#AREADATA Name { 50-70} Menedek~ Builders Gorsha~ VNUMs 6000 6199 Security 100 Recall 1 Flags 256 Version 107 Creator Gorsha~ Llevel 0 Ulevel 0 Sounds Suddenly the air becomes extremely still.~ Music loth.mid V=50 L=1 P=50 T=Background~ End #MOBILES #6000 Small Boy~ a small boy~ A small boy runs through the crowd. ~ The little boy is wearing a pair of overalls. The overalls look a little too big as the one strap keeps sliding off his shoulder. ~ 65 0 0 0 2 1000 S 55 1 110 110 0 13000d0+0 0d0+0 550 0 0 0 0 1 1 0 0 #6001 Little Girl~ a little girl~ A little girl skips down the street. ~ The little girl has an expression of happiness on her face. She does not seem to care what is going on around her as she goes on her way. ~ 65 0 0 0 2 0 S 55 1 110 110 0 13000d0+0 0d0+0 550 0 0 0 0 2 1 0 0 #6002 Guard Menedek~ a Guard of Menedek~ A guard patrols the streets of the city. ~ The guards of Menedek are only armored with standard leather gear. The casually walk the streets since there hasn't been trouble in years. ~ 65 168 0 0 2 1000 S 65 1 130 130 0 18900d0+0 0d0+0 650 0 0 0 0 0 1 0 0 #6003 Male Citizen Menedek~ a Citizen of Menedek~ A citizen of the city waves at friends across the street. ~ This citizen is wearing a common pair of pants. His long shirt isn't tucked into his pants as it flaps in a gentle breeze. He sees an old friend and starts to wave in his direction. ~ 65 0 0 0 2 1000 S 60 1 120 120 0 17000d0+0 0d0+0 0 0 0 0 0 1 1 0 0 #6004 Female Citizen Menedek~ a Citizen of Menedek~ A citizen of Menedek walks down the street with a shopping bag. ~ This citizen must have just finished her shopping. The bags in her hands are full of new clothes and accessories. ~ 65 0 0 0 2 1000 S 60 1 120 120 0 17000d0+0 0d0+0 0 0 0 0 0 2 1 0 0 #6005 Katianna~ Katianna~ Katianna looks over the crowd within her Inn. ~ Katianna isn't the most attractive women in the world. She looks rather plain. The large clothes she wears hides the plump body underneath. Her apron is dirty from all the grease and sweat on the tables. ~ 75 262336 71303188 0 2 1000 S 107 1 214 214 0 51750d0+0 0d0+0 1070 0 0 0 0 0 1 0 0 >all_greet_prog 100~ if ispc($n) say Welcome to the Inn of Pure Heart! say Stay and have something to eat at Growel's. endif ~ >speech_prog drunk dwarf~ if ispc($n) say Oh, don't worry about him. say He always rants and raves about nonsense. endif ~ >speech_prog evil magician magicians magic~ if ispc($n) emote looks disappointed in you. say Don't tell me that you believe the words of a drunk. say Thats just an old story told to kids to keep say them from misbehaving. Pay it no attention. endif ~ | #6006 Growel~ Growel~ Growel awaits the next order. ~ Growel is an elderly dwarf. His beard is covered with grease and soot from the stove. You can hear his hardy voice from anywhere as he yells out an order. ~ 67 0 16 0 3 1000 S 50 1 100 100 0 11500d0+0 0d0+0 0 0 0 0 0 1 1 0 0 >all_greet_prog 75~ if ispc($n) say I'm glad you've come to my lil counter. say I have the best food in all of Menedek! say Type LIST to see my grand recipes. endif ~ >speech_prog drunk dwarf~ if ispc($n) say That old drunk talks nonsense. say He is just trying to get a free drink. say Now don't you fall for it. endif ~ >speech_prog evil magic magician magicians~ if ispc($n) say Oh hogwash! Thats just a story to scare lil kids. endif ~ | #6007 Tyrel~ Tyrel~ Tyrel is feeding a pair of hawks. ~ Tyrel wears a set of green-dyed leathers. Along his belt are little pouches filled with different seeds. He has beady little eyes that remind you of the hawks that is feeding. ~ 67 0 16 0 3 1000 S 50 1 100 100 0 11500d0+0 0d0+0 0 0 0 0 0 1 1 0 0 >all_greet_prog 100~ if ispc($n) emote turns from his hawks to look at you. say What can I do you for on this fine day? endif ~ | #6008 Zoan~ Zoan~ Zoan stands in the back with a long blade in his hands. ~ Zoan is large, muscular man. The sleeves on his shirt appear to be nearing bursting point. He has a sharpening stone out as he sharpens the blade in his hands. ~ 67 128 16 0 3 1000 S 50 1 100 100 0 10350d0+0 0d0+0 0 0 0 0 0 1 1 0 0 >all_greet_prog 100~ if ispc($n) bow $n say Type LIST to see my master craftmenship. endif ~ | #6009 Duan~ Duan~ Duan is placings pieces of armor on one of the racks. ~ Duan is a small and skinny man. He only wears a small cloth pants and a cotton shirt. He must take pride in his appearance because he takes time to brush back his hair after every burst of wind that enters the shop. ~ 67 128 16 0 3 1000 S 50 1 100 100 0 10350d0+0 0d0+0 0 0 0 0 0 1 1 0 0 >all_greet_prog 100~ if ispc($n) nod $n say Please look around my shop. say Type LIST to see if we have anything you want. endif ~ | #6010 Lyzar~ Lyzar~ Lyzar stands near the bubbling cauldron. ~ Lyzar is stirring the cauldron with a large spoon. There are stains all over his red robe from where he has spilled before. He looks at you with a heartwarming smile as you enter his shop. ~ 67 67108864 16 0 3 1000 S 50 1 100 100 0 10350d0+0 0d0+0 0 0 0 0 0 1 1 0 0 >all_greet_prog 100~ if ispc($n) smile $n say I am glad you have come. say Look, look at my wonderful creation. emote points quickly at the cauldron. say I am so happy that I'm almost finished with this brew. say Type LIST to see the other brews that I have created. endif ~ | #6011 Large Rat~ a Large Rat~ A large rat scurries through the sewers. ~ It's large, hairy rat. ~ 69 40 0 0 2 0 S 57 1 175 175 0 14600d0+0 0d0+0 0 0 0 0 0 0 1 0 0 #6012 Bat~ a Bat~ A bat brushes by your face. ~ A small bat flies in the sewers. You can see a glint off the water on its claws. You can hear more bats in the distance. ~ 65 524840 0 0 2 0 S 61 1 180 180 0 17800d0+0 0d0+0 0 0 0 0 0 0 1 0 0 #6013 Oversized Roach~ an Oversized Roach~ An oversized roach crawls through the sewage. ~ This overgrown insect slowly makes its way through the sewage. Its feelers probe in your direction as it tries to find out what is around. ~ 65 8 0 0 2 0 S 63 1 190 190 0 19400d0+0 0d0+0 0 0 0 0 0 0 1 0 0 #6014 Obsidian Golem~ an Obsidian Golem~ An obsidian golem walks through the caves. ~ A large piece of obsidian has been magicially molded into a walking creature. There is no life in its eyes as it mindlessly walks its routes. ~ 97 268435456 16 0 2 -1000 S 65 1 150 150 0 18900d0+0 0d0+0 650 0 0 0 0 0 1 0 0 #6015 Fiery Hound~ a Fiery Hound~ A hound is engulfed in flame. ~ It looks to be a wolf and dog hybrid. There is an oily substance on its fur that has been set on fire. There must be some magic involved because the hound does not seem to notice the flames. ~ 69 33554496 16 0 2 -1000 S 67 1 155 155 0 20340d0+0 0d0+0 670 0 0 0 0 0 1 0 0 #6016 Mage Red Order~ a Mage of the Red Order~ A mage wears a set of long red robes. ~ You can't get a good look into the hood of this mage. All you can see is the flowing red robes around it. ~ 65 192 16 0 2 -1000 S 71 1 150 150 0 22420d0+0 0d0+0 710 0 0 0 0 0 1 0 0 >fight_prog 20~ if ispc($n) cast 'dispel magic' endif ~ | #6017 Lesser Demon~ a Lesser Demon~ A small demon stalks the Keep's hallways. ~ This is a small demon. It has two long arms with one sharp claw for a hand. It moves along the ground on two feet. It doesn't appear to really walk but it slides along the ground. As it sees you, drool starts to pour of its mouth in anticipation. ~ 65 0 16 0 2 -1000 S 69 1 138 138 0 24200d0+0 0d0+0 690 0 0 0 0 0 1 0 0 #6018 Arena Master~ the Arena Master~ The Arena Master searches the top of his desk. ~ The Arena Master is decorated in a set of beautiful, red robes. He has his hood resting upon his back at the moment. He looks at you with a calm and steady stare. The look within his eyes isn't one of evil but one of curiousity. He brushes the hair from his face as he stretches his hand towards you. ~ 67 192 4194320 2048 2 -1000 S 73 1 170 190 0 21920d0+0 0d0+0 730 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) say Why have you come to visit my office? say I know you haven't come to take part in the Arena. endif ~ >speech_prog arena~ if ispc($n) say The Arena is for the true warriors and magicians. say All one needs to participate is a mage token. endif ~ >speech_prog p mage token~ if ispc($n) say I am not one to give this information. say You can ask around. I'm sure someone would be say willing to talk. endif ~ >give_prog Mage Token~ if ispc($n) say So you want to try your hand at real combat? say Ok, then you shall. mptrans $n 6134 tell $n You shall have three trials. tell $n Here is your first.... mpjunk token else say If you can't give me the token yourself, say then you shall not have a chance at all. mpjunk token endif ~ | #6019 Dark One~ the Dark One~ The Dark One sips blood from one of the pools. ~ You can sense a presence standing before you but can't quite make out what it is. All your mind can see is a large void of light in front of you. ~ 67 268992704 90177684 34816 2 -1000 S 78 1 156 156 0 20930d0+0 0d0+0 780 0 0 0 0 0 3 0 0 >fight_prog 20~ if level($n) > 80 mental else c 'unholy wrath' endif ~ >hitprcnt_prog 10~ if level($n) > 80 break else c 'flash burn' endif ~ | #6020 Mage Halluncination~ the Mage of Halluncination~ The Mage of Halluncination is mixing two vials together. ~ This mage is dressed in long, grey robes. The robes drag along behind him for a couple feet. His movements seem awfully quick for a mage. His hands are moving lightning quick over the table as he grabs for herbs and vials. He does't seem to notice your arrival. ~ 67 192 4259856 0 2 -1000 S 75 1 200 200 0 22000d0+0 0d0+0 750 0 0 0 0 0 1 0 0 >fight_prog 35~ slit ~ >fight_prog 20~ c fireball ~ | #6021 Shady Thief~ a Shady Thief~ A shady thief rests near a stack of barrels. ~ A lanky man stands near the barrels. He has a long, thin noise that comes almost to a point. His eyes remind you of those of a rat. He has a crooked grin that makes you think that he isn't telling you everything. ~ 67 64 85983376 32768 2 -1000 S 70 1 140 140 0 25000d0+0 0d0+0 700 0 0 0 0 1 3 0 0 >all_greet_prog 100~ if ispc($n) eyebrow $n say So you found my little hideaway.... say What can I do for you? endif ~ >act_prog p salutes you.~ if ispc($n) emote looks you over more closely. say I like someone who shows a little respect. say Let me show you my private stock of goodies. mptrans $n 6135 mpat $n mpforce $n bow thief2 endif ~ >speech_prog p mage token~ if ispc($n) say I'm impressed that you have found out about say the mage token. The mages of the Red Order say use them as currency while inside their Keep. say I don't have one to give or sell you. say And the mages will take their tokens to say the Netherworld before giving them up. say Sometimes a mage will get lost in the Obsidian say caves and end up losing their life. say Finding one within the caves is probably say your only hope. endif ~ >rand_prog 10~ emote mumbles to himself. say I can't believe I'm stuck hiding in the cellar. say I used to be an important soldier in an important army. say It used to feel so good when someone would salute me. grumble ~ | #6022 Petty Thief~ a Petty Thief~ A petty thief is trying to pick a fight. ~ ~ 67 0 16 0 2 0 S 55 1 110 110 0 13000d0+0 0d0+0 500 0 0 0 0 1 1 0 0 >death_prog 100~ if level($n) < 55 say You have passed your first trial. say Yet you are not strong enough to continue. say Come back when you have gained in power. mptrans $n 6132 else say You have passed your first trial. say Lets see if you have what it takes to go further. mpmload 6023 mpforce demon mpkill $n mpgoto 1 endif ~ >fight_prog 30~ if level($n) > 80 say You are much too strong to be here. c disrupt else kick endif ~ >fight_prog 20~ say You are a harder opponent than I expected. ~ | #6023 Greater Demon~ a Greater Demon~ A greater demon awaits combat with you. ~ ~ 67 64 16777232 0 2 0 S 65 1 130 130 0 21000d0+0 0d0+0 650 0 0 0 0 0 1 0 0 >death_prog 100~ if level($n) < 65 say You have passed your second trial. say Yet you are not strong enough to continue. say Come back when you have gained in power. mptrans $n 6132 mpat $n mpforce $n look else say You have passed your second trial. say Lets see if you have what it takes to continue. mpmload 6024 mpforce knight mpkill $n mpgoto 1 endif ~ >fight_prog 30~ if level($n) > 80 say Do you think you can bully your way around? c demonfire else c fireball endif ~ >fight_prog 20~ if level($n) > 80 say You must think that you are special. c 'bend light' else gorge endif ~ | #6024 Death Knight~ a Death Knight~ A Death Knight stares at you with its lifeless eyes. ~ ~ 67 192 21004304 2048 2 -1000 S 75 1 150 150 0 20930d0+0 0d0+0 750 0 0 0 0 0 3 0 0 >fight_prog 20~ if level($n) > 80 say I hope to bring you one step closer to death. c 'cone of frost' else c 'unholy fires' endif ~ >hitprcnt_prog 10~ c 'power leak' ~ >death_prog 100~ say You have defeated the three trials. say This shall be your reward. mpoload 6032 give bloom $n say Now you shall be returned to the Red Order. mptrans $n 6132 mpat $n mpforce $n look ~ | #6025 Shady Thief2~ a Shady Thief~ A shady thief rests near a stack of barrels. ~ A lanky man stands near the barrels. He has a long, thin nose that comes to a point. His eyes remind you of those of a rat. He has a crooked grin that makes you think that he isn't telling you everything. ~ 67 64 85983376 32768 2 -1000 S 70 1 140 140 0 25000d0+0 0d0+0 700 0 0 0 0 1 3 0 0 >act_prog p bows before you.~ if ispc($n) grin say So you want to see my special items? say Type LIST to see if anything interests you... say Just say 'I'm finished!' and I'll show you out. endif ~ >speech_prog p I'm finished!~ if ispc($n) mpecho The thief leads you back around the barrels. mptrans $n 6133 mpat $n mpforce $n look endif ~ | #6026 River Demon~ A river demon~ A demon floats above the river of blood. ~ A liquid form hovers above the river. Little waves cascade down its body to its tail. As the waves get to the end of the tail, tiny drops of blood fall into the river. There are two black swirls near the top of the demon which must be its eyes. It continues to look at you as it hovers in place. ~ 67 64 4194320 131072 2 -1000 S 50 1 100 100 0 13200d0+0 0d0+0 0 0 0 0 0 0 3 0 0 >all_greet_prog 100~ if ispc($n) say You should not go any further. say The Red Obsidian are not to be taken lightly. say Turn back now or face the consquences. emote points back towards the caves. endif ~ >speech_prog red obsidian~ if ispc($n) say The Red Obsidian are an ancient clan of magicians. say They have become more than magicians over time as say they practiced physical combat while trapped. say If you really wish to take your chances then say you will need to pay a river passage fee. endif ~ >speech_prog passage fee~ if ispc($n) say Give me 250 coins of gold and say I shall take you across the River. endif ~ >bribe_prog 250~ if ispc($n) say I have warned you. mptrans $n 6124 mpat $n mpforce $n look endif ~ | #6027 Drunk Dwarf~ A drunk dwarf~ A dwarf screams out his stories to anyone nearby. ~ A dwarf sits at one of the Inn's tables. He is enjoying a large mug of ale as he tells his tales of heroics. There are several empty mugs on the table in front of him. ~ 67 0 1024 0 2 0 S 52 1 104 104 0 12200d0+0 0d0+0 500 0 0 0 0 0 3 0 0 >rand_prog 10~ say Oh man, do I have a story for you. say One of ancient evil and magic. say Hey you there, you want to hear my story. emote points towards you with his mug of ale. ~ >speech_prog story yes yeah sure yah ya~ if ispc($n) emote pounds back the rest of his ale. emote yells to a maid to bring him another. say Nobody talks about it but there used say to be an order of evil magicians around here. say They used to have their stronghold on the say same land that Menedek sits on right now. say Supposedly the magicians were destroyed but say I saw some wierd things in them caves. endif ~ >speech_prog caves magicians magician magic evil~ if ispc($n) say The caves the are under this city. say The walls are made out of a shiny black rock. say I left the Inn one night and wandered around town. say I'm usually of sound footing but that night I say slipped and fell through an open manhole. say I spent all night lost in the sewers. endif ~ >speech_prog sewers sewer~ if ispc($n) say The sewers are inhabited by rats and other annoying creatures. say After many hours of being lost, I came upon a crevice. say I regret it now but I decided to drop down say through the crevice. endif ~ >speech_prog crevice~ if ispc($n) say I dropped down into a complex set of caves. say The walls are made of a shiny black rock. say There were horrible creatures within those caves. say Large rocky creatures stalked my every move. say I ran for hours until I heard the sound of rushing water. say So I ran in that direction. say But what I came upon is too odd to tell. say It was the oddest creature I've ever seen. say Only an ancient magic could create or control say such a creature. endif ~ >speech_prog odd creature~ if ispc($n) say I will say no more about this. say I would like to forget the whole incident. endif ~ | #6028 Helpless Prisoner~ a helpless prisoner~ A helpless prisoner is tied to the wall. ~ ~ 67 0 0 0 2 1000 S 10 1 20 20 0 500d0+0 0d0+0 0 0 0 0 0 0 3 0 0 >death_prog 99~ mpecho A large swirl surrounds the body. mpecho The swirl collapes in on itself and disappears. mpecho A servant chains another prisoner to the wall. mpmload 6028 mpgoto 1 ~ | #6029 Sneaky Man~ a Sneaky Man~ A man is sneaking around on the deck of the Inn. ~ ~ 67 0 4194320 0 2 -1000 S 10 1 20 20 0 500d0+0 0d0+0 0 0 0 0 0 1 3 0 0 >death_prog 100~ mpecho The man falls over the railing of the Inn. mpecho You hear the sound of his body hit the ground. mpecho Another man from inside the Inn begins mpecho to snoop around the deck. mpmload 6029 mpgoto 1 ~ | #6030 Cocker Spaniel~ A cocker spaniel~ A black cocker spaniel sniffs along the edge of the street. ~ ~ 257 56 4194304 0 0 0 S 50 1 100 100 0 11500d0+0 0d0+0 0 0 0 0 0 0 0 0 0 #6031 Bulldog~ a Bulldog~ A bulldog looks around with its alert eyes. ~ ~ 257 184 4194304 0 0 0 S 60 1 120 120 0 15300d0+0 0d0+0 0 0 0 0 0 0 0 0 0 #6032 White Wolf~ A white wolf~ A beautiful white wolf quietly walks its route. ~ ~ 257 16576 16 0 0 0 S 70 1 140 140 0 20000d0+0 0d0+0 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #6000 Red Ribbon~ a Red Ribbon~ A red ribbon floats in the wind.~ ~ 9 0 0 0 0 17 50 100 100 0~ 0~ 0~ 0~ 1 2000 0 0 0 reserved~ 0 0 0 0 0 A 25 16 A 12 50 A 13 50 #6001 Leather Coif~ a Leather Coif~ A leather cap lies in the dirt.~ ~ 9 0 0 0 0 17 50 100 100 0~ 0~ 0~ 0~ 2 2000 0 0 0 reserved~ 0 0 0 0 0 A 2 1 A 5 1 #6002 Handful Flowers~ a Handful of Flowers~ A handful of flowers will die if they stay on the ground.~ ~ 9 0 0 0 0 16385 53 100 100 0~ 0~ 0~ 0~ 1 2100 0 0 0 reserved~ 0 0 0 0 0 A 3 1 A 13 53 #6003 Leather Shoes~ a pair of leather shoes~ Someone has forgetten their pair of leather shoes.~ ~ 9 0 0 0 0 65 52 100 100 0~ 0~ 0~ 0~ 4 2080 0 5 0 refresh~ 5 5 0 0 0 A 14 75 A 2 1 #6004 Silk Sash~ a Silk Sash~ A silk sash flaps in the wind.~ ~ 9 0 0 0 0 2049 56 100 100 0~ 0~ 0~ 0~ 1 2000 0 0 0 reserved~ 0 0 0 0 0 A 5 2 A 4 2 #6005 Glowing Staff~ a Glowing Staff~ A staff radiates a soft glow.~ ~ 1 0 0 0 0 1 56 100 100 0~ 0~ -1~ 0~ 10 2400 0 0 0 reserved~ 0 0 0 0 0 A 1 2 A 3 2 #6006 Leather Leggings~ a pair of leather leggings~ Someone has left behind a pair of leggings.~ ~ 9 0 0 0 0 33 58 100 100 0~ 0~ 0~ 0~ 1 2320 0 0 0 reserved~ 0 0 0 0 0 A 19 6 A 18 6 #6007 Small Knife~ a small knife~ A small knife needs to be sharpened.~ ~ 5 0 0 0 11280384 8193 57 100 100 0~ 0~ 0~ 11~ 2 2320 0 0 0 reserved~ 0 0 0 0 0 A 2 1 A 19 17 A 18 17 #6008 Breastplate Menedek~ a Breastplate of Menedek~ A guard of Menedek has left behind his breastplate.~ ~ 9 0 0 0 0 9 60 100 100 0~ 0~ 0~ 0~ 10 2600 0 0 0 reserved~ 0 0 0 0 0 A 19 20 A 18 16 #6009 Leather Whip~ a Leather Whip~ A whip has been constructed out of leather.~ ~ 5 0 0 0 0 8193 60 100 100 0~ 0~ 0~ 4~ 1 2400 0 0 0 reserved~ 0 0 0 0 0 A 13 70 A 19 11 A 18 25 #6010 Manhole~ a manhole~ A manhole is in the ground near the marble wall.~ ~ 29 0 0 0 0 0 1 100 100 6065~ 0~ 0~ 0~ 999 1 0 0 0 reserved~ 0 0 0 0 0 #6011 Roach Legs~ some roach legs~ A roach has had its legs cut off.~ ~ 9 0 0 0 0 33 57 100 100 0~ 0~ 0~ 0~ 1 1800 0 0 0 reserved~ 0 0 0 0 0 A 2 1 #6012 Leather Gloves~ a pair of leather gloves~ A pair of gloves is made out of the finest leather.~ ~ 9 0 0 0 0 129 60 100 100 0~ 0~ 0~ 0~ 1 2448 0 0 0 reserved~ 0 0 0 0 0 A 13 60 A 2 2 #6013 Bat Wings~ a pair of bat wings~ A bat had its wings chopped off.~ ~ 9 0 0 0 0 1025 0 100 100 0~ 0~ 0~ 0~ 0 1 0 5 0 fly~ 5 5 0 0 0 A 109 -1 A 25 10 #6014 Pierce Darkness~ the Pierce of Darkness~ The darkness pierces through the light.~ ~ 5 201326656 0 0 0 8193 70 100 100 0~ 0~ 0~ 11~ 1 2800 0 0 0 reserved~ 0 0 0 0 0 A 12 75 A 13 82 A 19 20 A 18 22 #6015 Obsidian Breastplate~ an Obsidian Breastplate~ A breastplate has been made from obsidian.~ ~ 9 536870912 0 0 0 9 70 100 100 0~ 0~ 0~ 0~ 10 2820 0 0 0 reserved~ 0 0 0 0 0 A 13 80 A 19 30 A 18 12 A 14 -50 #6016 Eyes Dark One~ the Eyes of the Dark One~ A pair of black eyes are rolling on the ground.~ ~ 9 805322752 0 0 0 131073 70 100 100 0~ 0~ 0~ 0~ 1 3000 0 0 0 reserved~ 0 0 0 0 0 A 3 2 A 19 8 A 18 6 #6017 Red Satin Pants~ a pair of Red Satin Pants~ A pair of pants has been made from red satin.~ ~ 9 33554512 0 0 0 33 66 100 100 0~ 0~ 0~ 0~ 2 2624 0 0 0 reserved~ 0 0 0 0 0 A 12 66 A 19 7 A 18 6 #6018 red Satin Sleeves~ red Satin Sleeves~ A couple pieces of satin flap in the wind.~ ~ 9 33554512 0 0 0 257 65 100 100 0~ 0~ 0~ 0~ 3 2580 0 0 0 reserved~ 0 0 0 0 0 A 13 65 A 19 6 A 18 7 #6019 Sickle Red Order~ a Sickle of the Red Order~ A bloodstained sickle lies forgotten on the ground.~ ~ 5 33554512 0 0 0 8193 66 100 100 0~ 0~ 0~ 1~ 5 2200 0 0 0 reserved~ 0 0 0 0 0 A 12 75 A 1 1 A 19 14 A 18 25 #6020 Necklace Red Obsidian~ a Necklace of Red Obsidian~ A necklace is made out of a red and shiny rock.~ ~ 9 33554432 0 0 0 5 62 100 100 0~ 0~ 0~ 0~ 1 2720 0 0 0 reserved~ 0 0 0 0 0 A 25 20 A 12 60 A 13 40 #6021 Red Bracer~ a Red Bracer~ A red bracer lies on the ground.~ ~ 9 33554512 0 0 0 4097 68 100 100 0~ 0~ 0~ 0~ 5 2800 0 0 0 reserved~ 0 0 0 0 0 A 12 40 A 19 7 A 18 7 #6022 Mask Hallucination~ the Mask of Hallucination~ A mask blends into the surroundings quite well.~ ~ 9 16496 0 0 0 65537 68 100 100 0~ 0~ 0~ 0~ 1 3000 0 5 0 invis~ 5 5 0 0 0 A 2 2 A 19 7 A 18 7 A 13 68 #6023 Mace Illusion~ the Mace of Illusion~ A mace shimmers in the light.~ ~ 5 131152 8216 0 0 8193 67 100 100 0~ 0~ 0~ 8~ 5 2600 0 0 0 reserved~ 0 0 0 0 0 A 12 80 A 1 1 A 19 25 A 18 20 #6024 Chip Obsidian~ a chip of obsidian~ A chip of obsidian lies on the floor of the cave.~ ~ 8 68 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 10 1800 0 0 0 reserved~ 0 0 6027 0 0 #6025 Manhole~ a manhole~ A manhole is in the ground near the marble wall.~ ~ 29 0 0 0 0 0 1 100 100 6079~ 0~ 0~ 0~ 999 1 0 0 0 reserved~ 0 0 0 0 0 #6026 Chipped Mage Token~ a chipped mage token~ A mage token has a chip missing from it.~ ~ 8 64 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 2 1400 0 0 0 reserved~ 0 0 6027 0 0 #6027 Mage Token~ a Mage Token~ A small token sparkles in the light.~ ~ 8 84 0 0 0 1 50 100 100 0~ 0~ 0~ 0~ 1 2200 0 5 0 fumble~ 2 2 0 0 0 #6028 Circular Fountain~ a circular fountain~ A circular fountain is in the center of the intersection.~ ~ 25 0 0 0 0 0 1 100 100 0~ 0~ 0~ 0~ 999 1 0 0 0 reserved~ 0 0 0 0 0 #6029 Scroll Torment~ a Scroll of Torment~ A dark scroll rolls on the ground.~ ~ 2 68 131072 0 0 1 50 100 100 70~ curse~ poison~ blindness~ 1 800 0 0 0 reserved~ 0 0 0 0 0 #6030 Rod Frost~ a Rod of Frost~ A dark rod is covered in ice.~ ~ 3 134217796 0 0 0 16385 50 100 100 70~ 9~ 9~ iceball~ 5 1000 0 0 0 reserved~ 0 0 0 0 0 #6031 Metallic Staff~ a Metallic Staff~ A long metallic staff lies in the corner.~ ~ 4 68 139264 0 0 16385 50 100 100 70~ 10~ 10~ psionic blast~ 9 1000 0 0 0 reserved~ 0 0 0 0 0 #6032 Cotton Bloomers~ a pair of cotton bloomers~ Someone has dropped a pair of cotton bloomers.~ ~ 9 64 0 0 0 33 1 100 100 0~ 0~ 0~ 0~ 1 20 0 0 0 reserved~ 0 0 0 0 0 A 1 1 A 5 1 #6033 Half1 Bone Key~ a half of a bone key~ A bone key has broken into two pieces.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 6035 0 0 #6034 Half2 Bone Key~ a part of a broken bone key~ A bone key has been broken.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 4 0 0 0 reserved~ 0 0 6035 0 0 #6035 Bone Key~ the Key of Bone~ A piece of bone is carved into a small key.~ ~ 18 0 0 0 0 1 1 100 100 0~ 0~ 0~ 0~ 1 80 0 0 0 reserved~ 0 0 0 0 0 #6036 Light Dagger~ a light dagger~ A small dagger is on the ground.~ ~ 5 0 0 0 0 8193 50 100 100 0~ 0~ 0~ 11~ 1 2000 0 0 0 reserved~ 0 0 0 0 0 A 19 12 A 18 12 #6037 Short Sword~ a short sword~ A short sword glints in the sunlight.~ ~ 5 0 0 0 0 8193 60 100 100 0~ 0~ 0~ 3~ 3 2400 0 0 0 reserved~ 0 0 0 0 0 A 19 16 A 18 16 #6038 Iron Hammer~ an iron hammer~ An iron hammer rests on the ground.~ ~ 5 0 0 0 0 8193 70 100 100 0~ 0~ 0~ 8~ 10 2800 0 0 0 reserved~ 0 0 0 0 0 A 19 20 A 18 20 #6039 Small Shield~ a small shield~ A small metal shield lies on the ground.~ ~ 9 0 0 0 0 513 50 100 100 0~ 0~ 0~ 0~ 1 2000 0 0 0 reserved~ 0 0 0 0 0 A 19 5 A 18 5 #6040 Leather Shield~ a leather shield~ A shield has been covered with a piece of leather.~ ~ 9 0 0 0 0 513 60 100 100 0~ 0~ 0~ 0~ 5 2400 0 0 0 reserved~ 0 0 0 0 0 A 19 6 A 18 6 #6041 Spiked Shield~ a spiked shield~ A shield is covered in long and sharp spikes.~ ~ 9 0 0 0 0 513 70 100 100 0~ 0~ 0~ 0~ 10 2800 0 0 0 reserved~ 0 0 0 0 0 A 19 7 A 18 7 #6042 Scroll Home~ scroll to Home~ A white scroll with a picture of a house on it.~ ~ 2 0 0 0 0 1 50 100 100 70~ word of recall~ reserved~ reserved~ 1 8 0 0 0 reserved~ 0 0 0 0 0 #6043 Potion Detection~ potion of Detection~ A small vial is filled with a greed liquid.~ ~ 10 268435456 0 0 0 1 50 100 100 70~ detect invis~ detect hidden~ detect magic~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #6044 Chocolate Cake~ a piece of chocolate cake~ Someone forgot to eat the last piece of chocolate cake.~ ~ 19 0 0 0 0 1 1 100 100 5~ 0~ 0~ 0~ 1 8 0 0 0 reserved~ 0 0 0 0 0 #6045 Meat Potatoes~ some meat and potatoes~ A bowl of meat and potatoes sits here.~ ~ 19 0 0 0 0 1 10 100 100 10~ 0~ 0~ 0~ 1 28 0 0 0 reserved~ 0 0 0 0 0 #6046 Shot Whisky~ a shot of whisky~ A shot glass is full of whisky.~ ~ 17 0 0 0 0 1 1 100 100 5~ 5~ 5~ 0~ 1 40 0 0 0 reserved~ 0 0 0 0 0 #6047 Mug Ale~ a mug of ale~ A mug is full of a dark ale.~ ~ 17 0 0 0 0 1 1 100 100 10~ 10~ 3~ 0~ 1 60 0 0 0 reserved~ 0 0 0 0 0 #6048 Thief Bag~ the Bag of a Thief~ A small bag is tied tightly with leather straps.~ ~ 15 536870912 139264 0 0 1 50 100 100 150~ 1~ 0~ 0~ 5 160000 0 0 0 reserved~ 0 0 0 0 0 #0 #ROOMDATA #6000 Laclede Street~ ~ ~ The marble path of Laclede Street continues to the north and south. The wall to the east stands high above the city. A couple guards can be seen walking along the top of the wall. This city must be well protected with the guards as well as the marble wall. The citizens of this city do not seem to realize the work put into keeping them so safe. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6017 D2 ~ ~ 0 0 6031 S #6001 Corner of Barthes and Lindell~ ~ ~ The paths of the two streets come to form a corner here. The marble slabs look quite worn from the constant traffic. People all around stop to talk amongst themselves. The high walls which guard the northern and western borders are constructed from the finest marble. The walls stand at least the height of ten humans. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6002 D2 ~ ~ 0 0 6008 S #6002 Barthes Street~ ~ ~ The path of Barthes Street continues towards the east and west. Movement is slow but continous as people weave in and out of each other. The conversations of travelers can be heard as they pass by but fade away as quickly as they came. A large and thick marble wall blocks the north from attack. Along the southern side of the street is a line of houses. Children toss a small ball around in the front yard. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6003 D3 ~ ~ 0 0 6001 S #6003 Barthes Street~ ~ ~ Barthes street travels off to the east and west. The sun reflects off the top of the high marble wall to the north. The citizens raise their arms to shield their eyes from the sun. An elderly halfling is walking up to one of the houses to the south. A circle of daises grow in one of the yards to the south. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6004 D3 ~ ~ 0 0 6002 S #6004 Intersection of Barthes and Grand~ ~ ~ The paths of Grand and Barthes meet at this intersection. People of all sorts walk around. A family of humans walk off to the south. You can see people moving in all directions. When you look north, you notice that mostly those of a professional nature are going north. A large sign sticks out of the ground to the side of the small wood path. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6044 D1 ~ ~ 0 0 6005 D2 ~ ~ 0 0 6009 D3 ~ ~ 0 0 6003 S #6005 Barthes Street~ ~ ~ The marble of Barthes Street moves in the eastern and western directions. A cat-like creature is sweeping the marble path. It moves around people as it tries to dust the dirt and garbage from the street. It sweeps all the trash into a bag that it carries on it's back. A grassy park is to the south of the street. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6006 D3 ~ ~ 0 0 6004 S #6006 Barthes Street~ ~ ~ A pack of trolls stand huddled against one of the buildings to the south. You can hear their grunts over the other noises of those who pass. The buildings all appear to be houses for a variety of races. One door is decorated in the rich and beautiful art of the Western Elves. Others show the metalwork of dwarves, the bonework of ogres and trolls, and the work of many other races. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6007 D3 ~ ~ 0 0 6005 S #6007 Corner of Barthes and Laclede~ ~ ~ You have come to the northeastern corner of the city. Some travelers walk to the west on Barthes Street, and others move south along Laclede Street. The marble wall towers above the northern and eastern sides of the city. The noise of a creaky cart can be heard over the voices of those nearby. You can see a stocky dwarf bumping into people as he rushes to the south. ~ 0 0 1 Rd 0 D2 ~ ~ 0 0 6010 D3 ~ ~ 0 0 6006 S #6008 Lindell Boulevard~ ~ ~ The marble path of Lindell Boulevard goes to the south and north. Along the western side of town, a high marble wall protects the city from invaders. Several posters advertising upcoming events hangs on the wall. A group of three children jump up and down at the poster of an upcoming concert. The poster is of a group called, Light Winds, which will play the city in the coming weeks. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6001 D2 ~ ~ 0 0 6011 S #6009 Grand Avenue~ ~ ~ Citizens and travelers walk upon Grand Avenue. Many families leave for the park off the eastern side of Grand. The smell of freshly cut grass is carried in the air. A child pickpocket lifts a wallet and takes off down the street. The mom yells and fumes about the thief before giving up and leaving. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6004 D2 ~ ~ 0 0 6014 S #6010 Laclede Street~ ~ ~ The path of Laclede Street travels off to the north and south. Off the western side of Laclede is the city park. The edge of the street is lined with fresh, red tulips. An elven child sits in the grass smelling the tulips as her parents watch from behind. All the people in the city walk about without noticing what is going on around them. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6007 D2 ~ ~ 0 0 6017 S #6011 Intersection of Taklas and Lindell~ ~ ~ The wind sweeps down through the city streets. On the top of the breeze is a collection of aromas. The smells of freshly baked goods, smoke, and sweat bombard your nose as you look at the surrounding scenes. A bumbling magician stands against the city wall performing simple tricks for meager coins. Lindell Boulevard goes north and south while Taklas Street goes off to the east. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6008 D1 ~ ~ 0 0 6012 D2 ~ ~ 0 0 6018 S #6012 Taklas Street~ ~ ~ The sounds of the city echo through your ears as you walk upon the marble street. Children run around in the streets much to the frustration of the adults. Their parents hang out from windows of the houses along the northern side of Taklas. Dark and thick smoke bellows out from the windows to the south. You can hear the sound of striking metal. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6013 D3 ~ ~ 0 0 6011 S #6013 Taklas Street~ ~ ~ Taklas Street continues to the west and east. A pile of wood is stacked in front of a house to the north. The house is severely run down and needs repairing. A man currently stands on a ladder looking at the window lining of the second floor. Several other men are talking while painting at different parts of the house. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6014 D3 ~ ~ 0 0 6012 S #6014 Intersection of Taklas and Grand~ ~ ~ You have entered the busy intersection of Taklas and Grand. People are body-to-body as they try to move through the intersection. The repugnent smell of blood and sweat saturates the air. You can feel the sweat of those around you as you try to move on your way. The cry of a baby can be heard from somewhere in the crowd of people in the intersection. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6009 D1 ~ ~ 0 0 6015 D2 ~ ~ 0 0 6021 D3 ~ ~ 0 0 6013 S #6015 Taklas Street~ ~ ~ The marble path of Taklas continues towards the east and west. Puffs of smoke filter through the cracks in one of the buildings to the south. A large group of homeless sit or lie against the building. Several of them have tin cups resting before them. Some of the cups have a few gold pieces in them but clearly not enough as they still look thin and hungry. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6016 D3 ~ ~ 0 0 6014 S #6016 Taklas Street~ ~ ~ As you look around, you can see that this street only goes east and west from here. To the north of you is the city park. You can see people running around while playing all sorts of games. Little children snicker and giggle as they tell each other stories. Several dogs play tug of war with a rope near the street. A few trees along the edge of the park provide shade for the park and street. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6017 D3 ~ ~ 0 0 6015 S #6017 Intersection of Taklas and Laclede~ ~ ~ The marble path goes west on Taklas as well as north and south on Laclede. This intersection seems strangely empty. There are very few people walking about at this point. There is an iron gate within the marble wall to the east. An armed guard stands to the side of the gate. The guard stands perfectly still and does not react to any of the distractions around him. You can't make out what is through the gate. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6010 D1 ~ ~ 115 0 6043 D2 ~ ~ 0 0 6000 D3 ~ ~ 0 0 6016 S #6018 Lindell Boulevard~ ~ ~ Lindell Boulevard moves to the north and south. Posters adorn the guard wall to the west. The posters advertise different events that are coming to the city. The street has trash starting to collect against the wall and the nearby buildings. People just seem to drop their trash without disposing of it properly. The sounds of the city can be heard from all directions. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6011 D2 ~ ~ 0 0 6025 S #6019 Weapon Store~ ~ ~ A wide variety of weapons hang from the walls of the store. A counter near the back of the shop has more weapons sitting on top. The shop is kept dark with the oven as the only light. The noises of the city come through the door everytime it opens. ~ 0 12 0 Rd 0 D2 ~ ~ 0 0 6026 S #6020 Armor Store~ ~ ~ As you pass the threshold, the smell of leather and oil hit your senses. The walls are layered with shelves. The shelves are covered with different armors. Four stands hold the full battle armors. The quality of these pieces look to be superior than most. There do not appear to be any flaws. ~ 0 12 0 Rd 0 D2 ~ ~ 0 0 6027 S #6021 Grand Avenue~ ~ ~ Grand Avenue continues to the north and south. People of all races casually pass by one the street. A large minotaur exchanges grunts with an ogre off the side of the street. They seem to be enjoying a joke as they start to laugh loudly as you move by. There is a lot of noise coming from the south. Over all the racket, you think you can hear the sound of running water. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6014 D2 ~ ~ 0 0 6028 S #6022 Lyzar's Magic Shop~ ~ ~ A strong aroma hits you in the face as you enter through the door. In the middle of the room is a white cauldron. A large wood spoon lies across the top of the cauldron. An unknown liquid is brewing inside the pot. A variety of scrolls and potions sit on the shelves. Several wands hang from hooks in the ceiling. The wood walls and floor are stained in many places which are probably from the cauldron. ~ 0 12 0 Rd 0 D2 ~ ~ 0 0 6029 S #6023 Tyrel's Exotic Animals~ ~ ~ As you enter the shop, you notice the floor is covered with straw. Curled up in the corners are animals of many breeds. A petite woman is currently feeding small pieces of meat to a pair of hawks perched on a stand. A wildabeast thrashes about inside a cage. To the side of the cage is a devoured carcass which has many bite marks across its bone. ~ 0 4108 0 Rd 0 D2 ~ ~ 0 0 6030 S #6024 Pet Cages~ ~ ~ This be the cages for the Pet Store. If you can read this, then you shouldn't be here. GET OUT!!! ~ 0 134651918 1 Rd 0 S #6025 Intersection of Himfor and Lindell~ ~ ~ The streets of Lindell and Himfor come to form an intersection. As you look east, you see hundreds of people walking around. This must be the most popular street in the city. The types of people milling about is diverse and a wonder. It is amazing that so many races are able to get along within the city walls. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6018 D1 ~ ~ 0 0 6026 D2 ~ ~ 0 0 6032 S #6026 Himfor Street~ ~ ~ The marble used for the streets has become extremely worn after all these years. Most of the people on the street are carrying bags of newly acquired objects. There is a wood sign with metallic lettering hanging from the building to the north. The sound of clashing metal is coming from within. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6019 D1 ~ ~ 0 0 6027 D3 ~ ~ 0 0 6025 S #6027 Himfor Street~ ~ ~ The noise of stomping boots is very loud on this part of the street. Almost every person coming from the north are wearing new, shiny pieces of armor. A metal shield hangs to the side of the opened door. The sounds of singing and running water comes from the east. Many of the people here are making their way in that direction. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6020 D1 ~ ~ 0 0 6028 D3 ~ ~ 0 0 6026 S #6028 The Town Square~ ~ ~ The town square is the intersection of Grand and Himfor. A circular fountain was constructed in the center of the intersection. Small children splash playfully within its waters as travelers stop to rest on its edge. A choir of elves sing a lovely tune as people walk around the fountain. The retail street of Himfor stretches to the east and west. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6021 D1 ~ ~ 0 0 6029 D2 ~ ~ 0 0 6033 D3 ~ ~ 0 0 6027 S #6029 Himfor Street~ ~ ~ The street of Himfor stretches off to the west and east. A horrible stench is filtering out from an open window to the north. A small wood sign has been nailed underneath the window. Running water can be heard coming from the west. Most of the young children are running in the western direction. A lovely song can be heard coming from the west as well. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6022 D1 ~ ~ 0 0 6030 D3 ~ ~ 0 0 6028 S #6030 Himfor Street~ ~ ~ A little girl sits on the ground petting a kitten. The kitten is softly purring in her lap as she strokes its back. The stench of feces comes from the door to the north. You gather that this must be the pet shop of the city. The street travels to the east and west. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6023 D1 ~ ~ 0 0 6031 D3 ~ ~ 0 0 6029 S #6031 Intersection of Himfor and Laclede~ ~ ~ The towering wall to the east lets you know that you have come to the eastern side of the city. The street of Himfor goes off to the west while Laclede goes to the north and south. The marble path is only slightly littered with trash. The eastern side of the marble wall is also spotless as guards continue their watch from the top. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6000 D2 ~ ~ 0 0 6034 D3 ~ ~ 0 0 6030 S #6032 Lindell Boulevard~ ~ ~ The path before you continues towards the north and south. There is a dark opening in the building to the east. You can see a couple sparks fly out through the opening. To the south, you can see the end of the street turning off. As you proceed to move along, you see more sparks fly out the opening. The sun is really bright on this street as it seems to be reflecting off more than usual. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6025 D2 ~ ~ 0 0 6035 S #6033 Grand Avenue~ ~ ~ The marble pathway of Grand Avenue goes in the northern and southern directions. A sweet, pretty song is on the breeze sweeping in from the north. Also, you can make out a fountain in the square north of you. Many buildings tower the street from both sides. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6028 D2 ~ ~ 0 0 6038 S #6034 Laclede Street~ ~ ~ Laclede Street continues on towards the north and south. The people are beginning to wear finer cloaks and leather as you look further south. The conversations change between daily activities and business deals along this section of Laclede. The street is much cleaner and appears to be buffed more often then the northern streets. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6031 D2 ~ ~ 0 0 6041 S #6035 Corner of Amagine and Lindell~ ~ ~ This is the southwestern corner of the city. The streets of Amagine and Lindell come to form a corner intersection. The southern wall curves around the city to travel along the side of Lindell Boulevard. Travel has become easier as their are less people about. The people that are here walk on as they go about their business within the city. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6032 D1 ~ ~ 0 0 6036 S #6036 Amagine Street~ ~ ~ This is the business district of the city for the buildings have turned into strong, tall towers. Many of the towers seem to reach as high as the clouds. The people you see here are most likely the ones who really run this city. The dress of these men and women consist of the finest leather leggings and silk shirts and blouses. Many of them seem to walk with their nose held high in the air. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6037 D3 ~ ~ 0 0 6035 S #6037 Amagine Street~ ~ ~ The high, intimidating towers continue to line the northern edge of Amagine. Many business types walk in and out of the many towers. A couple of the businessmen are escorted by troll or ogre bodyguards. It looks slightly comical to see an ogre dressed up in oversized leather. The sight of you seems to faze these people more than the fancy ogres and trolls. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6038 D3 ~ ~ 0 0 6036 S #6038 Intersection of Amagine and Grand~ ~ ~ Amagine and Grand come to an intersection at the southern edge of the city. A large gate is built into the southern part of the wall. There is a large wood sign hung up to side of the gate. You can see a couple visitors being checked over as they enter the city. You can't make out anything as you try to look through the bars. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6033 D1 ~ ~ 0 0 6039 D2 ~ ~ 115 0 6042 D3 ~ ~ 0 0 6037 S #6039 Amagine Street~ ~ ~ The street of Amagine continues towards the east and west. The street is kept very clean as you can see a janitor right now. The janitor is sweeping up any trash as soon as it hits the ground. Many of the creatures walking around pay no attention to the amount of work needed to keep their city clean. Many towers are to the north of the street. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6040 D3 ~ ~ 0 0 6038 S #6040 Amagine Street~ ~ ~ The path before you continues to th east and west. Many of the citizens rush by as they go off on their business. Their eyes are glowing in anticipation of their next deal as they run off. On the northern edge of the streets is an extremely high tower. The entire tower is a dark red shade. ~ 0 0 1 Rd 0 D1 ~ ~ 0 0 6041 D3 ~ ~ 0 0 6039 S #6041 Corner of Amagine and Laclede~ ~ ~ This is the southeastern corner of the city. Several men and women dressed in fine silks talk amongst themselves. The southern and eastern parts of the marble wall come together in a curve. Some guards patrol the top of the tower. The street of Amagine goes westward and Laclede goes north. ~ 0 0 1 Rd 0 D0 ~ ~ 0 0 6034 D3 ~ ~ 0 0 6040 S #6042 Main Gate of Menedek~ ~ ~ The marble wall of Menedek towers high above you. A path of marble stones begin a few yards from the gate. The gate is made from magically enforced iron. It has been said that these gates have withstood the power of multiple battling rams. To the side of the gate is a guard post which is also constructed from marble. Guards can be seen patrolling the top of the wall. ~ 0 0 2 Rd 0 D0 ~ gate~ 115 0 6038 D2 ~ ~ 0 0 17604 S #6043 Eastern Gate of Menedek~ ~ ~ You have come upon the eastern gate into the city of Menedek. A guard post is to the side of the gate. Travelers are let through the gates in a casual manner so not to have any riots or troublemakers. A trough is setup near the gate to allow horses a chance to rest as their owners await passage into the city. ~ 0 0 2 Rd 0 D3 ~ gate~ 115 0 6017 S #6044 Bottom of a Large Tree~ ~ ~ The marble path runs up to the bottom of a large oak tree. The tree is exceptionally thick and looks to be as round as one of the city buildings. The roots are approximately the same size as grown bulls. The tree reaches high into the sky with the top seeming to touch the clouds. A few notches are carved into the side of the tree. The notches lead up into the branches. ~ 0 4 2 Rd 0 D2 ~ ~ 0 0 6004 D4 ~ ~ 0 0 6045 S #6045 Inn of Pure Heart~ ~ ~ A trapdoor near the north wall leads to a ladder. A mat is placed by the trapdoor for visitors to wipe their feet. The sounds of laughter and conversation fill the Inn of Pure Heart. This is a place for people to relax and share stories. The aroma of fresh bread is coming from the east. ~ 0 2490380 0 Rd 0 D1 ~ ~ 0 0 6047 D2 ~ ~ 0 0 6049 D3 ~ ~ 0 0 6046 D5 ~ ~ 0 0 6044 S #6046 Inn of Pure Heart~ ~ ~ The closely intertwined branches form a solid and stable floor for the inn. Tables are setup in this corner of the inn. Only a couple of the tables are currently empty. A group of gnomes sit at one table with a large book opened before them. They look very intent on reading the book and do not notice anything around them. Two orcs are sharing laughs at the table in the corner. ~ 0 8 0 Rd 0 D1 ~ ~ 0 0 6045 D2 ~ ~ 0 0 6048 S #6047 Inn of Pure Heart~ ~ ~ Many patrons are huddled around the counter near the east wall. A large menu above the counter lists the items available for sell. A little girl runs around with her face covered in chocolate icing. She is singing aboue how the cake tastes good, and she wants more. ~ 0 8 0 Rd 0 D2 ~ ~ 0 0 6050 D3 ~ ~ 0 0 6045 S #6048 Inn of Pure Heart~ ~ ~ The tight, intertwined branches of the oak form a solid deck overlooking the city. The deck is furnished with several tables. The tables are equiped with an umbrella bolted to the center. The umbrella folds out to cover the table in case of rain. Along the edge of the deck is a thick railing. The view from the deck is extraordinary. The skyline of Menedek is one of the most beautiful sites in the realm. The lights and sounds of the city almost make one hold their breath. ~ 0 8 0 Rd 0 D0 ~ ~ 0 0 6046 D1 ~ ~ 0 0 6049 S #6049 Inn of Pure Heart~ ~ ~ This is the game room of the Inn of Pure Heart. Against the back wall, there are three boards hanging from the wall. A couple patrons are throwing tiny darts at one of the boards. They laugh and yell as one of them hits the bullseye. Two wood tables are covered in cloth and sit off the side of the boards. Six holes lie at the corners and sides of the table. A man is hitting stone balls into the holes with a long stick. The room is filled with smoke as some dwarves puff heavily on their pipes. ~ 0 8 0 Rd 0 D0 ~ ~ 0 0 6045 D1 ~ ~ 0 0 6050 D3 ~ ~ 0 0 6048 S #6050 Inn of Pure Heart~ ~ ~ There are more tables spread around in this corner of the inn. The air is filled with smoke as most of the smokers are sitting here. The many voices are interupted by a fit of coughing every few minutes. An opened window is trying to help filter out the smoke. A magic spell on the window helps pull the smoke out the window. ~ 0 12 0 Rd 0 D0 ~ ~ 0 0 6047 D3 ~ ~ 0 0 6049 S #6051 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131087 0 Rd 0 D0 ~ ~ 0 0 6069 D1 ~ ~ 0 0 6076 D2 ~ ~ 0 0 6082 D3 ~ ~ 0 0 6075 S #6052 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6053 D2 ~ ~ 0 0 6059 S #6053 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. The sewage continues its journey to the bowels of the planet as it seeps through a couple holes in the ground. ~ 0 131083 0 Rd 0 D3 ~ ~ 0 0 6052 D5 ~ chasm~ 576 0 6196 S #6054 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6055 D2 ~ ~ 0 0 6061 S #6055 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6056 D2 ~ ~ 0 0 6062 D3 ~ ~ 0 0 6054 S #6056 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D2 ~ ~ 0 0 6063 D3 ~ ~ 0 0 6055 S #6057 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6058 D2 ~ ~ 0 0 6064 S #6058 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. The sewage continues its journey to the bowels of the planet as it seeps through the holes at the end of the tunnel. ~ 0 131083 0 Rd 0 D3 ~ ~ 0 0 6057 S #6059 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6052 D1 ~ ~ 0 0 6060 S #6060 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6061 D2 ~ ~ 0 0 6067 D3 ~ ~ 0 0 6059 S #6061 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6054 D2 ~ ~ 0 0 6068 D3 ~ ~ 0 0 6060 S #6062 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6055 D2 ~ ~ 0 0 6069 S #6063 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6056 D1 ~ ~ 0 0 6064 D2 ~ ~ 0 0 6070 S #6064 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6057 D3 ~ ~ 0 0 6063 S #6065 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. The sewage continues its journey to the bowels of the planet as it seeps through the holes at the end of the tunnel. ~ 0 131087 0 Rd 0 D2 ~ ~ 0 0 6072 D4 ~ manhole~ 115 0 6010 S #6066 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6067 D2 ~ ~ 0 0 6073 S #6067 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6060 D3 ~ ~ 0 0 6066 S #6068 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6061 D2 ~ ~ 0 0 6075 S #6069 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6062 D1 ~ ~ 0 0 6070 D2 ~ ~ 0 0 6051 S #6070 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6063 D2 ~ ~ 0 0 6076 D3 ~ ~ 0 0 6069 S #6071 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. The sewage continues it journey to the bowels of the planet as it seeps through the holes at the end of the tunnel. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6072 S #6072 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6065 D2 ~ ~ 0 0 6078 D3 ~ ~ 0 0 6071 S #6073 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6066 D1 ~ ~ 0 0 6074 S #6074 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D2 ~ ~ 0 0 6080 D3 ~ ~ 0 0 6073 S #6075 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6068 D1 ~ ~ 0 0 6051 S #6076 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6070 D1 ~ ~ 0 0 6077 D3 ~ ~ 0 0 6051 S #6077 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6078 D2 ~ ~ 0 0 6084 D3 ~ ~ 0 0 6076 S #6078 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6072 D2 ~ ~ 0 0 6085 D3 ~ ~ 0 0 6077 S #6079 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. The sewage continues its journey to the bowels of the planet as it seeps through the holes at the end of the tunnel. ~ 0 131087 0 Rd 0 D2 ~ ~ 0 0 6086 D4 ~ manhole~ 115 0 6025 S #6080 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6074 D1 ~ ~ 0 0 6081 D2 ~ ~ 0 0 6087 S #6081 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. The sewage continues its journey to the bowels of the planet as it seeps through the holes at the end of the tunnel. ~ 0 131083 0 Rd 0 D3 ~ ~ 0 0 6080 S #6082 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6051 D2 ~ ~ 0 0 6089 S #6083 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. The sewage continues its journey to the bowels of the planet as it seeps through the holes at the end of the tunnel. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6084 S #6084 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6077 D2 ~ ~ 0 0 6091 D3 ~ ~ 0 0 6083 S #6085 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6078 D2 ~ ~ 0 0 6092 S #6086 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6079 D1 ~ ~ 0 0 6087 D2 ~ ~ 0 0 6093 S #6087 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6080 D1 ~ ~ 0 0 6088 D3 ~ ~ 0 0 6086 S #6088 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6089 D3 ~ ~ 0 0 6087 S #6089 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6082 D1 ~ ~ 0 0 6090 D2 ~ ~ 0 0 6096 D3 ~ ~ 0 0 6088 S #6090 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6091 D3 ~ ~ 0 0 6089 S #6091 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6084 D1 ~ ~ 0 0 6092 D3 ~ ~ 0 0 6090 S #6092 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6085 D2 ~ ~ 0 0 6099 D3 ~ ~ 0 0 6091 S #6093 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6086 D1 ~ ~ 0 0 6094 S #6094 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6095 D3 ~ ~ 0 0 6093 S #6095 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6096 D3 ~ ~ 0 0 6094 S #6096 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6089 D1 ~ ~ 0 0 6097 D3 ~ ~ 0 0 6095 S #6097 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6098 D3 ~ ~ 0 0 6096 S #6098 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D1 ~ ~ 0 0 6099 D3 ~ ~ 0 0 6097 S #6099 Sewers of Menedek~ ~ ~ The wind can be heard screeching through the dark tunnels of the sewers. This sewer system appears to be gigantic in proportions. The tunnels seem to go on endlessly in all directions. Screaming and moaning can be heard echoing off the walls. The stench of the city's sewage is in the air. ~ 0 131083 0 Rd 0 D0 ~ ~ 0 0 6092 D3 ~ ~ 0 0 6098 S #6100 River of Blood~ ~ ~ The obsidian has given away to regular, cold rock. There is a glint of obsidian from above but none down here. The rock has formed into a small ledge that hangs out over a river. The river is flowing with a red liquid. Upon closer inspection, the red liquid is really blood. A river of blood flows beneath the caves of obsidian. The river flows evenly without anything stopping its travel. There is a pole attached to the end of the ledge. It appears that a boat was tied here at one time. ~ 0 401422 0 Rd 0 D4 ~ ~ 0 0 6154 S #6101 Hallway of Obsidian~ ~ ~ The hallway of obsidian turns to the east and south. Several torches flicker along the walls. The light glints off the obsidian used in the construction of the Keep. A set of stairs climbs up into another level of the Keep. Screams of pain followed by laughter booms out from the second floor. The crisp noise of new magic echos through the halls. ~ 0 134610954 0 Rd 0 D1 ~ ~ 0 0 6102 D2 ~ ~ 0 0 6107 D4 ~ ~ 0 0 6129 S #6102 Hallway of Obsidian~ ~ ~ The obsidian hall continues to move along to the east and west. Blood is splattered over most of the hall. The blood is still thick and fresh as it slowly crawls down the wall. Small chuncks of bone lie stuck in the flow of blood. There are dried blood spots all over the walls as well. The stench is testing your tolerance as this place must be like this all the time. ~ 0 134610954 0 Rd 0 D1 ~ ~ 0 0 6103 D3 ~ ~ 0 0 6101 S #6103 Before the Flaming Emblem~ ~ ~ Two hallways come to an intersection before two large doors. The two doors are made from pure bone and stand between you and the throne room. An emblem has been engraved into the bone and set on fire. The flames make it extremely hot as you stand before the doors. The hallway goes off to the east, south, and west. ~ 0 403046410 0 Rd 1 D0 ~ ~ 119 6035 6106 D1 ~ ~ 0 0 6104 D2 ~ ~ 0 0 6108 D3 ~ ~ 0 0 6102 S #6104 Hallway of Obsidian~ ~ ~ The outer hallway of the obsidian keep continues its way east and west. A tile mosaic is built into the northern wall. The mosaic depicts a scene with a mage of the Red Order standing on a hill. The mage overlooks a battlefield engulfed in flame. The mosaic is very detailed to the point that you can see the extreme pain on the faces of his victims. ~ 0 134610954 0 Rd 0 D1 ~ ~ 0 0 6105 D3 ~ ~ 0 0 6103 S #6105 Hallway of Obsidian~ ~ ~ The hallway of obsidian turns to the south and west. A set of stairs spirals up to the second floor of the Keep. The sounds of bubbling liquid echos from up above. From somewhere else in the Keep, the screams of anguish and despair travel through the halls. The slick surface of the obsidian creates a mirror which reflects your image. The images look unlimited as the walls on both sides reflect the image. ~ 0 134610954 0 Rd 0 D2 ~ ~ 0 0 6109 D3 ~ ~ 0 0 6104 D4 ~ ~ 0 0 6130 S #6106 The Skull Throne~ ~ ~ The throne room of the Obsidian Keep stretches far back underneath the arches above you. A throne constructed from bone rests against the back wall. Two skulls are at the front of the armrests. The eye sockets emit a dark, red glow that appears to follow your every move. Slaves are chained against the walls with large obsidian clamps placed over their mouths. Small tubes and nozzles stick out of the slaves as the tubes drain their blood. The blood flows into two large pools with one on each side of the room. The lives of these poor souls is slowly being poured into these pools of blood. ~ 0 134610959 0 Rd 0 D2 ~ ~ 119 6035 6103 S #6107 Hallway of Obsidian~ ~ ~ The hallway of the Keep goes to the north and south. A small, thin stream of blood flows along the edge of the wall. Maggots and other insects crawl or float through the blood. The stench of the death comes from all over just as small organs float by. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6101 D2 ~ ~ 0 0 6110 S #6108 Hallway of Obsidian~ ~ ~ This hallway within the interior of the Keep moves to the south and north. Several torches line the walls which illuminate the hall. The dim lighting creates shadows on the walls behind you. The darkness of the obsidian hides the existance of your shadow well. A couple of white doors can be seen from a little ways north. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6103 D2 ~ ~ 0 0 6112 S #6109 Hallway of Obsidian~ ~ ~ The dark hallway continues in the southern and northern directions. The many sounds of the Keep echo from everywhere. Screams, laughter, and voices can be heard. This obsidian must allow noice to travel easily because the sounds are loud no matter where one stands. A torch quietly flickers in the hallway. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6105 D2 ~ ~ 0 0 6114 S #6110 Hallway of Obsidian~ ~ ~ You have come upon an intersection in the halls of the Keep. A hallway goes north and south while another breaks off to the east. Torches continue to line the walls in all directions. A tiny stream of blood flows along the bottom of the wall. Insects float along the stream. An ungodly smell comes from the flow of blood. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6107 D1 ~ ~ 0 0 6111 D2 ~ ~ 0 0 6115 S #6111 Hallway of Obsidian~ ~ ~ The interior hallway goes to the east and west. The stomping of your boots boom with your every step on the smooth surface. As you proceed through the Keep, your reflection on the wall seems to be taking a life of its own. From the corner of your eye, it looks to be mocking you but seems normal when you turn to look. ~ 0 134610954 0 Rd 0 D1 ~ ~ 0 0 6112 D3 ~ ~ 0 0 6110 S #6112 Center of the Keep~ ~ ~ You have come upon the center of the Keep. There are four halls that break off in the four cardinal directions. The screams of death bombard you from each hallway. A bone ladder is attached to the corner of two walls. The ladder goes up through a small opening in the ceiling. Puffs of smoke filter through the opening every so often. The only light is coming from this opening. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6108 D1 ~ ~ 0 0 6113 D2 ~ ~ 0 0 6116 D3 ~ ~ 0 0 6111 D4 ~ ~ 0 0 6132 S #6113 Hallway of Obsidian~ ~ ~ The interior hallway continues to the east and west. The smell of decay filles the air. This stench burns the inside of your nose as you seek to find an escape. The origin of the smell is impossible to find. The best bet is to continue on your way and hope the smell disappears. ~ 0 134610954 0 Rd 0 D1 ~ ~ 0 0 6114 D3 ~ ~ 0 0 6112 S #6114 Hallway of Obsidian~ ~ ~ The exterior hallway continues to move north and south with another hall breaking off westward. A single torch sticks out of the wall which brings a little light to this dark hall. A tiny window is placed into the obsidian wall. The window looks out over the river of blood which surrounds the Keep. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6109 D2 ~ ~ 0 0 6117 D3 ~ ~ 0 0 6113 S #6115 Hallway of Obsidian~ ~ ~ The hall travels to the north and south. A stream of blood flows against the wall. Many insects crawl over tiny objects that float down the stream. The blood flows into a drain in the floor. Upon closer inspection, the drain flows directly into the river of blood underneath the Keep. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6110 D2 ~ ~ 0 0 6118 S #6116 Hallway of Obsidian~ ~ ~ The main hall goes to the north and south. A large tapestry hangs from one of the walls. The tapestry is made from a dark threads. The design emits an aura of hate and loathing into the surroundings. The cloth looks to have a life of its own. The other wall is bland but not showing a reflection of the tapestry. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6112 D2 ~ ~ 0 0 6120 S #6117 Hallway of Obsidian~ ~ ~ The exterior hallway continues to the north and south. The two torches hanging on the wall are getting near the end. The lighting is very dim. A large window is in the outer wall. A gust of wind blows in from the outside. The river of blood flows underneath the Keep. Nothing can be seen except for the river. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6114 D2 ~ ~ 0 0 6122 S #6118 Hallway of Obsidian~ ~ ~ The hall of the Obsidian Keep turns to the east and north. Chirps and screeches come from the deep, dark shadows along the ceiling. Creatures in flight can be heard above your head. The torch's light fails to break through the darkness. The dim light projects the shadows upon the obsidian which then stretches them to mortifying proportions. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6115 D1 ~ ~ 0 0 6119 D5 ~ trapdoor~ 627 0 6133 S >rand_prog 10~ 0 mpecho The light glints off a handle of a trapdoor in the floor. ~ | #6119 Hallway of Obsidian~ ~ ~ The hallway reaches to the east and west. A multitude of chains hang from the walls. There are a couple of prisoners still hanging from the chains. They look at you with their hopeless eyes. Their bodies have grown strained and tired since giving into their captivity. The smell of decay comes from a couple of bodies which have passed into death. ~ 0 134610954 0 Rd 0 D1 ~ ~ 0 0 6120 D3 ~ ~ 0 0 6118 S #6120 Entrance of the Obsidian Keep~ ~ ~ The gate of the Keep is located to the south. The Keep is formed from obsidian which has been magically molded into this dwelling. The screams of the tormented reverberate through the obsidian halls. Along the extensive noice is a horrendous stench. The Keep is rumored to be home to some of the most horrifying experiments known to man. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6116 D1 ~ ~ 0 0 6121 D2 ~ ~ 3 0 6123 D3 ~ ~ 0 0 6119 S #6121 Hallway of Obsidian~ ~ ~ The hallway moves around the exterior wings of the Keep. This hall goes to the west and east from here. Prisoners are chained along the hallway. Some of the bodies are limp as they just dangle from their chains. The metal is slowly eating away at the wrists of the dead. The flesh is being knawed through by the metal. The aroma is almost unbearable. ~ 0 134610954 0 Rd 0 D1 ~ ~ 0 0 6122 D3 ~ ~ 0 0 6120 S #6122 Hallway of Obsidian~ ~ ~ The hallway makes a turn to the north and west. A torch is attached to the corner of the walls. The torch spreads its light gently into the darkness. The shadows are ever present along the obsidian. The shadows appear to dance along the walls by themselves. The snapping of the torch's flickering is heard between the fits of yelling that erupt in the Keep. ~ 0 134610954 0 Rd 0 D0 ~ ~ 0 0 6117 D3 ~ ~ 0 0 6121 S #6123 At the Gate of the Keep~ ~ ~ You stand before the Obsidian Keep. Inside this Keep is the home of the Red Order of Magic. They are better known as Red Obsidian. Their fortress home was formed from a piece of obsidian that was pulled from the underbelly of the land. A shard of obsidian just from the Keep over the river of blood. The shard goes south to the end of the Keep's dock. ~ 0 134610950 0 Rd 0 D0 ~ ~ 3 0 6120 D2 ~ ~ 0 0 6125 S #6124 At the End of the Dock~ ~ ~ A dock hovers above the Blood River allowing boats to land. AA pole juts out of the obsidian dock. The pole has a long, thick rope tied to it. The obsidian dock goes off to the north towards the Obsidian Keep. The river continues to flow to oblivion. Only the river can be seen in all directions. ~ 0 134610946 0 Rd 0 D0 ~ ~ 0 0 6125 S #6125 On the Dock~ ~ ~ The obsidian dock stretches north and south. To the north is the infamous dwelling of the Red Order of Magic. The dark, deathly construction of obsidian sticks out above the savage flow of the Blood River. The dock hovers above the river allowing people to walk from the dock to the fortress. The screams of torture pierce the air as the Order torments their prisoners. ~ 0 134610946 0 Rd 0 D0 ~ ~ 0 0 6123 D2 ~ ~ 0 0 6124 S #6126 At the Bar~ ~ ~ A bar has been formed from the obsidian of the Keep. A variety of alcohol sits on the top of the bar. Members walk up to the bar to fix themselves a drink whenever they're empty. Some stools sit in the front of the bar. The stools are topped with a red satin material. The rest of the lounge extends to the east and south. ~ 0 134619146 0 Rd 0 D1 ~ ~ 0 0 6127 D2 ~ ~ 0 0 6128 S #6127 Part of a Lounge~ ~ ~ Large, plush sofas lie around the lounge. Mages and warriors of the Red Order walk around mingling with others. Sometimes the people sit down to rest their legs. The plush sofas emit a cool breeze to those who sit upon them. The walls of the lounge are covered with famous masterpieces. ~ 0 134619146 0 Rd 0 D2 ~ ~ 0 0 6129 D3 ~ ~ 0 0 6126 S #6128 Near a Large Wheel~ ~ ~ A large wheel is attached to the wall of the lounge. Some mages are gathered around the wheel. Their laughter can be heard throughout the room. As you get a peek of the wheel, you see what they are laughing at. A prisoner is tied to the wheel as someone spins it. Someone tries to mentally thrown knives at the wheel. The crowd laughs loudly whenever the prisoner is hit with a knife. ~ 0 134619146 0 Rd 0 D0 ~ ~ 0 0 6126 D1 ~ ~ 0 0 6129 S #6129 Part of Lounge~ ~ ~ A set of stairs runs into the lounge. The lounge consists of sofas, chairs, and a bar in the far corner. The members of the Order come here to relax between their adventures or experiments. The sounds of laughter and conversation resound from all corners of the room. ~ 0 134619146 0 Rd 0 D0 ~ ~ 0 0 6127 D3 ~ ~ 0 0 6128 D5 ~ ~ 0 0 6101 S #6130 Stairs to the Lab~ ~ ~ A bunch of spiraling stairs go down into the halls of the Keep. This room is almost entirely filled with smoke. The smoke is coming from the many bottles spread out on the tables. The Red Order performs their experiments in this smoke filled lab. Bottles of specimems and mixtures are spread on shelves and tables all over the area. ~ 0 134619150 0 Rd 0 D1 ~ ~ 0 0 6131 D5 ~ ~ 0 0 6105 S #6131 Back of the Lab~ ~ ~ The tables from the rest of the lab stop a few feet short from the back wall. Along the wall, prisoners are kept chained. Some have limbs missing from the experiments performed upon them. Scorch marks adorn the wall behind them. Even a coule of the prisoners have limbs or head from different animals. What kind of inhumane practices go on here? ~ 0 134619146 0 Rd 0 D3 ~ ~ 0 0 6130 S #6132 Office of the Arena Master~ ~ ~ You have entered a normal looking office. The obsidan walls are adorned with paintings of everyday occurances. One picture is of a beautiful sunset over a mountain range. Underneath this painting is a large obsidian desk. The desk is covered with papers and books. A large oval mirror is attached to the wall. The mirror does not show any reflections but instead is filled with swirling colors. ~ 0 134610958 0 Rd 0 D5 ~ ~ 0 0 6112 S #6133 The Cellar~ ~ ~ Barrels are stacked on each other along the walls of the cellar. One barrel is tapped and ready for use by the Order. A small puddle of ale has formed under the tapped barrel as it drips slowly. The air is stale and damp within the cellar. The noise from above does not penetrate into the cellar. The musty air must muffle the sound a little. ~ 0 143024142 0 Rd 0 D4 ~ trapdoor~ 627 0 6118 S #6134 The Arena~ ~ ~ Since the beginning of time, magic has existed. With the experimentation in magic, there will be mishaps. Over time there have been mistakes that have ripped through the essence of time itself. Through their own mistakes, the Red Order accidently created this point where time has no meaning. This is the battle arena of the Red Order. ~ 0 401422 0 Rd 0 S #6135 Behind the Barrels~ ~ ~ The lanky thief has taken you behind a stack of barrels. He carefully places himself between you and a small door in the floor. ~ 0 134619151 0 Rd 0 S #6151 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610959 0 Rd 0 D2 ~ ~ 0 0 6158 S #6152 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D2 ~ ~ 0 0 6159 S #6153 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D2 ~ ~ 0 0 6160 S #6154 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. There is a crack in the obsidian ground. The sound of running water is heard through the crack. ~ 0 134610955 0 Rd 0 D2 ~ ~ 0 0 6161 D5 ~ ~ 0 0 6100 S #6155 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6156 D2 ~ ~ 0 0 6162 S #6156 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6157 D2 ~ ~ 0 0 6163 D3 ~ ~ 0 0 6155 S #6157 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D2 ~ ~ 0 0 6164 D3 ~ ~ 0 0 6156 S #6158 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6151 D1 ~ ~ 0 0 6159 D2 ~ ~ 0 0 6165 S #6159 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6152 D1 ~ ~ 0 0 6160 D2 ~ ~ 0 0 6166 D3 ~ ~ 0 0 6158 S #6160 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6153 D1 ~ ~ 0 0 6161 D2 ~ ~ 0 0 6167 D3 ~ ~ 0 0 6159 S #6161 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6154 D3 ~ ~ 0 0 6160 S #6162 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6155 S #6163 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6156 D1 ~ ~ 0 0 6164 S #6164 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6157 D2 ~ ~ 0 0 6171 D3 ~ ~ 0 0 6163 S #6165 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6158 S #6166 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6159 D2 ~ ~ 0 0 6173 S #6167 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6160 S #6168 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6169 D2 ~ ~ 0 0 6175 S #6169 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D2 ~ ~ 0 0 6176 D3 ~ ~ 0 0 6168 S #6170 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6171 S #6171 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6164 D2 ~ ~ 0 0 6178 D3 ~ ~ 0 0 6170 S #6172 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6173 D2 ~ ~ 0 0 6179 S #6173 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6166 D1 ~ ~ 0 0 6174 D2 ~ ~ 0 0 6180 D3 ~ ~ 0 0 6172 S #6174 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D3 ~ ~ 0 0 6173 S #6175 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610959 0 Rd 0 D0 ~ ~ 0 0 6168 S #6176 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6169 D1 ~ ~ 0 0 6177 D2 ~ ~ 0 0 6183 S #6177 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D3 ~ ~ 0 0 6176 S #6178 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6171 D2 ~ ~ 0 0 6185 S #6179 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6172 S #6180 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6173 D2 ~ ~ 0 0 6187 S #6181 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6182 D2 ~ ~ 0 0 6188 S #6182 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D3 ~ ~ 0 0 6181 S #6183 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6176 D1 ~ ~ 0 0 6184 S #6184 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6185 D2 ~ ~ 0 0 6191 D3 ~ ~ 0 0 6183 S #6185 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6178 D3 ~ ~ 0 0 6184 S #6186 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6187 D2 ~ ~ 0 0 6193 S #6187 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6180 D3 ~ ~ 0 0 6186 S #6188 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6181 D1 ~ ~ 0 0 6189 S #6189 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D2 ~ ~ 0 0 6196 D3 ~ ~ 0 0 6188 S #6190 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6191 D2 ~ ~ 0 0 6197 S #6191 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6184 D2 ~ ~ 0 0 6198 D3 ~ ~ 0 0 6190 S #6193 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6186 D1 ~ ~ 0 0 6194 S #6194 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6195 D3 ~ ~ 0 0 6193 S #6195 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D1 ~ ~ 0 0 6196 D3 ~ ~ 0 0 6194 S #6196 Caves of Obsidian~ ~ ~ The light from the world above reflects off the walls of the cave. The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6189 D1 ~ ~ 0 0 6197 D3 ~ ~ 0 0 6195 D4 ~ chasm~ 576 0 6053 S #6197 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6190 D3 ~ ~ 0 0 6196 S #6198 Caves of Obsidian~ ~ ~ The caves stretch off in every direction. You can feel your feet slip a little on the cave's surface. As you look around, the caves are created out of pure obsidian. The shiny, slick surface makes movement slow as you make sure not to lose balance. An aura of uncertainty fills these caves as they appear to shift in position. ~ 0 134610955 0 Rd 0 D0 ~ ~ 0 0 6191 S #0 #SPECIALS M 6002 spec_guard M 6005 spec_healer M 6016 spec_cast_mage M 6017 spec_guard M 6018 spec_cast_mage M 6019 spec_assassin M 6020 spec_cast_psionicist M 6021 spec_thief M 6024 spec_cast_undead S #GAMES S #RESETS M 0 6002 5 6004 E 0 6008 0 5 E 0 6009 0 20 E 0 6012 0 13 O 0 6010 0 6010 M 0 6000 5 6011 E 0 6001 0 6 E 0 6003 0 12 M 0 6004 5 6014 E 0 6004 0 17 E 0 6006 0 11 M 0 6001 5 6017 E 0 6000 0 6 E 0 6002 0 22 E 0 6003 0 12 M 0 6008 1 6019 G 0 6036 0 G 0 6037 0 G 0 6038 0 M 0 6009 1 6020 G 0 6039 0 G 0 6040 0 G 0 6041 0 M 0 6010 1 6022 G 0 6042 0 G 0 6043 0 M 0 6007 1 6023 M 0 6030 1 6024 M 0 6031 1 6024 M 0 6032 1 6024 O 0 6025 0 6025 M 0 6003 5 6025 E 0 6005 0 0 E 0 6006 0 11 E 0 6007 0 20 M 0 6004 5 6028 E 0 6004 0 17 E 0 6006 0 11 M 0 6002 5 6028 E 0 6008 0 5 E 0 6009 0 20 E 0 6012 0 13 O 0 6028 0 6028 M 0 6003 5 6031 E 0 6005 0 0 E 0 6006 0 11 E 0 6007 0 20 M 0 6002 5 6038 E 0 6008 0 5 E 0 6009 0 20 E 0 6012 0 13 M 0 6005 1 6045 M 0 6006 1 6047 G 0 6047 0 G 0 6046 0 G 0 6045 0 G 0 6044 0 M 0 6029 1 6048 M 0 6027 1 6050 M 0 6013 5 6051 E 0 6011 0 11 M 0 6013 5 6055 E 0 6011 0 11 M 0 6012 5 6060 E 0 6013 0 16 M 0 6012 5 6063 E 0 6013 0 16 M 0 6011 8 6072 M 0 6011 8 6093 M 0 6011 8 6099 M 0 6026 1 6100 M 0 6017 4 6101 M 0 6017 4 6105 M 0 6019 1 6106 E 0 6014 0 20 E 0 6015 0 5 E 0 6016 0 7 O 0 6035 0 6106 M 0 6016 5 6107 E 0 6020 0 3 M 0 6016 5 6109 E 0 6020 0 3 M 0 6016 5 6115 E 0 6020 0 3 M 0 6016 5 6117 E 0 6020 0 3 M 0 6017 4 6118 M 0 6017 4 6122 M 0 6016 5 6126 E 0 6020 0 3 M 0 6020 1 6130 E 0 6023 0 20 E 0 6022 0 8 E 0 6021 0 19 G 0 6033 0 M 0 6028 1 6131 M 0 6018 1 6132 E 0 6017 0 11 E 0 6018 0 14 E 0 6019 0 20 G 0 6034 0 M 0 6021 1 6133 M 0 6022 1 6134 M 0 6025 1 6135 G 0 6048 0 G 0 6029 0 G 0 6030 0 G 0 6031 0 O 0 6024 0 6151 M 0 6014 9 6166 M 0 6015 9 6166 M 0 6014 9 6168 M 0 6015 9 6168 O 0 6026 0 6175 M 0 6014 9 6198 M 0 6015 9 6198 S #SHOPS 6006 19 17 0 0 0 100 85 9 17 6008 5 4 3 0 0 100 85 9 17 6009 9 1 35 0 0 100 85 9 17 6010 10 2 0 0 0 100 85 9 17 6025 2 4 3 5 9 100 45 0 23 0 #$