mud_dist/area/
#AREADATA
Name        { 100+ } Aurum~
Builders    Nexus Gorsha~
VNUMs       5101 5400
Security    100
Recall      1
Flags       288
Version     107
Creator     Nexus~
Llevel      0
Ulevel      0
Sounds      &WMagic seethes in the air around you, seeking an outlet.~
Music       bal.mid V=50 L=1 P=50 T=Background~
End



#MOBILES
#5101
pyran hermit mage~
Pyran~
Pyran, the Hermit Mage sit's reading "Riddles"
~
Dressed in long flowing sky blue robes, a long white beard and long white
hair, this kindly looking old mage with a warm smile, makes you feel
welcome in his home.
~
67 234881256 32784 24576 0 1000 S
110 1 100 100 20000 20000d0+0 0d0+110000
1100 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Welcome to the Floating Island of AURUM.  If you seek to
say gain entrance to the keep, you need only ask of me a RIDDLE.
say Answer it correctly, and I will give you a pass.  Answer
say it wrong...
emote giggles.
say And we shall see.
endif
~
>speech_prog Riddle~
if ispc($n) == 1
say How much does a fish weigh if a fish weighs 10 units plus
say half its weight?
emote gives you a smug look and closes his book.
endif
~
>speech_prog aurum~
if ispc($n) == 1
say Yes, Aurum is that floating island you can see above us
say outside.  It is an old city, lost from the rest of the
say world for several centuries now.  A city of magic, most of
say those who dwell there are magic users of some form.  We were
say only recently able to reopen the DRAGONGATE that brought you
say here.
emote looks around to see who's listening.
say Also, it is rumoured that beneath the city of AURUM
say lies a place of darkness, and I don't just mean from lack
say of light.  The hidden city of MERENTHA is seldom talked
say about in AURUM.  But there is a druid on the island above
say that might be able to tell you more.
endif
~
>speech_prog 20~
if ispc($n) == 1
say Excellent, you're a genius!
emote congratulates you.
mpoload 5103
give pass $n
say Off you go now.
endif
~
>speech_prog Dragongate~
if ispc($n) == 1
say The portal that brought you here is one of the five legendary
say DRAGONGATEs found on this world.  They allow you to cross
say vast distances in a single step.  I know nothing of the others
say save that they must still exist somewhere.  They were sealed
say centuries ago, but no one on AURUM knows why.  The seal on
say ours is gone, who knows about the other four...
shrug
endif
~
>fight_prog 30~
cast 'dispel magic'
~
>fight_prog 20~
cast 'cone of frost'
~
>fight_prog 30~
cast 'dancing lights' $n
~
|
#5102
GateGuard gate guard~
The GateGuard~
The GateGuard of Aurum stands before the Golden Gates
~
Looking at her, you see a young woman with waist length black hair, a
pretty face, but eyes, eyes that are glowing pale white in the sockets.
Dressed in red robes with gold thread worked all over in patterns, you
feel that there is an aura of magic about her so strong that getting
too close to her makes you shiver.  She looks you over as you approach,
and you know that there is nothing that she didn't learn with that look.
~
67 503857384 71335952 24576 0 1000 S
140 1 110 110 50000 50000d0+0 0d0+140000
1400 0 0
0 0 2
67587 0 0
>give_prog aurumpass pass~
mpechoat $n &YYou have been granted permission to pass' $n.
mpoload 5104
unlock north
open north
mpjunk key
~
>all_greet_prog 100~
if ispc($n) == 1
mpoload 5104
close north
lock north
mpjunk key
endif
~
>rand_prog 10~
mpecho &YCuts heal as the GateGuard utters words of magic.
cast 'complete healing'
~
>fight_prog 35~
mpechoat $n &BMagic flows away around you.
cast 'dispel magic'
~
>fight_prog 20~
mpechoat $n &GThe ground surges beneath your feet.
cast 'earthblast' $n
~
>fight_prog 25~
cast 'dancing lights' $n
~
>fight_prog 35~
cast 'web' $n
~
>rand_prog 4~
use rage
use war
~
>rand_prog 4~
use weapon
use iron
~
>fight_prog 40~
mpoload 5150
quaff mylori
~
|
#5103
gate keeper guard gatekeeper~
The Gate Keeper~
The Gate Keeper idly waits for something to happen
~
A fairly young looking man, it is probable that he has been given the
simple task of attending to those who seek to leave Aurum as part of his
duties as an apprentice.
~
67 234897640 16 0 0 1000 S
107 1 150 150 18000 18000d0+0 0d0+107000
1070 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
   bow $n
   say Welcome to AURUM.  Are you here to see one of the
   say HIGHLORDS of AURUM?
   smile
   say Oh, and if you need to leave, just
   say 'I wish to leave', and I'll open the
   say gate for you.
   mpoload 5104
   close south
   lock south
   mpjunk all
endif
~
>speech_prog p I wish to leave~
if ispc($n) == 1
say Of course, one moment please.
mpoload 5104
unlock south
open south
mpjunk all
say There you go.
smile
endif
~
>speech_prog Aurum~
if ispc($n) == 1
   say Yes, this is AURUM, I understand that the DRAGONGATEs
   say have become usable again.  It is most interesting news
   say indeed.
   emote appears thoughtful for a moment.
   mpecho .
   say Anyhow, so you're aware, AURUM is under the auspices
   say of the HIGHLORDS of AURUM.  The Lady TIANA, and the
   say four lesser HIGHLORDS, GARIOL, RIELLA, DAYN, and
   say LYNAR.
endif
~
>speech_prog Tiana~
if ispc($n) == 1
say Lady Mage Tiana has been in office for eleven
say years now.  She is both kind and caring to her
say people and friends, polite and merciful to her
say enemies.
say Perhaps you've heard of her late father,
say Lord NEVIN?
endif
~
>speech_prog Gariol~
if ispc($n) == 1
say Lord Gariol has been in office for eleven years,
say just as long as TIANA. A valiant paladin, he heads
say that righteous order here in AURUM.
endif
~
>speech_prog Riella~
if ispc($n) == 1
say High Priestess Riella has been here nine years.
say Her knowledge in the healing arts is quite, shall
say we say, impressive.  She worries much about DAYN
say lately, as he has been acting odd...
say I must admit that his rooms have been shrouded
say in shadows of late.
endif
~
>speech_prog Dayn~
if ispc($n) == 1
say Arch Druid Dayn has only recently returned from
say the outlying forest surrounding the castle. He
say spent almost two years in that quiet solitude.
say Some say he is not the same man, that he whispers
say about dark things in the night, and about a 
say city called MERENTHA.  Most say he's insane.
endif
~
>speech_prog Lynar~
if ispc($n) == 1
say Song Master Lynar is a wonderful musician.  He
say does a wonderful job of making sure that all
say who live here are always happy.
endif
~
>speech_prog Dragongates Dragongate~
if ispc($n) == 1
say Myself, I know next to nothing about the Gates.
say If you want to learn about them, I suggest you
say talk to Lord LYNAR about it.  He is the most well
say informed on those legends.
endif
~
>fight_prog 30~
cast 'curse'
cast 'dispel magic'
cast 'confusion'
~
>fight_prog 30~
cast 'sunburst'
~
|
#5104
Bee bees swarm hive queen~
The Swarm of Bees~
A swarm of bees buzzes about, quite agitated
~
A multitude of bees fly about a hive, one enormously large bee flies
in the cloud of insects, most likely the queen, directing her workers
at their various tasks.  They seem quite agitated, and you question if
it would be a good idea to disturb them with your presence.
~
99 268976360 1310720 64 0 0 S
107 1 50 50 19000 19000d0+0 0d0+0
1070 0 0
0 0 0
3 0 0
>fight_prog 30~
use circle
~
>fight_prog 25~
cast 'poison'
~
|
#5105
Guardian life golem~
The Golem of Life~
The decomposing Golem of Life runs at you!
~
The creature is some sort of earthen thing, grass grows all over its body.
It's teeth are naught but rocks, taken from the earth, as are its claws
which try to rake at you, to tear your flesh from your bones.
~
35 268435688 1048592 64 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
32771 0 0
>all_greet_prog 100~
if ispc($n) == 1
   emote appears somewhat rabid, snarling and running towards you.
   say There were other kinds of darkness hidden in those woods!!!
endif
~
>fight_prog 40~
use slam
~
>fight_prog 30~
use 'rake eyes'
~
>fight_prog 40~
use strangle
use strangle
~
|
#5106
Dayn Druid~
Dayn~
Dayn, the Mad Druid mumbles incoherently
~
Dressed in long flowing robes of a dark green, gold thread the only thing
decorative on it, Dayn appears somewhat disheveled.  A stubbly growth
of beard covers his face, his hair is unkempt and awry, it seems that
he has other things on his mind right now.
 
~
3 470286568 1081360 24576 0 0 S
130 1 50 50 50000 50000d0+0 0d0+130000
1300 0 0
0 0 0
32771 0 0
>all_greet_prog 100~
if ispc($n) == 1
   emote fidgets nervously.
   say Did....did TALRAX send you?  I don't recognize
   say you from Aurum...  so perhaps you are from MERENTHA..
endif
~
>speech_prog Merentha~
if ispc($n) == 1
   mpecho The colour drains form Dayn's face.
   say Where did you hear that name???  I never mentioned it!!
   say It's nothing really, and you certainly never heard about
   say such a vile and evil place from me.  I wouldn't dream of
   say ever going there to sate my curiousity.  That it is
   say supposed to lie beneath this castle never made me want
   say to find it and see who lived there.  You could.........
   emote blinks and looks up.
   emote 's go wide.
   say But you know what place I'm talking about...  As
   say you must surely be from there.  TALRAX sent you here
   say to check up on me didn't he?  Or did he send you
   say to replace me???
endif
~
>speech_prog Talrax~
if ispc($n) == 1
if isgood($n) == 1
emote looks around the room to check for unwelcome listeners.
say Hmm...you know, you really shouldn't be asking about
say him... Tiana would be in a fit if she found out one
say of her subjects wanted to know more about Merentha..
say Anyhow, Talrax is the Lord of Chaos, demon summoning
say ruler of Merentha.  He works through his small group
say of "friends", the self titled Nightlords.
break
else
emote sighs.
say Peace but you're dense.  Talrax is your oh so happy
say demon summoning ruler.  He rules over Merentha with
say his little group that call themselves the Nightlords.
endif
endif
~
>speech_prog Dekral~
if ispc($n) == 1
if isgood($n) == 1
say Dekral is a Dark Priest of amazing power...quite frankly,
say he is one of the most evil men I have ever met. I can
say seldom close my eyes without calling to mind some of the
say horrible rites he performed before my eyes.  I shudder
say to think what he might do to someone who he caught that
say was a spy for Tiana.....
break
else
say Look, I'm not going to answer any more questions about
say Merentha for you.
emote blanks his expression of all emotion.
endif
endif
~
>speech_prog nightlords nightlord~
if ispc($n) == 1
if isgood($n) == 1
emote is becoming more and more agitated with all your questions.
say The Nightlords of Merentha are those who rule under
say Talrax.  They are Dekral, Cianra, Morla, and Syril.
say All are powerful workers of magic, evil in every right.
break
else
emote looks at you with a look that screams "Are you stupid?"
say Sheesh, maybe I sould make some tea, and get you a
say chair.  You seem to need a good four hour lesson on
say where you live.  The Nightlords are Dekral, Cianra,
say Morla, and Syril.  They are just under Talrax in
say power down there in Merentha, and all are more evil
say than you....
emote looks out the window absently.
say Far...Far more evil....
endif
endif
~
>speech_prog Morla~
if ispc($n) == 1
if isgood($n) == 1
say Morla is a worker of the dead, a necromancer.  She has
say a very intense fascination with corpses, and seldom does
say she care how the corpses were obtained.  She torments
say those she kills with living death.  She's a vile old
say woman, the aquataince of I wish I could not claim.
emote shudders with disgust.
break
else
emote looks at you with cold green eyes.
say I will no longer tell you what you wish to know...  I
say find that I'm not sure I can trust you...
emote blanks his expression of all emotion.
endif
endif
~
>speech_prog Cianra~
if ispc($n) == 1
if isgood($n) == 1
emote shivers at the mention of the name.
say Cianra, by far the most civilised of the Nightlords...
say She is the vampire among vampires.  Her power has grown
say to such an extent that she now hunts other vampires for
say pleasure.  Beware her, or her charm will kill you.
break
else
say I speak no more to you...Begone back to where you belong.
say Before I lose my patience.
emote glares at you.
endif
endif
~
>speech_prog Syril~
if ispc($n) == 1
if isgood($n) == 1
emote grimaces.
say If Gariol knew of that mans existence, he would not
say sleep until he had found and killed him.  Syril is an
say Anti-Paladin, and represents the opposite of Gariol,
say a true and noble paladin, he is everything that any
say true paladin could never tolerate, and he enjoys it.
say It is said in Merentha, that he often goes out in search
say of true paladins, to torture them with the very fact
say that people such as he exist. He does a good job at it.
break
else
say I will speak no more to you on subjects concerning
say your home.  I have answered more than enough already
say I think.
emote makes a point of ignoring you.
endif
endif
~
>speech_prog Tiana~
if ispc($n) == 1
if isgood($n) == 1
say Tiana is my, well, friend first, leader second I guess..
say I have nothing but respect for her and the work she
say does here.  Anyone may talk to her, they need only find
say the key that opens the door to her tower, however, we
say tend to keep that information somewhat secret.
smile
say So you'll just have to figure it out on your own.
break
else
say Tiana, I wouldn't go anywhere near her if I were you.
say Lady of Order, a mage of great power, were she to even
say see you, she would use her magic to send you to a 
say prison guarded by such powerful creatures, that I would
say hesitate to say that even Talrax could break free of it.
endif
endif
~
>fight_prog 35~
mpechoat $n &BMagic flows away from you.
cast 'dispel magic' $n
~
>rand_prog 2~
emote cackles madly.
~
>fight_prog 35~
mpechoat $n The ground shoots up from under you.
cast 'earthblast' $n
~
>give_prog will o' the wisp~
if ispc($n) == 1
say Ah, the will o' wisp... That brings back memories of old.
emote looks up at you.
say I suppose you got this from the DragonFly...I guess I have
say not been paying much attention to those I call friends..
say I'll have to go visit her soon... Here, you can have this
say if you want it.
mpload 5113
emote reaches into his robes and withdraws a leaf.
give leaf $n
say Have a nice day.
mpjunk all
mpoload 5113
endif
~
>fight_prog 30~
mpechoat $n &YDancing lights fly about you.
cast 'dancing lights' $n
~
>speech_prog oak~
if ispc($n) == 1
say Oak? Damn it $n, be more specific, oak chest, oak chair,
say oak dog?  What oak thing ARE you talking about?  Dear
say me you have to tell me what you want!
endif
~
>speech_prog p oak tree~
if ispc($n) == 1
say There you go, now I know what you're talking about.
say I don't have to randomly guess if it's a chest, chair
say or whatever.  Now, take this key, and you can unlock it.
say Just stick the key in the lock, turn clockwise, and
say tah-dah! It's unlocked.
smile
mpoload 5160
give key $n
endif
~
>speech_prog joram dragon~
if ispc($n) == 1
say Joram, he asked me to hide a piece of obsidian in
say the oak tree a little while ago.
shrug
endif
~
>speech_prog key open door~
if ispc($n) == 1
mpoload 5108
emote becomes confused..
say Oh...the door, right, sorry $n.
unlock down
open down
mpjunk key
laugh
endif
~
>fight_prog 25~
cast 'lightning breath' $n
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
|
#5107
guardian harmony golem~
The Golem of Harmony~
The Guardian of Harmony watches you carefully
~
This create stands at least six and a half feet tall.  It's body is made
of wood and brass, and looking closer, you see that the wood and brass
are actually pieces of various intruments, which now emit faints sounds,
much like the music they may have once been used to play.  There are now
the body parts of this golem, this guardian.
~
3 33554664 1048592 64 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
3 0 0
>fight_prog 40~
mpechoat $n &YYou hear the sound of a whistle as the Golem rushes at you!
use slam
~
>fight_prog 30~
mpechoat $n &YThe Golem of Harmony slaps his hands against either side of your head!
use 'stun'
~
>fight_prog 40~
mpechoat $n &YWith surprising nimbleness, the Guardian does a back kick!
use 'back kick'
~
>rand_prog 14~
mpecho &CWind sweeps through the room, whistling as it passes through the Golem.
~
>speech_prog door key open~
if ispc($n) == 1
if isgood($n) == 1
bow $n
nod $n
unlock up
open up
emote waves you through the now open door.
break
else
emote looks at you impassively.
endif
endif
~
|
#5108
Lynar bard~
Lynar~
Lynar, the Premier Bard of Aurum sits studying a sheet of music
~
Dressed in a red vest and red breeches, he's somewhat annoying to look
at when the sun is shining directly on him, but otherwise, you find it
a nice ensemble, the gold thread enhancing the effect.  He has an angular
face, and a hawkish nose.  But, he doesn't look down his nose at people,
he works to better things for everyone as opposed to simply ignoring them
and doing what is best for him.
~
3 234881256 32768 24576 0 1000 S
130 1 50 50 50000 50000d0+0 0d0+130000
1300 0 0
0 0 1
3 0 0
>rand_prog 5~
mpecho &YYou listen as Lynar strums his harp, playing beautiful music.
~
>rand_prog 5~
mpecho &CLynar sings a few verses softly to himself.
~
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
emote gets up and shakes your hand.
say Welcome to my oh so humble abode $n.
emote waves at the room around him.
say If there is anything you wish to know, simply ask me.
say My knowledge is vast, and I have no problems at all
say with helping a good citizen of Aurum, or from one of
say lands beyond the DragonGate.  Remember, you can ask
say me about anything.
break
else
say &RDEFILER! YOU WILL DIE AT MY HANDS CREATURE OF EVIL!
kill $n
endif
endif
~
>speech_prog Dragongates dragongate~
if ispc($n) == 1
if isgood($n) == 1
say You wish to learn about the DragonGates, so be it then.
say Long ago, we lived in a world where the people were all
say spread far apart.  Now, also during this time, there was
say Dragon of great power who studied the ways of magic in
say our realm, and became perhaps the greatest mage to ever
say live.  He was an old being, older than time itself some
say claimed, and he was soon to die.  But, before he left,
say he worked magic to make travel easier for the people who
say remained.  He created 5 gates, which were later called the
say DragonGates.  They each spread across vast distances to
say various parts of the land.  We have only recently noticed
say that ours has reopened.  I must admit that I often find
say myself wondering if the others have reopened too.. But
say alas, I remain in ignorance.
sigh
break
else
grin
say Fool were you to alert me to your presence.
cast 'meteor swarm'
endif
endif
~
>speech_prog Aurum~
if ispc($n) == 1
if isgood($n) == 1
smile
say Always happy to talk about home.  Aurum has existed for
say over two thousand years.  We long decided to leave behind
say most of the world, casting our small island out of the
say sea, to float forever over where is once was.  You will
say find that our culture revolves around magic, its many
say uses, forms, and expressions.  Our people are all of good
say moral character, and help each other when in need.
break
else
cackle
say Evil shall never prosper, you fool who hides in the shadows!
cast 'chain light'
endif
endif
~
>speech_prog Tiana~
if ispc($n) == 1
if isgood($n) == 1
say Tiana is the Lady of Order, High Mage of Aurum.  She is
say the most powerful living magus on Aurum today, and it is
say she who is responsible for seeing that things are run
say smoothly around her, with some help from me and the others
say of course.
smile
say She has no patience for evil, and will banish any evil
say being she sees to a prison that was designed by the old
say inhabitants of Aurum.  A place that I do not think anyone
say could possibly escape from.
break
else
grin
say You shall die defiler!
cast 'meteor swarm'
endif
endif
~
>speech_prog Gariol~
if ispc($n) == 1
if isgood($n) == 1
smile
say Ah, Gariol, closest of those I would call friends.  A
say Paladin the likes of which has never been equaled, he is
say a most proficient swordsman.
chuckle
say He can certainly give me a whooping.  Anyhow, he does have
say a somewhat intriguing weakness.  Women.
laugh
say He tends to be incredibly kind to all women, going out
say of his way to help them, doing just about anything they
say ask of him.  Heh, I once say a woman tell him to unshield,
say and he actually did it.  Left himself totally without
say any form of magical protection. Bout one of the funniest
say things I've ever seen I must admit.
break
else
emote looks at you with cold eyes.
say Die fiend!
cast 'chain light'
endif
endif
~
>speech_prog Riella~
if ispc($n) == 1
if isgood($n) == 1
say say Ah, Riella, my lady love.
emote sighs deeply.
say I love her as I've loved no other woman I've ever met.
say She is the High Priestess of Aurum, and she does her job
say well.  She is responsible for maintaining the faith of
say the populace, and is more than adept at healing.  If you
say were to asking about "Healing" in her presence, she would
say inform you of what type of healing it is that she is able
say to perform, and how much gold she would ask of you for
say using her magic for each particular healing.
emote gives you a sly grin.
say She must of course make a living somehow.
break
else
say Talk not of Lady Riella with your foul mouth!
cast 'cloud of cold'
endif
endif
~
>speech_prog Dayn~
if ispc($n) == 1
if isgood($n) == 1
emote looks at you sadly.
say Dayn has within him a very troubled soul.  Ever since he
say returned from his sojorn alone in the woods surrounding
say Aurum, he just hasn't been quite the same guy.. I find
say that he's more introverted, he won't let any of us talk
say to him for very long, and he won't talk about what it is
say that he did while away.  I have the feeling, though I
say am unwilling to voice my suspicions, that he has run
say afoul of the legendary city of Merentha.  I do not know
say for sure who he trusts, and if he can be trusted anymore.
break
else
say Begone foul creature!
emote snarls and attacks!
cast 'chain light'
endif
endif
~
>speech_prog Merentha~
if ispc($n) == 1
if isgood($n) == 1
emote looks at you grimly.
say Merentha is a legend as far as I know, though I believe
say that perhaps Dayn knows more about it than I, but I will
say tell you what I know.
emote takes a deep breath.
say In the years when Aurum was deciding that it wanted to
say leave the land below and goto the skies, there was a city
say nearby which was ruled by an evil man named Talrax, who
say envied the wealth of Aurum, and sought it for himself.
say It is written that he intended to dig for himself another
say city beneath Aurum, which he called Merentha, however,
say no one ever knew if he managed to succeed, and since he
say hasn't ever made himself known, we have assumed that he
say failed at his task.
break
else
say Say not that name while in my presence blasphemer!
cast 'meteor swarm'
endif
endif
~
>speech_prog Talrax~
if ispc($n) == 1
if isgood($n) == 1
emote growls at the mention of the name.
say Talrax, if he truly does exist, was the man responsible
say for the creation of Merentha.  He follows the vocation
say of demonologist, dealing with demons of all sorts, most
say willing to sacrifice anything for knowledge about his
say demons.  A man you would never want to meet.
endif
endif
~
>speech_prog Morla~
if ispc($n) == 1
if isgood($n) == 1
say Morla...Mistress of the Undead is the name the books have
say given her...Myself, after reading about her, think the
say name is more than appropriate.  She is what is termed as
say a Necromancer, a woman who works with the souless corpses.
say Hmm, quite often it was she who made them souless..  She
say was well respected by Talrax, and it was rumored that the
say two of them were in love, if two such being could truly
say feel such emotions for another.  I'm not sure what use
say such information can be to you, but I know it must have
say some value.
break
else
say You die now scum!
cast 'meteor shower'
endif
endif
~
>speech_prog Cianra~
if ispc($n) == 1
if isgood($n) == 1
say Cianra, Lady of Night, she who stalks the darkness. She
say is a Vampire unlike any this world has ever seen.  Her
say power is said to stretch beyond what you would expect of
say most vampires...  I've heard she dabbles in a few of the
say dark arts.  Her weakness is said to be in one of the books
say in the library, but I no not which...I have never been
say able to find it.
shrug
say But then, I haven't bothered to look as Cianra and all
say the others are supposed to be nothing more than fiction.
break
else
say &YDIE VILE SCUM OF MERENTHA!&C
cast 'chain lightning'
endif
endif
~
>speech_prog Dekral~
if ispc($n) == 1
if isgood($n) == 1
say Riella would kill this man on sight were they ever to meet
say each other.  They are total and complete opposites. One a
say believer in all that is good, one who defiles all that he
say touches, doing nothing but working to cause strife and
say turmoil.  Dekral is the kind of man you expect to see going
say about demanding human sacrifices for some dark god who needs
say the extra souls.
break
else
say So, you dare to violate the city of Aurum, now you die.
cast 'meteor swarm'
endif
endif
~
>speech_prog Syril~
if ispc($n) == 1
if isgood($n) == 1
say I don't think I could image a more fitting opposite to
say Gariol if I spent several days contemplating it.... This
say man Syril is the opposite of all that Gariol stands for.
say He is, you could say, an "Anti-Paladin".  Hmm, I like that
say name..
emote scribbles something down on a piece of parchment.
smile
say Love thinking up new words.  Now this man was reputed to
say be quite vain.  Thinking the world of himself, but beyond
say that, there isn't much I know about him.
break
else
say You shouldn't have come here, you really, really shouldn't have come.
cast 'meteor swarm'
endif
endif
~
>fight_prog 30~
say You were a fool to think you could beat me!
mpechoat $n &YSweet music fills the room.
use stun
use stun
use stun
~
>fight_prog 25~
say TAKE THIS!!
mpechoat $n &GChill winds sweep across you.
cast 'winters chill' $n
~
>fight_prog 20~
cast 'tale of terror' $n
~
>speech_prog p How much does a fish weigh if a fish weighs 10 units plus half its weight?~
if ispc($n) == 1
if isgood($n) == 1
say Hmm, that's a damn good question...I'll have to ponder
say that one for a while... Take this while I think this over
say a bit.
mpoload 5115
give flute $n
emote sits down to do some thinking.
break
else
say Leave being of evil!
cast 'meteor swarm'
endif
endif
~
>fight_prog 25~
cast 'sonic boom'
~
>speech_prog danoa~
if ispc($n) == 1
if isgood($n) == 1
emote thinks a moment.
say Danoa is relatively new here, he just sort of appeared
say here one day.  We don't know much about him yet.
else
say Die.
cast earthquake
endif
endif
~
>speech_prog Joram~
if ispc($n) == 1
say Joram is a henchmen for Merentha I think... I just know
say that he's often around Danoa, another I don't trust much.
say Sometimes, I overhear him ask for some thing, I know that
say part of that thing is in that oak tree in the garden...
say I wonder if Dayn knows something about it.
endif
~
>speech_prog dynel~
if ispc($n) == 1
if isgood($n) == 1
say Oh, Dynel was the bard who taught me all that I know.
say I have him to thank for all the skills I possess now.
say He was my mentor and very much like a father to me.
else
say I gotta surprise for you $n.
emote gets a package from behind him.
emote opens it towards you.
cast 'meteor'
laugh
endif
endif
~
>speech_prog door key open~
if ispc($n) == 1
if isgood($n) == 1
say Oh, sorry about that $n.
mpoload 5110
unlock down
open down
mpjunk key
say There you go.
else
cast icequake
endif
endif
~
>rand_prog 4~
emote is ready for everything.
use weapon
~
>rand_prog 4~
use rage
emote prepares for a fight.
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
>fight_prog 20~
mpechoat $n &CA gust of ice swirls around you.
cast 'frost breath'
~
|
#5109
golem guardian devotion~
The Golem of Devotion~
The Golem of Devotion is the sole guard of Riella.
~
A tall creature, 8 feet tall, made entirely of silver stands at the foot of the stairs
making sure that no one disturbs Riella.
~
3 192 1081360 64 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
bow
break
else
cast 'dancing lights' $n
endif
endif
~
>fight_prog 25~
mpechoat $n &YGestures at you, voicing arcane words.
cast 'dancing lights' $n
~
>fight_prog 40~
mpechoat $n &YThe Golem uses it massive bulk and smashes into you!
use slam
use slam
~
>speech_prog door open key~
if ispc($n) == 1
if isgood($n) == 1
bow $n
nod $n
unlock up
open up
emote waves you through the open door.
break
else
emote looks at you impassively.
endif
endif
~
|
#5110
riella cleric priestess high~
Riella~
Riella, High Priestess of Aurum blesses you
~
A woman of unsurpassed beauty, long black tresses that reach down nearly
to her waist, blue eyes that stare at you with compassion and love, skin
as smooth as marble, lightly bronzed by the sun.  She is the leader of
all that is holy here in the city, one of the four who assist Tiana in
running things.
~
3 235413696 1081360 24640 0 1000 S
130 1 50 50 50000 50000d0+0 0d0+130000
1300 0 0
0 0 2
2051 0 0
>all_greet_prog 100~
~
>speech_prog Healing heal~
if ispc($n) == 1
if isgood($n) == 1
if goldamt($n) > 9999
say As you wish.
smile
mpforce $n give 10000 coins $i
cast 'healing hands' $n
break
else
say Fool, you think that I would bother to heal you?
endif
~
>fight_prog 25~
mpechoat &YRiella sprinkles dancing lights all about you.
cast 'dancing lights' $n
~
>fight_prog 30~
mpechoat $n &CRiella tries to disrupt the magical field around you.
cast 'dispel magic' $n
~
>fight_prog 20~
mpechoat $n &RFlames leap at Riella's command.
cast 'holy fires' $n
~
>speech_prog p Life sprite~
if ispc($n) == 1
if isgood($n) == 1
say Ah, but of course.
smile
mpgoto 5350
mpmload 5139
mptrans $n
say Here he is.
mpforce sprite smile
mpgoto 5165
tell $n Say hi to him.
endif
endif
~
>give_prog life token~
if ispc($n) == 1
if isgood($n) == 1
emote looks at you, understanding clear on her face.
say I'm not sure what do say, but I know what to do.
cast 'healing hands' $n
else
cast 'meteor'
endif
endif
~
>give_prog red rose~
if ispc($n) == 1
if isgood($n) == 1
smile
say Oh, how thoughtful of you $n.  Your kindness derserves
say something in return.. Hmm.. Oh, I know. take this with
say you.
mpoload 5114
give symbol $n
say That is my piece of the key to Tiana.
else
grin
cast 'meteor swarm'
endif
endif
~
>speech_prog door key open~
if ispc($n) == 1
if isgood($n) == 1
say Oh, sure thing.
mpoload 5109
unlock down
open down
mpjunk key
say Sorry about that $n.
else
slap $n
cast earthquake
endif
endif
endif
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
|
#5111
Jurielle librarian~
Jurielle~
Jurielle, the iron fisted librarian watches over her realm.
~
A somewhat older looking woman with glasses looks over her desk at you.
Her red robes are immaculate, not a single bit of dust on them.  It
seems almost impossible that she could keep them so clean throughout
the day, but you figure she most likely expends a bit of magic to make
sure that no dust decides to settle on her.
~
3 134217856 589840 0 0 1000 S
108 1 100 100 20000 20000d0+0 0d0+108000
1080 0 0
0 0 2
2051 0 0
>speech_prog a b c d e f g h i j k l m n o p q r s t u v w x y z . , ! ? ) " '~
if ispc($n) == 1
say I SAID TO KEEP YOUR FILTHY MOUTH SHUT!
cast 'meteor swarm'
endif
~
>all_greet_prog 100~
if ispc($n) == 1
say Listen well my friend.
glare $n
say There will be no talking by anyone in this library...You
say understand, one word, and I'll make sure you're sorry
say for even having thought about talking.
endif
~
>fight_prog 25~
say All that I wanted was you to be quiet, and now all this noise..
cast 'cone of frost' $n
~
>fight_prog 10~
cast 'curse of nature'
cast 'curse of nature'
~
>give_prog book cloud formations~
if ispc($n) == 1
say Ah... a most valuble tome.  My thanks to you who
say has returned it to me. I cannot explain how much
say I appreciate having this returned to me.  It's
say really quite an interesting book.  It tells you
say all about the cloud formations of the lower and
say upper stratoshperes and it really is very, very
say exciting.
emote continues to ramble on about clouds, you slowly back away, and leave.
mpechoat $n &PHowever, she sees you leaving and calls out to you.
say $n, wait.  I would really like to give you this as my
say token of thanks for returning this ancient bit
say of knowledge. Please, accept it.
mpoload 5155
give white $n
endif
~
|
#5112
Guardian golem justice~
The Golem Of Justice~
The Guardian of Justice protects Gariol
~
A tall being of surprisingly tough armor, meant to withstand the strongest
blows that any warrior can deal it.  The armor is animate, able to move
about as a normal person could, but is incapable of speech.  It can
only watch as you enter the room, and wait to see what you intend to do.
~
3 192 5242928 64 0 1000 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
2051 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
bow
break
else
mpechoat $n &YArmor creaks as the Golem of Justice rushes at you.
kill $n
endif
endif
~
>fight_prog 30~
mpechoat $n &YThe Golem gathers its weak soul and attacks!
use soulstrike
~
>fight_prog 30~
mpechoat $n &YThe Golem delivers you a good kick to the chest!
use kick
use kick
~
>speech_prog door key open~
if ispc($n) == 1
if isgood($n) == 1
bow $n
nod $n
unlock up
open up
emote waves you through the open door.
break
else
emote looks at you impassively.
endif
endif
~
|
#5113
gariol~
Gariol~
Gariol, paladin of the light stands here to preach law and order
~
A middle aged man, a short black beard and mustache grow on his face.
He has a kindly smile and clever blue eyes.  His one hand rests on the
large broad sword strapped to his waist. He is never one to drop his
guard.
~
3 100663488 32816 24576 0 1000 S
130 1 100 100 50000 50000d0+0 0d0+130000
1300 0 0
0 0 1
2051 0 0
>all_greet_prog 100~
if ispc($n) == 1
if sex($n) == 2
hand $n
say Ah, milady, you are by far the most beautiful woman I have
say ever witnessed in all my days.  While you are here in Aurum
say you may feel free to come to me for aid if you wish it.
bow $n
break
else
bow $n
say Good day Sir $n, I hope that your stay here in Aurum has
say been pleasant thus far.
endif
endif
~
>fight_prog 30~
use soulstrike
mpechoat $n &YYou feel your soul as it is assaulted by this holy man.
say You were a fool to think that you might beat me.
~
>fight_prog 35~
mpechoat $n &CYou feel the heat of holy fires.
cast 'holy fires' $n
~
>fight_prog 3~
mpechoat $n &RThe wrath of the gods in brought down on you!
cast 'wrath of god' $n
~
>speech_prog Unshield~
if ispc($n) == 1
if sex($n) == 2
hand $n
say But of course, if you will but wait a moment.
mpoload 5119
quaff potion
say There, it is done.
break
else
say What ARE you talking about?
endif
endif
~
>speech_prog Key~
if ispc($n) == 1
if isgood($n) == 1
smile
say You need only ask, and I shall give my piece to you.
mpoload 5116
give shield $n
say There it is, be sure to be polite in Tiana's presence.
break
else
say Hmm...how best to attack your vile kind..
emote thinks about the problem a moment.
say Ah, here we go.
cast 'chain lightning'
endif
endif
~
>speech_prog Dayn~
if ispc($n) == 1
if isgood($n) == 1
say Hmm, Dayn has been acting weird lately, I know not how
say to get the key from him, perhaps you can talk to the
say dragonfly that lives in the Garden. I've heard that he
say was often seen conversing with it, it may know of a
say way to get what you seek.
shrug
break
else
say Hmm...you do not belong here.
cast 'chain lightning'
endif
endif
~
>speech_prog riella~
if ispc($n) == 1
if isgood($n) == 1
say A, a most beautiful lady indeed.  She will most likely
say give you the key if you give her a small gift, what to
say give her, I have no suggestions.  That's for you to go
say and learn.
break
else
say Time to exercise.
cast 'chain lightning'
endif
endif
~
>speech_prog Lynar~
if ispc($n) == 1
if isgood($n) == 1
say Lynar, often I have wished I could play and write music
say with the mastery that he has.  But alas, my life took
say me along a different path, and I am content to travel
say it.  You know, Lynar really appreciates a good riddle..
say But whatever riddle you find to give him, make sure you
say word it correctly, or he'll be unable to answer it.
break
else
say I'm afraid I'll have to force you to leave.
cast 'chain light'
endif
endif
~
>speech_prog merentha~
if ispc($n) == 1
if isgood($n) == 1
say Merentha is naught but a myth, speak no more of it.
break
else
say Merentha is evil, and I will kill you for having said
say it.
cast 'chain light'
endif
endif
~
>fight_prog 25~
mpechoat $n &YMagic drains around you.
cast 'dispel magic' $n
~
>speech_prog open door key~
if ispc($n) == 1
if isgood($n) == 1
nod
mpoload 5124
unlock down
open down
mpjunk key
say There $n.
else
cast 'chain lightning'
endif
endif
~
>rand_prog 4~
use rage
emote gets ready for a fight.
~
>rand_prog 4~
use weapon
emote sharpens his blade.
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
|
#5114
Guardian golem order~
The Golem of Order~
The Guardian of Order will protect Tiana at all costs
~
A being made of white marble, not too tall, not too big, just sort of
average looking.  It watches you as you enter the room and move about.
It will attack if it detects hostility, so beware.
~
3 64 17858576 8256 0 0 S
115 1 50 50 20000 20000d0+0 0d0+0
1150 0 0
0 0 0
2051 0 0
>fight_prog 5~
cast 'bend light'
~
>fight_prog 40~
mpechoat $n &YThe Golem lifts you off the ground, then slams you back down!
use slam
~
>fight_prog 25~
mpechoat $n &CThe Golem smacks you across the face!
use stun
~
>speech_prog open key door~
if ispc($n) == 1
if isgood($n) == 1
nod $n
mpoload 5129
unlock up
open up
mpjunk arcane
else
mpkill $n
endif
endif
~
|
#5115
Tiana~
Tiana~
Tiana, High Mage of Aurum rules the city from here
~
A woman in her later years, she still has a fairly youthful appearance
despite the gray in her hair.  She stares at you with blue eyes, they
see right into you, searching for your intentions here.  She is not
one to anger, so tread carefully.
~
3 235405504 884784 8192 0 1000 S
145 1 100 100 50000 50000d0+0 0d0+145000
1450 0 0
0 0 2
2051 0 0
>all_greet_prog 100~
if isgood($n) == 1
   if ispc($n) == 1
      say Welcome $n.  I have a task for you if you would accept
      say it.  if you succeed, I would be willing to give you a
      say blade in the likeness of which I carry.
      emote brandishes the slim blue blade in her hand.
      say This is what I would require of you.  I know that somewhere
      say in Aurum resides a spy turned to the purpose of Talrax.
      say I would have you find out who the spy is, and show me
      say some proof of their complicity.  Can you do this?
      say Of course you can, now, be on your way, and hurry to finish
      say to finish this task.
   endif
else
   if ispc($n) == 1
      say Evil will not be tolerated here $n.
      mptrans $n 5232
   endif
endif
~
>give_prog letter dekral~
if ispc($n) == 1
say Good work.
mpoload 5170
give azul $n
say There, as promised, Danoa shall be punished.
mpforce $n drop all.dekral
mppurge
mpjunk letter
endif
~
>speech_prog open key door~
if ispc($n) == 1
if isgood($n) == 1
say Sorry $n.
mpoload 5129
unlock down
open down
mpjunk key
else
laugh
mptrans $n 5232
tell $n Now you die.
endif
endif
~
>death_prog 100~
if ispc($n) == 1
mpgoto 5175
mpoload 5246
unlock down
open down
mpjunk touch
mpgoto 5197
yell $n has murdered me! Protect the &YSanctuary&C!
endif
~
>rand_prog 4~
mpecho &YTiana heals the wounds that have been inflicted upon her.
cast 'complete healing'
~
>rand_prog 4~
use weapon
~
>rand_prog 4~
use rage
~
>fight_prog 40~
mpecho &RFlames scour the room!
cast 'fire breath' $n
~
>fight_prog 10~
cast 'chain light'
~
>fight_prog 35~
mpechoat $n &YTiana tries to break through your defenses.
cast 'dispel magic' $n
~
>fight_prog 35~
mpecho &PA LightDragon flies out of a portal of white light, and attacks!
mptrans lightdragon
mpforce light cast 'fireball' $n
~
>fight_prog 15~
mpechoat $n &YTries to surround you with dancing lights.
cast 'dancing lights' $n
~
>fight_prog 20~
say You will see things more clearly now $n.
cast 'confusion' $n
~
>fight_prog 20~
mpecho &RThe room is filled with flaming stones.
cast 'meteor swarm'
~
>fight_prog 30~
mpoload 5150
quaff mylori
~
|
#5116
Chancellor Rawn~
Chancellor Rawn~
Chancellor Rawn stands going over Tiana's schedule
~
An older man with a long graying beard and hair, blue eyes, and a pair
of spectacles sit on his eyes, letting him see all that goes by.  Blue
robes cover him, marking him as a fairly high ranking magi.  He is in
charge of making sure that no one bothers Tiana without true need.
~
3 234881088 589872 0 0 1000 S
109 1 100 100 20000 20000d0+0 0d0+109000
1090 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
bow $n
say Welcome $n.  I'm afraid that Tiana will not see you
say quite yet.  If you wish to see her, may I suggest you
say go talk to Gariol, he can inform you as of how to go
say about retrieving the keys from himself, Lynar, Riella
say and Dayn.  Now, I must get back to work.
emote goes back to working on Tiana's schedule.
break
else
emote doesn't look happy to see you.
say Leave $n, you can save your life by not going to see
say Tiana, I mean that very litterally.
endif
endif
~
>speech_prog riella~
if ispc($n) == 1
if isgood($n) == 1
say The door to the Tower of Justice is along the east
say wall, near some ginseng as I recall.
break
else
say Hmm, I think it odd that you be asking about her,
say I think that perhaps I should inform Lynar of your
say inquiries....
endif
endif
~
>speech_prog gariol~
if ispc($n) == 1
if isgood($n) == 1
smile
say A man who generally thinks in black and white.  He
say is also a man of honour, and will never do something
say to stain it.
break
else
say I will ask that you remove yourself from Aurum, you
say will be unable to learn anything about Gariol from
say me $n.  Begone!
endif
endif
~
>speech_prog dayn~
if ispc($n) == 1
if isgood($n) == 1
say Dayn is a bit of a troubled soul...He has been a
say little different since he came back from his little
say sojourn.
break
else
say Look, you don't belong here, so go the hell away!
endif
endif
~
>speech_prog Riella~
if ispc($n) == 1
if isgood($n) == 1
say Riella, the lady love of Lynar. I wouldn't piss
say him off.  He.....might go into something of a
say jealous rage.  That would in no uncertain terms
say be a happy thing.
break
else
say GO AWAY! DAMN YOU ALL TO HELL!
endif
endif
~
>speech_prog tiana~
if ispc($n) == 1
if isgood($n) == 1
say Tiana, High Mage and Ruler of Aurum.  She has
say quite the number of duties here in Aurum.  But
say she handles them quite well.  But evil beware,
say she will not even tolerate the presence of evil.
break
else
say To have the gall to enter Tiana's room is to die.
say You wouldn't stand a chance my friend.
endif
endif
~
>fight_prog 20~
cast 'sunburst'
~
>rand_prog 5~
emote checks his ledger to see if Tiana's schedule is still in order.
~
>fight_prog 30~
cast 'gas breath'
~
|
#5117
Ambassador Kyel~
Kyel~
Ambassador Kyel of Hammerheim waits to see Tiana
~
Ambassador Kyel of Hammerheim is at least 7 feet tall, standing much
taller than the average inhabitant of Aurum.  He seems to be having
a certain degree of difficulty keeping patient while waiting for the
appointment with Tiana that he desires.
~
65 436207808 16 64 0 600 S
108 1 50 50 24000 24000d0+0 0d0+108000
1080 0 0
0 0 1
0 0 0
>all_greet_prog 100~
if isgood($n) == 1
if ispc ($n) == 1
emote mutters to himself.
say When will this Tiana deem it time to speak to me, I
say tire of all this waiting around.
grumble
else
look $n
endif
else
say Hmm...I question why Tiana would allow you to roam
say her castle unwatched.
smile
say Of course, maybe you are being watched.
break
endif
~
>rand_prog 5~
emote grumbles, impatient after waiting so long to see Tiana.
~
>fight_prog 20~
say You're going to get it now!
cast earthblast $n
~
>fight_prog 20~
emote pulls a horn from a sachel at his side..puts it to his lips..and..
cast 'lightning breath' $n
~
>fight_prog 20~
mpechoat $n &YThe light around you suddenly appears warped and bent.
cast 'bend light' $n
~
|
#5118
Ambassador Loran~
Loran~
Ambassador Loran of Methidoral waits with patience to see Tiana
~
~
65 524480 17858576 0 0 700 S
108 1 50 50 24000 24000d0+0 0d0+108000
1080 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Hmmm.... I wonder if she'll marry me.....
emote loses his focus on the present, entering the world of dreams.
endif
~
>rand_prog 5~
say I want some tea dammit...My throat is just parched.
sigh
~
>fight_prog 30~
mpechoat $n &YLoran smacks you good, stunning you!
use stun
use stun
~
>fight_prog 25~
mpechoat $n &CWith amazing athletic skill, Loran does a back kick!
use backkick
~
>fight_prog 15~
say I'll get you!
cast 'dancing lights' $n
~
|
#5119
Ambassador Trinn~
Trinn~
Ambassador Trinn of Dragon Valley bides her time waiting
~
A beautiful young human woman, she was chosen to represent Dragon
valley here in Aurum, to see that all goes well between the dragons
and the magicians of Aurum.  As a diplomat, she is quite capable, but
many wonder as to what she can do in battle.
~
65 16384 852016 0 0 1000 S
108 1 30 30 24000 24000d0+0 0d0+108000
1080 0 0
0 0 2
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
say I wish they served something a little more refined
say here in the way of food.  This crud probably didn't
say even cost them three copper.  I desire something
say more myself.  I fear I cannot live off such trifles.
endif
~
>fight_prog 20~
say Hehe, the dragons taught me well, yes no?
cast 'fire breath'
~
>fight_prog 20~
say Hehe, the dragons taught me well, yes no?
cast 'acid breath'
~
>fight_prog 20~
say Hehe, the dragons taught me well, yes no?
cast 'gas breath'
~
>fight_prog 20~
say Hehe, the dragons taught me well, yes no?
cast 'frost breath'
~
>fight_prog 20~
say Hehe, the dragons taught me well, yes no?
cast 'lightning breath'
~
>give_prog dragon anklet~
if ispc($n) == 1
say Ah, there it is, thanks for returning it to me.
say I was afraid I'd lose it somewhere.  Again, thanks
say for giving that back, heres something I found, I'm
say not sure what it is exactly....
mpoload 5158
give piece $n
mpjunk anklet
endif
~
>give_prog honey comb~
if ispc($n) == 1
say Hey, bout time I got something good to eat.
smile
say I thank you so much for this this $n. Here,
say take these.
mpoload 5157
mpoload 5157
give dragon $n
give dragon $n
say Again, thanks.
emote begins munching on the honey comb.
mpjunk comb
endif
~
|
#5120
Ambassador Sarna~
Sarna~
Ambassador Sarna of Stonegate Castle taps her foot impatiently
~
A woman in her late thirties with fiery red hair, she seems to possess
the quite temper that is quite often tied to red haired individuals.
She waits with obvious impatience for Chancellor Rawn to call her name
so that she can have her say with Tiana.
~
65 101187776 65552 256 0 750 S
108 1 100 100 24000 24000d0+0 0d0+108000
1080 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
say I'm so tired of waiting, do you know what's taking
say so long?
endif
~
>fight_prog 30~
use slam
~
>fight_prog 20~
use backkick
~
>fight_prog 10~
cast 'bend light' $n
~
|
#5121
Joram gardener~
Joram~
Joram the Gardener sits doing nothing, just watching you
~
Looking at this middle aged man in green robes with smudges of dirt,
you are unsure what to think of him...  He has an aura about him that
bespeaks of something foul and unearthly.  Whether he is worthy of your
trust and confidence is left to you.  The black goti and black mustache
do nothing to make him look any less evil and malicious.
~
3 194 68222992 149760 0 -1000 S
108 1 75 75 20000 20000d0+0 0d0+108000
1080 0 0
0 0 1
2051 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
growl
say What do you want with me? I don't recall inviting
say you here, so you shouldn't be here.  Now, leave, I
say have to meet someone over in the shadows of the
say tower of life.
break
else
say Welcome $n.
bow $n
say If you seek directions to Merentha, speak of it and I will
say tell you what it is you need to know in order to
say gain entrance.
endif
endif
~
>speech_prog merentha~
if ispc($n) == 1
if isgood($n) == 1
say I don't recall having mentioned that to you.  Does it look
say like I'd have any association with such a vile and crude
say place?
emote spits at your feet.
say Hmmphf.. Leave before you disrespect me again.
break
else
bow $n
say I will tell you all you need to know $n, all you need
say to do is first return to me my Obsidian Dragon with
say the ruby eyes.  Easy enough don't ya think?
say My clues are these: Little girl, Dayn, Cook.
endif
endif
~
>fight_prog 20~
mpechoat $n &GMists fill the room, summoned by Jorams dark powers.
cast 'stigeon mist'
~
>fight_prog 25~
mpechoat $n &zUnholy black flames comsume you!
cast 'unholy fires' $n
~
>fight_prog 14~
Mpechoat $n &YFanciful lights surround you.
cast 'dancing lights' $n
~
>give_prog ruby eyed black dragon figurine~
if ispc($n) == 1
if isgood($n) == 1
emote looks at you darkly for a second, then nods.
say Fine then, you can go.
mpoload 5127
say Enter the chest and be on your way.
give dragon $n
else
say Good work $n, you may enter Merentha.
emote drags a chest out from under some old rags.
emote gestures to the chest.
say You may enter it, and in doing so, enter Merentha.
mpoload 5127
give dragon $n
endif
endif
~
|
#5122
Dragonfly~
The DragonFly~
A DragonFly the size of a small house hovers above the ground
~
This creature looks very much like your everyday dragon, large imposing
and occaisionly spewing gouts of flame.  But instead of the normal large
leathery wings, this dragon has four large gossamer wings which flutter
so fast you can barely see them as she floats above the ground.  Also,
she has not normal dragon eyes, but large eyes that are multifaceted,
that look at you with curiousity and interest.
~
3 34078848 17563664 0 0 500 S
107 1 150 150 19000 19000d0+0 0d0+107000
1070 0 0
0 0 2
3 0 0
>speech_prog Dayn~
if ispc($n) == 1
if isgood($n) == 1
say Dayn, he is most troubled lately I have heard. He
say hasn't come to visit me for quite some time.  I find
say myself wondering if he still remembers me.  Ah well,
say take this to him, and see what happens.
mpoload 5120
give wisp $n
break
else
say Hmm, you do not to me appear a friend of Dayn's. Go
say away and don't bother me.
endif
endif
~
>fight_prog 30~
mpechoat $n &RThe DragonFly roars, then launches an attack!
use claw
use claw
use claw
~
>fight_prog 20~
cast 'fire breath' 
~
>all_greet_prog 15~
if ispc($n) == 1
say Hmm, I sure could go for some sweet, sweet honey right
say now.  I'd really appreciate some honey.  Boy oh boy do
say I ever want some honey.
wink $n
endif
~
>give_prog honey comb~
if ispc($n) == 1
say MmMMmmmmMMm..honey...
emote smacks her lips.
say Thank you kindly friend.
smile $n
mpoload 5126
give eye $n
say A gift for your kindness.
mpjunk comb
endif
~
>all_greet_prog 40~
if ispc($n)
   say Scuse me, but do you know anything of the
   say druid in the tower of life?  I haven't heard
   say from him in quite some time, and he usually
   say visits quite regularly.  If you know anything,
   say would you be so kind as to let me know?
endif
~
|
#5123
tangler tree~
A Tangler Tree~
A tree with many flailing limbs thrashes about, trying to reach you
~
A tree of many branches, all flailing about wildly, trying to latch
onto anything that comes close enough for it to grab, to sate its
lust for blood.  The branches have few leaves, and the ground around
appears to be tinged a little red.
~
35 268435648 17039376 0 0 0 S
111 1 100 100 30000 30000d0+0 0d0+111000
1110 0 0
0 0 0
2051 0 0
>all_greet_prog 100~
if ispc($n) == 1
mpechoat $n &GThe tangler reaches for you with it's flailing limbs.
cast entangle $n
endif
~
>fight_prog 20~
mpechoat $n &GThe ground errupts beneath you, the tanglers roots attempting to seize you!
cast 'earthblast'
~
|
#5124
Azir the Assassin~
Azir~
Azir the Assassin stalks you without letting you know he's there
~
Azir is dressed all in black, a shadow that moves of its own
will.  You don't notice him till it's too late, and he has
launched his attack.  An evil man who may or may not be
an agent of Merentha, it does seem that his simple job
is to kill the people of Aurum.
~
65 194 88342544 164096 0 -1000 S
110 1 220 220 15000 15000d0+0 0d0+110000
1100 0 0
0 0 1
2051 0 0
>all_greet_prog 100~
if isgood($n) == 1
if ispc($n) == 1
say Merentha shall rule!
say And you shall DIE!
use assassinate $n
grin
cast 'faerie fire' $n
cast 'curse' $n
cast 'dispel magic' $n
say you haven't seen anything yet!
mpkill $n
cackle
else
look $n
endif
else
say Shush!
emote gives you a hand signal.
break
endif
~
>fight_prog 25~
emote does a little fancy foot work!
use 'dirt kick'
use 'axe kick'
~
>fight_prog 12~
use 'death strike'
use 'death strike'
~
>fight_prog 35~
use slit $n
~
>fight_prog 20~
say DIE!!!! 
~
>rand_prog 4~
use weapon
~
>rand_prog 4~
use rage
~
>fight_prog 50~
use paralyse
muhah
say No running now $n. You will stay and die.
~
>fight_prog 40~
wear dagger
dual dagger
~
|
#5125
turie cat~
Turie~
Turie plays in the grass, chasing a butterfly
~
A cute little black and white cat lies snoozing, enjoying the peace
offered it while in the garden.
~
3 0 0 0 0 0 S
150 1 300 300 20 20d0+0 0d0+300
1500 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
if isfollow($n) == 1
if name($n) == leah
mpforce leah say Thanks so much!
purr
mpforce leah mpoload 5139
mpecho &PLeah pulls something out of her pocket.
mpforce leah drop orb
mpforce leah say A reward, little though it may be.
mpforce leah smile
mpecho &CTurie walks over to Leah, who picks her up.
mpforce leah say Later.
mpforce leah smile
mpforce leah emote runs away, cat in hand.
mptrans leah 5185
endif
endif
endif
mppurge self
~
|
#5126
Student of Magic~
A Student of Magic~
A Student of Aurum wanders around, reading tomes of magic
~
A young woman floats above the ground, reading a book about magic
and how it works.  She seems quite absorbed by the book, and  barely
acknowledges your presence.
~
65 101187712 32784 0 0 1000 S
107 1 50 50 20000 20000d0+0 0d0+107000
1070 0 0
0 0 2
3 0 0
>rand_prog 2~
emote reads through her notes, looking for a new spell to study.
~
>fight_prog 20~
say I think this is how the spell goes....
cast 'fireball'
clap
say Yippee, got it right.
~
>fight_prog 5~
say Now, how does that null magic thing work again....
cast 'blindness' 
say Nope, that's not it.
~
>fight_prog 5~
say Maybe this is the one that dispels magic...
cast 'dispel magic' 
say Hurray, got it right.
emote gives herself a pat on the back.
~
|
#5127
Student of Magic~
A Student of Magic~
A Student wanders about, he looks somewhat bored
~
A young man, he doesn't seem very ardent in his search for knowledge,
just sort of walking about randomly, looking at book titles but doing
little more than that.
~
65 201851008 32784 0 0 1000 S
107 1 50 50 20000 20000d0+0 0d0+107000
1070 0 0
0 0 1
3 0 0
>rand_prog 2~
emote lies around, nearly sleeping, waiting for someone to tell him what to do.
~
>fight_prog 20~
say Hey, you like this spell buddy?
cast 'chain light'
say Hmm..that sucked.
~
>fight_prog 10~
say Well, let's try this one.
cast 'confusion' 
say Hehehe, you look a little lost my friend.
~
|
#5128
Nadia, master cook of Aurum~
Nadia~
Nadia, Master Cook of Aurum, cooks up a splendid meal
~
Flowing red hair, armed with a large butcher knife in each hand, Nadia
does most of her work with magic, using the knives only here and there
for show.  She is quite good at her job, for it takes quite a bit to
hold the title of Master Cook of Aurum.
~
3 100663488 17301552 256 0 1000 S
110 1 100 100 14000 14000d0+0 0d0+110000
1100 0 0
0 0 0
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Dear me...I really need some nutmeg to finish this meal.
emote looks up at you.
say Oh, didn't notice you there.
smile
say Hey, maybe you can help me out.  Do you think I could
say trouble you to go out to that shopkeeper in the garden
say and get me some nutmeg? I really, really need some of
say it badly. I'd owe you something for sure, when and if
say you come back, I'll have decided on what to give you.
say Thanks for your help.
emote gives you a solid pat on your back and gestures for you to be on your way.
endif
~
>rand_prog 3~
emote fries up a bunch of vegetables in sizzling oil.
~
>rand_prog 3~
emote looks startled when she sees you there, then continues working.
~
>fight_prog 30~
say Dammit, now I'll never get dinner done.
glare $n
say You'll pay for this.
cast 'winters chill'
~
>fight_prog 15~
giggle
say You'll never do this again I expect.
cast 'dispel magic' 
~
>fight_prog 15~
emote somehow manages to sneak around  behind you.
use circle
~
>fight_prog 10~
say Ah, from light into darkness...
cackle
cast 'bend light' 
~
>give_prog nutmeg~
if ispc($n) == 1
say Hey, thanks a bundle, I really need this.
emote sprinkles the nutmeg into a bowl.
say Here, for doing me that small favour, have this.
mpoload 5151
give book $n
say There, have fun with it.
endif
~
|
#5129
leah~
Leah~
A little girl named Leah looks up at you as you enter
~
A little girl dressed in a cute little pink dress with a ribbon in her
hair.  She seems quite innocent and her eyes are filled with that wondering
look in all youths.
~
3 234897600 360464 16384 0 1000 S
104 1 208 208 18000 18000d0+0 0d0+10000
1040 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Hey there $n, do you think you could help me?
smile $n
say I seem to have lost my cat Turie somewhere in the garden, I
say would really appreciate it if you could lead me to her please.
say So, yes or no, will you help?
endif
~
>speech_prog yes~
if ispc($n) == 1
say Thank you so much, just take me right to her please.
follow $n
endif
~
>speech_prog no~
if ispc($n) == 1
say Well that's not very nice $n!  I don't like you!
mpechoat $n &RLeah summons up a vast amount of magical energy!
mptransfer $n 25000
tell $n Come again another time you meanie!
endif
~
>fight_prog 25~
mpechoat  &PLeah draws upon an unknown power, unleashing her fury upon you.
cast 'curse of nature' $n
~
>fight_prog 25~
mpechoat $n &CLeah unleashes a quick flash of light.
cast 'flash burn' 
~
>fight_prog 25~
mpechoat $n &rLeah draws on her unknown source of power, trying to blind you.
cast 'bend light'
~
>fight_prog 25~
mpechoat $n &YYou know, I don't think Leah is very happy with you...
cast 'plague'
~
>give_prog little doll~
if ispc($n) == 1
giggle
say Thank you so much! I was wondering where that went
say to.  I've been looking all over for it.  Hey, I
say found this a while ago, maybe you can use it.
smile
mpoload 5157
give dragon $n
say Have fun.
endif
~
>give_prog black gem~
if ispc($n) == 1
say Hmm, what an odd looking gem... Thanks $n.
smile
mpecho &RThe gem begins to glow a fierce red in Leah's hands.
mpecho &RLeah looks down at the glowing gem in her hands... And
mpecho &Rshe starts to scream... A piercing sound the likes of
mpecho &Rwhich could shatter glass.  Suddenly...Leah's body
mpecho &Rstarts to lose its form, and she is pulled into the
mpecho &Rgem..which falls to the ground. Now glowing a sickly
mpecho &Rred colour... Leah is gone, her soul trapped in the
mpecho &Rgem.
mptrans $n 5290
mpjunkall
mpoload 5178
drop gem
mptrans $n
mppurge leah
endif
~
>rand_prog 10~
emote takes some red stones from her pocket, looks at them for a while, then puts them back.
say I wonder who's stones these are?
~
>speech_prog mine stone stones~
if ispc($n) == 1
emote smiles sheepishly.
say Sorry there $n.
emote gets the stones from her pocket.
mpoload 5163
give rubies $n
say There you go $n.
smile
say Sorry about that.
endif
~
>death_prog 85~
if ispc($n) == 1
mpecho &CLeah cries out softly, the light fades from her eyes and she falls to the ground.
mpoload 5243
endif
~
|
#5130
The assistant cook~
The assistant cook~
An assistant of Nadia's runs about preparing things
~
A young man in is late teens, he runs about, hair a mess, clear blue
eyes searching for some hidden object that eludes his detection.
~
65 234881152 48 0 0 1000 S
107 1 100 100 15000 15000d0+0 0d0+107000
1070 0 0
0 0 1
3 0 0
>fight_prog 25~
use slam
~
>fight_prog 20~
cast 'confusion'
~
>fight_prog 15~
cast 'dancing lights'
~
|
#5131
Guard aurum~
A Guard of Aurum~
A guard makes sure that order is kept within the walls of Aurum
~
A yound man stands guard, wearing the simple grey robes of that shows
he's a member of Aurum's justice system.  He is quiet, polite when he
does talk, and does nothing to hinder if you do nothing wrong.
~
67 201851072 48 256 0 1000 S
108 1 100 100 20000 20000d0+0 0d0+108000
1080 0 0
0 0 1
3 0 0
>fight_prog 15~
cast 'confusion'  
~
>fight_prog 30~
cast 'dispel magic'  
~
>fight_prog 20~
cast 'dancing lights'  
~
>rand_prog 4~
emote checks the flow of magic around him, making sure all is well.
~
>all_greet_prog 95~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
say Welcome to Aurum $n.
bow $n
else
growl
say DIE!
mpkill $n
endif
endif
~
>speech_prog hi hello~
if ispc($n) == 1
if isgood($n) == 1
say Good day to you $n.  I hope that you are enjoying this
say fine day.  Of course, if you don't make use of it today,
say I can assure you it will be just as nice out tomorrow. Oh,
say if you want to leave, you need only say front gate and I
say will teleport you there immediately.
endif
endif
~
>speech_prog p front gate~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
say Oh, of course $n.
mptrans $n 5110
tell $n There you go.
endif
endif
~
|
#5132
guard aurum~
A Guard~
A guard of Aurum wanders around, looking for troublemakers.
~
She is quite pretty, long brown hair that cascades down her back.  She
wears a simple gray robe to show she is a member of the guard.  Her
eyes are blue, and dart all about, catching sight of anything that moves
and investigating to make sure all is well.
~
65 34078784 32816 0 0 1000 S
107 1 50 50 19000 19000d0+0 0d0+107000
1070 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
say I hope you are enjoying your stay here $n.
else
cast iceball $n
endif
endif
~
>fight_prog 30~
cast 'winters chill'
say Bet you wished you hadn't left home? Hehe.
~
>fight_prog 10~
cast 'sunburst'
~
>fight_prog 20~
cast 'confusion'  
say Silly fool.
~
>fight_prog 14~
cast 'web'
~
>speech_prog hi hello~
if ispc($n) == 1
if isgood($n) == 1
say Ah, it is simply wonderful to be alive don't you think?
smile $n
say If you don't feel like walking, I can't teleport you to
say the GateKeeper who will let you out, simply say front door,
say and you'll be there in a second.
endif
endif
~
>speech_prog p front door~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
say Oh, no problem $n.
mptrans $n 5110
tell $n There you go.
endif
endif
~
|
#5133
Tiger~
A Tiger~
A tiger stalks you, hiding in tall grass.
~
A magnificant animal, it's black and orange coat of fur is beautiful,
free of any dirty mark or blemish, this big cat can chase things much
bigger than mice.
~
65 134316224 85196816 0 0 450 S
109 1 218 218 25000 25000d0+0 0d0+109000
1090 0 0
0 0 1
0 0 0
#5134
Black bear~
A Black Bear~
A black bear wanders about, looking for food.
~
An enormous black bear looks at you as you look at it. It's rich fur
coat would appear to be quite hot in this sort of weather, but the bear
doesn't seem to mind at all.
~
65 167772352 84148240 0 0 450 S
109 1 218 275 25000 25000d0+0 0d0+109000
1090 0 0
0 0 2
3 0 0
>fight_prog 45~
emote mauls you!
use claw
use claw
use claw
~
>fight_prog 30~
emote slams into you with the force of all it's weight!
use slam
~
>fight_prog 25~
emote gets you in a bear hug!
use strangle
~
>rand_prog 5~
use rage
~
>rand_prog 5~
use weapon
~
|
#5135
Golden hawk~
A Golden Hawk~
A beautiful golden hawk flies about.
~
A sharp beak that looks quite capable of rending the flesh of it's
enemies, talons that can aid in that task, this in a beautiful bird
with golden feathers.
~
65 201326656 17072144 0 0 450 S
108 1 100 100 25000 25000d0+0 0d0+108000
1080 0 0
0 0 1
3 0 0
>rand_prog 2~
mpecho &YThe hawk flies about, it's will it's own, occaisionly eclipsing the sun.
~
>fight_prog 30~
use claw
use claw
use claw
~
>fight_prog 10~
mpechoat $n &YThe hawk grabs at your weapon with it's talons.
use disarm
say I'll get you!
~
>fight_prog 15~
mpechoat $n &CIt goes for your eyes!
use rake
~
>fight_prog 10~
mpechoat $n &BLightning streaks from the hawks open beak!
cast 'lightning breath'
~
>speech_prog letter~
if ispc($n) == 1
mpoload 5172
give letter $n
shrug
endif
~
|
#5136
Spice Lady~
The Spice Lady~
A lady stands here, selling spices, why, you can only guess.
~
An older woman who doesn't seem to have quite the grasp on sanity that
most people do, she has long white hair going down past her waist.  She
wears a simple blue robe, hardly as neat and clean as those worn by
others you have seen around here.
~
524353 128 32784 0 0 1000 S
200 1 400 400 1000 1000d0+0 0d0+1000
2000 0 0
0 0 2
3 0 0
#5137
lylian florist~
Lylian~
Lylian, the Florist has flowers to sell.
~
Long red hair falls almost halfway down her back, her green eyes stare
at you, waiting for you to make up your mind.  But she's patient, and
will say little or nothing as she waits.
~
3 167772288 1409040 16448 0 1000 S
10 1 20 20 100000 100000d0+0 0d0+10000
100 0 0
0 0 2
1 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say Welcome $n to my simple little shop.  I hope that
say you find whatever it is you're looking for and
say thats it's at a reasonable price.  My personal
say choice would be a red rose, it's all the rage and
say Riella is quite fond of them.
else
glare $n
say $n, you are not welcome in my shop.
endif
endif
~
>give_prog white rose~
if ispc($n) == 1
say A most rare flower in these parts.  Very rare
say indeed. Heh, I can only wonder where you found it,
say but I won't ask you that, it should be a well kept
say secret, else, they aren't very rare.  Besides, I'm
say happy to possess only this single one.
emote thinks a moment.
say Ah, I know what I can reward you with.  Here, take
say this.
mpoload 5156
give doll $n
smile
say Enjoy $n.
endif
~
|
#5138
Danoa~
Danoa~
Danoa, Lord of Mystery stands staring at the sky.
~
A man with black hair, dark skin, and darker eyes..he radiates an aura
of very powerful magic.  Dressed in a black coat and pants, done with
threadwork of gold and silver.
~
3 503316672 68485136 64 0 -800 S
114 1 100 100 25000 25000d0+0 0d0+114000
1140 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if isgood($n) == 1
if ispc($n) == 1
say Ah, well if it isn't $n.  Are you having a nice day?
say I have to meet someone in the shadows of the tower of life, bye..
smile
else
look $n
endif
else
wink $n
break
endif
~
>fight_prog 30~
mpechoat $n &RDemonic fires swirl about you, burning and scorching your flesh!
cast 'demonfire'
~
>fight_prog 25~
cast 'flash burn'  
~
>fight_prog 30~
mpechoat $n &CPulls a scroll from his coat pocket.
mpoload 5165
recite scroll
~
>fight_prog 40~
cast 'dispel magic'  
~
>rand_prog 6~
mpecho &YDanoa rushes off to the west, in a hurry to be somewhere.
mpgoto 5118
mpat 5212 mpecho &YJoram leaves in a hurry.
mpmload 5121
mpforce joram say Hello Danoa.
say Good day Joram.  Does all go well with Dekral in Merentha?
mpforce joram say But of course, how could it not be going
mpforce joram say well?  All is planned with care and precision.
grin
say But of course, now, be sure to let me know if Dekral wishes
say to talk to me.  These fools don't know what they're doing.
emote glares at the white walls of Aurum.
say Also...I lost that letter from Dekral..I think that
say stupid golden hawk might have it....it might just
say give it to anyone who asks...but I'm not sure...
say Anyhow, that's my problem, I'll fix it myself when
say I can...  I'll talk to you another day Joram.
mppurge joram
mpecho &YJoram leaves.
mpecho &YDanoa watches him go, then he himself leaves.
mpgoto 5142
~
>give_prog letter danoa~
if ispc($n) == 1
if isgood($n) == 1
say What is this?
emote reads the letter.
say Who's Dekral?
emote gets a suspicious look on his face.
say Are you playing some sort of joke on me?
say I don't know of any Dekral..
shrug
give letter $n
else
say Excellent.
mpjunk letter
emote reads the letter.
say Ah, of course.  It shall be done.  Now, if you'll wait
say here a moment $n, I'll write a response for Dekral..
emote gets some parchment from a pocket and a weird looking quill.
mpechoat $n &YAfter a few moments, Danoa hands you a letter.
mpoload 5228
give letter $n
say Take that to Dekral as soon as possible please.
endif
endif
~
>all_greet_prog 100~
if isgood($n) == 1
   else
      if ispc($n) == 1
      say I may be able to find you a life sprite....for a fee.
      say Shall we say 1 million gold? Say life sprite if you want one.
      endif
endif
~
>speech_prog 'life sprite'~
if ispc($n) == 1
if isgood($n) == 1
say Forget it $n.
else
if goldamt($n) > 999999
mpforce $n wake
mpforce $n give 1000000 coins danoa
mpat 4 drop 1000000 c
mpmload 5139
say Say follow and it shall be yours.
endif
endif
endif
~
|
#5139
Life sprite~
The Life Sprite~
A sprite flies about, healing for gold.
~
~
524355 16777344 16810000 16384 0 1000 S
110 1 220 220 3000000 3000000d0+0 0d0+0
1100 0 0
0 0 1
3 0 0
>speech_prog Hi~
if ispc($n) == 1
say Hi there, here's the deal, I'm willing to spend
say my time following you around and healing you
say for a modest fee each heal.  And of course I
say will have a fee just to get me to follow you
say which is 200,000 gold. Sound good? Yes or no?
endif
~
>speech_prog yes~
if ispc($n) == 1
if inroom($n) == 5350
if goldamt($n) > 199999
say Alright then, you've got yourself a deal.
say Just say commands to see what I can do for
say you.
mpforce $n wake
mpforce $n give 200000 coins sprite
mpgoto 5165
mptrans $n
follow $n
endif
endif
endif
~
>speech_prog no~
if ispc($n) == 1
if inroom($n) == 5350
say Fine then, bye.
mptrans $n 5165
mppurge self
endif
endif
~
>speech_prog p heal~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if goldamt($n) > 9999
say If it is your will, so be it.
mpforce $n wake
mpforce $n give 10000 coins sprite
cast 'healing hands' $n
else
say No way.
smile
endif
endif
~
>speech_prog mana~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if goldamt($n) > 9
say The mystical energy within you shall be replenished.
mpforce $n wake
mpforce $n give 10 coins sprite
cast 'mana' $n
else
say No way.
smile
endif
endif
~
>speech_prog cblind~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if goldamt($n) > 14
say Light is brought unto the darkness.
mpforce $n wake
mpforce $n give 15 coins sprite
cast 'cure blind' $n
else
say No way.
smile
endif
endif
~
>speech_prog cpoison~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if goldamt($n) > 19
say Sickness fades away...
mpforce $n wake
mpforce $n give 20 coins sprite
cast 'cure poison' $n
else
say I don't think so.
smile
endif
endif
~
>speech_prog 3mana~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if goldamt($n) > 29
say Hmmm, quite the boost in energy...
mpforce $n wake
mpforce $n give 30 coins sprite
cast mana $n
cast mana $n
cast mana $n
else
say Mwhahahhaa, never.
smile
endif
endif
~
>speech_prog commands com command~
if isfight($n) == 1
break
endif
if ispc($n) == 1
mpechoat $n &Y-----------------------------------------------------
mpechoat $n &Y|Command         Cost          Spell                |
mpechoat $n &Y-----------------------------------------------------
mpechoat $n &Y|Heal            10,000        Healing Hands        |
mpechoat $n &Y|Mana                10        Mana (100 mana back) |
mpechoat $n &Y|3Mana               30        3 Mana's             |
mpechoat $n &Y|CBlind              15        Cure Blindness       |
mpechoat $n &Y|CPoison             20        Cure Poison          |
mpechoat $n &Y-----------------------------------------------------
mpechoat $n &Y|Follow  Makes the Sprite follow you again          |
mpechoat $n &Y-----------------------------------------------------
mpechoat $n &Y|A Direction  Sprite goes that way and waits.       |
mpechoat $n &Y|It's good if you like using area affects.          |
mpechoat $n &Y-----------------------------------------------------
mpechoat $n &Y|Flee   Hehe, makes the sprite flee                  |
mpechoat $n &Y-----------------------------------------------------
endif
~
>speech_prog follow~
if isfight($n) == 1
break
endif
if isfollow($i) == 1
break
endif
if ispc($n) == 1
say Okay.
follow $n
endif
~
>speech_prog north~
if ispc($n) == 1
if isfollow($i) == 1
north
endif
endif
~
>speech_prog east~
if ispc($n) == 1
if isfollow($i) == 1
east
endif
endif
~
>speech_prog south~
if ispc($n) == 1
if isfollow($i) == 1
south
endif
endif
~
>speech_prog west~
if ispc($n) == 1
if isfollow($i) == 1
west
endif
endif
~
>speech_prog up~
if ispc($n) == 1
if isfollow($i) == 1
up
endif
endif
~
>speech_prog down~
if ispc($n) == 1
if isfollow($i) == 1
down
endif
endif
~
>speech_prog flee~
if ispc($n) == 1
flee
flee
endif
~
>death_prog 99~
$i looks to the sky, and vanishes without a trace!
mptrans $i 1
~
>fight_prog 15~
if isnpc($n)
   say You have used me inappropriately, bear the consequences.
   mpmload 5186
   mpforce avenger mpkill $r
   mpgoto 5190
   mppurge self
endif
~
|
#5140
Amber gargoyle~
An Amber Gargoyle~
An Amber Gargoyle watches the ground below Aurum.
~
Transcluscent, it watches the ground below Aurum, watching and inspecting
all newcomers and even those who leave.
~
524291 192 17072144 16384 0 0 S
150 1 300 300 100000 100000d0+0 0d0+150000
1500 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if name($n) == Life sprite
mpecho The life sprite withers away, Aurums magic no longer able
mpecho to keep it alive.
mppurge sprite
endif
~
|
#5141
Andris servant~
Andris~
Andris, the love sick servant sits dreaming.
~
Ah young man, he dreams of love, the love of Lylian the florist who's
shop is deep within the garden, what would he do to hear her say she
loves him.
~
67 235405504 48 0 0 1000 S
111 1 222 222 22000 5000d0+0 0d0+100000
1110 0 0
0 0 1
3 0 0
>fight_prog 23~
cast 'dancing lights'  
~
>fight_prog 30~
cast 'dispel magic'  
~
>fight_prog 30~
cast 'shards of glass'
~
>all_greet_prog 70~
if ispc($n) == 1
say I would tell you what I know of the life sprite were
say you to get Lylian to say she loves me.....
sigh
endif
~
>speech_prog p I love you~
if isnpc($n) == lylian florist
say Oh my...you did it, she really loves me, she loves me!
hug lylian
say Thank you so much...here's what you need to know about
say the sprite. Find Riella, and say 'life sprite', the rest
say is easy.. Thanks so much for what you've done..
smile
else
say Hey....this isn't right....
endif
endif
~
|
#5142
lightdragon dragon~
A LightDragon~
An embodiment of good in the form of light, shape of dragon is here.
~
A white dragon seeminly made of white, it watches you with knowledge
in it's eyes, knowing your thoughts, dreams, hopes...and desires.
~
97 201326784 16810032 64 0 1000 S
110 1 100 100 5000 5000d0+0 0d0+110000
1100 0 0
0 0 1
3 0 0
>fight_prog 40~
mpechoat $n &CThe LightDragon snaps it's jaws on you.
use bite
~
|
#5143
Mana Dragon~
The Mana Dragon~
A Translucent Pale Dragon stares you down.
~
~
35 524480 17924112 0 0 0 S
110 1 100 100 25000 25000d0+0 0d0+110000
1100 0 0
0 0 0
3 0 0
>fight_prog 20~
mpechoat $n &CThe Mana Dragon starts chanting, then releases the magic.
cast 'fire breath'
~
>fight_prog 20~
mpechoat $n &CThe Mana Dragon tries to drain your magic.
cast 'mental drain'
~
|
#5144
Mana Hawk~
The Mana Hawk~
A Translucent Yellow Hawk flies about you.
~
~
35 34078912 17039376 0 0 0 S
110 1 100 100 25000 25000d0+0 0d0+110000
1100 0 0
0 0 0
3 0 0
>fight_prog 20~
mpechoat $n &YThe Mana Hawk tries to blind you.
cast 'bend light'
~
>fight_prog 20~
mpechoat $n &YThe Mana Hawk beats it's wings, chill winds surround you.
cast 'winters chill'
~
|
#5145
Mana lion~
The Mana Lion~
A Translucent Red Lion glares at you.
~
~
35 134742080 16810000 320 0 0 S
110 1 100 100 25000 25000d0+0 0d0+110000
1100 0 0
0 0 0
3 0 0
>fight_prog 20~
use bite
~
>fight_prog 20~
mpechoat $n &RBegins telling you a tale, frightening in it's components.
cast 'tale of terror'
~
|
#5146
Mana demon~
The Mana Demon~
A Translucent Black Demon growls and doesn't stop.
~
~
35 524352 17825808 133440 0 0 S
110 1 100 100 25000 25000d0+0 0d0+110000
1100 0 0
0 0 0
3 0 0
#5147
mana essence magic~
the Essence of Magic~
Magic itself swirls around you.
~
~
3 268959808 16810032 16384 0 0 S
115 1 100 100 30000 30000d0+0 0d0+115000
1150 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Are you ready $n?
say I hope you are.
cast 'chain lightning'
endif
~
>fight_prog 20~
mpechoat $n &PMagic is drained from you.
cast 'dispel magic'
~
|
#5148
Merentha Guard~
A NightGuard~
&zA guard of merentha is standing here, sharpening his sword.
~
A man with night black hair, a short little black beard and a thick black
mustache, he does look quite evil in his black suit of platemail.  For
sure he's not someone very nice.
~
3 134217920 17891344 2048 0 -1000 S
109 1 50 50 20000 20000d0+0 0d0+109000
1090 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
grimace
say I wouldn't wander around here $n.  You'll
say likely end up dead or trapped in our prisons, to
say wait for your time in the chamber of torture.
grin
else
say Well met $n, I hope you have fun in Merentha.
grin
say I'm sure you will though.
cackle
endif
endif
~
>fight_prog 10~
say Kill DarkHound, Kill $n!
mpmload 5149
mpforce darkhound mpkill $n
cackle
~
>rand_prog 4~
emote spits on the ground.
say Why the hell do I have to put up with all this
say darkness.. What is it with this stereotype of
say people who like blood and killing having to
say live in dark places and wear dark clothing...
say It's kinda shitty if you ask me...
emote goes on muttering about nothing.
~
>fight_prog 20~
use slam
~
>bribe_prog 2000000~
if ispc($n) == 1
laugh
say Oh, I see what you're getting at.
grin
say Consider it done my new good friend.
mpat korias mppurge korias
say That guard shouldn't bother you much any
say more.  Least, he shouldn't for a while.
endif
~
>speech_prog korias~
say Korias is the hater of all good. 
say I've been bribed in the past so you can
say forget it.
mpechoat $n &zYou hear mumbling that sounds like seven digits begining with a two...
~
>all_greet_prog 100~
if isgood($n) == 1
say Korias will have his way with you.
cackle
endif
 
~
|
#5149
dark hound darkhound~
A DarkHound~
A DarkHound howls at you and leaps to attack!
~
An unusually large dog the likes of which you don't recall having ever
seen before.  It's long white teeth are clearly visible as it leaps at
you, going for the throat, to kill or be killed.
~
3 67108928 65552 256 0 -900 S
108 1 100 100 30000 30000d0+0 0d0+100000
1080 0 0
0 0 0
3 0 0
>fight_prog 40~
mpechoat $n &RThe DarkHound goes for the kill..
bite $n
~
>fight_prog 5~
mpechoat $n &rThe DarkHound scents your blood, and goes insane..
bloodthirsty
~
|
#5150
Dionas dark priest~
Dionas~
Dionas eyes narrow to slits, watching you carefully.
~
Dionas is dressed in bright red robes, with embroidery all over.  Arms
folded before him, a long curved blade held carelessly in his hands..
~
3 201326784 1081360 149568 0 -1000 S
113 1 50 50 35000 35000d0+0 0d0+113000
1130 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
emote stares at you blankly.
emote snarls.
cast 'stigeon mists'
say The wrath of Dargash is upon you!
else
bow $n
say How do you do $n.  I hope you are doing well here.
say You know.. I have a job for you to do if you're up
say to it.  Just ask me about my gems when you're ready
say and interested.
endif
endif
~
>speech_prog gem~
if ispc($n) == 1
if isgood($n) == 1
say To the Abyss with you, and may you enjoy your eternal
say suffering at the hands of Dargash!
cast 'unholy f' $n
else
say I have a beautiful gem here, I would like you to trap
say within it the soul of an innocent. I think you can
say handle this job. So off you go.
mpoload 5177
give gem $n
endif
endif
~
>give_prog red gem~
if ispc($n) == 1
if isgood($n) == 1
laugh
say Why don't you go fall off a cliff $n.
cast 'unholy f' $n
else
say Ah... You have done very well $n.
emote strokes the gem carefully.
say For your reward, I give you this.
mpoload 5179
say A powerful relic, use it wisely.  It may come in
say useful some other time.
give skull $n
endif
endif
~
>rand_prog 3~
cackle
say The innocent make very good sacrifices.  Dargash likes
say their blood a great deal.
grin
~
>rand_prog 3~
grin
say So, anyone wanna help with the next sacrifice? All you have
say to do is the cutting, it's really not all that messy.
emote chuckles evilly.
~
>fight_prog 35~
cast 'dispel magic' $n
mpechoat $n &CThe magic around you is unraveled as Dionas works his will.
~
>fight_prog 10~
mpechoat $n &YFlashing lights appear and try to surround you.
cast 'dancing lights' $n
~
>fight_prog 20~
mpechoat $n &GFoul green mists rise up around you.
cast 'stigeon mists'
~
>speech_prog hi hello~
if ispc($n) == 1
if isgood($n) == 1
say Fuck you $n.
cast 'chain light'
else
say Growl, make yourself usefull $n, go do something.
endif
endif
~
>fight_prog 10~
mpechoat $n Your skin wrinkles and your hair turns white and gray.
cast 'age' $n
~
|
#5151
Cheryn acolyte~
Cheryn~
Cheryn, Acolyte of the Temple of Dargash studies hard.
~
You're not sure, but you're almost positive this young girl is related
to someone that you met on Aurum...  You think about it for a little
while, and you realize that there is a startling resemblance to Pyran
in this womans face.  Could she be his daughter perhaps.
~
65 64 16875536 18496 0 -200 S
109 1 50 50 34000 34000d0+0 0d0+109000
1090 0 0
0 0 2
1 0 0
>all_greet_prog 5~
if ispc($n) == 1
mpecho &PCheryn's eye's lose focus, and she stares off at nothing.
say Father..do you ever miss me and wonder where I am? Or
say do you still sit in that small little hut, asking riddles
say of those who come by?....
sigh
endif
~
>fight_prog 28~
mpechoat $n &CCheryn's will works at disrupting the magic around you.
cast 'dispel magic' $n
~
>fight_prog 20~
mpechoat $n &GGreen vapours rise around you..
cast 'stigeon mists'
~
>fight_prog 5~
mpechoat $n &YLights float towards, appearing from the air.
cast 'dancing lights' $n
~
>fight_prog 35~
mpechoat $n &zBlack flames leap towards you from Cheryn's outstretched fingers.
cast 'unholy fires' $n
~
>speech_prog Pyran~
if ispc($n) == 1
if isgood($n) == 1
say Father...
emote thinks about the past and memories forgotten...
say There is little you can do to make me go back to him.
say So I wouldn't even bother trying $n.... Just leave 
say while you're still able to do so.
else
grin
say Heh, my father was a crazy old bird, him and his riddles.
say They seldom made any sense you know.
emote smiles as an old memory surfaces, forgetting you're there.
endif
endif
~
|
#5152
Guard night merentha~
A Merenthian Guard~
A Guard of Merentha wanders the halls, searching for intruders.
~
A young woman, in her first years of training still, she seems none the
less certain of what she is about.  Making sure all  her equipment is
where it should be and it's in good condition.  Her eyes scour all that's
around her, making sure that no shadow is left unsearched.
~
65 201326784 67108880 320 0 -1000 S
109 1 100 100 30000 30000d0+0 0d0+109000
1090 0 0
0 0 2
3 0 0
>all_greet_prog 95~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &CA Merenthian Guards whispers to you, 'Time to die $n'
cast 'icequake'
else
smile
say Have faith in Dargash $n.  And soon we
say will have Aurum in our control.
endif
endif
~
>fight_prog 35~
mpechoat $n &zThe Guard runs at you, her shoulder leading the way.
slam $n
~
>fight_prog 35~
mpechoat $n &CA huge ball of ice comes flying towards you.
cast 'iceball' $n
~
>fight_prog 20~
mpechoat $n &WThe Guards sucker punches you!
stun
~
|
#5153
korias jailer~
Korias~
Korias searches about, looking for people who don't belong.
~
A mean looking old man who a long scar running the length of his face.
He has a full black beard that covers most of his face..but it looks
odd cause the beard won't grow where the scar is.
~
1 134742208 524336 2112 0 -1000 S
110 1 100 100 32000 32000d0+0 0d0+110000
1100 0 0
0 0 1
3 0 0
>fight_prog 80~
mpechoat $n &RBlack flames consume you!
cast 'unholy fires'
~
>all_greet_prog 90~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
cackle
say Rot in prison $n, stupid fool.
mptrans $n 5307
laugh $n
else
say Heya $n, love that hair.
smile
say Though those clothes have to go.
grimace
endif
endif
~
|
#5154
Jail Guard~
The Jail Guard~
The Jail Guard stands watch, keeping the prisoners in line.
~
A man in his middle years, who's faced is stuck in a snarl of anger.
You wouldn't want to cross this man, who has been dealing with prisoners
for so long, he's quite used to having his way with anyone.
~
3 201326656 98320 256 0 -1000 S
111 1 100 100 37000 37000d0+0 0d0+111000
1110 0 0
0 0 1
3 0 0
>all_greet_prog 60~
if ispc($n) == 1
if isgood($n) == 1
say What? What the hell you doing running
say around all free like that $n? I'll
say fix that good.
mptrans $n 5307
laugh $n
else
say Mwhahaha, guess I'll let you wander
say around freely $n.
grin
endif
endif
~
>speech_prog p Open cell~
if ispc($n) == 1
if isgood($n) == 1
laugh
say Oh dear, you've got to be kidding.
smile
mptrans $n 5307
laugh $n
else
say Of course $n.  I hope you know what
say you're doing.
mpoload 5185
mpgoto 5306
unlock east
open east
mpgoto 5317
say There, it is done.
mpjunkall
endif
endif
~
>fight_prog 75~
mpechoat $n &CA vortex of cold air blows around you.
cast 'winters chill'
~
>fight_prog 10~
mpechoat $n&WThe magic around you is assaulted an weakened.
cast 'dispel magic'
~
>rand_prog 3~
mpgoto 5306
mpoload 5185
close east
lock east
mpgoto 5317
~
|
#5155
crazy old man nyleero~
Nyleero~
Nyleero, the crazy old man sits talking to himself.
~
Cough, imagine the most crazy old man you've ever seen.......Got it?
That's Nyleero.
~
3 403177536 1671184 16448 0 0 S
110 1 50 50 32500 32500d0+0 0d0+500
1100 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if inroom($n) == 5336
giggle
say Hey there Jimmy.  Glad to see you remembered me and
say finally decided to come back.
smile
say It's amazing what twenty years in dark room with
say little food and oxygen will do to a guy.
emote gets a crazed look on his face, then relaxes.
say So, here's the deal.  YOU'RE going to take me to
say the fountain of ice that's in Aurum, it's in that big
say damn garden somewhere.  Now, when we get there, I'm
say gonna give you my special secret treasure.  But, I'm
say old, so my eyes don't work too good, so when we arrive
say at our destination, you'll have to say Kipplelahcadify.
say Hope you can remember that.  Oh, say "jimmypop" if'n
say you have twenty thousand gold and want a good old heal.
smile
follow $n
say Oh, say follow to get me to follow you again if I get lost.
endif
endif
~
>speech_prog jimmypop~
if isfight($n) == 1
break
endif
if ispc($n) == 1
if goldamt($n) > 19999
mpforce $n give 20000 coins nyleero
cast 'heal' $n
say There you go, a great deal isn't it?
cackle
endif
endif
~
>speech_prog follow~
if isfollow($i) == 1
break
endif
if ispc($n) == 1
cry
say You left me alone. I'm going to go back to my cell.
mpechoat $n &GNyleero runs away, back to his cell.
mpgoto 5336
mpoload 5185
close north
lock north
mpjunk all
endif
~
>fight_prog 40~
mpechoat $n &YDancing lights float float towards you.
cast 'dancing lights'
~
>fight_prog 45~
mpechoat $n &CYou are enshrouded in a cone of frost.
cast 'cone of frost'
~
>speech_prog kipplelahcadify~
if ispc($n) == 1
if inroom($n) == 5175
say Very good Jimmy, well then, about that reward.
emote pulls a key from a region of his body that shall remain unamed.
mpoload 5246
unlock down
open down
mpjunk magic
say There you go, enjoy, but be quick now.
mppurge self
else
say Wrong room damnit.  Think damn you, THINK!
endif
endif
~
>rand_prog 4~
iwh
say Hehe, hoho, I'm the king of this mountain
say you stupid dog.  Get off my leg!!!  GET OFF
say MY LEG YOU DAMN DOG!
smile
say Dance puppets dance.  Play to my song.
cackle
~
>rand_prog 3~
emote laughs at nothing and starts braiding his sparse gray hair.
say You can't do anything right you dog...leave
say me alone dammit....LEAVE ME ALONE!
~
|
#5156
Displacer beast~
A Displacer Beast~
A large black cat wanders about, searching for a meal.
~
A large black cat is what you see when you're eyes finally catch a good
glimpse of the thing.  But no sooner do you see it than it disappears again.
~
97 192 19660816 2112 0 -400 S
108 1 216 216 25000 25000d0+0 0d0+108000
1080 0 0
0 0 0
3 0 0
>fight_prog 20~
mppeace
mpecho &zThe Displacer Beast steps into the shadows and is gone.
mpgoto $n
mpecho &zThe Displacer Beast appears before you eyes from no where.
growl
~
>fight_prog 30~
use claw
~
>fight_prog 30~
use bite
~
>fight_prog 15~
mpecho &GGreen acid spews from the Beast's mouth!
cast 'acid breath'
~
|
#5157
Deep dragon~
The Deep Dragon~
A huge purple dragon wakes as you enter the room...it seems really unhappy.
~
&PDeep purple in colour, this is quite simply the biggest damn dragon
you have ever laid your eyes on.  It's presence seems overpowering. Almost
to the point where you feel you're knees will give out on you.  Wings
unfurl as you sit there dazzled, and it gets up to do battle with what
is views as a simple little pest, it is up to you to show it otherwise.
~
3 67109056 68485136 18752 0 -1100 S
125 1 250 250 40000 40000d0+0 0d0+125000
1250 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
roar
mpechoat $n &YThoughts invade your mind....
mpechoat $n &BYou dare to enter my home and disturb me rest? How
mpechoat $n &Bdare you! I will kill you and devour you're corpse
mpechoat $n &Bso that I may rest well!
mpechoat $n &YThe Dragon begins drawing a deep breath...
cast 'gas breath'
endif
~
|
#5158
demon guardian blood~
The Demon of Blood~
The Guardian of blood stands guarding the pit of blood.
~
&RA Demon that stands about 9 feet tall, it is indeed quite the guardian.
It towers over most who approach and the glowing red eyes and seemingly
impenetrable black skin would make most adventurers run in fear.
~
3 524480 1048592 131136 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts pervade your mind...
mpechoat $n &RYOU WILL DIE FOR DARING TO COME TO MERENTHA....
cast 'earthquake'
else
mpechoat $n &YThoughts pervade your mind...
mpechoat $n &RYOU NEED ONLY ASK THAT I OPEN THE DOOR, AND IT SHALL BE DONE...
endif
endif
~
>fight_prog 40~
mpechoat $n The Demon comes flying towards you!
use slam
~
>fight_prog 35~
mpechoat $n &RThe Demon sinks it's teeth into your neck, and feeds..
use drain
~
>speech_prog open~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts pervade your mind.
mpechoat $n &RDIE YOU WILL FOR YOUR FOOLISHNESS...
cast 'icequake'
else
mpoload 5190
unlock down
open down
mpjunk all
mpoload 5190
endif
endif
~
|
#5159
Demon guardian strife~
The Demon of Strife~
The Guardian of Strife stands on it's guard, and doing a fine job.
~
A hulking demon that stares you down as you enter the room.  It's bearing
is one of total malice, to you and to anything else.  A great deal of
power must be used in order to keep it on it's rather tight leash.
~
3 268959936 1048592 64 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts pervade your mind...
mpechoat $n &RDEATH IS WHAT YOU DESERVE, DEATH IS WHAT YOU'LL GET...
cast 'earthquake'
else
mpechoat $n &YThoughts pervade your mind...
mpechoat $n &RYOU NEED ONLY ASK ME TO OPEN IT AND THE DOOR I WILL OPEN...
endif
endif
~
>speech_prog open~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts pervade your mind...
mpechoat $n &RDIE YOU WILL NOW FOOL...
cast 'icequake'
else
mpechoat $n &YThoughts pervade your mind...
mpechoat $n &RIT SHALL BE DONE...
mpoload 5192
unlock down
open down
mpjunk all
mpoload 5192
endif
endif
~
>fight_prog 40~
mpechoat $n &WThe Demon tries to blind you, raking it's claws over your eyes.
use rake
~
>fight_prog 10~
mpechoat $n &YBlack energy surrounds you.
cast 'unholy wrath'
~
|
#5160
demon sin guardian~
The Demon of Sin~
The Guardian of Sin stands guard against all who don't belong.
~
This demon seems to be bleeding right there before you...but in reality,
he is covered in the blood of some poor soul who thought to barge past
him and just do as he or she pleased.  There was little hope for whoever
it was, as nothing but their blood remains now.
~
3 524480 1048592 2112 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts not your own echo in your mind.....
mpechoat $n &RIT IS YOUR TIME TO DIE, READY OR NOT, HERE I COME....
cast 'earthquake'
else
mpechoat $n &YThoughts not your own echo in your mind.....
mpechoat $n &RYOU NEED ONLY ASK ME TO OPEN THE DOOR TO GET IT OPENED...
endif
endif
~
>speech_prog open~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts not your own echo in your mind.....
mpechoat $n &RYOU WERE A FOOL TO THINK YOU COULD GET BY ME....
cast 'icequake'
else
mpechoat $n &YThoughts not your own echo in your mind.....
mpechoat $n &RIT SHALL BE DONE AS YOU HAVE ASKED....
mpoload 5194
unlock down
open down
mpjunk all
mpoload 5194
endif
endif
~
>fight_prog 35~
mpechoat $n &rFLAMES CONSUME YOU!!!!!!
cast 'unholy fires'
~
>fight_prog 10~
cast 'dancing lights'
~
|
#5161
Demon death guardian~
The Demon of Death~
The Guardian of Death watches you at you come in.
~
A graying demon, his skin seems a little on the decaying side, and you 
wonder if it is indeed still alive or perhaps it's nothing more than a 
walking corpse.
~
3 524480 1114128 64 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts are forced into your mind...
mpechoat $n &RYOU WILL DIE, I WILL TEAR YOU TO PIECES....
cast 'earthquake'
else
mpechoat $n &YThoughts are forced into your mind...
mpechoat $n &RYOU NEED ONLY ASK ME TO OPEN THE DOOR, AND I'LL DO IT...
endif
endif
~
>speech_prog open~
if ispc($n) == 1
if isgood($n) == 1
mpechoat $n &YThoughts not your own assault your mind...
mpechoat $n &YOU DARE TO ORDER ME AROUND???...
cast 'icequake'
else
mpechoat $n &YThoughts not your own assault your mind...
mpechoat $n &RIT SHALL BE DONE...
mpoload 5196
unlock down
open down
mpjunk all
mpoload 5196
endif
endif
~
>fight_prog 35~
mpechoat $n &PThe Demon is suddenly gone.  Next thing you know, you're attacked from behind.
use circle
~
>fight_prog 5~
mpechoat $n &CFrost swirls around you!
cast 'cone of frost'
~
|
#5162
nasak grand painmaster~
Nasak~
Nasak, the Grand PainMaster of Aurum does what he does best here.
~
An old man, long white hair, and a long white beard and mustache, he
stares at you with cold black eyes that show nothing of remorse, mercy,
kindness.  This is a man who wouldn't hesitate to kick you while you
were down.
~
3 201326784 65552 2368 0 -1000 S
115 1 50 50 30000 30000d0+0 0d0+115000
1150 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
cackle
say Ah, another victim here to experience pain!
cast 'chain lightning'
else
say Bring me more victims $n, we're getting sort of
say low on numbers here... I'm afraid I may not have
say anyone to torture by tomorrow.
emote whimpers.
say Please find me someone.
endif
endif
~
>fight_prog 5~
cast 'cone of frost'
~
>fight_prog 15~
say There was once this girl, and oh, the things I did to make
say her scream.. I..........
cast 'tale of terror'  
~
>fight_prog 20~
cast 'tortured soul'  
~
>fight_prog 35~
mpechoat $n &zBlack flames swirl around you suddenly, burning you!
cast 'unholy fires'
~
>speech_prog cianra~
if ispc($n) == 1
say You know, she's a vampire, a creature of the night..
say She loves the taste of blood, and goes a little crazy
say sometimes when she's drinking some.  Specially that of
say some young innocent. Who know's what she'll do when she's
say like that...I'm always afraid she might decide to have
say me for lunch....
cringe
endif
~
>speech_prog talrax~
if ispc($n) == 1
bow
say Our fearless leader.
sigh
say Ah, there isn't a better person for the job. He really
say does know how to make people afraid of him.  Those evil
say enough to reside here are made to respect him.  Those
say who are good, never return from his rooms.  They just
say dissappear, never to be seen again.... No one knows if
say they live or die, but most would guess that they're very
say dead.
grin
endif
~
>fight_prog 15~
cast 'dispel magic'  
~
>all_greet_prog 100~
if isnpc($n) == 1
if name($n) == lylian florist
say Wonderful work.  You have done well, you shall be
say well rewarded.  Now, take this, and
say let me be about my work.
emote carelessly tosses a mask to the floor.
mpoload 5257
drop mask
mppurge lylian
endif
endif
~
|
#5163
painmaster~
A PainMaster~
A PainMaster of Merentha wishes to show you true pain.
~
She's quite beautiful...except for that crazed look in her eyes..that
seems to demand pain from others to the point where they'd rather die.
~
65 64 17137680 133376 0 -1000 S
112 1 50 50 25000 25000d0+0 0d0+112000
1120 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say Mwahahahahha! PAIN PAIN PAIN PAIN PAIN PAIN PAIN....
cast 'chain lightning'
else
growl
say I can't torture you I guess...that sucks.
pout
endif
endif
~
>fight_prog 10~
cackle
SAY PAIN PAIN PAIN PAIN PAIN PAIN PAIN PAIN
cast 'demonfire'  
~
>fight_prog 15~
cast 'dispel magic'  
~
>fight_prog 25~
cast 'winters chill'  
~
|
#5164
Man~
The man on the rack~
A man is strapped to a rack, experiencing unbelievable pain.
~
~
3 0 0 0 0 0 S
1 1 2 2 90000 90000d0+0 0d0+0
10 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say Please $n, put me out of my
say misery.. Please..
cry
else
spit $n
say To the abyss with you $n.
endif
endif
~
>death_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say Oh, thank you $n.
mpoload 5222
give token $n
say Give this to Riella..
emote dies.
else
say Fuck you $n.
endif
endif
~
|
#5165
woman crying~
A crying woman~
A young woman lies on the ground, cyring.
~
~
3 0 0 0 0 0 S
1 1 2 2 90000 90000d0+0 0d0+0
10 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say Please...kill me...let me
say slip to the next world..
else
say Damn you to hell $n!
endif
endif
~
>death_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say Thank you $n.
mpoload 5222
give token $n
say Give that to Riella.
emote dies.
else
say I'll see you again sometime $n.
emote smiles grimly.
endif
endif
~
|
#5166
Blubbering old man~
Old blubbering man.~
An old man sits here, blubbering to himself.
~
~
3 0 0 0 0 0 S
1 1 2 2 90000 90000d0+0 0d0+0
10 0 0
0 0 0
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
cackle
say Oh me oh my..
laugh
cry
else
tongue $n
endif
endif
~
>death_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say Hahah, weeeeeee!
mpoload 5222
give token $n
laugh
emote dies
else
tongue $n
endif
endif
~
|
#5167
Eriel mistress guard~
Eriel~
Eriel, The Mistress of the Guards puts her troops through a workout.
~
A tall woman with waist length black hair, she has two long swords
strapped to her back.  You figure she could probably kick your ass, but
hey, who knows, you might get lucky and win...but it's doubtful.
~
3 268435648 65584 2048 0 -1000 S
115 1 150 150 38000 38000d0+0 0d0+115000
1150 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
chuckle
emote draws her swords.
say Okay, let's rumble $n, I'll tell you how well you do
say when I finally goto the abyss and meet you there.
cast 'chain light'
else
bow $n
say Did you come here to train? Nah, I doubt it. Well, fight
say me, see how well you do.
smile
endif
endif
~
>death_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say This sorta sucks...
sigh
else
say You have done quite well $n.
smile
endif
endif
~
>fight_prog 30~
emote does a back flip, kicking you at the same time.
use 'back kick'
~
>fight_prog 25~
mpechoat $n &BNull magic surrounds you.
cast 'dispel magic'
~
>fight_prog 15~
mpechoat $n &rBlack and red flame flies towards you!
cast 'demonfire'
~
>fight_prog 20~
mpechoat $n &YEriel slams the pommel of her sword against your head!
use stun
~
|
#5168
guard merentha~
A Guard~
A young guard in the first years of his training works hard here.
~
Wearing nothing but light equipment, they are simply here to hone their
skills and build up their muscles and reflexes.
~
65 268435648 17825840 320 0 -800 S
107 1 100 100 28000 28000d0+0 0d0+107000
1070 0 0
0 0 1
3 0 0
>rand_prog 4~
emote does his best to impress Eriel with his skills, in the hope of gaining rank.
~
>fight_prog 30~
use punch
use punch
~
>fight_prog 35~
use head
use head
use head
~
>fight_prog 20~
use 'back kick'
~
>fight_prog 30~
use slam
~
>fight_prog 50~
cast 'ego whip'
~
|
#5169
Guard~
A Guard~
A Guard of Merentha nears the end of his training.
~
A man in his late twenties or so, you see a person who has trained long
and hard to attain the position of a guard in Merentha, something that
demands a lot of work.
~
65 402653376 16777264 133120 0 -900 S
110 1 50 50 31000 31000d0+0 0d0+110000
1100 0 0
0 0 1
3 0 0
>rand_prog 3~
emote is in the final stages of his training, the learning of magic..
cast 'complete healing'
~
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
say It's time to put my skills to the test it seems.
cast icequake
else
say Hello $n, did you come here to show up us lowly guards
say to be?
grin
endif
endif
~
>fight_prog 35~
mpechoat $n &CChill winds blast over you.
cast 'winters chill'
~
>fight_prog 10~
mpechoat $n &zThe guard smashes his blade against yours!
use break
~
>fight_prog 10~
mpechoat $n &BNull magic surrounds you.
cast 'dispel magic'
~
>fight_prog 9~
cast 'tale of terror'
~
>fight_prog 40~
emote does a &YFancy &Pkick.
use 'back kick'
~
|
#5170
acolyte dargash~
An Acolyte~
An Acolyte of Dargash awaits the next sacrifice.
~
Here before you stands a true heritic, and man who is just burning with
religious fervor.  He wants to do little more than please Dargash in
any way that is demanded of him.
~
65 469762240 16 133120 0 -1000 S
108 1 50 50 30000 30000d0+0 0d0+108000
1080 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
cackle
say You shall be sacrificed to Dargash for your sins!!
cast 'stigeon mists'
else
laugh
say Find me something to kill dammit.
smile
endif
endif
~
>fight_prog 30~
mpechoat $n &zBlack flames fly towards you.
cast 'unholy fires'
~
>fight_prog 10~
mpechoat $n &YDancing lights float towards you.
cast 'dancing lights'
~
>fight_prog 25~
mpechoat $n &BNullmagic encompasses your body, stripping away the magic.
cast 'dispel magic'
~
>fight_prog 25~
mpechoat $n &rThe curse of the dark gods is upon you.
cast 'unholy curse'
~
|
#5171
Shadow darkness sliver~
A Sliver of Darkness~
A piece of darkness, a shadow looms before you, and with it comes death.
~
~
65 0 0 0 0 -1000 S
150 1 200 200 100000 100000d0+0 0d0+150000
1500 0 0
0 0 0
0 0 0
>fight_prog 25~
cast 'lightning breath'
~
|
#5172
Demonling~
A Demonling~
A Demonling, a younger demon from a lesser plane of the Abyss.
~
&RA being with black skin, standing just a bit shorter than those demons
that stand guard before the Nightlords.  This one looks to be about as
powerful, if not more so...this one being on no leash, left along to its
own designs of terror.
~
65 470286528 1114128 133184 0 -1000 S
110 1 150 150 30000 30000d0+0 0d0+110000
1100 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
grin
say I do so love it when fools rush in uninvited.
roar
mpechoat $n &gThe lesser demon takes a deep breath, then exhales deeply!
cast 'gas breath'
else
say Leave this room $n.  Your presence isn't welcome.
endif
endif
~
>fight_prog 20~
mpechoat $n &RDemonfire leaps from the demonlings hands.
cast 'demonfire'
~
>act_prog 15~
mpechoat $n &GThe Demonling pricks you with his tail, and utters a few words.
cast 'pestilence'
~
>fight_prog 20~
mpechoat $n &WA vortex appears, trying to absorb the magic around you.
cast 'dispel magic'
~
>fight_prog 35~
emote runs at you, shoulder leading the way.
use slam
~
|
#5173
Trader~
The Trader of odd goods~
The Trader of Odd Goods is here to sell you stuff.
~
~
3 402653384 67141680 149504 0 0 S
130 1 260 260 50000 50000d0+0 0d0+0
1300 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Welcome to Merentha $n, I've got a couple
say goodies for ya if you're interested, and I
say have this special item too, ask about the
say life sprite.
endif
~
>speech_prog p life sprite~
if ispc($n) == 1
say I can sell you a life sprite for 3 million gold.
say You pay me, and ones yours to use.
endif
~
>bribe_prog 3000000~
if ispc($n) == 1
say Excellent.
mpmload 5139
mpforce life follow $n
say Say com to see what it can do for ya.
endif
~
>death_prog 99~
mptrans $i 1
~
|
#5174
creature black obsidian~
An Obsidian Creature~
&b.    &GA large chunk of obsidian lies here.
~
~
65 64 16777232 0 0 0 S
109 1 218 250 30000 30000d0+0 0d0+109000
1090 0 0
0 0 0
3 0 0
>all_greet_prog 98~
if ispc($n) == 1
laugh
mpoload 5224
quaff vial
roar
cast 'icequake'
cast 'solidify'
endif
~
|
#5175
Dekral~
Dekral~
Dekral, High Priest of Dargash is watching you.
~
A fairly tall man, he looks a great deal like Danoa, the same black hair.
And the same sort of facial traits.  Maybe they're brother, but you'll
never know unless you ask.  Of course, this man doesn't seem the patient
type.
~
3 201326784 1081360 26688 0 -1000 S
130 1 50 50 50000 50000d0+0 0d0+130000
1300 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
if isgood($n) == 1
smirk
cast 'stigeon mist'
else
bow $n
say Welcome $n.  I hope that you are doing good work
say in Merentha's name while you wander the world.  I
say of course expect nothing but the best of your work.
say If you dawdle, play around, or anything like that.
say I might just get perturbed... You don't want me to
say get perturbed, do you $n?
emote patiently awaits an answer.
endif
endif
~
>speech_prog yes~
if ispc($n) == 1
if isgood($n) == 1
cast 'earthquake'
else
say Excellent.  Now, here is what I need you to do.
say I need you to bring this letter to our agent in
say Aurum, Danoa.  He will give you further instructions.
mpoload 5225
give letter $n
say Now, off you go.
endif
endif
~
>speech_prog no~
if ispc($n) == 1
if isgood($n) == 1
cast 'icequake'
else
slap $n
say You dare to disobey me $n? I should kill you for that.
say But I'll give you another chance..You will do as I say
say $n, yes no?
endif
endif
~
>fight_prog 35~
mpechoat $n &zDekral laughs at you, and black flames consume you.
cast 'unholy fires' $n
~
>fight_prog 25~
mpechoat $n &BNull magic is surrounding you, draining your magic.
c 'dispel magic' $n
~
>fight_prog 15~
mpechoat $n &GGreen mists try to choke you.
cast 'stigeon mist'
~
>fight_prog 10~
mpechoat $n &wYou wither and age before your own eyes.
cast 'age' $n
~
>fight_prog 15~
mpechoat $n &YA plethora of little lights float towards you.
cast 'dancing lights' $n
~
>speech_prog cianra~
if ispc($n) == 1
if isgood($n) == 1
cast icequake
else
grin
say Cianra's a vampire in case someone else hasn't already
say told you.  And she's quite an interesting creature I
say must admit.  She claims to be over four thousand years
say old.  Her knowledge is quite vast and surely there is
say little that she couldn't tell us... But she seldom seems
say willing to part with much knowledge.  I sometimes wonder
say if she were given the perfect blood..would she tell us
say what we ask of her in return for our gift?  But alas..
say what is perfect blood to a vampire?
sigh
endif
endif
~
>speech_prog morla~
if ispc($n) == 1
if isgood($n) == 1
cast icequake
else
say Morla's a very wicked woman I must say.  She does not
say have even the slightest qualm with the taking of another
say being's life.  To her, most things are more interesting
say in death than they are in life.  And she does so love
say black roses.  Her garments and her rooms are littered
say with the damn things.  Gets on my nerves sometimes they
say do.
endif
endif
~
>speech_prog syril~
if ispc($n) == 1
if isgood($n) == 1
cast earthquake
else
say Syril's the biggest bastard you'll ever meet.  It's his
say life goal to screw EVERYone over and make EVERYone feel
say bad... He's the kind of person who would stab you in the
say back without a second thought just for the simple reason
say that you turned it to him.
smile
say He really isn't a very nice person.  Though he does have
say an interest in Cianra.
endif
endif
~
>speech_prog talrax~
if ispc($n) == 1
if isgood($n) == 1
cast 'earthquake'
else
laugh
say Talrax is a great guy. With him leading us, we'll have
say Aurum in our hands in no time.  There will be no one who
say can possibly thwart his plans.  What could they possibly
say do to him.  He's the most powerful magic user this world
say has ever seen.  His power couldn't be matched by Tiana
say ever.  Tiana can't is too good for sacrifice and stuff
say like that, so she has no hope of reaching the kind of
say power that Talrax can have.
endif
endif
~
>speech_prog open door~
if ispc($n) == 1
if isgood($n) == 1
say I really doubt that's going to happen.
grin
mpkill $n
else
emote looks at you.
say Oh, fine then, I'll open the door for you. Sheesh....
mpoload 5194
unlock up
open up
mpjunk sin
say There you go oh great $n.
snicker
endif
endif
~
>give_prog letter from danoa~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
say $n, for once, you did something right.  Here's what you get.
mpoload 5230
give symbol $n
mpjunk letter
say Use that to get to Talrax.
endif
endif
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
|
#5176
Syril~
Syril~
Syril, Paladin of Darkness waits for the call to battle.
~
A tall man, and built to kill.  He has an enormous sword strapped to his
back, and it seems to you that his fingers are just itching to use it
on you.  His black hair falls just past his shoulders, and his cold blue
eyes stare at you....searching for your intentions.
~
3 335544520 32784 25344 0 -1000 S
130 1 100 100 50000 50000d0+0 0d0+130000
1300 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
bs $n
cast 'icequake'
else
grin
say Welcome $n. You seem a little bored.  You could do me a
say simple favour if you like, and bring me Gariol's sword.
say I would simply love to have it.  Of course...that
say would probably involve killing him.
laugh
say But I'm sure you're up to that, aren't you $n?
emote smiles
endif
endif
~
>fight_prog 30~
mpechoat $n &RBlack magic cuts through you!
cast 'unholy wrath' $n
~
>fight_prog 30~
mpechoat $n &rThe curse of the Dark Gods is upon you.
cast 'unholy curse' $n
~
>fight_prog 35~
mpechoat $n &WSyril smashes your weapon, trying to break it.
use break
~
>speech_prog open door~
if ispc($n) == 1
if isgood($n) == 1
laugh
say I think not $n.
mpkill $n
else
say I suppose such a thing could be arranged.
mpoload 5192
unlock up
open up
mpjunk strife
say There you go, you can leave now if you so desire.
endif
endif
~
>give_prog justice~
if ispc($n) == 1
if isgood($n) == 1
say You will die for daring to enter Merentha $n.
bs $
mpkill $n
else
say You have done very well $n.  I thank you and will honour
say you for killing my enemy even though it would have been 
say just as easy for me to have done it myself, but hey, this
say saved me a great deal of time.
mpoload 5231
give shield $n
mpjunk justice
endif
endif
~
>rand_prog 4~
use rage
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
|
#5177
Talrax~
Talrax~
Talrax, leader and ruler of Merentha stands waiting for the right time.
~
A rather short man, who seems to be in his early fifties or so.  He has
a long white beard, and long white hair.  He has an evil looking sword
at his side, which you figure he is quite proficient at using.  A red
robe covers his body, tied around his waist is a black silk cord, a
silver skull set in the center.  He wears around his head a crown made
of skulls, and a circle of bone pierces his ear.
~
3 436732104 1409040 158016 0 -1000 S
145 10 100 100 50000 50000d0+0 0d0+145000
1450 0 0
0 0 1
3 0 0
>all_greet_prog 100~
if ispc($n) == 1
   if isgood($n) == 1
      laugh
      say You were stupid to think that I would allow you to
      say get any farther than this $n.  Your impertinence
      say will not go unnoticed.
      mptrans $n 5232
   else
      say Welcome $n.  I can see you are quite honoured to have
      say been admitted into my presence, as all would be.
      chuckle
      say Who can feel anything else but awe and respect when
      say they see me, who has managed to elude the hand of death
      say for over two millenia.  Now, I must admit that such is
      say not exactly an easy feat to accomplish.  There were a
      say few unlucky souls who had to be sacrificed for me to
      say be among the undying.  Ah well.
      smile
      say Have a seat, tell me when you're ready to hear what
      say I need of you.
      emote sits down, waiting for you to announce that you're ready.
   endif
endif
~
>fight_prog 40~
mpechoat $n &RRed flames streak towards you..
cast 'demonfire' $n
~
>fight_prog 20~
mpechoat $n &WA sudden bright flash of light illumites the room.
cast 'flash burn' $n
~
>fight_prog 25~
mpechoat $n &PTalrax stares hard at the weapon in your hand.
use break
~
>fight_prog 35~
mpechoat $n &RTalrax strips you of your magic.
cast 'dispel magic' $n
~
>fight_prog 5~
mpechoat $n &YA horde of little lights comes floating towards you.
cast 'dancing lights' $n
~
>fight_prog 5~
mpechoat $n &RTalrax takes a deep breath, and exhales flame!
cast 'fire breath' $n
~
>fight_prog 10~
mptrans lavademon
mpecho &RA Demon of Red lava jumps up from the pool of lava, and attacks.
mpforce lavademon mpkill $n
~
>speech_prog open door~
if ispc($n) == 1
if isgood($n) == 1
say Never.
mptrans $n 5232
tell $n You will die there.
else
say Fine.
mpoload 5227
unlock up
open up
mpjunk chaos
say There.
endif
endif
~
>speech_prog ready~
if ispc($n) == 1
if isgood($n) == 1
mptrans $n 5232
laugh $n
tell $n Die now fool.
else
emote looks you in the eye, and tells you what he needs.
say I need the key that unlocks the door to the Tower of Order
say where Tiana hides in safety.  If you bring me that key, I
say will be greatly in your debt.  I cannot promise you power
say without limits, but I can promise you a great deal of power.
say This is what I ask of you.  However, I realize it is indeed
say difficult task, and one that many would not survive, so,
say I will not see you as too big of a coward if you don't go
say through with it.  That is all $n, you may leave.
endif
endif
~
>give_prog key order~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
say You have done well $n.  For your hard work, I feel I might
say be a tad generous and give to you this.
mpoload 5217
give night $n
say There, enjoy it.
mpjunk order
endif
endif
~
>fight_prog 30~
mpoload 5150
quaff mylori
~
|
#5178
Morla~
Morla~
Morla stands over a corpse, which she slowly returns to "life".
~
An old woman, she is stooped and ugly.  She sees the world through small
squinting gray eyes, looking out over a big nose.  She is far from the
beauty who tamed the beast in the stories.  She smells of rotting flesh,
and you can't help but wonder if it's from being around corpses..or if
it's just her.
~
67 403177664 1146896 24640 0 -1000 S
130 1 50 50 50000 50000d0+0 0d0+130000
1300 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
smile $n
say I'll perform my next experiment on you $n.  Thanks for
say volunteering.  I really appreciate it.
cackle
cast 'cone of frost'
else
say My my...I've so much to get done... Hmm..$n, why don't
say YOU do something for ME?  Here's what I could use. I..
say Um....need....a black rose...damnit, almost forgot what
say I needed.
cackle
endif
endif
~
>give_prog black rose~
if ispc($n) == 1
if isgood($n) == 1
say What the??? Hey...who the??
emote looks totally lost..
say That's it...
mpkill $n
else
cackle
say Excellent.  Just what I needed.. For your trouble, you
say you can have one of these.
smile
mpoload 5233
give bone $n
endif
endif
~
>fight_prog 30~
mpechoat $n &CFreezing winds sweep over you.
cast 'winters chill' $n
~
>fight_prog 15~
mpechoat $n &CA Cone of cold bitter frost stretches from Morla's hands.
cast 'cone of frost'
~
>fight_prog 35~
mpechoat $n &BNull magic flows around you.
cast 'dispel magic' $n
~
>fight_prog 25~
mpechoat $n &WThe air is filled suddenly with a smell of decay..
cast 'tomb rot' $n
~
>fight_prog 5~
mpehoat $n &zAn curse of unholy nature falls upon you.
cast 'unholy curse' $n
~
>fight_prog 15~
mpechoat $n &CMorla draws a deep breath, winks at you, and exhales!
cast 'frost breath' $n
~
>speech_prog open door~
if ispc($n) == 1
if isgood($n) == 1
cackle
say Oh that's funny..
emote wipes some tears from her eyes.
mpkill $n
else
say What $n? Oh, that, one second.
mpoload 5196
unlock up
open up
say There...
endif
endif
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
|
#5179
Cianra~
Cianra~
Cianra stands here, sipping from a crystal goblet filled with blood.
~
&rCianra is fairly tall, almost unaturally tall, but hey, she isn't really
a natural sort of lady.  Long and sharp white fangs can be seen when she
smiles at you, and her skin has an unusually pale tint to it that suggests
it has been quite some timee since the light of day has seen her.  Her
long black hair has this odd sheen to it, and looking at it carefully...
you think it's moving..
~
3 524480 1343504 157760 0 -1000 S
130 1 50 50 50000 50000d0+0 0d0+130000
1300 0 0
0 0 2
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
say Welcome $n.  I'm sorry that I can't really allow you to
say live for long as Dekral doesn't like it when I get too
say sociable.
sigh
say Ah well, I'm sure you would have proven to be an most
say interesting mortal for a few moments at least.
mpechoat $n &YYou suddenly find that Ciarna right beside you, she lashes out at you!
mpkill $n
else
curtsey $n
say How is everything going with you $n? Here, let me get
say you something to drink.
emote goes over to a rack of bottles, examines it, then shrieks suddenly.
say My supply of young blood is gone!!!  I need young blood
say to offer guests, it's the best of the best, specially if
say it's from a young virgin, my particular favorite.
sigh
say $n, you simply must go find me some.
endif
endif
~
>speech_prog open door~
if ispc($n) == 1
if isgood($n) == 1
say Nah, I don't think so.
mpkill $n
else
say Ah, fine then...
pout
say I only wanted to talk with someone...
mpoload 5190
unlock up
open up
mpjunk blood
say There, the door is open once again.
endif
endif
~
>give_prog vial blood young virgin~
if ispc($n) == 1
if isgood($n) == 1
cackle
say Thanks, but I'll have to have your blood with it.
grin
mpkill $n
else
say Excellent $n, now, let us talk of...well, whatever
say you wish to talk about.
grin
say Oh, and you might as well have this too.
mpoload 5232
give flask $n
endif
endif
~
>speech_prog Talrax~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
say Well, to put it simply, he's a big bastard.  He's really
say not nice in any way whatsoever.  And he will stop at next
say to nothing to take over Aurum, and yet..I don't exactly
say understand why he wants it so badly.  He will not tolerate
say good people in his presence, they will be sent to the
say prison that none return from.  And when I say none, I
say truly mean none.  Ever I wouldn't want to go there.
shiver
endif
endif
~
>speech_prog Dekral~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
grimace
say I really don't get along with him very much.  He's far too
say arrogant for my tastes, and he's always so bossy.  He's
say always saying "Do this now" "Don't do that" and stuff like
say that, really gets on my nerves.  What I do appreciate
say about him is his intelligence, he really is quite clever.
endif
endif
~
>speech_prog Syril~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
say Syrils an okay sort of guy, if a bit stiff and by the book.
say He's really quite honorable though and very polite.
say I have more respect for him than most others.
endif
endif
~
>speech_prog morla~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
say For certain reasons, I don't really wish to speak about
say that half wit witch..
endif
endif
~
>speech_prog weather~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
say Umm, well, of course, the only time I'm ever outside much
say is at night.  It's usually okay, but as I'm here right now.
say I can't really tell what it's like outside $n.
smile
endif
endif
~
>fight_prog 30~
mpecho &GNoxious gas fills the room.
cast 'gas breath'
~
>fight_prog 30~
mpechoat $n Your shields go tumbling down.
cast 'dispel magic' $n
~
>fight_prog 30~
mpechoat $n &WCianra sinks her teeth deep into your neck.
use drain
~
>fight_prog 10~
mpoload 5150
quaff mylori
~
|
#5180
Poet~
The Poet~
A young elf stands here, smiling at all who come by.
~
This is the only person you've encountered here who isn't human that
you can tell belongs here.  He is dressed in white and gold and there
is about him an aura of peace and serenity that seems to try to work
at your heart.  Though his skin still seems young and full of health,
his hair is white and silver, suggesting that perhaps he isn't as young
as he first appears.
~
3 234881088 32816 24576 0 1000 S
135 1 100 100 40000 40000d0+0 0d0+135000
1350 0 0
0 0 1
3 0 0
>fight_prog 30~
mpechoat $n &BMagic flows away from around you at a gesture from the Poet.
cast 'dispel magic' $n
~
>fight_prog 15~
cast 'bend light' $n
~
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
say Hello $n, you seem to be in good health.  I do hope that
say you continue to walk the path of light.
else
say You really should strive to be among the righteous $n.
say If you aren't, then there will be nothing for you in death
say but pain and suffering.
endif
endif
~
>fight_prog 20~
cast 'tale of terror' $n
~
>fight_prog 20~
cast 'blindness' $n
~
>fight_prog 20~
mpechoat $n &YThe Poet looks you in the eye, and whispers, "Age $n."
cast 'age' $n
~
>fight_prog 20~
cast 'confusion' $n
~
>rand_prog 3~
mpgoto 5175
mpoload 5246
close down
lock down
mpjunk touch
mpgoto 5184
~
>speech_prog arcanus~
if ispc($n) == 1
say Arcanus is a sword of legend.  Quite powerful it is said
say to be in the things I have read of it.  I've heard something
say of how it's created, would you be interested in knowing?
emote grins.
endif
~
>speech_prog yes~
if ispc($n) == 1
smile
say For now, I think I'll leave you in the dark, and say only that such
say a weapon does exist somewhere.
endif
~
>fight_prog 40~
use circle
~
>fight_prog 40~
wear knife
dual knife
~
>fight_prog 35~
cast 'entangle' $n
~
|
#5181
lava demon lavademon~
A Lava Demon~
A demon of shifting lava growls at you.
~
~
3 192 16810000 133120 0 -1000 S
110 1 75 75 5000 20000d0+0 0d0+0
1100 0 0
0 0 0
3 0 0
>fight_prog 35~
mpechoat $n &WThe Lava Demon claws you!
use claw
~
|
#5182
Demon chaos~
The Demon of Chaos~
The guardian of chaos, an enormous demon, stands guard for Talrax.
~
A huge demon would easily dwarf a giant, it looks at you as you enter the
room.  You can't tell whether it's happy or unhappy to see you.  You just
hope it doesn't decide to attack.
~
3 0 17858576 320 0 0 S
120 1 50 50 40000 40000d0+0 0d0+0
1200 0 0
0 0 0
3 0 0
>all_greet_prog 100~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
mpechoat $n &YThoughts enter your mind, they are not your own.
mpechoat $n &RYOU NEED ONLY ASK AND I WILL OPEN THE DOOR...
endif
endif
~
>speech_prog open door~
if ispc($n) == 1
if isgood($n) == 1
mpkill $n
else
mpechoat $n &YThoughts enter your mind.
mpechoat $n &RIT IS DONE...
mpoload 5227
unlock down
open down
mpjunk key
endif
endif
~
>fight_prog 35~
mpechoat $n &YThe Demon slams into you!
use slam
~
>fight_prog 15~
mpechoat $n &BMagic is drained from you.
cast 'dispel magic' $n
~
>fight_prog 35~
mpechoat $n &CThe Demon tries to knock your weapon from your hand.
use disarm
~
|
#5183
Hedge monster~
The Hedge Monster~
&GA hedge statue stands here.
~
~
67 201326784 18120720 64 0 0 S
112 1 100 100 32000 32000d0+0 0d0+112000
1120 0 0
0 0 0
3 0 0
>fight_prog 35~
mpechoat $n &GThe Hedge Monster lunges at you, jaws open wide.
use bite
~
>fight_prog 15~
cast 'entangle' $n
~
>rand_prog 4~
emote looks at you and licks it's hedge lips.
~
>rand_prog 3~
if ispc($r) == 1
emote looks at you and licks it's hedge lips.
mpkill $r
endif
~
>fight_prog 25~
mpechoat $n &GNature curses you for your crimes.
cast 'curse of nature' $n
~
|
#5184
crazy old man~
The Crazy Old Man~
A man lies here, mumbling to himself.
~
The old man wears naught but a plain white robe, which has several grass
stains from sitting on the ground all day long, staring up at the sky.
He's not the most stable of people, so for the most part, he is left to
himself.
~
131075 33554496 98320 24576 0 400 S
110 1 100 100 35000 35000d0+0 0d0+110000
1100 0 0
0 0 1
0 0 0
>all_greet_prog ~
if isnpc($n) == 1
break
endif
if ispc($n) == 1
emote whistles softly to himself a sad tune.
endif
~
>speech_prog hi hello~
if ispc($n) == 1
say Hey there $n.
mpecho &cThe Crazy Old Man mutters, '$n is a spoiled little twit'
say So, you doing well $n?
mpecho &cThe Crazy Old Man mutters, 'Like $n isn't doing well, the thief..'
say Well, do have a nice day $n.
mpecho &cThe Crazy Old Man mutters, 'Burn in hell $n.'
endif
~
>fight_prog 15~
mpecho &CEveryone is surrounded in cold snow and ice.
cast 'cone of frost'
~
>fight_prog 30~
mpechoat $n &BMagic is stripped from around you.
cast 'dispel magic' $n
~
>fight_prog 15~
cast 'meteor swarm'
~
>fight_prog 15~
say I'll teach you you little twerp!
cast 'web' $n
~
>fight_prog 15~
mpecho &RA Portal opens to the sun.
cast 'sunburst' $n
~
>fight_prog 15~
mpechoat $n Does some weird little dance, then points at you.
cast 'malignify' $n
~
>death_prog 100~
if ispc($n) == 1
say You know, I really, really, hate crackers.
sigh
endif
~
>rand_prog 5~
if ispc($r) == 1
mpecho &cThe Crazy Old Man mutters, 'I hear that $r can't tell the difference'
mpecho &cThe Crazy Old Man mutters, 'between a hand and a foot. What a bafoon.
snicker
endif
~
|
#5185
magic pixie higglehop~
The Pixie of Magic~
A pixie flies about, watching you.
~
~
3 128 16 0 0 1000 S
140 1 280 280 10000 10000d0+0 0d0+0
1400 0 0
0 0 2
3 0 0
#5186
avenger spirit~
An Avenging Spirit~
A spirit stands here, avenging the abused.
~
A being of white light with a tall elegant grace of movement.
You find that if you look hard enough, you can just make out the
smallest of features.
~
3 369623104 884752 16384 0 -1000 S
130 1 400 400 22000 40000d0+0 0d0+0
1300 19 0
0 0 0
0 0 0
>fight_prog 20~
if isnpc($n)
   say Another time then.
   mpgoto 5190
   mppurge self
endif
~
>fight_prog 25~
if isnpc($n)
   emote leaves.
   mpgoto 5190
   mppurge self
else
   say You have made a mistake.
   c 'wrath of god'
endif
~
>fight_prog 30~
if ispc($n)
   use slit
endif
~
>fight_prog 20~
if ispc($r) == 1
   if isfight($r) == 1
      growl
      c 'winters'
   else
      say No sitting around for you! Join the fun!
      c 'web' $r
   endif
endif
~
>fight_prog 40~
mpoload 5150
quaff mylori
~
>rand_prog 40~
say Another time child.
mppurge self
~
|
#5187
dragon head~
The Dragon Head~
The head of a dragon, attacched to the Chimaera is here.
~
&GThe head of a mighty red dragon is attached to the body of the Chimaera,
it glares at you, snorting a little bit of flame, illuminating the darkness
about you.
~
3 33570880 32784 0 0 -1000 S
70 1 140 140 24000 24000d0+0 0d0+0
700 0 0
0 0 0
0 0 0
>entry_prog 100~
say Hello $r
~
|
#5188
Goat head~
The Goat Head~
The head of the goat is here.
~
&WThe goat head, perhaps the least fierce of the bunch glares at you.
Perhaps angry because of its rather lack of fame and known power, but
be rest assured that it's power is none the less great.
~
3 192 16 131328 0 -1000 S
70 1 140 140 21000 21000d0+0 0d0+0
700 0 0
0 0 0
0 0 0
#5189
Sentry orb~
The Sentry Orb of Dianosys~
The Senty Orb of Dianosys stands guard.
~
~
3 16777216 32784 0 0 0 S
110 1 220 220 4000000 4000000d0+0 0d0+0
1100 0 0
0 0 0
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
if level($n) < 49
say You are not permitted here. Leave.
push $n south
push $n north
push $n east
push $n west
endif
endif
~
>all_greet_prog 100~
if ispc($n) == 1
if level($n) > 80
say You are not permitted here.
push $n north
push $n south
push $n east
push $n west
endif
endif
~
|
#5200
void~
Void~
Void, the eternal darkness waits, and watches.
~
~
67 168296512 4292628 16384 0 0 S
150 1 300 300 50000 50000d0+0 0d0+0
1500 0 0
0 0 0
2051 0 0
>all_greet_prog 100~
if isnpc($n)
   if isgood($n)
      say I'm a good aligned pc.
   else
      say I'm an evil pc.
   endif
else
   say I'm not a pc.
endif
~
|
#0



#OBJECTS
#5101
Portal gate aurum~
the Portal to Aurum~
A Glowing Portal stands here.~
~
29 201326594 0 0 0 0 0
100 100
5104~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#5102
Portal gate aurum~
the Portal from Aurum~
A Glowing Portal stands here.~
~
29 201326594 0 0 0 0 0
100 100
5103~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#5103
aurumpass pass~
a Pass to Aurum~
A piece of paper likes here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
2 1 0
0 0
reserved~
0 0
0 0 0
#5104
Key~
a key to Aurum~
A key lies here.~
~
18 128 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#5105
Dragon fountain water~
the Dragon Fountain~
A fountain in the likeness of a dragon spouts water.~
~
25 536870912 0 0 0 0 106
100 100
0~ 0~ 0~ 0~
2 1 0
0 0
dispel magic~
0 0
0 0 0
#5106
Silver fist~
silver Fist~
A silver fist lies on the ground.~
~
5 140608576 36 0 0 8193 100
100 100
0~ 40~ 85~ 8~
10 1000 0
0 0
reserved~
0 0
0 0 0
A
23 -10
A
26 100
A
13 140
A
18 15
A
19 45
#5107
vine whip~
a Vine Whip~
A vine lies on the ground.~
~
5 234897472 8192 0 0 8193 100
100 100
0~ 30~ 85~ 4~
5 1000 0
5 0
entangle~
20 20
0 0 0
A
24 -10
A
19 15
A
18 45
A
26 100
A
13 100
A
2 2
A
12 100
#5108
key life~
the Key of Life~
A key lies here in the form of a twig.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#5109
key devotion~
the Key of Devotion~
A key in the form of a white flame lies here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#5110
key harmony~
the Key of Harmony~
A key in the shape of a flute lies on the ground.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#5111
brass horn~
a Brass Horn~
A horn of brass lies here.~
~
5 134348800 8202 0 0 8193 100
100 100
0~ 30~ 85~ 6~
2 1000 0
5 0
create illusion~
4 4
0 0 0
A
23 -10
A
24 -10
A
13 110
A
19 35
A
18 25
A
5 2
#5112
Singing sword~
the Singing Sword~
A sword that refuses to shut up lies here singing aloud.~
~
5 705299520 139293 0 0 8193 104
100 100
0~ 30~ 85~ 3~
9 1040 0
0 0
reserved~
0 0
0 0 0
A
12 150
A
13 150
A
19 45
A
18 45
A
23 -18
A
24 -18
A
4 2
A
3 2
A
26 115
#5113
Leaf~
a Tiny Green Leaf~
A leaf, green in colour, lies on the ground.~
~
13 268435456 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
5117 0 0
#5114
Holy symbol~
a Holy Symbol~
A holy symbol of some sort lies on the ground.~
~
13 268435456 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
5122 0 0
#5115
Flute~
a Tiny Silver Flute~
A tiny flute lies here.~
~
13 268435456 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
5122 0 0
#5116
small tiny shield~
a Tiny Shield~
A tiny shield, no bigger than your hand lies here.~
~
9 268435456 0 0 0 513 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
5117 0 0
#5117
leafy shield~
a Leafy Shield~
A small shield covered in leaves lies here.~
~
9 268435456 0 0 0 513 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
5123 5113 5116
A
3 1
#5118
heavy iron sword~
a Heavy Iron Sword~
An immense sword lies here...it looks quite heavy.~
~
5 547061824 144936 0 0 8193 100
100 100
0~ 40~ 90~ 3~
17 1000 0
0 0
reserved~
0 0
0 0 0
A
18 12
A
19 48
A
13 100
A
26 100
#5119
potion anti magic~
a potion of Anti-magic~
A vial rests here.~
~
10 268435456 0 0 0 1 106
100 100
200~ dispel magic~ dispel magic~ dispel magic~
1 1 0
0 0
reserved~
0 0
0 0 0
#5120
will o' the wisp~
a Will o' the Wisp~
A Will o' the Wisp floats here.~
~
9 268435456 0 0 0 32769 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
A
12 50
#5121
honey comb~
a Honey Comb~
A comb of honey lis on the ground, getting all dirty.~
~
19 0 0 0 0 1 1
100 100
40~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#5122
Holy Flute~
a Holy Flute~
A holy flute capable of divine music lies here.~
~
13 268435456 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
5123 5114 5115
#5123
key order~
the Key of Order~
A key lies here, instilling order in that which lies around it.~
~
18 268435456 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 5117 5122
#5124
key justice~
the Key of Justice~
A key lies on the ground in the likeness of a sword.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#5125
black stinger~
a Black Stinger~
A stinger, of what you think might be a bee, lies on the ground.~
~
5 71581696 8194 0 0 8193 95
100 100
0~ 25~ 75~ 11~
5 948 0
0 0
reserved~
0 0
0 0 0
A
18 18
A
19 32
A
13 70
A
12 70
A
26 50
#5126
Dragonfly eyes~
dragonFly Eyes~
Multi-faceted eyes lie on the ground.~
~
27 536870912 8192 0 0 131073 102
100 100
102~ 15~ 15~ scry~
1 1020 0
5 0
scry~
15 15
0 0 0
A
23 -17
A
24 -17
A
12 100
A
13 110
A
19 13
A
18 12
#5127
Chest~
an Old Chest~
A dirty old chest rests in the corner, collecting dust.~
~
29 0 0 0 0 0 1
100 100
5290~ 0~ 0~ 0~
1000 1 0
0 0
reserved~
0 0
0 0 0
#5128
portal merentha~
the Portal back to Aurum~
&wA portal stands here that leads back to Aurum.~
~
29 1 0 0 0 0 1
100 100
5212~ 0~ 0~ 0~
1000 1 0
0 0
reserved~
0 0
0 0 0
#5129
Arcane key~
an Arcane Key~
A key covered in runes lies here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#5130
justice~
justice~
A gleaming sword glows on the ground.~
~
5 134218816 8200 0 0 8193 104
100 100
0~ 30~ 85~ 1~
7 1040 0
0 0
holy strength~
0 0
0 0 0
A
18 42
A
19 48
A
13 200
A
26 125
A
24 -30
#5131
sword guards~
the Sword of the Guards~
A fairly plain sword floats slightly above the ground.~
~
5 33555520 8192 0 0 8193 95
100 100
0~ 20~ 75~ 3~
6 948 0
0 0
reserved~
0 0
0 0 0
A
18 15
A
19 35
A
13 100
A
26 75
#5132
Small silver Dragon earring~
a Tiny Silver Dragon Earring~
An earring in the shape of a dragon lies here, made of silver.~
~
9 0 0 0 0 524289 100
100 100
15~ 0~ 0~ 0~
1 1000 0
0 0
reserved~
0 0
0 0 0
A
24 -12
A
25 30
A
12 100
A
19 10
A
18 10
#5133
blue robe magi~
a Blue Robe of the Magi~
A beautiful blue robe lies here.~
~
9 0 0 0 0 1025 103
100 100
12~ 0~ 0~ 0~
3 1028 0
0 0
reserved~
0 0
0 0 0
A
13 80
A
12 350
A
24 -27
A
19 8
A
18 8
A
3 2
#5134
Book 101 stupid people~
a Book Title 101 stupid people~
A thick book lies here, neglected.~
~
9 536871040 0 0 0 16385 102
100 100
16~ 0~ 0~ 0~
1 1020 0
0 0
reserved~
0 0
0 0 0
A
18 13
A
19 12
A
12 175
A
13 90
A
3 1
#5135
silk pants~
silk Pants~
A pair of silk pants lie on the ground.~
~
9 134218752 0 0 0 33 103
100 100
17~ 0~ 0~ 0~
1 1028 0
0 0
reserved~
0 0
0 0 0
A
18 10
A
19 10
A
13 50
A
24 -35
A
12 150
#5136
Glass Dagger~
a Glass Dagger~
A dagger of glass glitters on the ground.~
~
5 1308639296 8192 6404 0 8193 104
100 100
0~ 30~ 90~ 11~
2 1 0
0 0
reserved~
0 0
0 0 0
A
19 60
A
18 20
A
26 -80
A
23 10
A
24 10
A
12 -100
A
13 -100
#5137
Mask of Illusion~
the Mask of Illusion~
A mask of shifting colours lies here.~
~
9 403439680 2065 0 0 65537 103
100 100
17~ 0~ 0~ 0~
1 1028 0
0 0
reserved~
0 0
0 0 0
A
24 -20
A
19 13
A
18 13
A
3 1
A
12 180
A
13 100
#5138
writhing wooden bracelet~
a Writhing Wooden Bracelet~
A bracelet of wooden tendrils flails about on the ground.~
~
9 67108864 0 0 0 4097 102
100 100
19~ 0~ 0~ 0~
1 1020 0
0 0
reserved~
0 0
0 0 0
A
19 10
A
18 10
A
23 -18
A
26 95
A
25 35
A
12 110
A
13 130
#5139
Piece of a black orb~
a piece of a black orb~
A broken section of a black sphere lies here.~
~
13 67108864 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
5141 0 0
#5140
A piece of a black orb~
a Piece of a Black Orb~
The broken section of a black sphere lies here.~
~
9 603979776 0 0 0 32769 90
100 100
12~ 0~ 0~ 0~
1 900 0
0 0
reserved~
0 0
5141 0 0
A
24 -10
A
12 90
A
13 90
A
19 9
A
18 9
#5141
Crystalline Orb of aurum~
a Crystalline Orb of Aurum~
A crystal orb lies here, glittering in the sun.~
~
9 603980802 0 0 0 32769 104
100 100
15~ 0~ 0~ 0~
1 1040 0
0 0
reserved~
0 0
0 5139 5140
A
24 -20
A
18 15
A
19 15
A
13 150
A
12 150
#5142
belt silver links~
&wA Belt of Silver Links~
A belt of intricate silver links lies here.~
~
9 134218753 1563 0 0 2049 104
100 100
14~ 0~ 0~ 0~
2 1040 0
0 0
reserved~
0 0
0 0 0
A
19 10
A
18 5
A
24 -15
A
23 -15
A
12 200
A
13 150
#5143
Emerald armguards~
emerald Armplates~
A set of emerald armplates lie on the ground.~
~
9 134218753 0 0 0 257 104
100 100
12~ 0~ 0~ 0~
3 1040 0
0 0
reserved~
0 0
0 0 0
A
19 15
A
18 15
A
12 150
A
3 2
A
24 -25
A
13 120
#5144
A claw~
claws~
Animal claws, cut from some poor beast lie here in a pool of blood.~
~
5 536879104 0 0 0 8193 106
100 100
0~ 0~ 0~ 5~
1 400 0
0 0
reserved~
0 0
0 0 0
A
18 300
A
26 1000
A
19 120
#5145
Simple white orb~
a Simple White Orb~
A glowing white orb lights up the room.~
~
1 671088641 0 0 0 1 102
100 100
0~ 0~ -1~ 0~
1 1020 0
0 0
reserved~
0 0
0 0 0
A
19 12
A
18 12
A
23 -11
A
12 180
A
13 90
A
24 -11
#5146
nutmeg~
nutmeg~
A bit of nutmeg is here.~
~
19 0 0 0 0 1 1
100 100
5~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#5147
Ivory Mace~
an Ivory Mace~
A mace of pure ivory lies on the ground.~
~
5 671088640 0 2 0 8193 104
100 100
0~ 0~ 0~ 8~
9 1040 0
0 0
reserved~
0 0
0 0 0
A
26 150
A
24 -30
A
12 200
A
13 200
A
18 10
A
19 80
#5148
White blade magic~
a White Blade of Magic~
A long white blade glows here.~
~
5 134225921 0 0 0 8193 106
100 100
0~ 0~ 0~ 3~
1 1060 0
0 0
reserved~
0 0
0 0 0
A
19 100
A
18 100
A
26 1000
A
24 -250
#5149
talonn~
a Talon~
A birds talon lies here.~
~
5 8192 0 0 0 8193 106
100 100
0~ 0~ 0~ 1~
1 1060 0
0 0
reserved~
0 0
0 0 0
A
26 1000
A
19 80
A
18 200
#5150
mylori potion~
a Mylori Potion~
A potion of extreme power lies here.~
~
10 268443648 0 0 0 1 106
100 100
200~ golden armor~ shockshield~ heal~
1 1060 0
0 0
reserved~
0 0
0 0 0
#5151
book cloud formations~
a Book about Cloud Formations~
A book lies on the ground.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
0 40 0
0 0
reserved~
0 0
0 0 0
#5152
red rose~
a Red Rose~
A red rose lies on the ground, wasting away.~
~
8 0 0 0 0 16385 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#5153
black rose~
a Black Rose~
A black rose lies here, wasting away.~
~
8 0 0 0 0 16385 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#5154
daisy~
a Daisy~
A daisy lies here, forgotten.~
~
8 0 0 0 0 16385 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#5155
White rose~
a White Rose~
A white rose lies here, discarded.~
~
8 134217728 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#5156
little doll~
a Little Girl's Doll~
A doll lies here, probably some little girl somewhere looks for it.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#5157
dragon anklet~
a Dragon Anklet~
An anklet in the shape of dragon biting it's tail lies here.~
~
9 0 0 0 0 1048577 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
A
3 2
#5158
carved piece obsidian~
a Carved Piece of Obsidian~
A unrecognizable piece of obsidian lies here.~
~
13 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
2 4 0
0 0
reserved~
0 0
5162 0 0
#5159
Oak Tree~
an Oak Tree~
An oak tree grows here, towering above everything.~
~
15 0 0 0 0 0 1
100 100
999~ 13~ 5160~ 0~
1000 4 0
0 0
reserved~
0 0
0 0 0
#5160
Oak tree key~
the Oak Tree Key~
A key in the shape of an uprooted oak lies here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#5161
carved piece onyx~
&wA Carved Piece of Onyx~
An odd piece of onyx lies here.~
~
13 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
2 8 0
0 0
reserved~
0 0
5162 0 0
#5162
Eyeless black dragon figurine~
an Eyeless Black Dragon Figurine~
A figurine in the likeness of a dragon lies here, with no eyes.~
~
8 0 0 0 0 1 100
100 100
0~ 0~ 0~ 0~
0 4000 0
0 0
reserved~
0 0
5164 5158 5161
#5163
pair rubies~
a Pair of Rubies~
A couple of rubies lie here.~
~
8 0 0 0 0 1 90
100 100
0~ 0~ 0~ 0~
1 2000 0
0 0
reserved~
0 0
5164 0 0
#5164
ruby eyed black dragon figurine~
a Ruby Eyed Black Dragon Figurine~
A figurine in the likeness of a dragon with ruby eyes lies here.~
~
8 0 0 0 0 1 100
100 100
0~ 0~ 0~ 0~
1 4000 0
0 0
reserved~
0 0
0 0 0
#5165
Dhalkar Scroll~
a Dhalkar Scroll~
A scroll lies here.~
~
2 8192 0 0 0 1 106
100 100
150~ sanctuary~ fireshield~ chaos field~
1 1060 0
0 0
reserved~
0 0
0 0 0
#5166
Darksword~
a Darksword~
A thin bladed sword sucks up the light around it...~
~
5 112738816 2048 0 0 8193 103
100 100
0~ 0~ 0~ 1~
5 1028 0
0 0
reserved~
0 0
0 0 0
A
18 32
A
19 46
A
13 160
A
12 100
A
25 40
A
26 80
#5167
Branch~
a Branch~
A branch has fallen off a tree.~
~
5 0 0 0 0 8193 102
100 100
0~ 0~ 0~ 8~
7 1020 0
0 0
reserved~
0 0
0 0 0
A
18 36
A
19 36
A
13 200
A
26 50
#5168
Soul chain~
a Soul Chain~
A small chain made up of tiny faces etched in an iron band lies here.~
~
9 100663808 0 0 0 1048577 103
100 100
0~ 0~ 0~ 0~
1 1028 0
5 0
domination~
10 10
0 0 0
A
19 10
A
18 10
A
13 90
A
25 60
A
12 80
#5169
white dragon scale armor~
white Dragonscale Armor~
Armor made of white dragonscales lies here.~
~
9 134218752 0 0 0 9 104
100 100
0~ 0~ 0~ 0~
60 1040 0
0 0
reserved~
0 0
0 0 0
A
12 150
A
13 100
A
18 45
A
19 45
A
24 -10
A
23 -10
#5170
azul blade~
azul~
A blue blade lies here, shedding a bit of light.~
~
5 671482881 131097 0 0 8193 104
100 100
0~ 0~ 0~ 3~
4 1 0
0 0
reserved~
0 0
5248 5217 0
A
18 40
A
24 -20
A
12 100
A
13 200
A
19 50
>join_prog 100~
0
if ispc($n) == 1
if inroom($n) == 5354
if level($n) > 99
mpecho &zThe magical energy around you is drawn in by the two swords, making
mpecho &zone that glows with a new power.
else
mpecho &RThe conditions of joining have not been fully met.
endif
endif
endif
~
|
#5171
coronet of aurum~
coronet of Aurum~
A coronet of thin golden wire lies here.~
~
9 0 0 0 0 17 104
100 100
0~ 0~ 0~ 0~
3 1040 0
0 0
reserved~
0 0
0 0 0
A
19 14
A
18 16
A
12 150
A
13 150
A
24 -15
#5172
Letter dekral~
a letter from Dekral~
A letter lies here.~
~
13 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#5173
Essence magic~
the Essence of Magic~
Magic has gathered into a ball of light.~
~
1 393281 25 0 0 1 104
100 100
0~ 0~ -1~ 0~
1 1040 0
0 0
reserved~
0 0
5249 0 0
A
13 50
A
19 10
A
18 8
A
24 -35
A
12 300
>join_prog 100~
0
if ispc($n) == 1
if inroom($n) == 5354
if level($n) > 99
mpecho You pour the essence of magic over the sword, increasing it's power.
else
mpforce $n drop all
mpforce $n sac untempered
mpforce $n sac essence
mpforce $n sac untempered
mpecho The conditions of joining have not been met.
endif
else
mpforce $n drop untempered
mpforce $n sac untempered
mpforce $n sac untempered
mpforce $n sac essence
mpecho The conditions of joining have not been met.
endif
endif
~
|
#5174
Gate portal~
&WA Red Gate~
A red gate that leads to who knows where...~
~
29 33554432 0 0 0 0 1
100 100
5103~ 0~ 0~ 0~
10000 8 0
0 0
reserved~
0 0
0 0 0
#5175
Black dagger~
a Black Dagger~
A thin black dagger lies here.~
~
5 100680192 0 0 0 8193 95
100 100
0~ 30~ 90~ 11~
4 948 0
0 0
reserved~
0 0
0 0 0
A
19 35
A
18 15
A
26 75
A
13 100
#5176
Night black platemail~
night Black Platemail~
A suit of black platemail lies here.~
~
9 67109376 0 0 0 9 95
100 100
0~ 0~ 0~ 0~
50 948 0
0 0
reserved~
0 0
0 0 0
A
24 -8
A
25 30
A
13 120
A
19 30
A
18 24
#5177
black gem~
a Sparkling Black gem~
A sparkling black gem lies on the ground, careful, you might step on it.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5178
red gem~
a Glowing Red gem~
A glowing red gem is on the ground.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5179
Flaming skull~
a Flaming Skull~
A flaming skull, burning deep red, stares back at you.~
~
9 100663808 0 0 0 32769 103
100 100
0~ 0~ 0~ 0~
1 1028 0
0 0
reserved~
0 0
0 0 0
A
13 105
A
12 100
A
24 -13
A
23 -13
A
18 10
A
19 16
#5180
black bladed axe~
a Black Bladed Axe~
A big axe with black blades is on the ground.~
~
5 67125760 8192 0 0 8193 101
100 100
0~ 35~ 95~ 13~
12 1008 0
0 0
reserved~
0 0
0 0 0
A
25 55
A
13 140
A
26 100
A
18 21
A
19 45
#5181
Deathshield shield~
the Deathshield~
A shield of bones and blood is on the ground.~
~
9 67109376 0 0 0 513 103
100 100
0~ 0~ 0~ 0~
5 1028 0
5 0
disintegrate~
8 8
0 0 0
A
18 5
A
19 10
A
13 100
A
24 -45
A
12 300
A
25 100
#5182
Silver locket~
&wA Silver Locket~
A silver locket lies here, forgotten.~
~
9 134610944 25 0 0 5 103
100 100
0~ 0~ 0~ 0~
2 1028 0
0 0
reserved~
0 0
0 0 0
A
24 -35
A
23 -10
A
18 3
A
19 3
A
13 50
A
12 350
#5183
belt obsidian links~
a Belt of Obsidian Links~
A belt...made up of links of obsidian is on the ground.~
~
9 67109376 0 0 0 2049 104
100 100
0~ 0~ 0~ 0~
2 1040 0
0 0
reserved~
0 0
0 0 0
A
19 14
A
18 14
A
25 40
A
12 90
A
13 130
#5184
moon earring~
a Moon Shaped Earring~
An earring in the likeness of the moon is on the ground.~
~
9 134217729 0 0 0 524289 104
100 100
0~ 0~ 0~ 0~
1 1040 0
0 0
reserved~
0 0
0 0 0
A
19 5
A
24 -50
A
25 45
A
13 50
A
12 400
A
18 5
#5185
Jail key~
the Jail Key~
A key lies here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#5186
spirit ring~
&CSpirit Ring~
A grayish metallic ring is lying discarded on the floor, it looks ancient.~
~
9 201326592 0 0 0 3 102
100 100
0~ 0~ 0~ 0~
1 1020 0
0 0
reserved~
0 0
0 0 0
A
18 6
A
19 6
A
13 100
A
12 235
A
25 39
A
24 -30
#5187
Purple scale leggings~
purple Scale Leggings~
A pair of purple leggings are on the ground, made of scale.~
~
9 100663808 0 0 0 33 104
100 100
0~ 0~ 0~ 0~
4 1040 0
5 0
faerie fire~
10 10
0 0 0
A
19 12
A
18 8
A
12 100
A
25 50
A
13 150
#5188
band purple scale~
a Band of Purple Scales~
A band of purple scale lies here.~
~
9 100663808 0 0 0 4097 103
100 100
0~ 0~ 0~ 0~
3 1028 0
0 0
reserved~
0 0
0 0 0
A
19 9
A
12 80
A
25 40
A
13 110
A
18 13
#5189
purple dragonmail mail~
purple DragonMail~
A suit of dragon mail lies here.~
~
9 100663808 0 0 0 9 103
100 100
0~ 0~ 0~ 0~
40 1028 0
0 0
reserved~
0 0
0 0 0
A
13 150
A
19 35
A
18 35
A
23 -20
A
25 60
A
12 100
#5190
key blood~
key of Blood~
A red vial with ends that seem to be severed arteries lies here..~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5191
huge black hammer~
a Huge Black Hammer~
A black warhammer lies here.~
~
5 100827712 552 0 0 8193 100
100 100
0~ 30~ 90~ 8~
9 1000 0
0 0
reserved~
0 0
0 0 0
A
23 30
A
24 30
A
25 33
A
13 130
A
19 55
A
18 5
#5192
key strife~
the Key of Strife~
A black key lies here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5193
black blade scimitar~
a Black Bladed Scimitar~
A scimitar with a blade black in colour lies here.~
~
5 100794880 8 0 0 8193 100
100 100
0~ 30~ 90~ 3~
10 1000 0
0 0
reserved~
0 0
0 0 0
A
26 100
A
25 40
A
12 80
A
13 140
A
19 42
A
18 18
#5194
key sin~
the Key of Sin~
A key lies here, shaped like a small knife.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5195
dragon tail whip~
a Dragontail Whip~
A long scaly whip lies here.~
~
5 234881536 0 0 0 8193 100
100 100
0~ 30~ 90~ 7~
10 1000 0
0 0
reserved~
0 0
0 0 0
A
19 25
A
26 120
A
13 300
A
18 25
#5196
Key death~
the Key of Death~
A key of bones lies here.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5197
demon scythe~
a Demon Scythe~
A long scythe covered in red blood lies on the ground.~
~
5 67764800 8200 0 0 8193 100
100 100
0~ 30~ 90~ 1~
10 1000 0
0 0
reserved~
0 0
0 0 0
A
18 20
A
19 40
A
24 -10
A
23 -10
A
25 33
A
13 150
A
26 100
#5198
Blinking eye eye1~
a Blinking Eye~
An eye floats about an inch above the ground, blinking at you.~
~
9 67109376 0 0 0 32769 85
100 100
0~ 0~ 0~ 0~
1 848 0
0 0
reserved~
0 0
5254 0 0
A
25 30
A
24 -15
A
12 70
A
13 85
A
19 11
A
18 6
#5199
blinking eye eye2~
a Blinking Eye~
An eye floats about an inch above the ground, blinking at you.~
~
9 67109376 0 0 0 32769 85
100 100
0~ 0~ 0~ 0~
1 848 0
0 0
reserved~
0 0
5254 0 0
A
19 11
A
25 30
A
24 -15
A
12 70
A
13 85
A
18 6
#5200
blinking eye eye3~
a Blinking Eye~
An eye floats about an inch above the ground, blinking at you.~
~
9 67109376 0 0 0 32769 85
100 100
0~ 0~ 0~ 0~
1 848 0
0 0
reserved~
0 0
5255 0 0
A
25 30
A
24 -15
A
12 70
A
13 85
A
19 11
A
18 6
#5201
blinking eye eye4~
a Blinking Eye~
An eye floats about an inch above the ground, blinking at you.~
~
9 67109376 0 0 0 32769 85
100 100
0~ 0~ 0~ 0~
1 848 0
0 0
reserved~
0 0
5255 0 0
A
25 30
A
24 -15
A
12 70
A
13 85
A
19 11
A
18 6
#5202
soul sickle~
&wThe Soul Sickle~
A sickle lies here, drenched in blood.~
~
5 212222528 2064 0 0 8193 104
100 100
0~ 0~ 0~ 1~
9 1040 0
0 0
reserved~
0 0
0 0 0
A
13 200
A
19 35
A
18 30
A
25 40
A
12 200
#5203
the Eye of Errtu~
the Eye of Errtu~
A disembodied eye glares at you as you walk towards it.~
~
9 234881024 0 0 0 32769 105
100 100
0~ 0~ 0~ 0~
1 1048 0
0 0
shadow plane~
0 0
0 5254 5255
A
19 18
A
18 18
A
24 -20
A
25 60
A
12 200
A
13 200
#5204
Spiked gauntlets~
spiked Gauntlets~
A pair of evil gauntlets lies here, spikes protruding from them.~
~
9 100663808 0 0 0 129 95
100 100
0~ 0~ 0~ 0~
5 948 0
0 0
reserved~
0 0
0 0 0
A
18 5
A
19 15
A
25 50
A
12 80
A
13 80
#5205
gauntlet white gold~
the Gauntlets of White Gold~
Gauntlets sit on the ground, made of some silver metal.~
~
9 134218753 0 0 0 129 102
100 100
0~ 0~ 0~ 0~
7 1020 0
0 0
reserved~
0 0
0 0 0
A
19 12
A
18 12
A
24 -10
A
12 150
A
13 120
#5206
black slippers death~
the Black Slippers of Death~
A pair of black slippers sit here.~
~
9 33554944 0 0 0 65 103
100 100
0~ 0~ 0~ 0~
1 1028 0
0 0
reserved~
0 0
0 0 0
A
12 250
A
25 65
A
24 -25
A
19 7
A
18 7
#5207
leaf leaves slipper~
leaf slippers~
A pair of slippers sit here, they seem to be made of leaves.~
~
9 1024 0 0 0 65 104
100 100
0~ 0~ 0~ 0~
1 1040 0
5 0
entangle~
30 30
0 0 0
A
24 -33
A
13 100
A
12 300
A
19 8
A
18 8
#5208
shield might~
the Shield of might~
A magnificent shield lies here, sadly forgotten.~
~
9 134218753 0 0 0 513 104
100 100
0~ 0~ 0~ 0~
10 1040 0
0 0
reserved~
0 0
0 0 0
A
18 45
A
24 -30
A
26 150
A
12 100
A
13 100
A
23 -30
#5209
displacer cloak~
a Displacer Cloak~
A cloak seems to be lying on the ground, shifting here and there..~
~
9 67109378 0 0 0 1025 101
100 100
0~ 0~ 0~ 0~
3 1008 0
5 0
displacement~
-1 -1
0 0 0
A
120 -1
A
23 -15
A
25 20
A
18 11
A
19 11
A
13 100
#5210
leggings of dynel~
the Leggings of Dynel~
A pair of blue leggings is on the ground.~
~
9 1024 0 0 0 33 100
100 100
0~ 0~ 0~ 0~
2 1000 0
0 0
reserved~
0 0
0 0 0
A
3 2
A
23 -15
A
13 100
A
12 100
A
19 10
A
18 10
#5211
blood soaked armplates~
blood soaked armplates~
A set of armplates lie here, blood glistening on their it's surface.~
~
9 33554944 0 0 0 257 102
100 100
0~ 0~ 0~ 0~
4 1020 0
5 0
bloodbath~
50 50
0 0 0
A
19 12
A
18 12
A
25 120
A
13 120
#5212
enlightened expression~
an Enlightened Expression~
The expression of enlightenment lies here..~
~
9 3073 0 0 0 65537 103
100 100
0~ 0~ 0~ 0~
1 1028 0
0 0
reserved~
0 0
0 0 0
A
18 10
A
19 10
A
4 2
A
23 -13
A
24 -13
A
12 160
A
13 100
#5213
demonic spectacles~
demonic spectacles~
A pair of fierce red spectacles lies here.~
~
27 67109376 0 0 0 131073 101
100 100
100~ -1~ 0~ identify~
1 1008 0
0 0
reserved~
0 0
0 0 0
A
18 11
A
19 11
A
13 110
A
25 35
A
12 100
#5214
anklet white gold~
an Anklet of White Gold~
A beautifully carved anklet lies on the ground.~
~
9 134218784 0 0 0 1048577 104
100 100
0~ 0~ 0~ 0~
3 1040 0
0 0
reserved~
0 0
0 0 0
A
19 5
A
18 15
A
12 220
A
13 150
A
24 -10
A
23 -10
#5215
opal knife~
an Opal Knife~
A knife...made of what you believe to be opal lies here.~
~
5 167773184 0 0 0 8193 102
100 100
0~ 0~ 0~ 11~
2 1020 0
0 0
reserved~
0 0
0 0 0
A
19 40
A
13 100
A
18 30
A
12 150
A
24 -25
#5216
Crown skulls~
a Crown of Skulls~
Sitting on the ground, you see a crown made of skulls.~
~
9 67109376 0 0 0 17 104
100 100
0~ 0~ 0~ 0~
1 1040 0
0 0
reserved~
0 0
0 0 0
A
13 140
A
12 140
A
25 50
A
24 -12
A
23 -12
A
18 15
A
19 15
#5217
Nightscar~
a blade named NightScar~
A sword unlike any you've seen before lies here..It's name is NightScar.~
~
5 640680448 131072 0 0 8193 104
100 100
0~ 0~ 0~ 3~
3 1040 0
0 0
reserved~
0 0
5248 5170 0
A
13 150
A
12 150
A
19 55
A
18 35
A
25 70
A
24 -15
A
23 -15
>join_prog 100~
0
if ispc($n) == 1
if inroom($n) == 5354
if level($n) > 99
mpecho &zThe magical energy around you is drawn in by the two swords, making
mpecho &zone that glows with a new power.
else
mpforce $n drop nightscar
mpforce $n drop azul
mpforce $n sac nightscar
mpforce $n sac azul
mpecho &z&RThe conditions of joining have not been fully met.
endif
endif
endif
~
|
#5218
circle bone~
a Circle of Bone~
A little circle of bone lies on the ground.~
~
9 570425856 0 0 0 524289 104
100 100
0~ 0~ 0~ 0~
1 1040 0
0 0
reserved~
0 0
0 0 0
A
13 100
A
25 40
A
23 -25
A
19 15
A
18 15
A
12 100
#5219
light absorbing blade~
a Light Absorbing Blade~
A blade lies here, sucking up light around it.~
~
5 603987968 0 0 0 8193 106
100 100
0~ 0~ 0~ 1~
1 1060 0
0 0
reserved~
0 0
0 0 0
A
18 100
A
19 100
A
26 1000
A
24 -250
#5220
portal cube~
a portal cube~
A small blue cube lies here.~
~
8 134217728 0 0 0 1 100
100 100
0~ 0~ 0~ 0~
1 2000 0
5 0
portal~
1 1
0 0 0
#5221
pain wand~
a Pain Wand~
A wand lies on the ground...~
~
5 234897984 8192 0 0 8193 103
100 100
0~ 0~ 0~ 6~
2 1028 0
5 0
inflict pain~
-1 -1
0 0 0
A
18 50
A
19 18
A
13 100
A
25 50
A
12 40
A
26 90
#5222
Life token~
a life Token~
A token, white in colour shaped like a leaf lies here.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#5223
Fountain ice~
a Fountain of Ice~
A Fountain made of ice stands here, spilling icy cool water.~
~
25 134217728 0 0 0 0 1
100 100
0~ 0~ 0~ 0~
1000000 4 0
0 0
reserved~
0 0
0 0 0
#5224
Black vial~
a Black Vial~
A vial of black liquid lies here.~
~
10 268443648 0 0 0 1 106
100 100
400~ golden armor~ sanctuary~ satanic inferno~
1 1 0
0 0
reserved~
0 0
0 0 0
#5225
Letter danoa~
a Letter for Danoa~
A letter lies here, addressed to someone named Danoa.~
~
13 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5226
Onyx axe~
an Onyx Axe~
A large double edged axe lies here, made of onyx.~
~
5 67125824 8192 0 0 8193 104
100 100
0~ 0~ 0~ 8~
18 1040 0
0 0
reserved~
0 0
0 0 0
A
18 44
A
19 46
A
13 200
A
12 180
A
25 50
A
26 130
#5227
key chaos~
the Key of Chaos~
A key lies here, sparking and unstable in it's shape.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5228
Letter from danoa~
a Letter From Danoa~
A letter addressed to a "Dekral" lies here.~
~
13 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5229
Sanguine dagger~
a Sanguine Dagger~
A dagger, with a blade that appears to be made of blood, is here.~
~
5 67109440 8192 0 0 8193 104
100 100
0~ 0~ 0~ 11~
3 1040 0
5 0
blood gout~
10 10
0 0 0
A
18 40
A
19 50
A
25 100
A
13 100
A
12 100
A
26 150
#5230
Unholy Symbol~
an Unholy Symbol~
A symbol lies here, unholy in appearance, and crafted of onyx.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
5234 0 0
#5231
Ebony shield~
an Ebony Shield~
A little shield, ebony in colour lies here.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
5235 0 0
#5232
Flask blood~
a Flask of Blood~
A flask with a scarlet liquid lies here...it looks like blood..~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
5234 0 0
#5233
Pure white bone~
a Pure White Bone~
A piece of white bone lies here...perhaps the remains of some traveller.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
5235 0 0
#5234
Flask unholy blood~
a Flask of Unholy Blood~
Dark red blood lies here, kept in a simple glass flask.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
5242 5232 5230
#5235
shield bone~
a Shield of Bone~
A small shield lies here, made of white bone.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
5242 5231 5233
#5236
piece raw chaos~
a Piece of Raw Chaos~
Chaos, pure in form, shakes violently, but moves nowhere.~
~
5 637534784 8192 0 0 8193 100
100 100
0~ 0~ 0~ 11~
6 1000 0
0 0
reserved~
0 0
0 0 0
A
26 100
A
25 33
A
13 130
A
19 40
A
18 20
#5237
lifetaker sword~
lifetaker~
A long sword lies here in a pool of blood.~
~
5 100680192 0 0 0 8193 104
100 100
0~ 0~ 0~ 12~
7 1040 0
5 0
blood gout~
15 15
0 0 0
A
19 45
A
18 45
A
13 200
A
25 100
A
26 100
A
24 -15
#5238
Hammer methidoral~
the Hammer of Methidoral~
A hammer, one similar to Lucretia's own lies here.~
~
5 134219840 0 0 0 8193 103
100 100
0~ 0~ 0~ 8~
8 1028 0
0 0
reserved~
0 0
0 0 0
A
18 40
A
19 40
A
13 150
#5239
Executioner hammer~
the Executioner's Hammer~
A hammer, similar to that of the Executioner lies here.~
~
5 33554496 0 0 0 8193 103
100 100
0~ 0~ 0~ 8~
8 1028 0
0 0
reserved~
0 0
0 0 0
A
19 40
A
18 40
A
13 150
A
26 150
#5240
Smoldering flamberge~
a Smoldering Flamberge~
A flamberge lies here, smoldering.~
~
5 33554496 0 0 0 8193 103
100 100
0~ 0~ 0~ 3~
7 1028 0
0 0
reserved~
0 0
0 0 0
A
19 35
A
18 35
A
13 100
A
26 100
A
23 -25
#5241
big stone axe~
a Big Stone Axe~
A big axe of stone lies on the ground, discarded.~
~
5 64 8192 0 0 8193 103
100 100
0~ 0~ 0~ 13~
25 1028 0
0 0
reserved~
0 0
0 0 0
A
19 60
A
18 18
#5242
key mystic~
a Mystic key~
A key lies here, a blue black in colour.~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 5234 5235
#5243
vial blood young virgin~
a vial filled with the blood of a young virgin~
A vial of what appears to be blood lies here.~
~
8 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 40 0
0 0
reserved~
0 0
0 0 0
#5244
justice~
a fake of Gariol's Sword Justice~
A sword lies here, it would appear to be the one Gariol wields.~
~
13 134217728 8192 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#5245
Potion daemonic might~
a potion of Mental Block~
A potion of Mental Block lies here.~
~
10 268435456 0 0 0 1 100
100 100
104~ mental block~ reserved~ reserved~
1 1000 0
0 0
reserved~
0 0
0 0 0
#5246
magic touch magictouch~
the Magic Touch~
An odd shapped key lies here, looks like a small hand..~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#5247
Thorn~
a Thorn~
A long green thorn lies here, it's tip covered with blood.~
~
5 16384 8210 0 0 8193 100
100 100
0~ 0~ 0~ 11~
4 400 0
0 0
reserved~
0 0
0 0 0
A
23 -10
A
25 40
A
13 110
A
19 38
A
18 22
#5248
Untempered arcanus~
untempered Arcanus~
A sword of unimaginable potential power lies here.~
~
5 805309968 32768 0 0 8193 104
100 100
0~ 0~ 0~ 1~
1 1040 0
0 0
reserved~
0 0
5249 5217 5170
A
19 45
A
18 45
A
12 100
A
13 150
A
25 75
A
26 150
>join_prog 100~
0
if ispc($n) == 1
if inroom($n) == 5354
if level($n) > 99
mpecho &zYou pour the essence of magic over the sword, increasing it's power.
else
mpforce $n drop all
mpforce $n sac untempered
mpforce $n sac essence
mpforce $n sac untempered
mpecho The conditions of joining have not been met.
endif
else
mpforce $n drop untempered
mpforce $n sac untempered
mpforce $n sac untempered
mpforce $n sac essence
mpecho The conditions of joining have not been met.
endif
endif
~
|
#5249
untempered arcanus sword~
untempered Arcanus~
A sword of unbelievable potential power lies here.~
~
5 536874496 32768 0 0 8193 104
100 100
0~ 0~ 0~ 1~
1 1040 0
0 0
reserved~
0 0
0 5248 5173
A
18 45
A
19 45
A
26 150
A
12 100
A
13 150
A
25 75
>drop_prog 100~
0
if ispc($n) == 1
if inroom($n) == 5354
if level($n) > 99
mpecho &zYou drop the sword into the pool, it begins to boil furiously..
mpecho &zOnce the boiling has subsided, you see a glowing sword lying
mpecho &zin the pool
mpforce higglehop mpoload 5250
mpforce higglehop mptrans $n 5101
mpforce higglehop drop arcanus
mpforce higglehop mptrans $n
mpforce higglehop sac untempered
else
mpforce $n sac untempered
mpecho &RYou did something wrong.
else mpforce $n sac untem
mpecho &RYou did something wrong.
else
else mpforce $n sac untem
mpecho &RYou did something wrong.
endif
endif
endif
~
|
#5250
Arcanus sword~
arcanus~
A sword of great power lies here.~
~
5 704643136 8192 0 0 8193 104
100 100
0~ 0~ 0~ 1~
3 1040 0
0 0
reserved~
0 0
0 0 0
A
19 50
A
18 50
A
12 150
A
13 150
A
26 150
A
25 75
#5251
Pool of magic~
the Pool of Magic~
The Pool of Magic is here before you, holding the power of many Magi.~
~
25 0 0 0 0 0 0
100 100
0~ 0~ 0~ 0~
100000 1 0
0 0
reserved~
0 0
0 0 0
#5252
orb summoning~
orb of Summoning~
An orb of summoning has been discarded here.~
~
8 0 0 0 0 1 100
100 100
0~ 0~ 0~ 0~
1 2000 0
5 0
summon~
1 1
0 0 0
#5253
absolute order~
absolute Order~
Order contained in a physical form lies here.~
~
5 134218816 8192 0 0 8193 100
100 100
0~ 0~ 0~ 3~
6 1000 0
0 0
reserved~
0 0
0 0 0
A
26 80
A
23 -10
A
24 -10
A
12 140
A
13 140
A
19 42
A
18 18
#5254
eye damascus~
eye of Damascus~
An eye lies here, staring you back in the eye.~
~
9 67109376 0 0 0 32769 100
100 100
0~ 0~ 0~ 0~
1 1000 0
0 0
reserved~
0 0
5203 5198 5199
A
23 -10
A
19 10
A
18 10
A
25 30
A
13 100
#5255
eye nakos~
eye of Nakos~
An eye floats disembodied in the air before you.~
~
9 67109376 0 0 0 32769 100
100 100
0~ 0~ 0~ 0~
1 1000 0
0 0
reserved~
0 0
5203 5200 5201
A
23 -10
A
12 100
A
13 100
A
19 10
A
18 10
#5256
Demon armor Damascus~
demon Armor of Damascus~
A horrible looking set of armor lies here.~
~
9 637534720 0 0 0 9 104
100 100
0~ 0~ 0~ 0~
45 1040 0
0 0
reserved~
0 0
0 0 0
A
23 -10
A
24 -10
A
18 45
A
19 45
A
13 100
A
12 100
A
25 50
#5257
mask agony~
a Mask of Agony~
A human mask, seems to be writhing in agony on the ground.~
~
9 913375744 0 0 0 65537 104
100 100
0~ 0~ 0~ 0~
2 1600 0
0 0
reserved~
0 0
0 0 0
A
25 120
A
24 -10
A
12 160
A
13 140
A
19 14
A
18 16
#5258
fun pill~
(no short description)~
(no description)~
~
26 0 0 0 0 1 0
100 100
0~ reserved~ reserved~ reserved~
0 1 0
0 0
reserved~
0 0
0 0 0
#5286
Claw bloody~
&RBloody Claws~
A set of bloody claws lies on the ground.~
~
5 3584 0 0 0 8193 50
100 100
0~ 0~ 0~ 5~
2 500 0
0 0
reserved~
0 0
0 0 0
A
26 200
A
19 70
A
18 70
#5300
Dragon Wine~
a Vial of Dragon Wine~
A small vial of very potent stuff lies here.~
~
10 268443648 0 0 0 1 106
100 100
5000~ satanic inferno~ golden armor~ ghost shield~
1 40 0
0 0
reserved~
0 0
0 0 0
#5301
room guide~
&RRoom Guide~
A book for Immortals lies here.~
~
13 67108864 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
4 5302
reserved~
2 2
0 0 0
E
five~
&CRoom Progs
 
&WRprogs are the for most part, something that will not be used
on a frequent basis, they are rare, unstable, and unpredictible
to a great degree.  Don't use them unless you have talked to Nexus
or Tyrion about them first please.  They are however, as follows:
 
&Yenter_prog:   It is triggered by someone entering the room.
cast_sn_prog: arg is slot number of spell that triggers it.
death_prog:   This prog is triggered by something dying in the room.
exit_prog:    Triggered by someone leaving the room.
sleep_prog:   Triggered by someone going to sleep in the room.
time_prog:    triggered when a certain time happens, uncertain of arg.
pass_prog:    Not sure, but maybe triggered by someone with passdoor on
wake_prog:    Triggered by someone waking up in the room.
rand_prog:    Happens at a random interval
cast_prog:    Triggered by anyone casting
rest_prog:    Triggered by someone resting in the room.
 
&WTo make a new rprog, the command is rpedit create.
To edit an existing prog, the command is rpedit #
To list the progs, and their numbers, the command is rplist
To remove a prog, the command is rpremove #
~
E
guide~
This book has been split up into different sections, type read section name
to read each section.  They are split up as follows:
 
Intro              Basics
One                Room Editing
Two                Sectors
Three              Room Flags
Four               Exit Flags
Five               Room Progs
Six                Room Creation and Linking
~
E
intro~
&CBasics
 
&WAll work done in a room editor is initiated by using the redit command.
Typing redit with nothing following it will put you in a editor for whatever
room you are in at the moment.  Typing redit Vnum will trans you to that
room and put you in the editor.  To create new rooms, redit create Vnum
is the command used.
~
E
one~
&CRoom Editing
 
&WThis is the layout for a room editor, each field on the left, i.e. Name:
is a field, some of which you have the power to alter in a room editor.
You may alter the description of a room.  Typing desc will put you into a
text editor, for help on text editors, see section ********.
Fields in green can be altered:
 
&GDescription&W:
&GName&W:       The Golden Gates                Displays room name           
&YArea&W:          71 {  IMM } Aurum    All     Area#, Level Range, Area name, Builder.
&YVnum&W:       19901                           Vnum of Room.
&GSector&W:     inside                          Sector type.
&GRoom flags&W: no_shadow no_mob                All room flags
&YCharacters&W: nexus                           Characters and mobs in room.
&YObjects&W:    none                            Objects in room.
 
&WNote that everything in green is something you can change.
Characters and objects don't necessarily reflect which mobs
are reset in this room, only those which happen to be in the
room at the moment.  I'll talk about reseting objects and mobs
in rooms later.
~
E
two~
&CSectors
 
&WThere are numerous sectors to choose from.  The purpose of the sector
field is to choose the type of terrain the characters walk on, the
sector type you choose determines how many movement points are taken
for each "step".  These are the sectors to choose from:
 
&Ginside             city               field              forest             
hills              mountain           swim               noswim             
underwater         air                desert             badland   
 
&WIt should perhaps be noted that if you give a room the 'air' flag,
the character will have to have fly/levitate in order to be able to move.
Also, if there is a room linked down, they will fall that way.
~
E
three~
&CRoom Flags
 
&WThe purpose of room flags is to give certain properties to the room. I
will attempt to explain the effect of each one.
 
&Gdark:              Will not be able to see anything unless equiped with a light.
private:           Only two people can be in the room at a time.
no_recall:         You may not recall from this room.
tele_area:         Does nothing apparent.
no_flee:           You will not be able to flee from this room when in combat.
smithy:            This room is treated a smithy to repair stuff.
no_shadow:         Characters may not target mobs in this room with shadow walk.
safe:              Combat cannot take place in this room.
cone_of_silence:   Characters in this room do not hear stuff.
tele_world:        Does nothing apparent.
silent:            You can not hear other channels in this room.
noscry:            Characters using scry will not be able to scry into the room.
no_mob:            Mobs will not walk into this room by chance.
solitary:          Only one person may be in the room at a time.
no_in:             Travel spells won't work to this room: i.e. Astral walk, portal etc.
no_magic:          No spells can be cast in this room.
bank:              This room is treated as a bank.
damage:            You will receive a small amount of damage every tick in this room.
indoors:           keeps weather and other such outdoors related messages from sight.
pet_shop:          This room is treated as a petshop.
no_out:            can't astral walk or portal etc from this room.
no_offensive:      can't initiate combat here.
nofloor:           Without fly or levitate, player will fall.
pkill:             Outdated, no longer has a use.
 
&WIn addition to the damage flag, you can set the amount
of damage that is applied each time.  The command for
this is &Yrdamage amount&W.
~
E
four~
&CExit Flags
 
&WThere are numerous exit flags that you attach to exits.  They are listed below
with their effects.  The syntax for adding an exit flag is direction exit flag.
i.e. south closed  .  You may add more than one flag at a time,
i.e. south closed locked hidden  .  To save typing basically.
 
&Gdoor:       creates a door in the desired direction.
pickproof:  if the door is locked, it cannot be unlocked using pick lock skill.
hidden:     door is hidden, must have appropriate spell/skill or use search to find.
closed:     the door is closes when area resets, without, when opened stays open.
passproof:  spells that allow for passage through doors will have not work.
random:     Does nothing.
bashproof:  locked doors cannot be opened using bash door skill.
magiclock:  currently does nothing.  Intended for skill that was never made.
~
E
six~
&CRoom Creation and Linking
 
&WOkay, I'm going to go through how you would go about building a
series of rooms and connecting them.  I will explain how to connect
them, disconnect them, and do it quick and easy.  Also how to make
locked doors and other such things.
First off, here are some commands that can be used in redit.
Preceed them with a direction. Eg:  North dig 4022
 
&Ydig vnum         - creates the room and makes a two way link
link room vnum   - make a two way link
room room vnum   - make a one way link (use with caution)
key object vnum  - makes specified object the vnum of the key required
name door name   - makes the door's name/keywords = to the given name
remove arg       - used to remove keys, names, and descriptions
delete             - delete this exit
 
&WYou will start by creating the first room.
&Credit create 2000
&WThat will create the room and put you into the editor.
The, add flags, change sector by typing the flag name or
the sector name with nothing else.
&Cdark
forest
&WAnd so forth.  To enter the description of the room,
you need only type desc and that will put you into an editor
that you can write the description in.
Now, let's say you want to build a room north of this room.
The command you want can be one of several, depending on
what you want.
&Cnorth dig 1877
&WThis will create the room, assuming it doesn't exist, and
will also move you there.
&Cnorth link 1877
&WThis command requires that room 1877 already exist.  It
will then create a two way link to it from the room you're
in at the time.
&Cnorth room 1877
&WThis also requires that room 1877 already exist.  It
will create a one way link to the room.  You can go
there from where you are, but you can't come back south.
&Cnorth door closed locked
&WThis will create a door that closes and locks.  It
will reclose and relock at each area reset.
&Cnorth door CLOSED LOCKED
&WThis does the same thing, but the door will not reset to
closed and locked during area resets.
Also to note perhaps is that while in a room editor, you can't
just enter the commands north, east etc, and expect to move that
way.  The commands to do so while in an editor are &Cwalk direction
~
#5302
guide object~
&CObject Guide~
A book for immortals lies here.~
~
13 33554432 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
4 5303
reserved~
2 2
0 0 0
E
eleven~
&CReseting Items to Rooms and Mobs
 
&WOkay, this is something I'm sure you will be interested
in doing at some point or another.  If you want to reset
an object somewhere, so that it loads on reboots and area
resets, you have to reset it to that room or mob.  To do
this.  You must be in redit for the room that the mob is
reset to, and that mob has to be present.  To reset an
object to a room, it is simply a matter of typing:
&Y
oreset vnum
&W
vnum being of course, the vnum of the object you want reset
to this room.  If you want to reset something to a mob,
you also use the oreset command while in redit, but you must
also note the mob you want, and the location to reset to.
To get a list of the locations, ? wear-loc in an editor. If
you want the item to goto the mobs inventory, use none.
Here are some examples:
&Y
oreset 5111 dragon dual      &WWill reset to mobs dual position
&Yoreset 7888 man none        &WWill reset to mobs inventory
~
E
eight~
&CObject Statistics
 
&WThese are the regulations for the addaffects and whatnot of
items.  If you desire to go beyond those bounds, talk to Tyrion.
 
&YAddaffect                 :Lv100:Lv101:Lv102:Lv103:Lv104:Lv105
hitroll/damroll weap/body : 60  : 66  : 72  : 78  : 84  : 90
hitroll/damroll for other : 20  : 22  : 24  : 26  : 28  : 30
hitpoints                 : 100 : 120 : 140 : 160 : 180 : 200
mana                      : 100 : 120 : 140 : 160 : 180 : 200
blood                     : 33  : 40  : 60  : 70  : 80  : 90
anti-disarm               : 100 : 100 : 100 : 100 : 100 : 100
 
&W2 stat raises, 2 points each.  Spell invokes to be used with caution.
For equipment lower than level 100, use appropriate ratios.  Example:
a level 80 object has 8/10's of the stats on level 100.  A level 45 would
have 4.5/10th the stats of a level 100.  Etc.
The syntax to add an affect is as follows:
&Y
addaff affecttype value
 
&WExample
 
&Yaddaff damroll 30
addaff ac -100
&W
For a complete list of where all you may apply add
affects to, use ? applies in the editor.
~
E
five~
&COprog List
 
&WHere is a list of the different progs.  There names should for the
most part be explanation enough for what they are triggered by.  I
will try to give suitable explanations for the less obvious ones.
 
&Yget_prog:  Triggered by getting the object.
get_from_prog:  Triggered by getting it from a container.
drop_prog:  Triggered by dropping the item.
put_prog:  Triggered by putting it into a container.
give_prog:  Triggered by giving it to someone.
fill_prog:  If object is a drink container, triggered when filled.
wear_prog:  Triggered when object is put on body.
look_prog  Triggered by looking at the object.
look_in_prog:  For containers, triggered by looking into the bag.
invoke_prog:  Triggered by invoking the object.
use_prog:  No damn clue.   
cast_prog:  Triggered when a spell cast   
cast_sn_prog:  Triggered by spell that matches the arg, (slot number)   
join_prog:  Triggered when joined,  Put it on one of the items you must join.
separate_prog:  Triggered when object is separated.
buy_prog:  Triggered when object is bought.
sell_prog:  Triggered when the object is sold.
store_prog:  Triggered when item is stored in bank.
retrieve_prog:  Triggered when item is retrieved from bank.
open_prog:  Triggered when container is opened.
close_prog:  Triggered when container is closed.
lock_prog:  Triggered when container is locked.
unlock_prog:  Triggered when container is unlocked.
pick_prog:  Triggered when container lock is picked.
throw_prog:  Triggered when object is thrown.
rand_prog:  Random.  Does stuff at random intervals determine by the arg.
 
~
E
one~
&CObject Editing
 
 
&WThis is the object editor.  From here you can change all the fields in green.
Those in the white are kinda defaulted to wherever the object is.  See further
chapters for greater explanation on some fields.
 
&GName&W:         no name                Name of object. 
&YArea&W:            12 New area         Area it's from. 
&YVnum&W:          1803                  Vnum of object. 
&GType&W:         trash                  What kind of object it is. 
&GWear flags&W:   none                   Wear you wear the thing.  ? wear for list. 
&GExtra flags&W:  none                   Extra stuff, nodamage, chaos etc. 
&GExtra2 flags&W: none                   Ditto. 
&GLevel&W:        0                      Level of object. 
&GWeight&W:       0                      Weight of object. 
&GCost&W:         0                      Cost of object. 
&GInvoke Type]&W: 0   &GInvoke Vnum&W: 0     Spell stuff, will be done later. 
&GInvoke charges&W:  0/0] 
&GInvoke Spell&W:    !NONE! 
&GShort desc&W:  (no short description)  Short description. 
&GLong desc&W:  (no description)         Long description.
 
~
E
guide~
This book has been split up into different sections, type
read section name to read each section.  They are as follows:
 
Intro                 Basics
One                   Object Editing
Two                   Object Types
Three                 Object Flags
Four                  Object Progs
Five                  Oprog List
Six                   Spell Invokes
Seven                 Object Joining and Separation
Eight                 Object Statistics
Nine                  Object Wear Locations
Ten                   Extra Descriptions
Eleven                Reseting Items to Rooms and Mobs
~
E
intro~
&CThe Basics
 
&WAll work done in an object editor is initiated by using the oedit command.
Typing oedit vnum will put you in an editor for that particular object.
Typing oedit create vnum will create a new object with the vnum you have
entered, and put you in an editor for that object vnum.
~
E
two~
&CObject Types
 
&WThere are many different object types, I will attempt to explain them to
some degree, but many are simple in use and explanation, so I may not bother
too much.  While in an editor, you may type ? type to get a list of all the
possible object types.
 
light:  Rather simple, it let's you see in the dark.
scroll:  You can recite it, have to set level of spells and the spells themselves.
wand:  Zap for spells, see the chapter on invokes for more.
staff:  Brandish for spells, see the chapter on invokes for more.
weapon:  It's a weapon. Specify weapon type.  ? weapon in editor for list.
treasure:  Treasure is basically meant to be sold.
potion:  You quaff em, must specify spell level and spells on the potion.
noteboard:  Note commands used in room with this item goto this noteboard.
furniture:  Um...not sure that furniture has any special abilities.
trash:  It's trash....no real purpose.
container:  Holds stuff.  Can be made to open, close, and be locked.
drink-container:  Drink stuff.  ? liquid to get a list of liquids.
blood:  Makes it a blood type object.  I think for drinking...
key:  Type key opens locks.  Will dissappear if char leaves game.
food:  You eat it, has food hours to determine how long it lasts.
money:  You can make a pile of coins of a set value.
boat:  Can be used to traverse water.
npc corpse:  It's a corpse.
fountain:  A fountain.
pill:  You can eat it, similar to potions.
contact:  You can stare with it.
portal:  You enter it to a prescribed destination.
doll:  Smash to stun.
berry:  I "think" it's like a pill.
firearm:  Fire it.  Takes bullets.
implant:  Does not do anything yet that I know of.
rune:  For rune recall.
~
E
three~
&CObject Flags
 
&WDue to the shear number of object flags, I refuse to go through each
one. Hence, I will go through the ones whose names are perhaps a tad
ambiguous.  The rest, ask someone if you have trouble.
 
&Ynolocate:  The spell locate object will not find this item.
magic:  Enchantments will cannot be cast on this item.
nodamage:  Makes the item indestructable.
inventory:  When the mobs who has it dies, it dissappears.
~
E
four~
&CObject Progs
 
&WObject progs are rather unstable, there use is to be limited and
be sure to talk with Nexus or Tyrion about them if you feel the ardent
desire to play with fire.
Commands for oprogs are as follows:
&Yoplist: Lists current progs on the object you're editing.
opedit create: creates new prog.
opedit #: edits the appropriately numbered prog in oplist.
opremove #: deletes the numbered prog in oplist.
 
&WSee chapter five for a list of oprogs.
~
E
six~
&CSpell Invokes
 
&WOkay, spell invokes are great.  But it must be kept in mind that
many spells are not meant to be put in the form of an invoke so that
just anyone can get their hands on them.  That takes away from the
uniqueness of the classes.  If you can get dark blessing invokes,
what then, is the point of ever making a vampire?  Now, how do you
set spell invokes.  Easy enough, if you read this.  I hope anyhow.
The commands are as follows.
 
&Yac_type:  type this with no arg to get a list. Pick the type of invoke you want.
ac_vnum:  Will declare the vnum of object/mob if it is of type morph/mload/oload.
ac_v1:  Number of charges it starts with.
ac_v2:  Max number of charges.
ac_setspell:  This is where you pick the spell.  Enclose it in 'these'
~
E
seven~
&CObject Joining and Separation
 
&WOkay, here's how you can make it so that two objects can
be joined together to make another item.  You have object A, B, and C.
Let's assume you want to have object A and B join to make C.
When editing objects A and B, you will type the command:
&Yojoin vnum
&WWhere vnum is the vnum of object C.  Now, so long as they both have
that, you can join those two items to create C.  Now, what
if you wanted to be able to separate object C into parts A and B?
Easy enough.  You edit C, and type these two lines:
&Yosepone vnum
oseptwo vnum2
&WWhere vnum is the vnum of A, and vnum2 is the vnum of B.  Then, when
a player types separate C, it will break into it's distinct pieces
A and B.
~
E
nine~
&CObject Wear Locations
 
&WTo get a list of all the possible wear location an object can have,
while in an editor, type ? wear-loc.
~
E
ten~
&CExtra Descriptions
 
&WThere are four different commands pertaining to extra descriptions.
They are very straightforward to use.
 
&Yed add keyword
 
&WThis will add the keyword to the list of keywords, and put you
into the editor where you can edit enter the description that is
to be associated with this object.
 
&Yed delete keyword
 
&WThis command will of course, simply remove this keyword from the list.
 
&Yed edit keyword
 
&WThis allows you to reenter the editor for that keyword, to make
changes and such.
 
&Yed format keyword
 
&WThis will remove extraneous space from the description.  i.e. if you
have a list of words going up and down, this will make it so each word
is beside the other, with a single space, on the same line, wrapping
where appropriate.
~
#5303
mob guide~
&RMob Guide~
A book for immortals lies here.~
~
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reserved~
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ten~
&CAdding Mobs to Rooms
&W
Adding a mob to a room is fairly straightforward.  You
first off, have to be in redit for the room to which you
wish to put the mob.  Then, it is simply a matter of using
the mreset command.  Example:
&Y
mreset 3254
&W
This will reset mob 3254 to the room.  Now, you might also
be curious about reseting more than one of the same mob to
a room.  This is done in a similar fashion.
 
&Ymreset 4552 3
&W
This will reset three of the same mobs to the room.  You
need only set the equip on the mob once though.  The way it
works however is as follows.  Every area reset, it will load
another of mob 4552, up to the point where there is 3 of them.
When there are 3, it will not load another, until one is killed.
Once one is dead, at next area reset, another will be
loaded.
~
E
eight~
&CItem Shops
&W
Item shops are not a function of rooms, but a function of the mobs
themselves.  You declare a mob as a shopkeeper by using aspects of
the shop command.  To get a list of these, type shop while in the
editor, nothing else.  You'll get the following:
&Y
Syntax:  shop hours [#opening] [#closing]
         shop profit [#buying%] [#selling%]
         shop type [#0-4] [item type]
         shop delete [#0-4]
         shop remove
&W
First, we'll look at shop hours.  You have the opening and closing.
It's fairly straightforward, to set the times that you can actually
buy stuff from the mob, you type: &Yshop hours 0 24&W, for instance.
That would make the shop open all day long.  By the way, these times
are mud times of course.
 
Now we'll look at shop profit.  This sets the selling and buying
value of objects, based on their natural value.  For example, if
you have an object worth 1000 coins.  And the buying value is 100,
you buy it at normal cost.  If you were to set the buying value
at 150, a pc would have to pay 1500 for the object.  The ratio
likewise affects selling price for the selling part.  So, to
set this, type: &Yshop profit 150 50&W for example.
 
Shop type decides what types of items the shop keeper deals in,
i.e. weapons, scrolls, potions, whatever.  You have to declare
what the mob will deal in.  You can have a max of five different
item types.  You declare them by using the shop type command. For
example, &Yshop type 0 scrolls &Wand&Y shop type 1 potions&W.
To remove a shop type, use the shop delete command and the
associated number. &Yshop delete 0&W.
 
To remove all aspects of shopkeeping from a mob, use the shop
remove command.  Will clear everything, leaving mob as per normal.
 
~
E
guide~
&CThis book has been split up into different sections, type read section name
to read each section, (read one, read two).  They are split up as follows:
 
Intro                Basics
One                  Mob Editing
Two                  Act Flags
Three                Affect Flags
Four                 Affect2 Flags
Five                 Affect3 Flags
Six                  Affect4 Flags
Seven                Mob Immunities
Eight                Item Shops
Nine                 Adding Items to Shoplist
Ten                  Adding Mobs to Rooms
~
E
intro~
&CThe Basics
 
&WAll work done on a mob is done in an editor of sorts.  To enter this
editor, you use the medit command.  Typing oedit vnum will put you in the
editor for an existing object.  If you wish to create a new object for an
unused vnum, use the command 'oedit create vnum', to create a new object.
~
E
one~
&CMob Editing
&W
[Name]:        [no name]           Name holds keywords *    
[Area]:        [   33] New area    This is the area the mob is in.
[Act]:         [npc]               These are the toggled act flags.
[Vnum]:        [ 7000]             The vnum of the mob being edited.
[Sex]:         [neutral]           Sex of mob, male/female/neutral.
[Level]:       [ 0]                Level of the mob.
[Align]:       [   0]              Alignment of the mob
[Hit Points]:  [    0]             Hp of the mob
[Gold]:        [0]                 Gold left on corpse.
[Hitroll]:     [0]                 Base hitroll of the mob.
[Damroll]:     [0]                 Base damroll of the mob.
[Language]:    [common]            Spoken language when speaking.
[Affected by] :                    Affect lists, each one holds
[Affected by2]:                       different sets of spells.
[Affected by3]:
[Affected by4]:
[Immunities]:                      Immune set, semi functional.
[Short descr]:                     The basic name of mob *
[Long descr]:                      Basic desc of mob *
[Description]:                     Desc you get when looking at mob.
 
&Y* Okay, explanation on the items with * beside the desc.
Name is the keywords, meaning that when you want to select
this mob in a command, these are the words that will work.
Example:  If the mob's name is bob guard man, you can type
kill man, or kill bob, or kill guard.  If the short is only A
Guard of Aurum, you can still use man and bob as keywords.
Short desc is bascially when the mob does something.  If
the mob says hi, it writes, mobshortdesc says 'hi'.  This
is also the name used during combat, Whoever's poison pierce
annihalates you etc.  So shorts, should, as per the name, be
fairly short.
Longs are the line you see when you first walk into a room
and a mob occupies it.  A guard named bob stands here.
Something along that line.  It's used to say, Hey, here's
my mob, look at him/her/it.
~
E
two~
&CAct Flags
&W
The following list briefly describes the effects of each of
the act flags possible to impose on a mob.
&Y
sentinel:    this keeps the mob from roaming.
wimpy:       mob will flee when low on hp.
undead:      mob is undead.  Reduces damage.
gamble:      not sure if this is supported.
clanhealer:  only to be used on a healer in a clan hq.
scavenger:   Mob will pick up items off the ground.
pet:         have no clue
track:       no clue
healer:      gives the mob the heal commands. Like Hierophant
aggressive:  mob will attack pcs unprovoked.
train:       you can train your stats in room with mob
banker:      mob works as a bank.
classmaster: dead function
&Rstay_area:   this is to be on every mob.
&Ypractice:    you can practice in room with this mob
teacher:     no clue
no_exp:      mob will never give exp upon death
~
E
three~
&CAffect Flags
&W
Affect flags leave certain affects on a mob, like shields,
and certain other spell like affects.  The follow list is for
affect in the first field.  To add an affect, you simply enter
the name of the effect while in medit.  Example
sanctuary
You must type out the affect in full for it to be toggled.
To remove the affect, simply type the affect name again.
&Y
blind:         leaves the mob blinded
detect_magic:  mob can detect magic
fireshield:    gives the mob fireshield
faerie_fire:   leaves the mob with faerie fire
protect:       not sure 1
sleep:         leaves mob sleeping
stunned:       leaves mob stunned
invisible:     mob has invis on
detect_hidden: mob can detect the hidden
shockshield:   mob has shockshield on
infrared:      mob can see in the dark
vibrating:     mob has vibrate on
charm:         mob is charmed
mute:          mob can't speak or cast
detect_evil:   mob can detect evil
haste:         mob is hasted
iceshield:     will have iceshield
curse:         mob will have curse bit
sneak:         mob will sneak when moving
flying:        benifits of flying
peace:         mob has aura of peace on
detect_invis:  can see the invis
sanctuary:     has sanc on
chaos_field:   will have chaos field on
poison:        will be poisoned
hide:          will be hidden
pass_door:     will be able to pass through doors
webbed:        will be unable to flee
~
E
four~
&CAffect2 Flags
&W
This is a list of the affect from the second field.
&Y
mental_block:     benifits of mental block
mist:             has mist on
detect_good:      can detect the good
thick_skin:       has thick skin on
improved invis:   has improved invis
ghost_shield:     has ghost shield on
protect_good:     protection from good aligned attackers
slit:             can't cast
true_sight:       has true sight
shadow_image:     has shadow image on
blindfold:        has blindfold on, can't be blinded normally
malignify:        has malignify on
golden_armor:     has golden armor on
blade_barrier:    has blade barrier on
cloaking:         can't see mobs equip if lower or equal level
confused:         mob is confused, as per spell confusion
~
E
five~
&CAffect3 Flags
&W
This is the list of affect in the third field
&Y
gills:             can breathe underwater
holy_protection:   makes it harder to dispel mob
improved hide:     mob shouldn't show up on where
cloud_of_healing:  every tick, those in room are healed.
satanic_inferno:   mob has satanic inferno
cofire:            mob has circle of fire
bloodshield:       mob has bloodshield
randomshield:      mob gets randomshield, as per ill's spell
aura_anti_magic:   mob has the dispel shield
pestilence:        mob is pestilenced, will take damage every tick
~
E
six~
&CAffect4 Flags
&W
This is the list of affects for the fourth field.
&Y
immortal:      mob will not die when 0 hp reached.
no_summon:     mob cannot be summoned.
~
E
seven~
&CMob Immunities
&W
Mob immunities are currently being rewritten, as the existing ones
don't even work for the greater part.  About the only ones that do
work to my knowledge are summon, charm, and poison.  I'll rewrite
this section when it's appropriate
~
E
nine~
&CAdding Items to Shoplist
&W
Okay, now, if you have your shopkeeper all set up, you
might want to give him some items to actually sell to the
pc's.  To do this, you use the &Yoreset&W command.  What you
do is oreset the item to the mobs inventory.  If he sells that
type of item, it will show up when you type list.  You need
only put one of them in the inventory.
 
&RNote: See object guide for use of oreset
~
#5304
prog guide~
&WProg Guide~
A book for immortals lies here.~
~
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guide~
This book has been split up into different sections, type read section
name to read each section.  They are split up as follows: 
 
Intro          Basics
One            Variables
Two            Triggers
Three          Operators
Four           MPCommands
~
E
intro~
&WAll work done on a prog is done in the prog editor.  To enter this
editor, you use the mpedit command.  To get a list of programs, type
&Ymplist&W.  To create a new program, type &Ymped create&W.  This will bring
up a new editor to start a new program.  If you you need to edit an already
existing program, type &Ymped #&W.  The # can be found in the list of
programs on that mob.  In order to even enter the mprogram editor, you must
first be in the editor for the mob.  To remove a program from the mob, type
&Ympremove #&W.  
~
E
one~
&WTo get a list of the variables that can be used in your programs, type
&Yhelp variables&W.  
~
E
two~
&WTriggers are the different kinds of programs you can make.  While in the
editor, type &Y?  Mprog&W to see the different triggers.  
~
#5350
list note reminder~
&WList of things to do~
This belongs to Nexus, read it and die.~
~
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list~
List of topics:
 
Aurum - notes on things to change
~
E
aurum~
change it so that the gargoyle is the thing that transfers you to
~
#0



#ROOMDATA
#5101
A Stone Path~
~
~
You walk along a path of carefully laid flat stones that goes to the
east.  On either side of you are towering oaks that reach far up into
this underground cavern.  The path continues to the east, where you
can see that an eerie light grows from an unknown source, and also,
you hear something humming.  You feel something just isn't right, but you
know not what.
~
0 0 3
Rd     0
D1
~
~
0 0 5102
D2
~
~
0 0 5357
S
#5102
A Stone Path~
~
~
The path of flat stones continues through the forest.  Ahead of you, the
strange light grows stronger as you get closer and the humming sound
intensifies, disturbing your thinking.  The feeling of something wrong
persists, and suddenly it hits you, this forest path is totally devoid
of life besides the towering oaks that stand in the silence around
you.  The source of the odd light and the weird humming continues to
beckon you from the east.
~
0 0 3
Rd     0
D1
~
~
0 0 5103
D3
~
~
0 0 5101
S
#5103
Portal to Aurum~
~
~
You enter a spacious clearing, at it's center stands an 8 foot tall
portal, surrounded by a glowing nimbus of white light, it seems to be
the source of the humming.  The surface of the portal is nothing but
a black haze, revealing nothing of the other side.  The path of flat
stones leads straight to the portal.  You notice that on the last stone
before the portal, an inscription covered in dirt and moss.  Scraping
it away with a stick, you read the word Aurum.
~
0 0 3
Rd     0
D3
~
~
0 0 5102
S
#5104
A Small Island~
~
~
You're on a small island, perhaps fifty yards across.  Surrounding you
is nothing buy water.  Only two other objects share this desolate space
with you, a lonely wooden hut to the east, and the glowing portal that
brought you here, which emits only a faint humming now, but still glows
just as brightly as before.  From the hut to the east, you can hear the
sound of someone, talking to themself.
From the corner of your eye, you also glimpse something enormous high
in the sky above you.  Looking up, you see a huge island floating in the
air above this island.  From down here, you can discern no more details
about it.
~
0 393218 10
Rd     0
D1
~
~
3 0 5105
D4
~
~
0 0 5106
S
#5105
Pyran's Hut~
~
~
A human man greets you as you enter his home.  The inside of the hut is
quite clean, well swept, and neatly arranged.  You see a shelf lined with
books, a small cot, a wardrobe, and a small area for cooking and eating.
A single window looks out on the island, resting on the window sill are
various potted flowers, which it seems this man keeps good care of.
Currently, the man seems to be drinking a cup of tea, while reading a
book entitled "Riddles".
~
0 270338 0
Rd     0
D3
~
~
3 0 5104
S
#5106
High Above Pyran's Hut~
~
~
The island that is Pyran's home grows small below you as you fly up
towards Aurum.  Despite your view of things, high up though you may
be, you can see no other land beyond Pyran's small island surrounded
by the calm sea.
~
0 393218 9
Rd     0
D4
~
~
0 0 5109
D5
~
~
0 0 5104
S
#5107
The Final Approah to Aurum~
~
~
You are now level with the Floating Island of Aurum.  Set in the center
of the Island is an immense castle with walls that are a brilliant
white.  Graceful towers occupy the four corners of the wall.  And another
tower, far more graceful, and standing far higher than the other four
towers rises from the center.  The only entrace seems to be a golden
gate on the southern wall.  You see birds and small objects carried by
the wind repulsed by an invisible field of magicel energy.  That gate
is the only way in.
~
0 394246 9
Rd     0
D0
~
~
0 0 5108
D5
~
~
0 0 5109
S
#5108
The Golden Gates of Aurum~
~
~
The Golden Gates of Aurum loom before you, absolute in their power to
stop tresspassers from entering.  They seem to be made of solid gold,
but are most likely only covered in the precious metal.  Various images
of creatures of magic adorn the surface of the gate and wall, dragons,
manticores, unicorns, and hundreds more, many that you are unfamiliar
with.  Before the Gates, a single guard stands her vigil in silence.
~
0 401414 2
Rd     0
D0
~
~
71 5104 5110
D2
~
~
0 0 5107
S
#5109
Floating on Air~
~
~
You have been flying for quite some time now.  You wonder when you will
reach your destination.  Pyran's Island is but a spec of brown sand in
the deep blue sea far below you.  The huge mass of rock that is Aurum
looms above you.
~
0 393218 9
Rd     0
D4
~
~
0 0 5107
D5
~
~
0 0 5106
S
#5110
Within Aurum~
~
~
You are surrounded by the beauty of Aurum.  The main wall is to the
south.  To the north is an impressive building that is as white as the
wall that protects it.  In the space between the wall and the building
grows a garden of many beautiful flowers and trees.  Within it, you can
catch glimpses of flowers the likes of which you have never seen before.
To the north is the entrance into the castle itself.  Standing beside
the gate you just came in through, you notice a man who operates the
gate on this side of the wall.
~
0 401410 0
Rd     0
D0
~
~
0 0 5111
D1
~
~
0 0 5186
D2
~
~
71 5104 5108
D3
~
~
0 0 5113
S
#5111
The Castle Doors~
~
~
You stand before two doors made of a wood that you are not entirely
familiar with.  A guard in flowing red robes stands to either side of
the door, watching those who seek entrance to the castle proper.  Looking
a ways to the east and west, you can see two of the four towers that
are built into the corners of the outer wall rising high above the rest
of the castle.  To your immediate east and west is the Garden.
~
0 401414 0
Rd     0
D0
~
~
3 0 5189
D1
~
~
0 0 5187
D2
~
~
0 0 5110
D3
~
~
0 0 5112
S
#5112
Into the Garden~
~
~
Leaving behind the castle and its people, you enter the garden that
surrounds Aurum.  You can hear the sounds of various animals within
the vegetation.  Some of these sounds are deep and loud enough that
they must come from animals that are indeed very large.  You stop to
wonder if this is a garden that is meant to be walked through, or to
be eaten in.
~
0 401414 3
Rd     0
D1
~
~
0 0 5111
D2
~
~
0 0 5113
D3
~
~
0 0 5115
S
#5113
Into the Garden~
~
~
Leaving behind the castle and its people, you enter the garden that
surrounds Aurum.  You can hear the sounds of various animals within
the vegetation.  Some of these sounds are deep and loud enough that
they must come from animals that are indeed very large.  You stop to
wonder if this is a garden that is meant to be walked through, or to
be eatin in.
~
0 401414 3
Rd     0
D0
~
~
0 0 5112
D1
~
~
0 0 5110
D3
~
~
0 0 5114
S
#5114
In with the Flowers~
~
~
Walking through the Garden, following simple trails of down trodden
grass, you feel nearly overwhelmed by all the flower pollen in the air.
Your sense of smell is working hard to distinguish between the plethora
of scents released by the myriad colourful and beautiful flowers.
~
0 401410 3
Rd     0
D0
~
~
0 0 5115
D1
~
~
0 0 5113
D3
~
~
0 0 5117
S
#5115
In with the Flowers~
~
~
Blue petals, red petals, yellow petals and black.  Petals of every colour
you've ever seen, of any shape you've ever imagined grow on the ground
around you.  You feel a certain amount of respect towards the mind of
the individual who created and tends such a complex botanical environment
and wonder if he/she is alone in that task.
~
0 401410 3
Rd     0
D1
~
~
0 0 5112
D2
~
~
0 0 5114
D3
~
~
0 0 5116
S
#5116
Walking in the Garden~
~
~
Flowers bloom all around you, here and there, you can see the trees,
oaks, lindens, birches, some that you are not familiar with. All of which
seem very healthy, and quite old.  The walls are overgrown with vines,
though very seldom do the vines make it all the way up to the top of
the massive white wall.
~
0 401410 3
Rd     0
D0
~
~
0 0 5121
D1
~
~
0 0 5115
D2
~
~
0 0 5117
D3
~
~
0 0 5119
S
#5117
The Garden~
~
~
You stroll through the flowers, watching your step so as not to crush
anything underfoot.  Here and there you can spot a flower that you are
able to recognized, but for the most part, you find that putting a name
to any of these flowers in beyond your plant lore.
~
0 401410 3
Rd     0
D0
~
~
0 0 5116
D1
~
~
0 0 5114
D3
~
~
0 0 5118
S
#5118
In the Shadows of the Tower of Life~
~
~
The flora in this section of the garden grows in shadow at the moment.
A tower, rising high up into the air, stretches from this section of the
wall, blocking out the suns rays a certain times of the day.  You can
find no entrance to the tower here, you can only guess that it is hidden
elsewhere.
~
0 401410 3
Rd     0
D0
~
~
0 0 5119
D1
~
~
0 0 5117
S
#5119
The Garden~
~
~
Young couples walk around, most are dressed in mage type regalia, though
some have broadswords sheathed at their waists, and seem to you perhaps
to be knights of some holy order.  Couples can be seen sitting beneath
the shade of a tree, talking quietly with each other, as animals that
dwell in the Garden go about their own business.
~
0 401410 3
Rd     0
D0
~
~
0 0 5120
D1
~
~
0 0 5116
D2
~
~
0 0 5118
S
#5120
Exploring the Garden~
~
~
Walking through the Garden, following simple trails of down trodden
grass, you feel nearly overwhelmed by all the pollen that's in the air.
The various smells are almost too much for your nose to handle, as they
assault you from all directions, coming from hundreds upon hundreds of
different flowers. You notice to your west, a door, hidden among vines
and other vegetation, a solid door of oak.  Inscribed on the door is
a crown of leaves.
~
0 401410 3
Rd     0
D0
~
~
0 0 5129
D1
~
~
0 0 5121
D2
~
~
0 0 5119
D3
~
~
3 0 5122
S
#5121
Within the Garden~
~
~
Trees rise high above you, many stretch higher than the walls themselves.
Birds chirp as they fly from tree to tree, then stopping to rest for
a moment before flying off again. You have yet to find any sign of the
caretaker of this wonderful place, and no one can offer much help on
his location.
~
0 401410 3
Rd     0
D0
~
~
0 0 5130
D2
~
~
0 0 5116
D3
~
~
0 0 5120
S
#5122
Passage to the Tower of Life~
~
~
Your feet fall quietly on the soft grass that grows beneath your feet.
The hall is dark, betraying no hint of life besides yourself.  As your
eyes adjust to the light, you can see that the walls and floors are
moving.  Turning to look at the wall more closely, you see that the
walls are covered in vines.  These vines seem to be in constant motion.
Undulating where they rest on the walls, almost as if they are waiting
for you to step into them, so that they may embrace you.
~
0 401411 0
Rd     0
D1
~
~
3 0 5120
D2
~
~
0 0 5123
S
#5123
Passage to the Tower of Life~
~
~
The hall continues as before. Vines covering the walls and floors. You
notice that the only place that the vines seem to be in motion is just
directly to your right and left, and directly below foot. Farther down
the hall the way you came and the way that you are going, the vines
remain motionless.
~
0 401411 0
Rd     0
D0
~
~
0 0 5122
D2
~
~
0 0 5124
S
#5124
Passage to the Tower of Life~
~
~
You draw near to the end of the hall. Near the end you can see that
light spills in from the adjacent room.  Faint sounds also come your
way from the vicinity of the light. So far, you can only make the sound
out as incoherent mumblings.
~
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#5125
Passage to the Tower of Life~
~
~
You have reached the end of the small passage. You may continue to the
east, into the room with the light, or you can head north, back to the
sweet tranquility of the Garden and all its glory. And don't worry, no
one will call you a coward if you're too afraid to continue, hey, it
happens.
~
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~
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~
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#5126
The Tower of Life~
~
~
You're in a large circular room with glowing balls of light floating
at intervals along the wall around you. The walls are a pristine white,
at least, that is what you think you can see through all the vines and
other plant life that covers the ceiling, floor, and walls of this room
as it did in the hallway. Here however, the strange movement of the vines
and such is erratic and follows no established pattern. The mumbling
seems to be a man's voice coming from above, but still, you can decipher
none of what's being said. A stairway at the northern side of the room
goes up.
~
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~
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~
0 0 5127
S
#5127
Room of the Guardian of Life~
~
~
The room is similar to the previous rooms.  Plant life grows all around
you.  But you notice something wrong with it. The plants near to the
ceiling and on the ceiling itself seem to be in a state of decay.  The
sound of the mumbling is somewhat coherent now, you can hear bits and
pieces of what is being said.  The speaker seems to be talking about
demons, evil sorcerors, and a place of darkness called Merentha.
~
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~
~
71 5108 5128
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~
0 0 5126
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#5128
Chamber of Life~
~
~
Walking into this room, you might feel just a little confused as to
what has befallen it. Looking around, you watch as the plant life in
the room decays before your eyes, and then grows back, full of life.
Taking your eyes from that, you look at the rest of the room. A desk
sits in the middle of the room, chairs are scattered about, and a small
bed lies overturned against the east wall.
~
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~
71 5108 5127
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#5129
Among the Flowers~
~
~
Flowers are arranged quite neatly here, in nice little rows and patterns.
Some form shapes that draw your attention, a heart, a sword, the sun,
and various other things. You wonder that this place isn't infested with
any of those animals notorious for digging around in such rich soil as
this surely is.
~
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~
~
0 0 5131
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~
~
0 0 5130
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~
~
0 0 5120
S
#5130
Walking Along the Garden Paths~
~
~
Flowers on long stems sway gently in the light breeze and it sweeps
through the Garden, ruffling your hair and clothes. Flowers of every
colour adorn the stems, emitting a variety of different scents, most
of which are quite pleasant to the senses. Bees fly from flower to flower
in the effort to gather all the pollen.
~
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~
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~
~
0 0 5121
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~
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S
#5131
The Garden~
~
~
A colourful butterfly rises into the air as you approach it, timid little
creatures, they seldom let people come near them, for fear of us much
larger beings crushing them by accident. None the less, it is a very
beautiful creature with all the lovely colours all over its wings, the
two being in perfect symetry.
~
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~
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~
~
0 0 5132
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~
~
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S
#5132
Within the Garden~
~
~
The Garden stretches to the south and the north of you, and continues
a few feet to the west. Life is abundant all about you, though little
of it is fauna in proportion to the amount of flora. Though, you do see
the occaisional critter moving about, birds, bees, cats, etc.
~
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~
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~
~
0 0 5130
D3
~
~
0 0 5131
S
#5133
The Dragon Fountain~
~
~
A fountain of cool white marble lies in the center of a small pool of
water.  The dragon rests on it's hind legs, sitting up with it's two
forelegs resting in front, it's mouth gaping a bit, allowing water to
trickle through, into the pond. Several fish swim in the pond, brightly
coloured and quite quick, they zoom around from place to place with
total abandon, never resting in the same spot for very long.
~
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~
~
0 0 5135
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~
~
0 0 5134
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~
~
0 0 5131
S
#5134
Within the Walls, in the Garden~
~
~
A small pool of water lies at your feet, on the surface of the water
floats numerous water lilies. Flowers you are unfamiliar with surround
the pool itself. The surface of the pool is very calm, allowing you to
look into it and see your reflection with little distortion.
~
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~
~
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~
~
0 0 5132
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~
~
0 0 5133
S
#5135
Surrounded by Flowers~
~
~
The ground rises slightly here, most likely from the efforts of an giant
oak that grows here. The tree stretches high into the air, high enough
that the foliage prevents you from seeing its crest from your position.
Small symbols are scrawled into the bark of the tree. Small tokens of
love from young couples, something that may have lasted longer than they.
~
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~
0 0 5137
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~
~
0 0 5136
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~
~
0 0 5133
S
#5136
In the Garden~
~
~
You watch silently as a small tabby chases a butterfly that it hasn't
a chance of catching, but none the less continues to try and catch the
fluttering target. The cat pounces here and there, desparately trying
to get a claw hold on the poor fly, but is not successful. The cat gives
up after a few seconds, and goes to rest in some shade after its small
exertion.
~
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~
~
0 0 5138
D2
~
~
0 0 5134
D3
~
~
0 0 5135
S
#5137
Walking with Nature~
~
~
The sun shines down on your face, and you wonder if it is ever cold here.
You figure that it is unlikely, as the Garden would most likely be left
in ruins by colder weather, and it would not seem much trouble for the
mages of Aurum to make sure it was warm year round if it isn't like so
already.
~
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~
~
0 0 5139
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~
~
0 0 5138
D2
~
~
0 0 5135
S
#5138
Walking with the Flowers~
~
~
A bee hive hangs from a tree branch here, a large number of bees fly
about, doing all the various tasks that the queen bee desires them to
do. You notice that the activity of the bees increased as you came 
closer to them, they seem to be becoming more and more agitated. Then,
suddenly, they attack!
~
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~
~
0 0 5140
D2
~
~
0 0 5136
D3
~
~
0 0 5137
S
#5139
Walking in the Garden~
~
~
Red roses grow on a small rose bush to your west.  Sharp thorns adorn
the stems that crawl about, here and there.  Insects fly about the bush,
doing whatever it is that insects like to do.  The bush seems to be kept
well pruned, and in good care.
~
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~
~
0 0 5141
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~
~
0 0 5140
D2
~
~
0 0 5137
S
#5140
Shrubbery all around~
~
~
Shrubbery seems a bit heavy to the east here, looking at it closely,
you notice that it conceals something behind it. Parting the shrubs
and stepping past, you see that they concealed a door. The door seems
quite solid and you are unsure of how to enter it as it is locked.  A
name is scrawled onto the door, it reads, "&CJoram, the Gardener&Y".
~
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D1
~
~
67 0 5212
D2
~
~
0 0 5138
D3
~
~
0 0 5139
S
#5141
In the Shadow of the Tower of Justice~
~
~
Tall, ageless trees grow up out of the ground before you.  They stretch
far to the east, growing close, but not too close to the north wall.
The wall preventing the roots from spreading very far.  The tower high
above you, blocking out the suns light, and providing more than a little
shade to allow you to rest in if you so chose to do so.
You stand in the shadows of a tall slender tower that rises up to the
north of you.  This slender spire is the home of someone, do you dare
intrude on them or not though, that is up to you.
~
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~
~
3 0 5143
D1
~
~
0 0 5142
D2
~
~
0 0 5139
S
#5142
Row of Trees~
~
~
A raven calls out above you, perched high in a tree, its call perhaps
a sign heralding the death of some creature or another, or maybe the
madening of some poor soul who walks beneath this leafed canopy.  Who
knows, perhaps it just calls out for no other reason than because it
can.
~
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D1
~
~
0 0 5146
D3
~
~
0 0 5141
S
#5143
Beneath the Tower of Justice~
~
~
The walls are splotched gray and white, black flecks here and there. A
window is placed at each point of the compass, allowing light into the
room.  There are, spaced about the room, old suits of polished steel
plate mail, chain mail, and full plate.  The floor is awfully soft, and
it seems to be well worn.  Perhaps this is a room that is often used for
training, the floor soft to lessen the blow of falling.  If so, it would
seem that those who use it are perhaps a bit soft themselves.
~
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D2
~
~
3 0 5141
D4
~
~
0 0 5144
S
#5144
Room of the Guardian of Justice~
~
~
The gray and white splotched walls are all around you, the black flecks
still apparent also.  Besides this, you notice something else wrong with
the wall.  Getting closer look, you realize that all over the walls, there
all long slashes, starting shallow, going deep, then finishing shallow
again.  If it didn't seem foolish, you would almost think that these
were marks of a sword.  Opposite the stairway you used to get to this
floor, there is another stairway going  .  At the foot of these stairs
is a tall figure resplendant in spotless white armour, an enormous two
handed sword is before him, tip in the ground, and his hands rest on
the hilt, the glowing blue eyes in the helm rest on you.
Do you wish to test the might of this inanimate warrior?
~
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D4
~
~
71 5124 5145
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~
~
0 0 5143
S
#5145
The Tower of Justice~
~
~
Old suits of armor, polished swords, maces, hammers, knives, daggers
and numerous others weapons and armour are place about the room.  Some
are obviously on display, to be seen only, but some do seem to have seen
a certain amount of use.  The walls here are a pristine white, without
a single blemish on their surface.  Light seeps in through five windows.
The light comes in strongest through two of the five, and is focused on the
center of the room, where a man in white armour, the edges softened with
gold, stands.  He moved in motions that seem fluid and perfect, flawless.
His sword reflects the light that touches it, sometimes reflecting back
to your eyes as you stand there.  He seems totally unaware that you have
entered the room, and he continues working with his blade.
~
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D5
~
~
71 5124 5144
S
#5146
Row of Trees~
~
~
A rabbit slips into its burrow as you walk by, scurrying down into the
warm ground, finding security in the earth.  Birdsong fills the air
with a pleasant sound, and you find that there is no other sound in
the clearing but that of your feet as the step along the soft grass
beneath you.
~
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D1
~
~
0 0 5147
D3
~
~
0 0 5142
S
#5147
Row of Trees~
~
~
A towering redrood rises to the north of you, a small circle of water
surrounding its base, providing water the the thirsty roots below.
A chipmunk scurries down the bark, looks at you, and waits until you
pass before resuming whatever task it had been busy doing.
~
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~
~
0 0 5148
D3
~
~
0 0 5146
S
#5148
The Oak Tree~
~
~
It stands much higher than the other trees, you can see it surpasses
them all high above you.  The bark is covered in runes and marks, carved
by various people as time has passed by.  You see that there is a hole
in the tree, covered by a piece of bark, you try to open it, but it
will not move.
~
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~
~
0 0 5149
D3
~
~
0 0 5147
S
#5149
Row of Trees~
~
~
A fountain, in the likeness of an elven woman holding a bucket, the
water falling down from the bucket itself, holds your attention for a
brief second before your eyes wander elsewhere.  People lay here and
about, talking together, or just sitting or lying, thinking about that
which interests or intrigues them.
~
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D1
~
~
0 0 5150
D3
~
~
0 0 5148
S
#5150
Row of Trees~
~
~
Trees tower about you, reaching far up into to the clear blue sky.  You
find that the tips of most of them are beyond your limited sight.  The
air is heavy with the fragrance of sap, of the earth, and of things that
are in the midst of growing.
~
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D1
~
~
0 0 5151
D3
~
~
0 0 5149
S
#5151
Row of Trees~
~
~
The bark of the trees about you is marred with various runes, glowing
slightly, magical energy sustaining it and the tree itself.  You figure
this accounts for the fact that all these trees seem to be in perfect
health and seem to be older than you would have expected most of them
to be.
~
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D1
~
~
0 0 5152
D3
~
~
0 0 5150
S
#5152
Row of Trees~
~
~
A small pool of water is to your south, the center of which is occupied
by a small island, on which grows a tall redwood.  It's roots take up
the surface of the small patch of earth, allowing no one to set foot
there without first touching some part of the massive tree.
~
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D1
~
~
0 0 5153
D3
~
~
0 0 5151
S
#5153
Row of Trees~
~
~
You enter a small grove, intruding on a couple, who were talking quietly
with each other, but are now simply staring at the ground silently as
they wait for you to pass by and continue on your way.  Whether or not
you intend to continue to unsettle them is up to you however.
~
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D1
~
~
0 0 5154
D2
~
~
0 0 5155
D3
~
~
0 0 5152
S
#5154
In the Shadows of the Tower of Devotion~
~
~
A soft music come from above you as you walk under the canopy of a huge
maple tree.  Looking up, you see above you in the trees numerous silver
chimes hanging here and there, tingling in the gentle wind as it passes
by them.  The music is soothing and gentle right now, but you wonder how
annoying it could get if the wind became more forceful than it is right
now.  Also, to the north, you can see a tall slender white tower that
rises high up into the air, blocking out the sun.
~
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~
~
0 0 5156
D3
~
~
0 0 5153
S
#5155
The Garden~
~
~
An old man in long flowing purple robes sit on the grass at the foot
of a tall tree, silently contemplating a piece of paper before him.  You
can read nothing on the page, the language is not one you are familiar
with.  He doesn't seem to be aware that you stand here watching him,
as he continues reading as you walk by him.
~
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D0
~
~
0 0 5153
D1
~
~
0 0 5156
D2
~
~
0 0 5157
S
#5156
In the Garden~
~
~
You are surrounded by flowers all about you. Coulours vary, but effect
is the same.  You see that there are square pools of water place here
and there about you, the square outlined in red stones, each the size
of a human fist.  In the center of each of these small, square ponds
is a simple little fountain, splashing water about in a circle, the sound
of water falling back to itself the only sound in the silence.
~
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~
~
0 0 5154
D2
~
~
0 0 5158
D3
~
~
0 0 5155
S
#5157
Within the Garden~
~
~
The ground here is covered in grass, growing wildly, and it seems that
no one has attempted to keep it in check, it reaches up to at least your
knees.  Looking about, you wonder if anything might possibly be hiding
somewhere out there, waiting for an unsuspecting victim to prey upon.
But, this being a peaceful place, you shouldn't have to worry about such
things...Key word there is shouldn't.
~
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~
0 0 5155
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~
~
0 0 5158
D2
~
~
0 0 5166
S
#5158
An Abundance of Ginseng~
~
~
There is about you a fair bit of ginseng, you cannot quite understand
why this plant seems to be growing so wildy, but it is everywhere you
look.  You also notice a few other plants, cloves of garlic hang above
a door to the east.  A few others plants can be seen, such as spider's
silk, blood moss and one or two others you are unfamiliar with.
~
0 401410 3
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D0
~
~
0 0 5156
D1
~
~
3 0 5159
D2
~
~
0 0 5167
D3
~
~
0 0 5157
S
#5159
Passage to the Tower of Devotion~
~
~
You are in a corridor of white walls that continues to the north.  The
walls are wide enought to admit three people standing abreast of each
other, and high enough to allow four standing on top of each other to fit
comfortably, (That is as comfortable as standing on someone's head can
be.)  Above you, light filters down through simple panes of coloured
glass that have been placed in the ceiling.  Decorating the walls are
numerous tapestries that show various images that could best be described
using the adjective "Religious".  The floor beneath you is polished white
marble, intact, shining, and without a noticable scratch.
~
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~
~
0 0 5160
D3
~
~
3 0 5158
S
#5160
Passage to the Tower of Devotion~
~
~
The corridor stretches to the north and a bit to the south.  Finely woven
tapestries are all that there is to draw your eye, the rest is bare white
wall, cold marble floor, and the simple arched ceiling with the small
windows of coloured glass.  From the north, you can hear the sound of a
low chant, repetitive, but soft and soothing.
~
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D0
~
~
0 0 5161
D2
~
~
0 0 5159
S
#5161
Passage to the Tower of Devotion~
~
~
You are in a plain white corridor, plain but for the intricate and many
hued tapestries that hang from the walls.  Chanting can be heard from
the north, carried to you by the voices of a great number of people.
Just north of you, you can see that the corridor stops, and then goes
to the west, but what lies to the west, you are unsure of, but you do
expect to find the source of the chanting in that room.
~
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~
~
0 0 5162
D2
~
~
0 0 5160
S
#5162
Entrance to the Tower of Devotion~
~
~
The white corridor stops here, continuing no longer to the north, but
it does of course stretch back to the south, back into the Garden.  To
the west, you can see people sitting in pews before an alter of pure
transparent crystal.  There are no more tapestries around you, nothing
else that can draw your eyes but the mass of people in the adjoining
room who chant out to their god, trying to find for themself eternal
peace in the life that comes after.
~
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D2
~
~
0 0 5161
D3
~
~
0 0 5163
S
#5163
Beneath the Tower of Devotion~
~
~
Long wooden pews line the room, a thin aisle to walk around it all, and
another that goes right down the middle.  People sit in the pews that are
closest to the preacher who stands at the altar at the north of the room.
They are wearing long, pristine white robes, absent of any dust, dirt
or stains of any kind, they sit with heads bowed, hands clapsed before
them, softly repeating the chant of the priest before them.  There are
large coloured glass windows around the room, showing important events
in this cities religion, and overall allowing light to enter the large,
cavernous room.
~
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D1
~
~
0 0 5162
D4
~
~
0 0 5164
S
#5164
Room of the Guardian of Devotion~
~
~
It is a moderately plain room, simple white walls, the stone floor clean,
polished black marble, a surface so clean, you can see yourself reflected
in it when you walk across it.  All around you in this circular room, there
are tapestries hanging on the walls, you don't recognize these scenes
from the previous images you saw.  These must show the more important
events that took place in this cities religion.  On the opposite side of
the room, you see a stairway going up, and you also see a humonoid shaped
being made of silver, or what you see of it is silver.  It wears a white
robe that covers most of it's form, leaving only silver feet, hands, and
a face and head of silver visible.
~
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Rd     0
D4
~
~
71 5109 5165
D5
~
~
0 0 5163
S
#5165
The Tower of Devotion~
~
~
This room could best be described as opulent and lavishly decorated. The
smell of inscense is thick in the air, a light smoke hangs in about the
room, being slowly cleared by the 5 windows spaced around the circular
wall. But there is always more inscense being burnt around the room. The
furniture is all gilded with gold and silver, trinket adorn the surfaces
of these things, also of gold, silver, and precious stones too. There is
but one person in the room.  A woman wearing a very ornate, decorative
white robe, gold, red, and blue thread creating a intricate and colourful
sunburst on her breast.  She watches you silently as you enter the room.
~
0 401410 0
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D5
~
~
71 5109 5164
S
#5166
The Garden~
~
~
There is a tree here.  Its limbs are long, thin, drooping things that
hang down almost right to the ground.  A small black plaque is set before
the tree, written in simple white letters, it says, "Beware this tree,
to get within its considerable reach is to die."  Now, signs are meant
to be read, it's up to the reader whether or not the advice written on
them is to be heeded or ignored.
~
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D0
~
~
0 0 5157
D1
~
~
0 0 5167
D2
~
~
0 0 5168
S
#5167
Tulips all about~
~
~
Tulips are the primary flower about you, growing in small beds, or here
and there in the grass.  They range wildly in colour, anything from black
to red, to yellow, to green.  There are numerous bumblebees flying all
around you, collecting pollen from the flowers, I would try not to anger
them, they are slightly more vicious than your common variety bee.
~
0 401410 3
Rd     0
D0
~
~
0 0 5158
D2
~
~
0 0 5169
D3
~
~
0 0 5166
S
#5168
The Garden~
~
~
You're in the Garden.  You are surrounded by flowers, trees, vines etc.
However, you see hanging in the air a painting... Nothing seems to be
holding it up in the air, you can walk around it, look above and below,
but there doesn't seem to be any explanation for why it's in the air
the way it is.  The painting itself shows a woman, dressed in long,
white robes, standing in a room of white marble, hands poised above
the head of someone who seems to have been pierced through the heart.
~
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D0
~
~
0 0 5166
D1
~
~
0 0 5169
D2
~
~
0 0 5170
S
#5169
The Towering Redwood~
~
~
You stand at the base of a redwood so high, you can't see even close to
the top.  Leaves rustle softly in the wind, the only sound that you can
hear.  There is a small hole in the tree, about 4 feet up the tree.  From
where you stand, you do not know what is in the hole, perhaps you should
look.
~
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Rd     0
D0
~
~
0 0 5167
D2
~
~
0 0 5171
D3
~
~
0 0 5168
S
#5170
The Florist~
~
~
A woman sits on a wooden stool behind a simple stand adorned with many
bouquets of flowers, reading a book.  She nods at you as you approach,
glancing briefly at you, then returning to her reading.  You see small
pieces of paper affixed to the bouquets, and realize that she must be
selling them.  Some of the prices seem mighty high, but then, what better
way to show your love to your beloved.
~
0 401414 3
Rd     0
D0
~
~
0 0 5168
D1
~
~
0 0 5171
D2
~
~
0 0 5172
S
#5171
A Hedge Statue~
~
~
Numerous hedges grow around you, some have even been shaped into animals
and other such things.  You're not sure, but you think that some of
the statues seem to be eyeing you up...watching you as if you were some
piece of meat to be eaten.
~
0 401410 3
Rd     0
D0
~
~
0 0 5169
D2
~
~
0 0 5173
D3
~
~
0 0 5170
S
#5172
Walking with the Flowers~
~
~
Flowers surround you, you find it hard to avoid crushing them with each
step that you take, but you manage to some degree, crushing only a few.
Birds trill sharp notes high above you in the branches of tall trees,
flying about in the warm air, doing as they wish.
~
0 401410 3
Rd     0
D0
~
~
0 0 5170
D1
~
~
0 0 5173
D2
~
~
0 0 5174
S
#5173
The Garden~
~
~
People lounge about around you, some lying in the sun, others hiding
in the shade created by some large, high rising tree, its green leaves
sheltering them from the glaring gaze of the sun.  There are flowers
of various colours all about you, the variety in the colours dazzling
your eyes.
~
0 401410 3
Rd     0
D0
~
~
0 0 5171
D2
~
~
0 0 5175
D3
~
~
0 0 5172
S
#5174
Grove of the Dragonfly~
~
~
You enter a grove of high standing dense hedges.  Within, you come face
to face with a somewhat curious creature.  The size of a small dragon,
it looks very much like one, except that instead of huge leathery wings,
it has four slim and fairly small gossamer wings, which, even while it
sits here resting, hum slightly, fluttering rapidly.  In addition, it
has multifaceted eyes, similar to the kind of eyes you would expect to
see on a fly.  Its lips curse into what may or may not be a smile as
you enter the grove, of course, it could very well be a snarl.
~
0 401410 3
Rd     0
D0
~
~
0 0 5172
D1
~
~
0 0 5175
D2
~
~
0 0 5176
S
#5175
Fountain of Ice~
~
~
Surrounded by a ring of red tulips, a fountain that seems to be made
entirely of ice spouts water from many different ice carvings.  Attached
to a spire of ice that is perhaps twelve feet high, there are small
figures of pixies, fish, seahorses, all with mouths open, spouting clear
clean water into a pool below.
~
0 401410 3
Rd     0
D0
~
~
0 0 5173
D2
~
~
0 0 5178
D3
~
~
0 0 5174
D5
~
~
119 5246 5353
S
#5176
The Garden~
~
~
Insects buzz about working away.  They gather pollen, or whatever else
then need to live.  Birds fly above you, squirrels and chipmunks climb
up and down trees, and people are lazing about in the sun.  Flora
of all kinds and colours are around you.
~
0 401410 3
Rd     0
D0
~
~
0 0 5174
D1
~
~
0 0 5178
D2
~
~
0 0 5179
D3
~
~
0 0 5184
S
#5178
Growing Vegetation~
~
~
Vines cover the east section of wall, creating a huge network of vines
intertwining with each other.  A couple of children in plain white robes
scamper up the wall, using the vines as handholds.  Flowers can be seen
growing within the vines, the children picking some of them, to take
cast word to their mother most likely.
~
0 401410 3
Rd     0
D0
~
~
0 0 5175
D2
~
~
0 0 5180
D3
~
~
0 0 5176
S
#5179
The Garden~
~
~
Flora of various shape, texture and colour is all about you, mixed in
with it is various fauna also.  Pools of water are here and about also,
perhaps used by the flowers, a source of water to quench the thirst of
their roots.  People in simple robes and fancy robes laze about in the
warm sun, lounging on against the trunks of trees reading a book, or
talking quietly to someone.
~
0 401410 3
Rd     0
D0
~
~
0 0 5176
D1
~
~
0 0 5180
D3
~
~
0 0 5185
S
#5180
In the Shadows of the Tower of Harmony~
~
~
A tall, slender spire of pristine white marble rises to your south.
Even from without, you can hear music from within, a sound that is both
in harmony with all around it, and beautiful sounding, in no way able
to cause your ears harm.  But you know that he who creates this mucis
is more than capable of turning it to a more harmful purpose.  You hope
that you are never required to fight such an odd weapon.
~
0 401410 3
Rd     0
D0
~
~
0 0 5178
D2
~
~
3 0 5181
D3
~
~
0 0 5179
S
#5181
Beneath the Tower of Harmony~
~
~
You are on the bottom floor of what is known as the Tower of Harmony.
Here lives Lynar, Keeper of the Ancient Histories, and a fine singer
and teller of tales.  Around you, the walls reverberate with the sound
of music.  The sweet sound flows down from above you, caressing your
eyes, seeking only to please you.  You wonder if there is some sort of
enchantment hidden in the music, to beguile and charm the listener.
But you can only guess.  Staring around at the simple room, white walls
glistening, a stairway to the north winding up higher into the tower,
you don't think much harm can come to you here.
~
0 401410 0
Rd     0
D0
~
~
3 0 5180
D4
~
~
0 0 5182
S
#5182
Room of the Guardian of Harmony~
~
~
The room is quite simple, white wall that are unembelished, bearing no
marks and no oranation of any kind.  The floor is a polished wood, that
reflects the light coming in through a single one of four windows, each
placed at one of the points of the compass.  Stairs to the south spiral
up, going higher into the tower.  But, at the foot of those stairs is
a creature quite unlike any you have ever seen before.  You watch it with
a certain amount of apprehension as it approaches you, wind coming in
through a window blowing through this creature of brass and wood.
~
0 401410 0
Rd     0
D4
~
~
71 5110 5183
D5
~
~
0 0 5181
S
#5183
The Tower of Harmony~
~
~
Looking out the window to your immediate right as you climb the final
stair, you note that you are a fair distance up in the air, a fall to
the ground below would be somewhat painfull.  The rest of the room opens
up before you.  You see a man dressed in a red ensemble sitting before
a harp, softly strumming it, and singing a few words, then reaching over
to write something on a piece of paper which rests on the simple oak
desk beside him.  Resting about the room are quite a few other musical
intruments, various lutes, flutes, drums, whistles, just about anything
you could imagine, you could find here in this room.  You take another
step into the room, and the man who you assume is Lynar looks up at you.
~
0 401410 0
Rd     0
D5
~
~
71 5110 5182
S
#5184
Path in the Garden~
~
~
You walk along a simple stone path that splits the garden down the
middle.  The surfuce of the stone is smooth in texture, and black in
colour.  The walls loom up on either side of you, one barring entrance
to the keep, the other barring away the outside world.
~
0 401410 3
Rd     0
D1
~
~
0 0 5176
D2
~
~
0 0 5185
D3
~
~
0 0 5187
S
#5185
Path in the Garden~
~
~
You walk on a stone path, leading the the west, parellel to the walls
that rise to the north and the south.  Flowers grow about you, lending
their many distinct aromas to the air.  Animals, most of them of the
small sort: rabbits, squirrels, chipmunks, scamper about beneath your
feet.  The magical shield above you shimmers as a bird attempts to fly
in.
~
0 401410 3
Rd     0
D0
~
~
0 0 5184
D1
~
~
0 0 5179
D3
~
~
0 0 5186
S
#5186
A Path in the Garden~
~
~
Stone blocks make up a path beneath your feet.  A ways to the west, you
can see guards standing before a large door, made of a metal that seems
to be a pale blue in colour, it's texture smooth.  About you the Garden
thrives, the flora growing in an unabated abundance.
~
0 401414 3
Rd     0
D0
~
~
0 0 5187
D1
~
~
0 0 5185
D3
~
~
0 0 5110
S
#5187
A Path in the Garden~
~
~
Finely cut blocks of some black stone are set in a path going to the
east and the west.  To the north and south are high walls, that to
the north protecting the inside of the keep, that to the south blocking
out the world that lives and breathes outside.
~
0 401414 3
Rd     0
D1
~
~
0 0 5184
D2
~
~
0 0 5186
D3
~
~
0 0 5111
S
#5188
Grand Foyer~
~
~
Golden columns line each side of this gigantic hall.  The floor is a finely
woven red carpet, images however are woven within the carpet the creator
using any colour he or she deemed appropriate.  Blues, yellows, greens,
anything.  The images depict dragons in battle, mages working at some
great and powerful spell, scenes from religon, renditions of important
people in the history of Aurum.  The vaulted ceiling is high above, glass
windows allowing in the only light, at this time of day, there is no magic
in use for that purpose.  People stand in and among the columns, some
talking to each other, others just content to wait for their turn to talk
to Tiana.
~
0 401410 0
Rd     0
D0
~
~
0 0 5190
D1
~
~
0 0 5189
D3
~
~
3 0 5199
S
#5189
Grand Foyer~
~
~
Golden columns line each side of this gigantic hall.  The floor is a finely
woven red carpet, images however are woven within the carpet, the creator
using any colour he or she deemed appropriate.  Blues, yellows, greens,
anything.  The images depict dragons in battle, mages working at some
great and powerful spell, scenes from religon, renditions of important
people in the history of Aurum.  The vaulted ceiling is high above, glass
windows allowing in the only light, at this time of day, there is no magic
in use for that purpose.  People stand in and among the columns, some
talking to each other, others just content to wait for their turn to talk
to Tiana.
 
~
0 401414 0
Rd     0
D0
~
~
0 0 5191
D1
~
~
3 0 5230
D2
~
~
3 0 5111
D3
~
~
0 0 5188
S
#5190
Grand Foyer~
~
~
Golden columns line each side of this gigantic hall.  The floor is a finely
woven red carpet, images however are woven within the carpet, the creator
using any colour he or she deemed appropriate.  Blues, yellows, greens,
anything.  The images depict dragons in battle, renditions of important
people in the history of Aurum.  The vaulted ceiling is high above, glass
windows allowing in the only light, at this time of day, there is no magic
in use for that purpose.  People stand in and among the columns, some
talking to each other, others just content to wait for their turn to talk
to Tiana.
~
0 401410 0
Rd     0
D0
~
~
0 0 5192
D1
~
~
0 0 5191
D2
~
~
0 0 5188
S
#5191
Grand Foyer~
~
~
Golden columns line each side of this gigantic hall.  The floor is a finely
woven red carpet, images however are woven within the carpet, the creator
using any colour he or she deemed appropriate.  Blues, yellows, greens,
anything.  The images depict dragons in battle, renditions of important
people in the history of Aurum.  The vaulted ceiling is high above, glass
windows allowing in the only light, at this time of day, there is no magic
in use for that purpose.  People stand in and among the columns, some
talking to each other, others just content to wait for their turn to talk
to Tiana.
~
0 401410 0
Rd     0
D0
~
~
0 0 5193
D2
~
~
0 0 5189
D3
~
~
0 0 5190
S
#5192
Door to the Tower of Order~
~
~
You stand before a door of silver metal, it seems to glow softly, but in
the bright light, you find it hard to discern if it does indeed glow. Its
surface is heavily carved with intricate patterns.  A silver rose rests
in each of the four corners, a perfect image of that real flower.  In
the very center of the door, there is a circle of some redish metal, one
you can't recall ever having seen before.  The silver inside this circle
is without any markings, it's surface is smooth, with the exception of a
simple indentation, that of a four leaved flower.
~
0 401414 0
Rd     0
D0
~
~
119 5123 5194
D1
~
~
0 0 5193
D2
~
~
0 0 5190
S
#5193
Grand Foyer~
~
~
Golden columns line each side of this gigantic hall.  The floor is a finely
woven red carpet, images however are woven within the carpet, the creator
using any colour he or she deemed appropriate.  Blues, yellows, greens,
anything.  The images depict dragons in battle, renditions of important
people in the history of Aurum.  The vaulted ceiling is high above, glass
windows allowing in the only light, at this time of day, there is no magic
in use for that purpose.  People stand in and among the columns, some
talking to each other, others just content to wait for their turn to talk
to Tiana.
~
0 401410 0
Rd     0
D2
~
~
0 0 5191
D3
~
~
0 0 5192
S
#5194
The Tower of Order~
~
~
You are in a fairly narrow, unadorned hall, it is naught but a perfect
square in proportions.  There are no marks, no objects of value, nothing.
Also, there is complete silence, playing with the door to the south does
nothing to make the noise from the south grow louder....it's just non-
existing.  Somehow, the sound is blocked off from this section of the
castle.  It would seem that Tiana does not like to be disturbed.
~
0 401414 0
Rd     0
D1
~
~
0 0 5195
D2
~
~
119 5123 5192
S
#5195
Beneath the Tower of Order~
~
~
This room is a similar cube to the one to the west, unadorned, plain, and
very, very quiet.  You wonder if anyone actually is in the tower.  There
are no windows that let in light, no secret or hidden doors.  You can
see only a stairwell going up on the north wall.  If it follows the way
all the other towers are built, you think it's safe to assume there is a
golem waiting for you on the other end of those stairs.  How it reacts
depends entirely on you.
~
0 401410 0
Rd     0
D3
~
~
0 0 5194
D4
~
~
0 0 5196
S
#5196
Room of the Guardian of Order~
~
~
This room is huge, you don't think, considering the room below, that this
room could be this size, for it is much bigger than the previous, yet
the tower has a slender appearance if percieved from outside.  There is
another being in the room beside you.  It seems to be a plain white statue
of marble.  It has nothing but the most basic of features. Nose, arms,
fingers etc.  It watches you with its plain white eyes as you move about
the room, waiting for you to do or say something.
~
0 393218 0
Rd     0
D4
~
~
71 5129 5197
D5
~
~
0 0 5195
S
#5197
The Tower of Order~
~
~
This is Tiana's office, where she does all the work that keeps Aurum
running efficently and smooth.  A plain wooden desk seams to dominate
the room, littered with papers.  There is also a low table, on which
sits a pot of what smells like tea and several cups.  There are many
windows through which the warm light of the sun flows, where it
is caught on little figurines made of crystal, refracting the light
through the room.
~
0 4595714 0
Rd     0
D5
~
~
71 5129 5196
S
#5198
The Library~
~
~
You are in the Library, a large room that is filled with maybe one
hundred shelves, almost all of which are completely filled with books. You
see large books, small books, thin books, and fat, they are all shapes
and sizes. Around you, there are tables, at which are seated robed
men and women, who sit reading quietly.  At the north end of the room,
you see a woman in red robes sitting behind a desk who appears to be in
charge of things.  She watches all as they enter, making sure that none
violate the rules of her domain.
~
0 401410 0
Rd     0
D0
~
~
0 0 5200
D1
~
~
0 0 5199
S
#5199
The Library~
~
~
You are in the Library, a large room that is filled with maybe one
hundred shelves, almost all of which are completely filled with books. You
see large books, small books, thin books, and fat, they are all shapes
and sizes. Around you, there are tables, at which are seated robed
men and women, who sit reading quietly.  At the north end of the room,
you see a woman in red robes sitting behind a desk who appears to be in
charge of things.  She watches all as they enter, making sure that none
violate the rules of her domain.
~
0 401414 0
Rd     0
D0
~
~
0 0 5201
D1
~
~
3 0 5188
D3
~
~
0 0 5198
S
#5200
The Library~
~
~
You are in the Library, a large room that is filled with maybe one
hundred shelves, almost all of which are completely filled with books. You
see large books, small books, thin books, and fat, they are all shapes
and sizes. Around you, there are tables, at which are seated robed
men and women, who sit reading quietly.  At the north end of the room,
you see a woman in red robes sitting behind a desk who appears to be in
charge of things.  She watches all as they enter, making sure that none
violate the rules of her domain.
~
0 401410 0
Rd     0
D0
~
~
0 0 5202
D1
~
~
0 0 5201
D2
~
~
0 0 5198
S
#5201
The Library~
~
~
You are in the Library, a large room that is filled with maybe one
hundred shelves, almost all of which are completely filled with books. You
see large books, small books, thin books, and fat, they are all shapes
and sizes. Around you, there are tables, at which are seated robed
men and women, who sit reading quietly.  At the north end of the room,
you see a woman in red robes sitting behind a desk who appears to be in
charge of things.  She watches all as they enter, making sure that none
violate the rules of her domain.
~
0 401410 0
Rd     0
D0
~
~
0 0 5203
D2
~
~
0 0 5199
D3
~
~
0 0 5200
S
#5202
The Library~
~
~
You are in the Library, a large room that is filled with maybe one
hundred shelves, almost all of which are completely filled with books. You
see large books, small books, thin books, and fat, they are all shapes
and sizes. Around you, there are tables, at which are seated robed
men and women, who sit reading quietly.  At the north end of the room,
you see a woman in red robes sitting behind a desk who appears to be in
charge of things.  She watches all as they enter, making sure that none
violate the rules of her domain.
~
0 401410 0
Rd     0
D0
~
~
0 0 5204
D1
~
~
0 0 5203
D2
~
~
0 0 5200
S
#5203
The Library~
~
~
You are in the Library, a large room that is filled with maybe one
hundred shelves, almost all of which are completely filled with books. You
see large books, small books, thin books, and fat, they are all shapes
and sizes. Around you, there are tables, at which are seated robed
men and women, who sit reading quietly.  At the north end of the room,
you see a woman in red robes sitting behind a desk who appears to be in
charge of things.  She watches all as they enter, making sure that none
violate the rules of her domain.
~
0 401410 0
Rd     0
D0
~
~
0 0 5205
D2
~
~
0 0 5201
D3
~
~
0 0 5202
S
#5204
The Library~
~
~
You are in the Library, a large room that is filled with maybe one
hundred shelves, almost all of which are completely filled with books. You
see large books, small books, thin books, and fat, they are all shapes
and sizes. Around you, there are tables, at which are seated robed
men and women, who sit reading quietly.  At the north end of the room,
you see a woman in red robes sitting behind a desk who appears to be in
charge of things.  She watches all as they enter, making sure that none
violate the rules of her domain.
~
0 401410 0
Rd     0
D0
~
~
3 0 5206
D1
~
~
0 0 5205
D2
~
~
0 0 5202
S
#5205
Jurielle's Desk~
~
~
Books are stacked high on the desk before you in neat piles.  Paper are
also in perfect order on the desk.  The woman behind the desk is looking
at you, her eyes closing to slits, wondering what you're up to, and ready
to "Shhhh" you should you attempt to talk too loud.  Her red robes are
clean, with a small sunburst pattern in gold thread on the left shoulder.
You notice that her desk is a veritable safe, many locked drawers, the
keys nowhere to be seen.
~
0 401410 0
Rd     0
D2
~
~
0 0 5203
D3
~
~
0 0 5204
S
#5206
The Kitchen~
~
~
Ah, the sweet smell of good cooking comes at you from the east.  Daring
you to goto it and seek its source.  Your stomach starts to rumble as
the smell grows stronger and stronger, tantalizing you, silently telling
you to eat, eat to your hearts content, and/or desire.  You find it hard
to resist.  Do you manage to maintain control, or will you goto Nadia
and ask of her some sweets or some other delicious morcel?
~
0 393220 0
Rd     0
D1
~
~
0 0 5207
D2
~
~
3 0 5204
S
#5207
The Kitchen~
~
~
The smell of various foods is strong about you. The smell of sizzling
meats, boiling vegetables, and simmering sauces floats to you on gentle
currents of air, tantalizing your palate. Cooks run about in quite the
rush, barely paying you any heed.  Just going around you when you get
in their way.  Ah, the meal must get done.
~
0 401410 0
Rd     0
D0
~
~
0 0 5210
D1
~
~
0 0 5208
D3
~
~
0 0 5206
S
#5208
The Kitchen~
~
~
This corner of the room seems to be reserved for stock.  You see many
bags of flour, jars of vegetables stacked on shelves in great number.
Does it not make you curious as to just how much on those shelves is
used each day?  This place must use up quite the fair bit of food, but
where does it all come from?  Perhaps they have farm lands outside of
the castle where they harvest all their food.
~
0 401410 0
Rd     0
D0
~
~
0 0 5211
D3
~
~
0 0 5207
S
#5209
The Kitchen~
~
~
Cooks run about, spilling flour all over the place. Time and again eggs
are dropped to the floor, where they crack and are ruined.  There is
quite the number off broken eggs on the floor you notice, and you're
not sure who is responsible for cleaning up the mess, but you do know
that they are not doing a very good job at it.
~
0 401410 0
Rd     0
D1
~
~
0 0 5210
S
#5210
The Kitchen~
~
~
A pot of some sort of stew boils to your right, a slab of meat sizzles
over a fire to your left, straight ahead, you can see a shelf of breads,
all fresh, straight out of the oven, only the freshest for the leaders
of Aurum.  There are all sorts of cheeses to be seen on another shelf
beside the former one.  Most of them ranging in colours of orange and
whites, but there are more exotic colours seen too.
~
0 401410 0
Rd     0
D0
~
~
0 0 5213
D1
~
~
0 0 5211
D2
~
~
0 0 5207
D3
~
~
0 0 5209
S
#5211
The Kitchen~
~
~
Pastries are all about, some out to cool, others collected in baskets,
ready to be brought out to eat.  There are so many different ones, you
don't think it's really worth your while to count the number of kinds.
You just know that each and every kind looks absolutely delicious. A
great deal of effort is given to make sure that these are the best of
the best, the worlds finest.  Course, as little of the population of
Aurum has seen much besides Aurum, it's easy for the cooks to give their
foods such titles.
~
0 401410 0
Rd     0
D0
~
~
0 0 5214
D2
~
~
0 0 5208
D3
~
~
0 0 5210
S
#5212
The Gardener's Shack~
~
~
The room is fairly clean, despite the small clods of rich soil lying
here and there on the ground. The room has a nice earthly smell to it,
almost as if you were still outside on a nice spring day after a short
rainfall. Tools of all sorts hang from the walls, used to maintain the
Garden in its meticulous shape. A chest of decent size rests against
the wall, closed and locked. A small man, sitting on that very chest,
watches you as you enter the room, his eyes wary.
~
0 393218 0
Rd     0
D3
~
~
67 0 5140
S
#5213
Nadia's cooking area~
~
~
This section of the kitchen is a mess, batter all over the place, eggs
lying here and there in bowls, waiting to be cracked, slabs of meat
soaking in Nadia's special sauces, so that the flavour is nothing but
the best when they are cooked.  Now, I'd be careful about what you try
to eat in her presence, she just might get mad and throw you on the
cutting board.
~
0 401410 0
Rd     0
D1
~
~
0 0 5214
D2
~
~
0 0 5210
S
#5214
The Kitchen~
~
~
A door to the east leads into another room.  Most likely the dining
room.  Servants run back and forth through it carrying trays that Nadia
and the assistant cooks prepare with haste, yet with also a careful
precision.  Making sure that nothing is forgotten.  It would seem that
the people who eat in the other room experience quite a variety of foods
judging by the trays that are being brought to them.
~
0 401410 0
Rd     0
D1
~
~
3 0 5215
D2
~
~
0 0 5211
D3
~
~
0 0 5213
S
#5215
The Dining Room~
~
~
A huge room with a high vaulted ceiling from which dangles many the
crystal chandellier and draperie.  Here and there on the walls can be
seen tapestries, most of which are landscapes, depicting soaring birds
high on mountain tops, fish in the ocean, and deer grazing on a meadow.
All seem to be of very fine quality and stunning perfection.
~
0 401410 0
Rd     0
D1
~
~
0 0 5216
D2
~
~
0 0 5218
D3
~
~
3 0 5214
S
#5216
The Dining Room~
~
~
The table seems to be in a state of preperation, not quite ready to be
eaten from.  While there are plates and glasses set about at each of
the chairs, you notice a lack of silverware, the servants most likely
waiting until just before the meal is to be served before putting it
out, for there is always the small chance that someone might attempt
to steal something, and the silverware is quite pocketable.
~
0 401410 0
Rd     0
D1
~
~
0 0 5217
D2
~
~
0 0 5219
D3
~
~
0 0 5215
S
#5217
The Dining Room~
~
~
The table seems to be in a state of preperation, not quite ready to be
eaten from.  While there are plates and glasses set about at each of
the chairs, you notice a lack of silverware, the servants most likely
waiting until just before the meal is to be served before putting it
out, for there is always the small chance that someone might attempt
to steal something, and the silverware is quite pocketable.
~
0 401410 0
Rd     0
D2
~
~
0 0 5220
D3
~
~
0 0 5216
S
#5218
The Dining Room~
~
~
The room is filled with light, light shed by a very few candles and
a large number of glowing white orbs place here and there about the
room.  Shadows are few and far between, and they are small and weak.
Darkness is kept well at bay in this room, for who knows what a shadow
may contain within it's dark recesses.
~
0 401410 0
Rd     0
D0
~
~
0 0 5215
D1
~
~
0 0 5219
D2
~
~
0 0 5221
S
#5219
The Dining Room~
~
~
Fine tiles cover the floor, an expensive and very hard thing to obtain
in this day and age.  But, this is a palace that thrives on magic...
Perhaps they need do no more than snap their fingers and it is created,
snap them again, and it is molded to the form they want, and then do
so again, and the tiles fall into place, and the floor is created...
~
0 401410 0
Rd     0
D0
~
~
0 0 5216
D1
~
~
0 0 5220
D2
~
~
0 0 5222
D3
~
~
0 0 5218
S
#5220
The Dining Room~
~
~
Fine tiles cover the floor, an expensive and very hard thing to obtain
in this day and age.  But, this is a palace that thrives on magic...
Perhaps they need do no more than snap their fingers and it is created,
snap them again, and it is molded to the form they want, and then do
so again, and the tiles fall into place, and the floor is created...
~
0 401410 0
Rd     0
D0
~
~
0 0 5217
D2
~
~
0 0 5223
D3
~
~
0 0 5219
S
#5221
The Dining Room~
~
~
A cloak chimes the hour, loud and clear so that all may hear it.  It's
a device that is kept in sync with time using magic supplied by the
time keeper, who has devoted his magical energies to making sure that
all the clocks are kept in sync with each other, and with nature, the
rising and setting of the sun.
~
0 401410 0
Rd     0
D0
~
~
0 0 5218
D1
~
~
0 0 5222
S
#5222
The Dining Room~
~
~
Fine dishes, sparkling glasses, and shining silver cutlery is set about
the table at each of the many chairs.  There is at least enough room
for twenty people to sit comfortably at this table and not be even the
slightest bit crowded.  If they tried to crowd the table, you can only
guess at the number of people they could get in there.
~
0 401410 0
Rd     0
D0
~
~
0 0 5219
D1
~
~
0 0 5223
D3
~
~
0 0 5221
S
#5223
The Dining Room~
~
~
Fine dishes, sparkling glasses, and shining silver cutlery is set about
the table at each of the many chairs.  There is at least enough room
for twenty people to sit comfortably at this table and not be even the
slightest bit crowded.  If they tried to crowd the table, you can only
guess at the number of people they could get in there.
~
0 401410 0
Rd     0
D0
~
~
0 0 5220
D2
~
~
3 0 5225
D3
~
~
0 0 5222
S
#5224
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, everywhere.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in your life.
~
0 401410 0
Rd     0
D1
~
~
0 0 5225
D2
~
~
0 0 5226
S
#5225
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, every where.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in you life.
~
0 401410 0
Rd     0
D0
~
~
3 0 5223
D2
~
~
0 0 5227
D3
~
~
0 0 5224
S
#5226
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, everywhere.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in your life.
~
0 401410 0
Rd     0
D0
~
~
0 0 5224
D1
~
~
0 0 5227
D2
~
~
0 0 5228
S
#5227
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, everywhere.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in your life.
~
0 401410 0
Rd     0
D0
~
~
0 0 5225
D2
~
~
0 0 5229
D3
~
~
0 0 5226
S
#5228
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, everywhere.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in your life.
~
0 401410 0
Rd     0
D0
~
~
0 0 5226
D1
~
~
0 0 5229
D2
~
~
0 0 5230
S
#5229
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, everywhere.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in your life.
~
0 401410 0
Rd     0
D0
~
~
0 0 5227
D2
~
~
0 0 5231
D3
~
~
0 0 5228
S
#5230
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, everywhere.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in your life.
~
0 401414 0
Rd     0
D0
~
~
0 0 5228
D1
~
~
0 0 5231
D3
~
~
3 0 5189
S
#5231
The Ballroom~
~
~
A beautiful room of gold and silver.  The floor is made up of golden
tiles, silver adorns the walls in the form of picture frames, around
windows, chandeliers, everywhere.  Light falls upon the room, shed
by numerous of the little glowing white balls of light.  There is room
enough for quite a large number of people on the dance floor.  Perhaps
several hundred.  It's one of the largest rooms you're ever likely to
see in your life.
~
0 401418 0
Rd     0
D0
~
~
0 0 5229
D3
~
~
0 0 5230
S
#5232
A Humming Corridor~
~
~
The walls around you glow a pale blue, and a humming sound comes from
all about you.  You have no idea if this is somewhere in Aurum, or
if it's somewhere outside of Aurum...or even somewhere outside of this
realm.  You can tell, no matter how limited your skills in magic, that
magic is thick around you.  That it's very essence permeates the air.
You have no choice but to go north.
~
0 401414 0
Rd     0
D0
~
~
0 0 5233
S
#5233
A Humming Corridor~
~
~
Again, the same glowing blue walls as before, the humming sound is very
intense in this room.  Here and there along the wall and ceiling in
this section of the hall are fair sized little holes that go back maybe
two or three feet.  Unlike the previous room...no dust has settled in
this room, suggesting that perhaps something lives around here.. What
this thing could be, and it's intentions towards you are unknown.
~
0 4595714 0
Rd     0
D0
~
~
0 0 5234
D2
~
~
0 0 5232
S
#5234
End of a Humming Corridor~
~
~
The hallway ends as soon as it had begun.
~
0 393222 0
Rd     0
D2
~
~
0 0 5233
S
#5238
&RThe Bottom of the Pit of Strife~
~
~
&zYou stand in a room that has old suits of black armour all about. With
them there are numerous swords and other implements of war and fighting.
The castle type walls are all polished and very clean, and covered with
a black coat of paint.  There is little light in the room.  The owner
prefering to walk around in near dark so that his eyes can be better
accustumed to low light conditions.
~
0 401410 0
Rd     0
D4
~
~
71 5192 5239
S
#5239
&RThe Pit of Strife~
~
~
&zYou find yourself in what seems to be a section of a castle tower...
There are windows looking out onto nothing but rock, but at one time they
must have looked onto perhaps open plains, rivers, oceans, who knows..
Now however, it would seem that this tower is buried under nothing but
rock and more rock.
~
0 401410 0
Rd     0
D4
~
~
3 0 5240
D5
~
~
71 5192 5238
S
#5240
&RAbove the Pit of Strife~
~
~
&zThere is little sound around you as you enter this room. Only the echo
of stones falling a long way down reaches your ears.  There is nothing
that can be see around you, at least, nothing obvious. There could be
just about anything lurking in the shadows around you.
~
0 401414 0
Rd     0
D2
~
~
0 0 5243
D5
~
~
3 0 5239
S
#5241
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D1
~
~
0 0 5242
D2
~
~
0 0 5247
S
#5242
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D1
~
~
0 0 5243
D3
~
~
0 0 5241
S
#5243
&RThe Northern Intersection of Passages~
~
~
&zPale red light floods the room, given off by floating red orbs that
rest up against the ceiling.  The walls have the appearance of being
alive, the light making eerie shadows all about.  Odd sounds come from
the north, though they are muffled a great deal, leaving you unsure of
what is producing them or what they could be.
~
0 401410 0
Rd     0
D0
~
~
0 0 5240
D1
~
~
0 0 5244
D2
~
~
0 0 5249
D3
~
~
0 0 5242
S
#5244
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D1
~
~
0 0 5245
D3
~
~
0 0 5243
S
#5245
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D2
~
~
0 0 5251
D3
~
~
0 0 5244
S
#5246
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D1
~
~
0 0 5247
D2
~
~
0 0 5254
S
#5247
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5241
D3
~
~
0 0 5246
S
#5248
&RChamber of Everlasting Torture~
~
~
&zIt's a dark corner where there is a nice shelf of glistening metal
instruments.  Pokers, knifes, saws, chains, needles, whatever you can
imagine, they have it here on this little shelf of pain.  They are also
constantly thinking of and devising new things to add to this shelf so
that they can be more efficient in their work.
~
0 401410 0
Rd     0
D2
~
~
0 0 5256
S
#5249
&RPassage to the North~
~
~
&zThe passage is nearly at it's northermost end.  Light seeps in from
the intersection ahead of you, illuminating rats and other scurrying
creatures that wander about these dark dank hallways, scavenging for
food scraps left by inhabitants of Merentha.  They all seem rather fat,
suggesting that Merentha has no problem getting food for it's people.
~
0 401411 0
Rd     0
D0
~
~
0 0 5243
D2
~
~
0 0 5257
S
#5250
&RThe Darkness within the Temple~
~
~
&zYou light doesn't seem to actually do much here, nothing reflects it..
nothing seems to really show up in it the way it would normally work..
It's like...as long as you have the light, you see things as if it's the
light of day...yet everything is on a pitch black background... A black
so black...it makes the night sky look bright in comparison..This is
the home of something...Something evil...
~
0 401415 0
Rd     0
D2
~
~
0 0 5258
S
#5251
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5245
D1
~
~
0 0 5252
S
#5252
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D2
~
~
0 0 5260
D3
~
~
0 0 5251
S
#5253
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D1
~
~
0 0 5254
D2
~
~
0 0 5263
S
#5254
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5246
D3
~
~
0 0 5253
S
#5255
&RChamber of Everlasting Torture~
~
~
&zYou look upon a corpse of a young woman, she lies nearly naked, but
despite the fact that she must have been tortured to death, you can see
no evidence that any such torture has taken place. No blood covers her.
No marks show on her skin.  She seems to be normal. Except that she is
dead.  What sort of torture do these PainMasters practice that leaves
no physical scars or marks.
~
0 401410 0
Rd     0
D1
~
~
0 0 5256
D2
~
~
0 0 5265
S
#5256
&RChamber of Everlasting Torture~
~
~
&zBig bats hang from the ceiling high above you, waiting to feed on the
blood and guts that may or may not adorn the floor when the Merenthians
leave for the evening.  Course, quite often they will stay the entire
night, torturing a single victim endlessly to the very brink of death,
only to have them healed by one of the dark priests so they can begin
the torture anew.
~
0 401410 0
Rd     0
D0
~
~
0 0 5248
D2
~
~
0 0 5266
D3
~
~
0 0 5255
S
#5257
&RPassage to the North~
~
~
&zThe passage goes on more to the north.  You can tell by the appearance
of a light ahead of you that it's soon to end.  Whether that's a good
thing or not though is unknown, who knows what's at the end of this hall
of obsidian.  There could be any number of things.
~
0 401411 3
Rd     0
D0
~
~
0 0 5249
D2
~
~
0 0 5267
S
#5258
&RThe Unholy Temple of Dargash~
~
~
&zThere is a very dark recess to the north, so dark that you can barely
see even two feet into it..  This is not a natural darkness as far as
you can tell, and you really don't think that darkness can seem to seep
out the way this darkness seems to do on occaision...Shadows reaching
out and touching those who walk to close, and chilling the flesh where
it touches....Something far from happy and nice resides in those shadows.
~
0 401410 0
Rd     0
D0
~
~
0 0 5250
D1
~
~
0 0 5259
D2
~
~
0 0 5268
S
#5259
&RThe Unholy Temple of Dargash~
~
~
&zA large organ rests here, though no music comes from it.  It looks to
be an ancient relic.. Most likely now associated with some sort of odd
religious thing that you wouldn't understand as an outsider.  But you
can always ask someone about it, hey, who knows, maybe someone spends
their time learning about odd objects such as this one.
~
0 401410 0
Rd     0
D2
~
~
0 0 5269
D3
~
~
0 0 5258
S
#5260
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5252
D1
~
~
0 0 5261
S
#5261
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D2
~
~
0 0 5271
D3
~
~
0 0 5260
S
#5262
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D1
~
~
0 0 5263
D2
~
~
0 0 5273
S
#5263
&ROuter Hall of Merentha~
~
~
&zEvil wanders this hall as surely as you do.... Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5253
D3
~
~
0 0 5262
S
#5264
&RChamber of Everlasting Torture~
~
~
&zBlood pools on the floor by your feet, moving about along the path of
least resistence, and there is a great deal of blood to flow, and from
multiple sources.  Course, it's not too noticeable for the most part..
The stone floor having been stained dark red a long time ago when they
learned that it was sorta messy in this room.
~
0 401410 0
Rd     0
D1
~
~
0 0 5265
D2
~
~
0 0 5275
S
#5265
&RChamber of Everlasting Torture~
~
~
&zThe room resonates with the echo of high pitched wails and screams,
the sound of racks stretching, needles piercing, hot pokers poking and
hissing, blood dropping and flies buzzing, maggots crawling and people
humming.  And odd mixture of sounds to say the least.
~
0 401410 0
Rd     0
D0
~
~
0 0 5255
D1
~
~
0 0 5266
D2
~
~
0 0 5276
D3
~
~
0 0 5264
S
#5266
&RChamber of Everlasting Torture~
~
~
&zScreams echo all around you as the workers of this place do their oh
so devilish work.  Stripping the flesh off this mana, the fingers off
that woman.  The tortured call out to their gods and goddesses in hopes
of finding release from their pain... However, you notice they continue
to scream, and they don't find the release from their tormentors that
they sought.
~
0 401410 0
Rd     0
D0
~
~
0 0 5256
D2
~
~
0 0 5277
D3
~
~
0 0 5265
S
#5267
&RPassage to the North~
~
~
&zThe passage continues to the north yet further.  The only sounds that
you can hear are those you create yourself.  Light is swallowed by the
infinite darkness about you that seeks to swallow you whole, body and
soul.
~
0 401411 0
Rd     0
D0
~
~
0 0 5257
D2
~
~
0 0 5278
S
#5268
&RThe Unholy Temple of Dargash~
~
~
&zThere is an alter here, covered in the dried blood of innocents who
have been sacrificed to this bloodthirsty god.  This maybe non existant
immortal who strives to do nothing good and everything bad that it can
possibly do for the mortals that live in this realm.  The blood is a
dark red...almost black it's so dark.  There is a pool of fresh blood
within the alter.  It must be fairly fresh to have not dried up yet...
~
0 401410 0
Rd     0
D0
~
~
0 0 5258
D1
~
~
0 0 5269
D2
~
~
0 0 5279
S
#5269
&RThe Unholy Temple of Dargash~
~
~
&zA dark red sign is embedded into the black stone floor.  You haven't
seen it's like before, but just looking at it causes a chill to run the
length of your spine, sending a tingling sensation throughout your entire
body.  This is something that is the symbol for a true evil.  The kind
of evil that don't offer you mercy, compassion.  It want's only pain,
death, and suffering for all.
~
0 401410 0
Rd     0
D0
~
~
0 0 5259
D1
~
~
0 0 5270
D2
~
~
0 0 5280
D3
~
~
0 0 5268
S
#5270
&RThe Unholy Temple of Dargash~
~
~
&zDark priests seem to wander all about here, preparing for things that
need to be prepared for.  They do seem preoccupied when you walk by them.
They don't bother to acknowledge you or anything, but then, maybe that's
just because they think they're better than you.
~
0 401410 0
Rd     0
D2
~
~
0 0 5281
D3
~
~
0 0 5269
S
#5271
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5261
D1
~
~
0 0 5272
S
#5272
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D2
~
~
0 0 5283
D3
~
~
0 0 5271
S
#5273
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D0
~
~
0 0 5262
D2
~
~
0 0 5285
S
#5274
&RChamber of Everlasting Torture~
~
~
&zBlood pools on the floor by your feet, moving about along the path of
least resistence, and there is a great deal of blood to flow, and from
multiple sources.  Course, it's not too noticeable for the most part..
The stone floor having been stained dark red a long time ago when they
learned that it was sorta messy in this room.
~
0 401410 0
Rd     0
D1
~
~
0 0 5275
S
#5275
&RChamber of Everlasting Torture~
~
~
&zA man dressed in dark red leather nods at you as you walk by him. He
doesn't care where you're from, or who you are, only whether or not you're
here to be tortured.  They are a single minded breed of people, the
PainMasters of Merentha.  They spend long years in intensive study, making
sure to learn the best and slowest ways to deal out excruciating pain.
~
0 401410 0
Rd     0
D0
~
~
0 0 5264
D1
~
~
0 0 5276
D3
~
~
0 0 5274
S
#5276
&RChamber of Everlasting Torture~
~
~
&zA rather large room, with a domed ceiling of stone.  The walls run with
blood, the blood of the many people you can see tied down on racks, slabs,
and to the ground even..  All of whom you can see are experiencing huge
amounts of pain.  You can only wonder at what keeps them alive to keep
enduring this pain.
~
0 401410 0
Rd     0
D0
~
~
0 0 5265
D1
~
~
0 0 5277
D2
~
~
3 0 5288
D3
~
~
0 0 5275
S
#5277
&RChamber of Everlasting Torture~
~
~
&zScreams echo all around you as the workers of this place do their oh
so devilish work.  Stripping the flesh off this man, the fingers off
this woman.  They call out to their gods and goddesses in hope of finding
release.  However, you notice they continue to scream, and they don't
find any release from their tormentors.
~
0 401410 0
Rd     0
D0
~
~
0 0 5266
D3
~
~
0 0 5276
S
#5278
&RPassage to the North~
~
~
&zBlack walls of obsidian wall you in from the west and the east.  The
first intersection of Merentha is to the south, and the passage continues
to the north.. The maniacal laughter and the screaming you heard from
the first intersection have are no longer so loud.  But you can none
the less still hear them a bit.
~
0 401411 0
Rd     0
D0
~
~
0 0 5267
D2
~
~
0 0 5290
S
#5279
&RThe Unholy Temple of Dargash~
~
~
&zCandles are all around you, shedding red light from unatural red flames.
A wind blows around, coming from some hole in the ceiling, where bats
hang unmolested, a creature that is welcome and left alone here in this
place.  Of course, why shouldn't they be, they're only bats, not like
the suck your blood or anything...... Or do they....
~
0 401410 0
Rd     0
D0
~
~
0 0 5268
D1
~
~
0 0 5280
S
#5280
&RThe Unholy Temple of Dargash~
~
~
&zThere are pillars of black marble reaching up to the ceiling, carved
along their surface is a multitude of images, most demonic or dark to
say the least.  They depict sacrifices, demons of great power, sigils
of power etc.  There are candles of black wax here and there, burning
silently in the dark, shedding little light.
~
0 401410 0
Rd     0
D0
~
~
0 0 5269
D1
~
~
0 0 5281
D2
~
~
3 0 5292
D3
~
~
0 0 5279
S
#5281
&RThe Unholy Temple of Dargash~
~
~
&zPews line this cavern, enough for the entire population of Merentha to
come and worship their dark god Dargash.  To offer to him the sacrifices
they think that he deserves each and every day. Which for the most part
are poor innocent people they find alone and unprotected.  For who can
say differently as to what happened to them, or suspect the truth.
~
0 401410 0
Rd     0
D0
~
~
0 0 5270
D1
~
~
0 0 5282
D3
~
~
0 0 5280
S
#5282
&RThe Unholy Temple of Dargash~
~
~
&zA dark corner of the temple, there is little to do here but look out
on the rest of the place.  The walls are plain here and only a small
gold pot is nestled deep in the corner.  It's use is unknown... Maybe
it's just supposed to pretty up the place.... After thinking about it..
You decide that to be highly unlikely.
~
0 401410 0
Rd     0
D3
~
~
0 0 5281
S
#5283
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D0
~
~
0 0 5272
D2
~
~
0 0 5295
S
#5284
&RAbove the pit of Blood~
~
~
&zThe walls are covered in thick red blood.  It runs down in little
streams here and there.  It seems unthinkable that so much blood is
being used in this way... You  have to wonder how many people had to
give every ounce of their blood before this tower could be bathed in
so much of the thick red liquid.
~
0 401414 0
Rd     0
D1
~
~
0 0 5285
D5
~
~
3 0 5297
S
#5285
&RWestern Intersection of Passages~
~
~
&zThe passageway stretches for quite a while to the east, back towards
the portal that will take you back to Aurum.  There is a door going
down into the earth that you can see off to the west.  A dark and silent
hallway goes to the south and also to the north.  You can see that it
eventually turns off to the east further south or north.
~
0 401410 0
Rd     0
D0
~
~
0 0 5273
D1
~
~
0 0 5286
D2
~
~
0 0 5298
D3
~
~
0 0 5284
S
#5286
&RPassage to the West~
~
~
&zThis passage goes to the east and the west.  But is enshrouded in
darkness.  Screams echo from the east, where there are two doors down
that way a bit.  East is also where the portal that leads back to Aurum
is.  West you think you can see an intersection that is bathed in soft
red light.
~
0 401411 0
Rd     0
D1
~
~
0 0 5287
D3
~
~
0 0 5285
S
#5287
&RPassage to the West~
~
~
&zThe passage goes to the west and east, two doors are to the very
immediate east of you, one going north,the other going to the
south.  Screams echo from the area of the doors, and the sound
of armour clinking and swords clashing.  To the east lies the
portal that leads back to Aurum, to the west you can see a light
in the distance, but little else.
~
0 401411 0
Rd     0
D1
~
~
0 0 5288
D3
~
~
0 0 5286
S
#5288
&RPassage to the West~
~
~
&zThere is a door to the north. Looking in through a small iron grate,
you bear witness to horrors upon horrors...  Filthy human beings who
cower on the ground, covered in their own filth.  They have cuts all
over their body, and all have the flesh of someone who has been starved
to the point of death.  Others are tied to racks, and walls, undergoing
various types of torture at the hands of men and women of Merentha who
have but the single task of making them know pain.  To the south, you
can see into another room and it shows a number of black clad men and
women who are doing various types of exercise, swordwork, and other
such things, in preparation of becoming great warriors of Merentha.
~
0 401411 0
Rd     0
D0
~
~
3 0 5276
D1
~
~
0 0 5289
D2
~
~
3 0 5301
D3
~
~
0 0 5287
S
#5289
&RPassage to the West~
~
~
&zThe passage goes for quite some distance to the east.  Ahead of you
there are two doors, one going to the south, anther that goes to the
north.  From one of them comes the high pitched sounds of people in a
number of degrees of pain, screaming, hollering, and making a great deal
of noise.
~
0 401411 0
Rd     0
D1
~
~
0 0 5290
D3
~
~
0 0 5288
S
#5290
&RMerentha~
~
~
&zYou have entered into the underworld of Aurum.. Into the place known
as Merentha.  The walls are made of dark, cold obsidian which reflects
the light that touches it.  Hard granite lies beneath your feet.  And
a cold draft flows over your skin, coming from who knows where.  This
is not a place of comforts and love.  Screams can be heard coming from
the west.  Cruel laughter can be heard from almost all directions...
You wonder as to whether coming here was a good idea.
~
0 401411 0
Rd     0
D0
~
~
0 0 5278
D1
~
~
0 0 5291
D2
~
~
0 0 5303
D3
~
~
0 0 5289
D5
~
~
3 0 5347
S
#5291
&RPassage to the East~
~
~
&zThe hall resounds with maniacal laughter, which reverberates against
the walls, creating a most unwelcome and unholy sound.  Further to the
east you can see two doors.  One that goes to the north, and another you
see that goes to the south.  You can't tell what is behind either of
these doors however from your current position. Only by opening them
and going in will you be able to see what's inside.
~
0 401411 0
Rd     0
D1
~
~
0 0 5292
D3
~
~
0 0 5290
S
#5292
&RPassage to the East~
~
~
&zThe sound of chanting can be heard through the door to the north.  A
most unholy litany of words and music.  The words used are rough edged
and harsh.  A symbol is burned into the wood of the door, it depicts
a knife piercing a heart.  From the sound you can hear nothing, it is
enshrouded in blissful silence.  Opening the door and walking in is
the only way to give answers as to what it beyond.
~
0 401411 0
Rd     0
D0
~
~
3 0 5280
D1
~
~
0 0 5293
D2
~
~
3 0 5305
D3
~
~
0 0 5291
S
#5293
&RPassage to the East~
~
~
&zThe hallway goes to the east and west, the portal that will take you
back to Aurum is to the west.  The east brings you deeper into Merentha.
To where one of the Nightlords of Merentha makes their home.  The walls
of black obsidian close in around you, narrowing, you must now walk in
single file.
~
0 401411 0
Rd     0
D1
~
~
0 0 5294
D3
~
~
0 0 5292
S
#5294
&RPassage to the East~
~
~
&zThe walls flare out again, giving you room to walk again.  Light can
be seen to the east.  You can see that the passage branches to the north
and south where the light is, and that it also continues to the east.
Shadows move on the floor to the west of the light... But you see nothing
casting the shadows...
~
0 401411 0
Rd     0
D1
~
~
0 0 5295
D3
~
~
0 0 5293
S
#5295
&RThe Eastern Intersection of Passages~
~
~
&zRed light falls from above, produced by floating red balls of magic.
Shadows are all about you, moving along the walls and watching you...
The passage goes to the east, where you see a stairwell going down into
the earth.  It also goes back to the west, where the portal to Aurum is.
You can also go to the north, which you can see later turns off to the
west.  And there is a similar hallway going to the south and then west.
~
0 401410 0
Rd     0
D0
~
~
0 0 5283
D1
~
~
0 0 5296
D2
~
~
0 0 5308
D3
~
~
0 0 5294
S
#5296
&RAbove the Pit of Sin~
~
~
&zYou're at the top of a large staircase going deep into the earth...
Blood trickles down in little rivulets along the wall, gathering in a
pool that you can see far below you.  Bats line the ceiling occaisionly
swoop down at you, doing little more than annoy you.  The walls here
aren't the normal obsidian that you've been seeing in the rest of this
place.  These walls are made of numerous stones that are about the size
of fairly big chests.  They make it seem that perhaps this was at one
time a part of some castle, which is now buried in this earth.
~
0 401414 0
Rd     0
D3
~
~
0 0 5295
D5
~
~
3 0 5309
S
#5297
&RThe Pit of Blood~
~
~
&zWalking along the stairs, you come to notice that this is not the same
black obisidian that makes up the rest of Merentha, these walls are made
up of blocks of stone, more what you would expect from some castle that
has to withstand the bitter elements.  Perhaps this once was above the
ground and the sun did once shine upon it's walls.  Looking out a window
now filled with stone, you wonder what you might once have looked out on
in the past.
~
0 401410 0
Rd     0
D4
~
~
3 0 5284
D5
~
~
71 5190 5321
S
#5298
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D0
~
~
0 0 5285
D2
~
~
0 0 5310
S
#5299
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D1
~
~
0 0 5300
S
#5300
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D1
~
~
0 0 5301
D2
~
~
0 0 5312
D3
~
~
0 0 5299
S
#5301
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such
equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, they might not
be ready.
~
0 401410 0
Rd     0
D0
~
~
3 0 5288
D1
~
~
0 0 5302
D2
~
~
0 0 5313
D3
~
~
0 0 5300
S
#5302
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D2
~
~
0 0 5314
D3
~
~
0 0 5301
S
#5303
&RPassage to the South~
~
~
&zThe wall of the hall are quite smooth, without a mark.  The black
obsidian reflecting light.  The ground beneath your feet is naught but
hard granite, making for a walk that is not among the most comfortable
you can remember.  The sound of laughter and screaming begins to die
away a bit as you walk further to the south, going away from that first
intersection.  Creatures hide in the shadows of the uneven ceiling,
from which hangs numerous stalactites.  Things like bats and stuff.
~
0 401411 0
Rd     0
D0
~
~
0 0 5290
D2
~
~
0 0 5315
S
#5304
&RA Dank Dark Prison~
~
~
&zThe joy of life is sucked out of you in this dark, cold room.  There
being no reason for joy in a place where thoughts of freedom and hope
are crushed.  The joys of life squelched under the heel of guards and
other such individuals who do the dirty work of Merentha.
~
0 401410 0
Rd     0
D1
~
~
0 0 5305
D2
~
~
0 0 5316
S
#5305
&RA Dank Dark Prison~
~
~
&zIt's a room that doesn't really have much light, but enough is given
off by the single torch on the wall to see by, if barely.  The smell
isn't the most pleasant you've ever experienced, but hey, it's a prison,
did you really expect it to smell like roses?
~
0 401414 0
Rd     0
D0
~
~
3 0 5292
D1
~
~
0 0 5306
D2
~
~
0 0 5317
D3
~
~
0 0 5304
S
#5306
&RA Dank Dark Prison~
~
~
&zThe door out of here is to the west.  The east is blocked off by a
huge iron door, which is locked, there being no key in site, you haven't
a clue how to get it open.  Listening carefully, you think you can hear
someone scratching the door from the other side...
~
0 401410 0
Rd     0
D1
~
~
71 5185 5307
D2
~
~
0 0 5318
D3
~
~
0 0 5305
S
#5307
&RA Dank Dark Prison Cell~
~
~
&zYou are stuck in a prison cell, devoid of any sort of comfort.  There
is no bed to sleep on, no water to drink, and no food to eat.  You had
better hope the door is unlocked, cause if it isn't, you're going to be
here for a while.
~
0 401410 0
Rd     0
D3
~
~
71 5185 5306
S
#5308
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D0
~
~
0 0 5295
D2
~
~
0 0 5320
S
#5309
&RThe Pit of Sin~
~
~
&zYou see more that makes you think that perhaps this was once part of
some old castle of old.  Windows line the wall, but they look out only
on rock now.  The green pastures that they once looked out on before are
gone now, or at least no longer here.  The stairs continue downward in
a spiral.  It's getting noticably colder.
~
0 401410 0
Rd     0
D4
~
~
3 0 5296
D5
~
~
71 5194 5331
S
#5310
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D0
~
~
0 0 5298
D1
~
~
0 0 5311
S
#5311
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D2
~
~
0 0 5322
D3
~
~
0 0 5310
S
#5312
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D0
~
~
0 0 5300
D1
~
~
0 0 5313
S
#5313
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401414 0
Rd     0
D0
~
~
0 0 5301
D1
~
~
0 0 5314
D2
~
~
0 0 5324
D3
~
~
0 0 5312
S
#5314
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D0
~
~
0 0 5302
D2
~
~
0 0 5325
D3
~
~
0 0 5313
S
#5315
&RPassage to the South~
~
~
&zThe hallway continues to the south, the sounds of the screaming and
maniacal laughter have faded away a great deal now, and you can no longer
hear them.  The light plays on the walls, creating odd reflections
and even more odd shadows.  Sounds tend to reverberate loudly in this
place, leaving you a little on edge as the slightest sound is amplified
a great deal.
~
0 401411 0
Rd     0
D0
~
~
0 0 5303
D2
~
~
0 0 5326
S
#5316
&RA Dank Dark Prison~
~
~
&zThe joy of life is sucked out of you in this dark, cold room.  There
being no reason for joy in a place where thoughts of freedom and hope
are crushed.  The joys of life squelched under the heel of guards and
other such individuals who do the dirty work of Merentha.
~
0 401410 0
Rd     0
D0
~
~
0 0 5304
D1
~
~
0 0 5317
D2
~
~
0 0 5327
S
#5317
&RA Dank Dark Prison~
~
~
&zCells line the walls, pitiful wails and cries of help come from behind
the stout iron doors, but they fall on deaf ears, as who could ever hope
to save them from the clutches of the people of Merentha.  They would
sooner kill the hapless prisoner than let them go free.
~
0 401410 0
Rd     0
D0
~
~
0 0 5305
D1
~
~
0 0 5318
D2
~
~
0 0 5328
D3
~
~
0 0 5316
S
#5318
&RA Dank Dark Prison~
~
~
&zCells line the walls, pitiful wails and cries of help come from behind
the stout iron doors, but they fall on deaf ears, as who could ever hope
to save them from the clutches of the people of Merentha.  They would
sooner kill the hapless prisoner than let them go free.
~
0 401410 0
Rd     0
D0
~
~
0 0 5306
D3
~
~
0 0 5317
S
#5319
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D1
~
~
0 0 5320
D2
~
~
0 0 5330
S
#5320
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5308
D3
~
~
0 0 5319
S
#5321
&RThe Bottom of the Pit of Blood~
~
~
&zYou're in a oppulent room.  It's enormous in size and quite lavish in
it's decorations.  A huge fire roars in the fireplace and there is a
number of open bottles of various wines and other liquers.  The furniture
appears to just beg you to go sit down in it, to rest and never feel
uncomfortable again.  Everywhere in the room there are paintings, and
sculptures.  It would appear that whoever lives here has an appreciation
for all things beautiful and loves art a great deal.
~
0 401410 0
Rd     0
D4
~
~
71 5190 5297
S
#5322
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D0
~
~
0 0 5311
D1
~
~
0 0 5323
S
#5323
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D2
~
~
0 0 5332
D3
~
~
0 0 5322
S
#5324
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D0
~
~
0 0 5313
D1
~
~
0 0 5325
S
#5325
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D0
~
~
0 0 5314
D2
~
~
0 0 5334
D3
~
~
0 0 5324
S
#5326
&RPassage to the South~
~
~
&zFrom the south, you can see a bit of light...In this darkness it's
pretty hard not to notice.  The sound of the screams and laughter has
died away completely.  The ground is cracked here... You don't know 
what could have caused such damage, and you question whether or not you
really want to meet what did it.
~
0 401411 0
Rd     0
D0
~
~
0 0 5315
D2
~
~
0 0 5335
S
#5327
&RA Dank Dark Prison~
~
~
&zThe cells around you are more than a few.  Their numbers are indeed
many and that just makes you wonder how many people reside in this horrid
little prison, rotting their lives away, their only hope to do something
so bad that it will make the guards kill them in sudden fury.
There is to the south another iron door, hiding behind which is most
likely another poor soul who is trapped there for eternity or death.
~
0 401410 0
Rd     0
D0
~
~
0 0 5316
D2
~
~
71 5185 5336
D3
~
~
0 0 5328
S
#5328
&RA Dank Dark Prison~
~
~
&zThe cells around you are more than a few.  Their numbers are indeed
many and that just makes you wonder how many people reside in this horrid
little prison, rotting their lives away, their only hope to do something
so bad that it will make the guards kill them in sudden fury.
~
0 401410 0
Rd     0
D0
~
~
0 0 5317
D1
~
~
0 0 5327
S
#5329
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D1
~
~
0 0 5330
D2
~
~
0 0 5338
S
#5330
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5319
D3
~
~
0 0 5329
S
#5331
&RThe Bottom of the Pit of Sin~
~
~
&zYou are within an old laboratory... Flasks are all over the place, some
over flames held there by contorted wires and others are just lying on
dusty table tops.  Still more, these ones empty, line shelves that are
taller than the tallest human you have ever laid eyes on.  An alter is
the predominant thing in the room however.  Black and red, it seems that
blood flows out of it into the ground.  A veritable fountain of the red
warm life giving liquid that all beings have in their veins.  It, unlike
the flasks, is clean, and totally free of dust.  It seems that whoever
lives here has taken a recent interest in matters religious, and less
of the scientific.
~
0 401410 0
Rd     0
D4
~
~
71 5194 5309
S
#5332
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D0
~
~
0 0 5323
D1
~
~
0 0 5333
S
#5333
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D2
~
~
0 0 5339
D3
~
~
0 0 5332
S
#5334
&RTraining Chamber~
~
~
&zYou are in a large room, racks of weapons and armor and other such equipment are lined all along the wall, whereas the rest of this rather
huge room is left vacant and empty space, save for the people who are on
it training.  Practicing their swordplay, magic uses etc.  The people
of Merentha would never let themselves fall into a state of laziness,
lest when the time came for them to rise against Aurum, the might not
be ready.
~
0 401410 0
Rd     0
D0
~
~
0 0 5325
S
#5335
&RPassage to the South~
~
~
&zDarkness..there is little else to describe as you wander along...
The light to the south is growing stronger, you think you see shadows
in that area, but you're unsure as of yet.  The dark obsidian seems to
be glistening around you now.  Looking closer, you notice that the walls
are a little damp.
~
0 401411 0
Rd     0
D0
~
~
0 0 5326
D2
~
~
0 0 5341
S
#5336
&RA Dank Dark Prison Cell~
~
~
&zA disgusting room of dirt and filth.  You can't imagine ever being
forced to live in such conditions yourself.  Do you think it right that
others should live in such conditions?  The room is so cold..dust is
thick in the air, causing you to choke a bit as you breath.
~
0 401410 0
Rd     0
D0
~
~
71 5185 5327
S
#5337
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D1
~
~
0 0 5338
D2
~
~
0 0 5343
S
#5338
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D0
~
~
0 0 5329
D3
~
~
0 0 5337
S
#5339
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401419 0
Rd     0
D0
~
~
0 0 5333
D1
~
~
0 0 5340
S
#5340
&ROuter Hall of Merentha~
~
~
&zEvil wanders thtis hall as surely as you do....Although in what form
it walks in is unknown, and is pretty much an unlimited number of things.
There is little you can do except be on your guard at all times and to
never let that very same guard down lest you risk your life and soul
to whatever evil it is that lurks in the darkness.
~
0 401411 0
Rd     0
D1
~
~
0 0 5341
D3
~
~
0 0 5339
S
#5341
&RThe Southern Intersection of Passages~
~
~
&zYou find yourself in a fairly well lit four way intersection.  The
light is provided by glowing red orbs high above you, which casts shadows
all about, even though there doesn't seem to be anything in between the
light and the shadows to create them...  The water running down the walls
looks alive in the odd red light, giving you the impression of being
within some huge living being that has swallowed you whole.  Of course..
how sure are you that such is not the case?...
~
0 401410 0
Rd     0
D0
~
~
0 0 5335
D1
~
~
0 0 5342
D2
~
~
0 0 5344
D3
~
~
0 0 5340
S
#5342
&ROuter Hall of Merentha~
~
~
&zDark things move in the shadows around you, hissing and making sounds
gutteral and wispy.  They watch from afar, waiting for just the right
moment at which to pounce, to attack you while you are unawares and
unexpecting.  They seek to draw from you the sustenance they need to
survive.  And since you're unlikely to give that willingly, they must
take from you what they need.... Which is anything from your flesh to
your gold and valuables.
~
0 401411 0
Rd     0
D1
~
~
0 0 5343
D3
~
~
0 0 5341
S
#5343
&ROuter Hall of Merentha~
~
~
&zDarkness swirls around you, were it not a dead thing, you would think it
was trying to swallow the light around you.  It's almost animate in the
way the shadows are formed about you, made to seem to move and be alive,
then vanish into nothingness once more.  Never o bother you again. Life
is nonetheless abundant all around you.  Hiding in corners and shadows
waiting for you to turn your back...So that they might attack and kill.
~
0 401411 0
Rd     0
D0
~
~
0 0 5337
D3
~
~
0 0 5342
S
#5344
&RAbove the Pit of Death~
~
~
&zYou are at the very top of what is know as the pit of death.  So far,
from what you can see, it's not a very happy place.  Corpses seem to have
just been thrown wherever to rot and putrefy.  You can see that most
are in an advanced stage of decay, and there are maggots and other such
carrion eaters all over the place.  The smell is not something that most
would desire either.
~
0 401414 0
Rd     0
D0
~
~
0 0 5341
D5
~
~
3 0 5345
S
#5345
&RThe Pit of Death~
~
~
&zThe number of corpses around you is astounding.... The number of dead
is amazing...you have to wonder where they get all these people from
without anyone raising up a cry about it.  You think that you can see,
past the occaisional corpse, part of a stone wall, not this wall of black
obsidian that doesn't seem to end.
~
0 401410 0
Rd     0
D4
~
~
3 0 5344
D5
~
~
71 5196 5346
S
#5346
&RThe Bottom of the Pit of Death~
~
~
&zThere is about you, a stench of decay...  The putrid smell of flesh
as it slowly decomposes.  It's enough to make you gag.  Of course, there
are some who can stand up to such noxious odours, though you wonder how
they do it.... Or why?  Anyhow, there are bodies all around you, most
seem to be in a fairly good state..none are readily decaying or rotting
before your eyes.  There are some that even seem to be alive, but not
alive enough for you to believe that the person they once were is back
again.
~
0 401418 0
Rd     0
D4
~
~
71 5196 5345
S
#5347
&RDeep Beneath Merentha~
~
~
&zYou walk along a narrow stone staircase, smooth from years and years
of erosion.  There is little noise around you save sounds that you are
making yourself, there being nothing else around you.  Occaisionly..
you think you hear something from far below...a scream...or a deep and
low gutteral roar....  From what, you're not sure you want to find out.
~
0 401418 0
Rd     0
D4
~
~
3 0 5290
D5
~
~
71 5242 5348
S
#5348
&RThe Pit of Chaos~
~
~
&zLarge stones make up the walls of the tower like room you find yourself
in.  There are windows about the tower walls, but none of them look out
onto anything besides solid rock.  There is a door leading up back the
way that you came, and there is a door at the bottom of the staircase
that leads down deeper into the earth.  Something you didn't really notice
at first..but that dawns on you now, is that this room is unusually hot..
~
0 401418 0
Rd     0
D4
~
~
71 5242 5347
D5
~
~
71 5227 5349
S
#5349
&RThe Bottom of the Pit of Chaos~
~
~
&zYou find yourself in a huge room, the walls of which are made of huge
stone blocks, cut from obsidian you think.  There is little in this room
that even suggests to you that whoever lives here is a happy soul.  There
is in the center of the room a pool of lava...from it radiates the intense
heat you felt earlier and now it is far more intense, nearly scalding your
skin even though you stand a decent distance away.  The lava seems to
move about you, but nothing surfaces, so you take it to only be bubbles
of heat.
~
0 401418 0
Rd     0
D4
~
~
71 5227 5348
S
#5350
A Forest Glade~
~
~
A simple forest glade, bereft of all life save one little sprite which
watches you very carefully, waiting for your slightest move.  It weaves
in and about the leaves of the branches above you with ease, not even
grazing a leaf, only the affect of it's passage in the air causing the
leaves to sway gently.
~
0 401414 0
Rd     0
S
#5351
&BPlane of Light~
~
~
~
0 2499590 0
Rd     0
S
#5352
&rThe Pit of Lava~
~
~
~
0 401414 0
Rd     0
S
#5353
A Room with Blue Light~
~
~
You're in a large open room.  Lit with an odd blue light that seems to
crackle in the air, it has no visible source that you can see with your
own eyes however.  There is something to the north...  There is a glow in
that room that isn't quite the same as the blue glow around you.  There
it is far more intense, almost pulsing with energy.
~
0 138813450 0
Rd     0
D0
~
~
0 0 5354
D4
~
~
119 5246 5175
S
#5354
A Pool of Magic~
~
~
You find yourself in a room that is basically a dome made of clean grey
granite.  The ceiling is perhaps 10 meters above you, and there is a pool
of some glowing blue liquid in the center of the room.  Looking at it,
you can feel waves of power emanating from it.  This is raw magic, that
has somehow been harnessed into a more physical form for who knows what
use.
~
0 138814474 0
Rd     0
D2
~
~
0 0 5353
S
#5355
A Stone Path~
~
~
You step onto a stone path to either side of which are towering oak
trees.  Considering how far beneath the earth you are, you have no
idea how such things can possibly grow here.  There is a huge black
wall to the north, and you can see that the stone path parallels it.
~
0 0 3
Rd     0
D2
~
~
0 0 5356
D3
~
~
0 0 11603
S
#5356
A Stone Path~
~
~
The stone path goes to the north, and also to the east.  The oaks loom
above you on every side, and you can also see past through the trees
to the north a large black wall that stretches to the east and west
as far as you can see.
~
0 0 3
Rd     0
D0
~
~
0 0 5355
D1
~
~
0 0 5357
S
#5357
A Stone Path~
~
~
You walk along a path of carefully laid stones, around you trees grow
to such a high that even if you could see the sun, it would be blocked
out.  To the north, you can see a black wall stretching to the west and
east as far as the eye can see.
~
0 0 3
Rd     0
D0
~
~
0 0 5101
D3
~
~
0 0 5356
S
#0



#SPECIALS
M 5102 spec_breath_frost
M 5122 spec_breath_any
M 5142 spec_breath_lightning
M 5180 spec_breath_acid
S



#GAMES
S



#RESETS
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S



#SHOPS
5136 19 0 0 0 0 100 90 0 24
5137 8 0 0 0 0 110 80 0 24
5173 10 8 0 0 0 100 100 0 24
0



#$