on the floor. Just below the tower is the gate area, where people would come in if the outer gate still existed. There are broken pieces of bows and arrows, rusted sets of armor, and swords tarnished beyond recognition. The only exit is back down. ~ 96 0 0 D5 ~ ~ 0 0 9634 S #9638 Foyer~ The cracked marble floor is covered in plants and grass, and rats scurry at the sound of footsteps. A grand chandelier lies broken in several pieces on the floor, and the furniture reduced to dull colored rags. All that remains of the fountain is the statue of the King, broken in half. Exits are north and south. ~ 96 d 0 D0 ~ ~ 0 0 9639 D2 ~ ~ 0 0 9633 S #9639 The throne room~ The throne room of this secluded castle is surprisingly well kept. Two thrones of solid gold and satin lay on the dais, and the exquisite silk tapestries on the walls are untouched by rats or other vermin. The queens chair holds a skeleton, but the king's chair is strangely empty. Exits are east and west along the hall, north to the dining area or south to the foyer. ~ 96 d 0 D0 ~ ~ 0 0 9640 D1 ~ ~ 0 0 9643 D2 ~ ~ 0 0 9638 D3 ~ ~ 0 0 9644 S #9640 Banquet hall~ Contrary to the Throne Room, the hall lies in horrible disrepair. The table itself seems sturdy enough, but those chairs remaining are in pieces or missing legs. The ever-present sound of rat on stone can be heard. Exits are north and south. ~ 96 d 0 D0 ~ door kitchen north~ 1 0 9641 D2 ~ ~ 0 0 9639 S #9641 Kitchen~ Massive iron-cast ovens occupy most of the room, and the remains of plain tables can be seen. The smell of rat floats in the air, along with the smell of long spoiled food. The cellar lies west, or one may exit south back into the dining hall. ~ 96 d 0 D2 ~ door south dining~ 1 0 9640 D3 ~ door cellar~ 1 0 9642 S #9642 Cellar~ The cellar smells strongly of rotten food and filthy rats. Eyes glare from the shelves where food use to be, and the sound of sniffing and fighting can be heard. Human skeletons lie in a heap. Perhaps this isn't the safest place to be? ~ 96 ad 0 D1 ~ door kitchen~ 1 0 9641 S #9643 A hall~ Chunks of ceiling and wall lay on the floor, blocking most of the entrances. Rats scurry around the hall, making clicking noises on the broken marble floor. Plants hang from the ceiling, and grow out of the walls. The hall continues east, or one can go back west toward the throne room. ~ 96 d 0 D1 ~ ~ 0 0 9646 D3 ~ ~ 0 0 9639 S #9644 A hall~ Chunks of ceiling and wall lay on the floor, blocking most of the entrances. Rats scurry around the hall, making clicking noises on the broken marble floor. Plants hang from the ceiling, and grow out of the walls. The hall continues west, or one can go back east toward the throne room. ~ 96 d 0 D1 ~ ~ 0 0 9639 D3 ~ ~ 0 0 9645 S #9645 A stairwell~ A metal stairwell leads to the upper levels. Some of the stairs are lying on the ground here, having rusted off. The rats seem to stay away from here. Perhaps it has something to do with the inhuman howls of rage that eminate from the room west of hear. Or maybe it's that there's more food nearer the kitchen. Exits are up, west, and east. ~ 96 cd 0 D1 ~ ~ 0 0 9644 D3 ~ door~ 2 9646 9648 D4 ~ ~ 0 0 9650 S #9646 A stairwell~ A metal stairwell leads to the upper levels. Some of the stairs are lying on the ground here, having rusted off. The rats seem to stay away from here. Perhaps it has something to do with the inhuman howls of rage that eminate from the room east of here. Or maybe it's that there's more food nearer the kitchen. Exits are up, west, and east. ~ 96 d 0 D1 ~ door~ 2 9646 9647 D3 ~ ~ 0 0 9643 D4 ~ ~ 0 0 9649 S #9647 A holding chamber.~ A steel barred window lets in light to the spartan room. A bed and a chamberpot are all that are here. The floor is of the same cracked marble, and the cold stone walls don't show the same cracking and falling that the other walls do. The only exit is the way you came. ~ 96 d 0 D3 ~ door~ 1 0 9646 S #9648 A holding chamber.~ A steel barred window lets in light to the spartan room. A bed and a chamberpot are all that are here. The floor is of the same cracked marble, and the cold stone walls don't show the same cracking and falling that the other walls do. The only exit is the way you came. ~ 96 d 0 D1 ~ door~ 1 0 9645 S #9649 A hallway entrance~ The floor here is lined with satin, although torn and bitten from rats. No rats are here presently, but signs of their presence are visible. Intricate carvings and tapestries adorn the walls, along with a bust of the King in the corner. Exits are west or back down. ~ 96 d 0 D3 ~ ~ 0 0 9652 D5 ~ ~ 0 0 9646 S #9650 A hallway entrance~ The floor here is lined with satin, although torn and bitten from rats. No rats are here presently, but signs of their presence are visible. Intricate carvings and tapestries adorn the walls, along with a bust of the King in the corner. Exits are east or back down. ~ 96 d 0 D1 ~ ~ 0 0 9651 D5 ~ ~ 0 0 9645 S #9651 The royal hallway~ Along the hallway there is no noise whatsoever. The walls are still crumbling, plants are still growing out of the ceiling, of which most of is laying on the floor. The floor seems a little less eaten up. The entrance to the King's bedroom lies east, or one may return west. ~ 96 d 0 D1 ~ ~ 0 0 9653 D3 ~ ~ 0 0 9650 S #9652 The royal hallway~ Along the hallway there is no noise whatsoever. The walls are still crumbling, plants are still growing out of the ceiling, of which most of is laying on the floor. The floor seems a little less eaten up. The entrance to the King's bedroom lies west, or one may return east. ~ 96 d 0 D1 ~ ~ 0 0 9649 D3 ~ ~ 0 0 9653 S #9653 In front of the King's bedroom~ The front of the king's bedroom is in a perfect state of preservation. The door itself is made of marble, set on a cunningly made device that opens the door at the King's will. The door is outlined in silver, and two statues in front of the door are made of solid gold. Exits to the south, east, and west. ~ 96 d 0 D1 ~ ~ 0 0 9652 D2 ~ door king marble~ 2 9652 9654 D3 ~ ~ 0 0 9651 S T 9652 T 9651 T 9649 T 9648 #9654 The King's Bedroom~ Quite the magnificent room, even for a King. The bed takes up a full quarter of the room, and the walls are completely covered with carvings, depicting a mighty battle. The ceiling is painted in the image of an angel and her followers, and the furniture is exquisite. A desk made from the finest cedar is resting against the wall, with a matching chair. Both are heavily cushioned with satin, and carved in strange and beautiful pictures. The only exit is north. ~ 96 d 0 D0 ~ door~ 1 9652 9653 S #9655 A Cleared Path~ The freshly cut path is clearer to the east while to the west it looks like someone gave up on hacking through this dense woods. The trees and brush are typical of any hardwood forest. ~ 96 0 0 D1 ~ ~ 0 0 9603 D3 ~ ~ 0 0 9619 S $~