mud_dist/area/
#AREADATA
Name        { ALL }  LOJ Temple         Ningauble~
Builders    Ningauble Boraxus~
VNUMs       23001 23100
Security    1
Recall      1
Flags       16
Version     107
Creator     Ningauble~
Llevel      0
Ulevel      0
Sounds      The temple's halls ring with the happy voices of the gathered masses.~
End



#MOBILES
#23001
advocate lauren cartwright~
The High Advocate~
High Advocate Lauren Cartwright stands here greeting visitors.
~
The High Advocate is tall and fair.  She is quick to smile, and her laugh
brightens the room.  Long blond hair frames her face and cascades over her
shoulders.  As your gaze moves to take in Lauren's eyes, you mark that they
are not only stunningly beatuiful, but beyond that they are intelligent, and
hard.  You can see from those eyes, this is not a woman to be taken lightly.
~
3 16793728 262164 0 3 1000 S
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1100 0 0
0 0 2
0 0 0
>all_greet_prog 100~
if ispc($n)
nod $n
say Hail and well met $n!  Welcome to the Temple
say of Law, Order and Justice.
if level($n) < 6
say You look to be new around here $n so I'll 
say give you a few pointers.  If this is your very 
say first adventure here you may want to type 
say HELP to get a list of topics you can get help 
say with.  A great deal of information and advice 
say can be had by typing HELP <TOPIC>.  I can 
say offer you some help as well.  Say HELP and 
say I'll see what I can do.
smile
endif
endif
~
>speech_prog help~
if ispc($n)
if level($n) < 6
nod
say Now you've got it $n.
say Lots of people here will talk to you if you 
say know the right things to say.  To make it 
say easy for you, we in the temple will let you 
say know what words we'll respond to by saying 
say them in BOLD letters.
smile
say I, for example, have more I can tell you about 
say the TEMPLE, our RELIGION and the PEOPLE 
say you might like to meet while you're visiting us.
endif
if level($n) > 6
shake
say I don't think that there's much I can tell you at 
say this point which would help you.
endif
endif
~
>speech_prog temple~
if ispc($n)
say The temple was constructed long ago as a tribute 
say to our Lord, VANCERIL.  Donations poured in
say from every land, for the people knew the valor of 
say our Lord.  The finest masons toiled for well over 
say a century, using only the finest of marbles.  In 
say the end, I think they managed a fitting trubute. 
say Wouldn't you agree?
endif
~
>speech_prog greetings hail hi hello~
if ispc($n)
say Greetings $n.  If you have any questions 
say about the TEMPLE, the PEOPLE here, or our 
say RELIGION, just ask.
Endif
~
>speech_prog halls hall~
if ispc($n)
say The TEMPLE is divided into a series of HALLS.  
Say We are in The HALL of WELCOME, where 
Say visitors to the temple are greeted.  At the western
Say end of this HALL lies The HALL of LAWS.  At the 
Say eastern end of this HALL lies The HALL of JUSTICE.
say North of where we're standing is The HALL of ORDER.
say Beyond those, in the heart of the TEMPLE lies the 
say HALL of WORSHIP, where the people receive 
say VANCERIL's BLESSINGS.  If you climb the stairs 
say either east of west of here you will come to the 
say HALL of PEACE.  The HALL of PEACE is where 
say initiates can receive TRAINING, PRACTICE their 
say SKILLS, and purchase some of the things they will 
say need to stay safe in their travels.
Endif
~
>speech_prog no~
if ispc($n)
eyebrow $n
endif
~
>speech_prog where movement moving move north south east west up down areas~
If ispc($n)
If level($n) < 5
Say You can travel in any of the four basic cardinal 
Say directions by typing their name, or their initial.
Say For example, if you wish to travel NORTH, type
Say NORTH or N.  You may also move UP or DOWN
Say using the same commands.
Endif
Say To the EAST lies the HALL of JUSTICE.
Say To the WEST you can find the HALL of LAWS.
Say NORTH of here lies the HALL of ORDER.
Say Farther NORTH lies the HALL of WORSHIP
Say UP the stairs east and west of here is the HALL of
Say PEACE.  If you can find your way to the KITCHEN
Say Master CAMPBELL will show you the way
Say DOWN to the CELLARS.
Endif
~
>speech_prog thanks thank~
if ispc($n)
smile $n
say You're welcome.  It was my pleasure.
endif
~
>speech_prog law~
if ispc($n)
say LAW is one of the three basic TENNANTS upon
say which our RELIGION is founded.  We believe that
say through the proper codification of our LAWS, we
say can bring about a happy, ordered and just society.
Say The HALL of LAW can be found by going north
Say from the western end of The HALL of WELCOME.
Endif
~
>speech_prog laws rules~
if ispc($n) == 1
mpforce $n pagelength 60
mpforce $n help rules
smile $n
say You can always check the rules of Stormgate
say by typing 'HELP RULES'.
endif
~
>speech_prog order~
If ispc($n)
Say ORDER is one of the three basic TENNANTS
Say upon which our RELIGION is founded.  We 
Say believe that a structured lifestyle leads to 
Say structured society, and that a structured society 
Say is a happier society for all.
Say The HALL of ORDER can be found directly
Say north of your current location.
Endif
~
>speech_prog justice~
if ispc($n)
say JUSTICE is one of the three basic TENNANTS upon
say which our RELIGION is founded.  We understand
say that despite our best efforts, on occasion our laws
say do not provide cut and dried solutions to matters.
Say In such cases we trust our strong moral background
Say to guide us to the solution which is fairest to all
Say The HALL of JUSTICE can be found by going north
Say at the eastern end of The HALL of Welcome.
Endif
~
>speech_prog friezes frieze~
if ispc($n)
say The FRIEZES which top the columns throughout the
say temple depict scenes of the struggles and glory of
say our earliest HEROES.  They serve as a constant
say reminder that not everyone believes as we do, and
say that if our way of life is to be preserved, we must
say be ever vigilant in our struggles.
Endif
~
>speech_prog religions religion~
if ispc($n)
say There's a lot to be told about RELIGION.  Our
say RELIGION and RELIGION in general.  If you
say want to know more about our RELIGION I'd
say suggest you visit the Grand JUSTICIAR's 
say office at the northern end of the HALL of PEACE.
Say He'll tell you anything you want to know about
Say LAW, ORDER, and JUSTICE.
Say A list of the RELIGIONs can be had by typing
Say 'RELIGION'.  There is some interesting
Say information available there about how each
Say RELIGION fairs in its struggles as well.  If it's
Say specific information about other RELIGIONs
Say that you're after, you'll have to find their 
Say TEMPLEs and ask them.  I'm not sure where
Say they're all located, so I'm sorry, but I can't
Say help you to find them.
Endif
~
>speech_prog bold~
if ispc($n)
say I am when I have to be $n
blush
endif
if level($n) < 5
say Or did you mean BOLD lettering?
Say As I mentioned, the words in the TEMPLE that
Say are in BOLD letters are things that we have
Say more to say about.  Once you leave the temple
Say people won't be so obvious about what they
Say will talk to you about.  You'll have to pay
Say attention to what they're saying and try to pick
Say out key words that they might respond to.
Endif
~
>speech_prog kitchens kitchen~
if ispc($n)
say To get to the KITCHEN, head straight north of here
say until you reach the back HALL.  From there just
say go through the western door and you're there.
Endif
If level($n) < 5
Say Make sure you buy some food and water from
Say Master CAMPBELL before you set out on 
Say your travels.  HUNGER and THIRST are not
Say pleasant to endure. 
endif
~
>speech_prog cellars cellar~
If ispc($n)
If level($n) > 5
Say I don't imagine the cellars would hold much of
Say interest to you.  
Endif
If level($n) < 6
Say Master CAMPBELL, the KITCHEN master,
Say occasionally hires young people, such as yourself,
Say to keep the vermin down in the CELLARS.  There's
Say not much glory in it, but it's a decent place to
Say learn to handle a weapon against some opponents
Say who aren't likely to take a serious chunk out of
Say your hide.  Head NORTH to the back HALL, then 
Say through the western door to the KITCHEN.  Master
Say CAMPBELL will tell you exactly what he needs doing.
Endif
Endif
~
>speech_prog worship~
if ispc($n)
say This TEMPLE is the main center of WORSHIP for the
say followers of LAW, ORDER, and JUSTICE.  The HALL
say of WORSHIP, where Lord VANCERIL's IDOL is
say situated is the main congregation hall.  Pilgrims 
say from every land journey here to revel in the glory
say of Lord VANCERIL.
Say If you walk directly north of here you will come to
Say the HALL of WORSHIP, and eventually to stand
Say before Lord VANCERIL's IDOL.
Endif
~
>speech_prog tennants tennant~
if ispc($n)
say The TEMPLE and our RELIGION bear the names of 
say our three basic TENNANTS:  LAW, ORDER, and 
say JUSTICE.  If you ask me about them individually I 
say can talk to you about them in a bit more detail.
Endif
~
|
#23002
idol vanceril lord statue god law order justice~
Lord Vanceril~
Lord Vanceril's Idol towers above you.
~
&WLord Vanceril's Idol is easily the most stunning display of artistic
ability to be found within the temple.  From the detailed representation of
crest of his shield, to his broad youthful face, and the razor edge of his
sword thrust toward the heavens, every minute detail has been rendered
flawlessly from the black veined, white marble.  What truly brings gasps of
awe from pilgrims however, is the ethereal glow which envelopes the statue. 
It is said the light began to glimmer within moments of the statue's
completion, the strange radiance giving the impression of wings upon the
statue's back.  Though no one from the temple has ever officially proclaimed
it a miracle, no one would deny that the presence of Lord Vanceril has been
felt in this room ever since.  
~
8388619 16777344 32784 8192 1027 1000 S
200 1 400 400 12000 30000d0+0 0d0+0
2000 0 0
0 0 1
0 0 0
>all_greet_prog 100~
if ispc($n)
if level($n) > 5
mpechoat $n &BThe voice of Lord Vanceril enters your mind.
Mpechoat $n &zLord Vanceril's disembodied voice says &W'Welcome $n, I will heal any who need it.'
Mpechoat $n &zLord Vanceril's disembodied voice says &W'Type HEAL to know what I can do for you.'
Mpechoat $n &BLord Vanceril's presence lifts from your mind.
endif
if level($n) < 5
mpechoat $n &BThe voice of Lord Vanceril enters your mind.
Mpechoat $n &zLord Vanceril's disembodied voice says &W'Your journey has just begun.'
Mpechoat $n &zLord Vanceril's disembodied voice says &W'No need of a tithe today.  Say HEAL and I will.'
Mpechoat $n &BLord Vanceril's presence lifts from your mind.
endif
~
>speech_prog heal~
if ispc($n)
if level($n) < 5
c 'healing hands' $n
endif
endif
~
|
#23003
master campbell cook chef~
Master Campbell~
Master Campbell scuttles about the kitchen making sure all is as it should be.
~
~
3 16777216 16 0 3 1000 S
50 1 100 100 11000 11000d0+0 0d0+0
500 0 0
0 0 1
0 0 0
>all_greet_prog 0~
~
|
#23004
grand justicar tyden answith~
The Grand Justicar~
The Grand Justicar, Tyden Answith is here.
~
~
3 218103936 786448 0 7 1000 S
210 1 420 420 13000 65000d0+0 0d0+0
0 0 0
0 0 1
0 0 0
>all_greet_prog 0~
~
|
#23005
canin durant shopkeeper shop keeper man~
Canin Durant~
The shopkeeper Canin Durant waits to take your order.
~
Tall and muscular, Canin's frame shows the results of keeping one's store
upon the second floor of a building.  He is quick with a smile for patrons,
though it is sometimes missed behind his thick red beard.  His gentle, jolly
laugh is never missed however, and seems to be brought about by the
slightest jest.  
~
3 167772288 16 0 1 1000 S
150 1 300 300 800 35000d0+0 0d0+15
1500 0 0
0 0 1
0 0 0
#23006
rachel mystrim lady apothecary~
Rachel Mystrim~
The Apothecary, Rachel Mystrim, waits for your order.
~
Rachel's features are delicate and refined, causing her to appear almost
frail at first glance.  Closer inspection reveals a healthy young woman,
possibly with elven blood somewhere in her ancestry.  Rachel's fine robes
and amulet bear witness to her high station at the temple.  Her pleasant
smile and disarming demeanor however, suggest she does not see herself as
greater than the humble masses.  
~
3 167772288 0 0 1 1000 S
150 1 300 300 0 30000d0+0 0d0+0
1500 0 0
0 0 2
0 0 0
#23007
master marc haldwin man~
Master Haldwin~
Master Marc Haldwin stands here, ready to instruct you.
~
Master Haldwin is a spry, older gentleman.  His graying hair however,
seems to be about the only thing which gives away his age.  Master Haldwin
is spry and agile.  His lean, muscled frame suggests both dexterity and
strength.  When watching him demonstrate techniques to his students, it is
hard not to wonder if there is anything that this man cannot do.  
~
1027 167772288 0 0 1 1000 S
150 1 300 300 0 50000d0+0 0d0+0
1500 0 0
0 0 1
0 0 0
#23008
master arthur drebun man~
Master Drebun~
Master Arthur Drebun stands here, waiting to train you.
~
Master Drebun may once have been a great warrior, but it would appear
those days are long behind him.  The gray hair, slumped shoulders and pot
belly do little to inspire those who do not know him.  Those who do however,
those who have trained with him before, know Master Drebun to be amongst the
finest trainers in all the lands.  He is a powerful task master, and is well
versed in all the latest training regimens.  
~
515 167772288 0 0 1 1000 S
150 1 300 300 0 55000d0+0 0d0+0
1000 0 0
0 0 1
0 0 0
#23009
master david leuwan man librarian~
Master Leuwan~
The librarian, Master David Leuwan, stands before you.
~
David Leuwan is a young man of perhaps 25 years.  He is vibrant and
excitable when speaking about his texts.  An astounding scholar, there are
few who speak as many languages fluently as does Master Leuwan.  His boyish
good looks and easy charm with the ladies have lead to some suggestion that
reading, is perhaps not all that goes on amongst his stacks.  
~
65539 134217856 16 0 1 1000 S
110 1 220 220 0 45000d0+0 0d0+0
1100 0 0
0 0 1
0 0 0
#23010
laura neemer banker bank lady~
Laura Neemer~
The banker, Laura Neemer, stands ready to assist you.
~
Employed not only for her accounting skills, but also for her
unparalleled swordsmanship, Laura Neemer is not your average banker. 
Slender, but muscled, she is not your average woman either.  Standing nearly
six feet tall and adorned in gleaming piecemeal armor, her air is that of
the ultimate professional.  Laura's face bears scares earned earlier in
life, but her pleasant smile is enough to keep anyone from calling her ugly.
Her long auburn hair, flowing forward over her shoulders is usually enough
to hide her missing left ear.  She is noticeably self conscious about it,
regularly checking to make sure her hair remains in place.  
~
131075 234881152 0 8192 4 1000 S
160 1 320 320 0 100000d0+0 0d0+0
1000 0 0
0 0 2
0 0 0
#23011
advocate ailween fisher woman healer~
Advocate Fisher~
Advocate Ailween Fisher is here, passing the collection plate.
~
Ailween Fisher is a woman of average charm, and little tact.  She is
middle aged and portly, but lacking somewhat in the jovial nature which
makes the stout beloved.  Her attire is exceedingly prim and proper, high
necked robes of loose cut, well pressed and starched, and her eyes are
cunning and sharp.  She passes the collection plate amongst the
parishioners, and seeing a miserly tither will provide them with what urging
she feels they need in order to make a donation worthy of their temple.  
~
1 184549504 0 0 1 500 S
75 1 150 150 0 20000d0+0 0d0+0
0 0 0
0 0 2
0 0 0
#23012
Gerhardt servant scullery man~
Gerhardt the Scullery~
A servant leans against the boxes here.
~
~
3 0 0 0 0 650 S
5 1 10 10 0 45d0+0 0d0+0
2 0 0
0 0 1
0 0 0
>all_greet_prog 100~
If ispc($n) == 1
Emote seems to wake with a start.
Say I wasn't sleepin', honest!
Say You won't tell Master Campbell will you?
If level($n) < 6
Say Oh  wait.  You're new here right?
Say I'm Gerhardt, and you're probably here to take
say care of the rats.  Try to SEARCH here.  I think
say there's a way through to the south.  That seems
say to be where most of those pests keep commin'
say from.
Smile $n
Endif
Endif
~
>speech_prog search~
If ispc($n) == 1
If level($n) < 6
Say Just type the word search and go to it.
Say If you don't find it on your first try you
Say can always try again.  I'm sure there's
Say a way through there.
Endif
Endif
~
|
#23013
lost idol holy knight lord abalane statue~
Lord Abalane's Idol~
The lost idol of the Holy Knight, Lord Abalane, graces this small room.
~
~
3 128 32768 8192 1024 1000 S
210 1 420 420 0 50000d0+0 0d0+0
2100 0 0
0 0 1
0 0 0
#23019
the guard Merideth~
Merideth~
The Temple Guard Merideth
~
Merideth is a battle hardened warrior who has chosen guard duty with the temple of Law Order and Justice as worthy of her defence.
~
524291 167772160 32784 16384 2 998 S
52 1 104 104 57500 57500d0+0 0d0+3500
520 0 0
0 0 2
0 0 0
#23026
Cedric~
Cedric~
The Temple Guard Cedric, her partner
~
An experienced soldier, Cedric has decided to give up the chaos of the battle field in favor of the clarity which guarding the temple affords him.
~
524291 167772288 16 16384 2 1000 S
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500 0 0
0 0 1
0 0 0
#23027
Lady Morgyn~
Lady Morgyn~
Lady Morgyn stands before you.
~
~
524291 167772288 32768 16384 2 1000 S
88 1 176 176 25000 25000d0+0 0d0+33000
880 1 0
0 0 2
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Welcome to the Gauntlet.
say This section incorporates all that
say you have learned so far, plus some
say locked doors.
say You should also use the command
say consider to check to see if
say you can handle the mobs before you
say fight them.
say Good luck.
emote smiles
endif
~
|
#23028
serf gerrald~
Gerrald~
Sir Gerrald stands before you.
~
~
3 0 0 0 0 0 S
7 1 14 14 125 30d0+0 0d0+500
70 0 0
0 0 1
0 0 0
#23029
knight sir horrace~
Sir Horrace~
The Knight Sir Horrace stands before you.
~
~
3 0 0 0 0 0 S
7 1 14 14 90 30d0+0 0d0+350
70 0 0
0 0 1
0 0 0
#23030
no name~
(no short description)~
(no long description)
~
~
1 0 0 0 0 0 S
0 1 0 0 0 0d0+0 0d0+0
0 0 0
0 0 0
0 0 0
#23031
lady marina~
Lady Marina~
The young warrior Lady Marina stands before you.
~
~
3 0 0 0 0 0 S
5 1 20 20 500 35d0+0 0d0+1500
50 0 0
0 0 2
0 0 0
#23032
kallista~
Kallista~
Kallista adjusts her armor in preparation for battle.
~
~
3 0 0 0 0 0 S
6 1 12 12 210 35d0+0 0d0+250
60 0 0
0 0 2
0 0 0
#23034
knight sir sochan~
Sochan~
Sir Sochan stands before you.
~
~
3 0 0 0 0 0 S
6 1 16 16 130 26d0+0 0d0+300
60 0 0
0 0 1
0 0 0
#23035
Lady Pareve~
Lady Pareve~
Lady Pareve stares at you intently.
~
~
3 0 0 0 0 0 S
7 1 14 14 250 30d0+0 0d0+500
70 0 0
0 0 2
0 0 0
#23037
knight sir tantraus~
Sir Tantraus~
Sir Tantraus raises an eyebrow in your direction
~
~
3 0 0 0 0 0 S
5 1 10 10 100 25d0+0 0d0+500
50 0 0
0 0 1
0 0 0
#23038
Sevit~
Sevit~
General Sevit fingers the hilt of his sword.
~
~
3 0 0 0 0 0 S
6 1 12 12 135 38d0+0 0d0+0
60 0 0
0 0 1
0 0 0
#23040
knight sir elik~
Elik~
Sir Elik stands ready for your challenge
~
~
3 0 0 0 0 0 S
6 1 12 12 175 30d0+0 0d0+1000
60 0 0
0 0 1
0 0 0
#23041
lady amber~
Amber~
Lady Amber stares at you through her face plate.
~
~
3 0 0 0 0 0 S
7 1 14 14 200 40d0+0 0d0+650
70 0 0
0 0 2
0 0 0
#23042
Zoey~
Zoey~
Lady Zoey, champion of Law, smiles at you.
~
~
3 0 0 0 0 0 S
12 1 24 24 750 175d0+0 0d0+3500
120 0 0
0 0 2
0 0 0
#23043
knight sir galward~
Sir Galward~
Sir Galward looks down at you.
~
~
524291 167772288 32784 16384 2 1000 S
95 1 190 190 33000 33000d0+0 0d0+75000
950 1 0
0 0 1
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Hello $n.  This is the third section of
say the Gauntlet.  The Hall of Unwritten 
say Rules is full of secret doors and hidden
say items.  Be sure to look around carefully,
say and if you suspect that there may be a 
say secret door in a room, be sure to SEARCH
say the room throughly.  Sometimes things won't
say appear to you after just a cursory exam.
bow $n
say Good luck.
endif
~
|
#23044
warrior gannis~
Gannis~
The warrior Gannis eyes you intently.
~
Young and strong, gannis is everything a new adventurer could hope to be.
~
3 0 0 0 0 0 S
7 1 14 14 300 45d0+0 0d0+4000
70 0 0
0 0 1
0 0 0
#23045
cleric shmender~
Shmender~
The cleric Shmender smiles.
~
Sporting fine, silver plate mail armor, Shmender appears to be a force to be reconed with.
~
3 0 0 0 0 0 S
6 1 12 12 350 35d0+0 0d0+4500
60 0 0
0 0 1
0 0 0
#23047
bertrand ~
Bertrand~
A young man with sword in hand, Bertrand, looks at you.
~
Bertrand looks a little ragged around the edges, but his sword looks as
sharp as any you've ever seen.  
~
3 0 0 0 0 0 S
7 1 14 14 400 45d0+0 0d0+5000
70 0 0
0 0 1
0 0 0
#23048
Herin warrior~
Herin~
The beautiful warrior Herin rests her hand on the hilt of her sword
~
Herin's face is one of the few features which aren't masked by her armor,
but it's beauty is legendary.  
~
3 0 0 0 0 0 S
7 1 14 14 0 35d0+0 0d0+7000
70 0 0
0 0 2
0 0 0
#23050
kilted warrior~
The warrior~
A kilted warrior growls at you.
~
Wearing nothing but a kilt and a snarling grin this warrior prepares to
do battle, using the biggest sword you've ever seen.  
~
3 0 0 0 0 0 S
8 1 16 16 500 30d0+0 0d0+7500
80 0 0
0 0 1
0 0 0
#23051
Renir~
Renir~
Dressed in his finest clothes, Renir seems hardly concerned by your presence
~
Renir is obviously a gentleman...  He looks strangely out of place in
this setting.  
~
3 0 0 0 0 0 S
6 1 12 12 450 45d0+0 0d0+4000
60 0 0
0 0 1
0 0 0
#23052
small girl child~
The girl child~
A sweet little girl sits playing with her doll in the sand.
~
This small girl couldn't be more than six or seven years old.  With curly
golden locks and pale, refined features, she looks almost as fragile as the
porceline doll she plays with.  
~
3 16777216 0 0 1 0 S
9 1 18 18 900 900d0+0 0d0+0
90 0 0
0 0 2
0 0 0
#23053
big bad bovine bull~
The Big Bad Bovine~
The Big Bad Bovine stares you down.
~
You look at this behemoth of a bovine in awe.  The fact that anyone could create such a twisted animal is beyond your wildest imagination.
~
3 503317224 0 0 0 0 S
110 1 220 220 32476 32476d0+0 0d0+110000
1100 0 0
0 0 1
2 0 0
#23054
Baldrik mighty warrior~
Baldrik~
The Mighty Warrior Baldrik scowls at you from behind stealy eyes
~
Baldrik stands nearly 7 feet tall.  Bulging muscles are his most
pronounced feature.  His glinting sword is also an eye catcher.  
~
3 0 0 0 0 0 S
10 1 20 20 200 25d0+0 0d0+4000
100 0 0
0 0 1
0 0 0
#23056
clemson cleric~
Clemson~
The cleric Clemson eyes you warily.
~
Cleric Clemson is a man of the cloth.  Always with a bible under his arm,
he is the epitomy of devoutness.  
~
3 0 0 0 0 0 S
7 1 14 14 650 60d0+0 0d0+7000
70 0 0
0 0 1
0 0 0
#23057
sister verna~
Verna~
A pleasant woman who appears to be in her fourties stands before you.
~
Verna is a sweet, plump woman..but beware, she can pack quite a punch.
~
3 0 0 0 0 0 S
8 1 16 16 750 55d0+0 0d0+8000
80 0 0
0 0 2
0 0 0
#23058
Gex~
Gex~
Gex the one eyed warrior snarls at you.
~
Gex, a grizzled old ogre who lost his eye in battle wears no armor.  His
grimy body stinks so much you can barely stand to be in the same room as
him.  
~
3 0 0 0 0 0 S
10 1 20 20 650 650d0+0 0d0+8000
100 0 0
0 0 1
0 0 0
#23059
knight sir howard~
Sir Howard~
Sir Howard smiles as you enter the room
~
~
524291 167772288 32784 16384 2 1000 S
75 1 150 150 23000 23000d0+0 0d0+44000
750 1 0
0 0 1
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
if level($n) < 6
say Why hello there $n.  Welcome to the
say gauntlet.  This is where all of our
say warriors come to train together.  Here
say are a few things to remember as you go
say through...  First, doors are marked by
say [] around a direction.  To open a door
say you must type OPEN <DIRECTION>.  Then
say you will be able to pass.  Secondly,
say you should type "look in corpse" after
say you best each of your foes, as their
say corpses may contain equipment you can 
say take and wear by typing:
say Wear all, or, wear <equipment name>
say Now, off you go...and good luck!
emote smiles
else 
smile $n
say You already know more than I could
say possibly teach you.  I am glad to see
say that you have become such a powerful
say warrior for LOJ
emote smiles
endif
endif
~
|
#23060
young knight~
A Knight~
A Young Knight stands here, preparing for battle.
~
A Young Knight, not unlike yourself, prepares for the duel to come.
~
3 0 0 0 0 0 S
5 1 2 4 35 15d0+0 0d0+100
50 0 0
0 0 1
0 0 0
#23061
young knight~
A Knight~
A Young Knight stands here preparing for the battle to come.
~
~
3 0 0 0 0 0 S
5 1 3 2 35 15d0+0 0d0+100
50 0 0
0 0 1
0 0 0
#23063
young warrior~
The Warrior~
A Young Warrior adjusts her armor and stares at you expectantly.
~
~
3 0 0 0 0 0 S
5 1 4 3 40 15d0+0 0d0+150
50 0 0
0 0 0
0 0 0
#23064
young warrior~
The Warrior~
A Young Warrior adjusts her armor and stares at you expectantly.
~
~
3 0 0 0 0 0 S
5 1 3 3 0 15d0+0 0d0+150
50 0 0
0 0 2
0 0 0
#23066
cleric~
A Cleric~
An armored cleric awaits your challenge.
~
~
3 0 0 0 0 0 S
5 1 3 3 65 17d0+0 0d0+200
50 0 0
0 0 1
0 0 0
#23067
cleric~
A Cleric~
An armored cleric awaits your challenge.
~
~
3 0 0 0 0 0 S
5 1 2 2 65 17d0+0 0d0+200
50 0 0
0 0 1
0 0 0
#23069
young warrior~
A Warrior~
A young warrior stands here preparing for a duel.
~
~
3 0 0 0 0 0 S
5 1 3 4 50 12d0+0 0d0+200
50 0 0
0 0 1
0 0 0
#23070
young warrior~
A Warrior~
A young warrior stands here preparing for a duel.
~
~
3 0 0 0 0 0 S
5 1 6 2 50 12d0+0 0d0+200
50 0 0
0 0 1
0 0 0
#23071
knight sir howard~
Sir Howard~
Sir Howard smiles as you enter the room
~
~
524291 167772288 32784 16384 2 1000 S
75 1 10 10 24000 24000d0+0 0d0+44000
750 0 0
0 0 1
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
say You have made it to the end of the
say hall of symetry.  Congratulations.
say Sir Guellin waits for you behind that
say door.
emote points west
endif
~
|
#23072
cadet soldier young~
The Cadet~
A young soldier, probably a new recruit stands here.
~
~
3 0 0 0 0 0 S
5 1 4 3 75 14d0+0 0d0+150
50 0 0
0 0 2
0 0 0
#23073
cadet soldier young~
A Cadet~
A young soldier, probably a new recruit stands here.
~
~
3 0 0 0 0 0 S
5 1 4 6 75 14d0+0 0d0+150
50 0 0
0 0 2
0 0 0
#23074
Guellin knight sir~
Sir Guellin~
A veteren of LOJ's army, Sir Guellin prepares to meet your challenge.
~
~
3 0 0 0 0 0 S
7 1 5 6 0 45d0+0 0d0+750
70 0 0
0 0 1
0 0 0
#23075
knight lady wendy~
Lady Wendy~
Lady Wendy greets you with a warm and gentle smile.
~
~
524291 167772288 32768 16384 2 1000 S
100 1 200 200 34000 34000d0+0 0d0+100000
1000 0 0
0 0 2
0 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Well, hello $n.  Welcome to the Halls
say of Conformity.  Many of the items contained
say within this hall can be joined with one
say another to form more powerful items.
say Try typing join <object> <object> and 
say see what happens.
smile $n
endif
~
>act_prog ~
~
|
#23076
Darnel~
Darnel~
A young farmer, Darnel fingers the prong of his pitchfork.
~
A young man of no outstanding characteristics, Darnel is a typical god fearing man.
~
3 0 0 0 0 0 S
7 1 14 14 0 40d0+0 0d0+7000
70 0 0
0 0 1
0 0 0
#23077
Kirian~
Kirian~
The maid Kirian smiles at you.
~
Dressed in simple garments, Kirian's beauty is not diminished by her understated garb.
~
3 0 0 0 0 0 S
6 1 12 12 500 50d0+0 0d0+6000
60 0 0
0 0 2
0 0 0
#23079
Lorithan~
Lorithan~
Lorithan, an aspiring sorcerer bows before you.
~
Simple and straight forward, Lorithan is a kind and gentle man.  His calm
demeanor, however, conceals the chaos within.  
~
3 0 0 0 0 0 S
9 1 18 18 750 75d0+0 0d0+9000
90 0 0
0 0 1
0 0 0
#23080
Moriak~
Moriak~
Moriak the demonologist glares at you with firey eyes.
~
Dressed in black robes from head to foot, the only colour you can see on
Moriak comes from his gleeming red eyes.  
~
3 0 0 0 0 0 S
8 1 16 16 700 65d0+0 0d0+8000
80 0 0
0 0 1
0 0 0
#23082
Cleetus~
Cleetus~
The village idiot, Cleetus grins at you.
~
Cleetus is the village idiot, and shows it.  Always smiling, especially
when things are going wrong, most people find him very hard to tolerate.  
~
3 0 0 0 0 0 S
6 1 12 12 440 44d0+0 0d0+0
60 0 0
0 0 1
0 0 0
#23083
Grealdeen~
Grealdeen~
The wench Grealdeen smiles a crooked smile at you.
~
Grealdeen is not the kind of girl you'd take home to mother.  She is
known to most of the men who frequent bars around this area in a carnal way.
~
3 0 0 0 0 0 S
8 1 16 16 650 65d0+0 0d0+8000
80 0 0
0 0 2
0 0 0
#23085
Norsyth~
Norsyth~
The young fighter Norsyth bows before you.
~
Raven black hair falls down Norsyth's back from beneith her gleaming
helm.  A subdued beauty befits her personality.  She sees beauty only in
combat.  
~
3 0 0 0 0 0 S
9 1 18 18 800 70d0+0 0d0+9000
90 0 0
0 0 2
0 0 0
#23087
Eriol~
Eriol~
Eriol the cleric is kneeling in the sand, praying.
~
A devout follower of Law Order and Justice, Eriol is kind and gentle,
both in word and touch.  
~
3 0 0 0 0 0 S
9 1 18 18 800 55d0+0 0d0+9000
90 0 0
0 0 2
0 0 0
#23088
Demin Nass~
Demin Nass~
Big and brawny, Demin Nass strikes fear into young hearts.
~
Despite his rugged, handsome features, Demin Nass is not a beautiful man.
~
3 0 0 0 0 0 S
10 1 20 20 1300 75d0+0 0d0+10000
100 0 0
0 0 1
0 0 0
#23089
Grath~
Grath~
The canine Grath growls at you.
~
A typical canine, Grath is hardly beautiful, even amongst his own kind,
however, he does have a certain charm...  When he's not licking himself.  
~
3 64 16777216 0 0 0 S
8 1 16 16 700 70d0+0 0d0+8000
80 0 0
0 0 1
0 0 0
#23090
Jinaltus~
Jinaltus~
The blademaster Jinaltus bows before you, and draws his swords.
~
A long time blademaster and teacher in the temple, Jinaltus will be your
greatest opponent.  
~
3 64 0 0 0 0 S
12 1 24 24 1100 1100d0+0 0d0+12000
120 0 0
0 0 1
0 0 0
#23091
Prelate Annalina~
Prelate Annalina~
Prelate Annalina looks up as you enter the room.
~
The prelate is an elderly woman of perhaps sixty years.  Her pleasant
smile warms you as she greets you and offers you a seat.  An almost
grandmotherly figure she quickly puts your heart at ease.  
~
786435 128 294912 16384 2 5000 S
105 1 600 600 0 100000d0+0 0d0+0
200 0 0
0 0 2
2050 0 0
>all_greet_prog 100~
if ispc($n) == 1
emote looks up from her paperwork.
smile $n
say Why hello $n.
say Welcome to my study.  What can I help
say you with today?
emote waits patiently for your response.
endif
~
>all_greet_prog 100~
if ispc($n) == 1
if level($n) > 99
say One of my champions!
say If you have not remortalized yet
say type help remortalize to see what
say I can do for you.
endif
endif
~
>speech_prog help~
if ispc($n) == 1
if level($n) < 100
smile
say There is little I can do for you yet.
say Come speak to me when you are a champion.
emote smiles warmly.
break
else
smile
say Simply type 'help remortalize'.  That
say will tell you all you need to know about
say what I can do to help you.
emote smiles warmly.
endif
endif
~
|
#23092
Rector Caer' Bannon~
Caer' Bannon~
The Rector Caer' Bannon looks up from his reading
~
An unremarkable, middle aged man sits here reading quietly.
~
524291 16512 0 0 2 2000 S
50 1 60 70 0 25000d0+0 0d0+0
0 0 0
0 0 1
2 0 0
>all_greet_prog 100~
if ispc($n) == 1
say Welcome to my study.  You're welcome to
say stay if you remain quiet and do not 
say disturb me.  If you need scrolls of recall
say you may buy them from me.
emote turns back to his reading
endif
~
|
#23094
Abbot McMurray~
McMurray~
Abbot McMurray grins at you when you enter the room
~
Built like a brick with fiery red hair, it's surprising to many that the
abbot chose a life of devotion rather than a life of battle and glory.  
~
524291 67108992 0 0 2 0 S
50 1 3 30 0 25000d0+0 0d0+0
0 0 0
0 0 1
2 0 0
>all_greet_prog 100~
if ispc($n) == 1
emote looks up from his books.
say Hello child.
say Welcome to my study.  You are 
say free to stay as long as you like.
say Also, if you're in need of potions
say I have several for sale.
emote smiles and turns a page to continue his reading.
endif
~
|
#23097
bell of LOJ~
&G The Bell of Law Order and Justice~
Bell
~
U
~
524291 0 0 0 2 0 S
1 1 2 2 0 1d0+0 0d0+0
0 0 0
0 0 0
2 0 0
#0



#OBJECTS
#23001
box donation container~
the donation box~
A simple box sits here to hold your donations.~
~
15 1 524288 0 0 0 0
100 100
10000~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#23002
preserves dried food ~
some dried preserves~
Some dried preserves lie here.~
~
19 0 0 0 0 1 1
100 100
100~ 0~ 0~ 0~
1 100 0
0 0
bless~
0 0
0 0 0
#23003
loaf bread cheese hunk~
some bread and cheese~
A load of bread and hunk of cheese lie here.~
~
19 0 0 0 0 1 1
100 100
30~ 0~ 0~ 0~
1 25 0
0 0
bless~
0 0
0 0 0
#23004
water skin~
a water skin~
A sheep's stomach filled with water lies here.~
~
17 0 0 0 0 1 1
100 100
100~ 100~ 0~ 0~
10 30 0
0 0
reserved~
0 0
0 0 0
#23005
flask wine~
a flask of wine~
A flask of wine sits here unattended.~
~
17 0 0 0 0 1 1
100 100
50~ 50~ 2~ 0~
1 100 0
0 0
reserved~
0 0
0 0 0
#23006
marble statue brice~
&WA statue of Lord Brice~
&WThe image of Lord Brice stands before you, captured perfectly in white marble.~
~
8 0 64 0 0 0 1
100 100
0~ 0~ 0~ 0~
1500 50000 0
0 0
reserved~
0 0
0 0 0
#23007
marble statue grimsage~
&wA statue of Grimsage~
&wA white marble statue of Lord Grimsage graces the hall here.~
~
8 0 0 0 0 0 105
100 100
0~ 0~ 0~ 0~
10000 250000 0
0 0
reserved~
0 0
0 0 0
#23008
marble statue rhoon~
&wA statue of Rhoon~
&wLord Rhoon has been captured here in white marble, striking a proud pose for all time.~
~
8 0 0 0 0 0 105
100 100
0~ 0~ 0~ 0~
10000 250000 0
0 0
reserved~
0 0
0 0 0
#23009
platemail armguards LOJ~
&WThe platemail armguards of LOJ~
The platemail armguards of LOJ~
~
9 0 0 0 0 257 1
100 100
5~ 0~ 0~ 0~
3 4 0
0 0
reserved~
0 0
0 0 0
#23010
shield order~
&WThe Shield of Order~
The Shield of Order~
~
9 0 0 0 0 513 1
100 100
10~ 0~ 0~ 0~
5 8 0
0 0
reserved~
0 0
0 0 0
#23011
cape flowing white~
a flowing white cape~
A flowing white cape~
~
9 0 0 0 0 1025 1
100 100
3~ 0~ 0~ 0~
2 1 0
0 0
reserved~
0 0
0 0 0
#23012
belt gold white~
a belt of white gold~
A belt of white gold~
~
9 0 0 0 0 2049 1
100 100
2~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#23013
bracelet white gold~
a white gold bracelet~
A white gold bracelet~
~
9 0 0 0 0 4097 1
100 100
1~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#23014
mace greate white~
a great white mace~
A great white mace~
~
5 1 0 0 0 8193 0
100 100
0~ 1~ 6~ 7~
0 1 0
0 0
reserved~
0 0
0 0 0
#23015
law book~
&WA Book of Law~
A book of law~
~
9 0 0 0 0 16385 2
100 100
0~ 0~ 0~ 0~
3 1 0
0 0
reserved~
0 0
0 0 0
A
3 1
#23016
lense contact~
&WBlind Justice~
A pair of contact lenses~
~
27 0 0 0 0 131073 1
100 100
100~ 10~ 10~ identify~
1 4 0
0 0
reserved~
0 0
0 23031 23032
#23017
order~
&WOrder~
Order in a solid form rests here.~
~
9 1 0 0 0 32769 1
100 100
5~ 0~ 0~ 0~
0 8 0
5 0
armor~
10 10
0 0 0
#23018
mask somber expression~
a silver mask~
A mask bearing a somber expression~
~
9 0 0 0 0 65537 1
100 100
3~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
0 0 0
#23019
earring pearl~
&WA Pearl Earring~
A pearl stud~
~
9 0 0 0 0 524289 1
100 100
1~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#23020
anklet gold white~
an anklet of white gold~
An anklet made of white gold~
~
9 0 0 0 0 1048577 1
100 100
1~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#23021
gavel~
&WA Gavel~
&WA Gavel~
~
9 1 0 0 0 2097153 50
100 100
15~ 0~ 0~ 0~
5 3000 0
5 0
summon angel~
20 20
0 0 0
#23022
pure soul~
&WA Pure Soul~
A lost soul~
~
35 3073 0 0 0 4194305 30
100 100
100~ -1~ -1~ sanctuary~
5 2000 0
0 0
reserved~
0 0
0 0 0
A
3 4
A
5 4
#23023
bastard sword~
a bastard sword~
A simple bastard sword~
~
5 0 0 0 0 8193 1
100 100
0~ 1~ 6~ 3~
3 4 0
0 0
reserved~
0 0
23029 23024 0
#23024
notched bastard sword~
a notched bastard sword~
A bastard sword which looks as though it may support some sort of attachment~
~
5 0 0 0 0 8193 1
100 100
0~ 1~ 4~ 3~
5 4 0
0 0
reserved~
0 0
23029 0 23023
#23025
axe broad~
a broad axe~
An inornate axe~
~
5 0 0 0 0 8193 1
100 100
0~ 2~ 8~ 13~
8 4 0
0 0
reserved~
0 0
23030 0 0
#23026
military pick~
a military pick~
A military pick with a strange handle~
~
5 0 0 0 0 8193 1
100 100
0~ 1~ 4~ 11~
3 4 0
0 0
reserved~
0 0
23030 0 0
#23027
coin LOJ~
a coin of the LOJ mint~
A coin featuring the insignia of LOJ~
~
8 0 0 0 0 1 0
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
23002 0 0
#23028
gold ring~
a golden ring~
A gold ring with space to mount a stone or other precious object.~
~
9 0 0 0 0 3 1
100 100
2~ 0~ 0~ 0~
1 4 0
0 0
reserved~
0 0
23002 0 0
#23029
great broad sword~
the Great Sword~
A great broad sword~
~
5 256 0 0 0 8193 5
100 100
0~ 5~ 15~ 3~
10 48 0
0 0
reserved~
0 0
0 23023 23024
A
19 6
A
18 5
#23030
great axe pick~
&WThe Great Axe~
A massive axe with a pick opposite the main blade.~
~
5 0 0 0 0 8193 5
100 100
0~ 5~ 15~ 13~
12 40 0
0 0
reserved~
0 0
0 23025 23026
A
18 6
A
19 5
#23031
lenses contact~
a pair of contacts~
Two glassen hemispheres~
~
27 0 0 0 0 131073 1
100 100
0~ 0~ 0~ reserved~
1 4 0
0 0
reserved~
0 0
0 0 0
#23032
cloth rag blindfold~
a blindfold~
A cloth rag~
~
27 0 0 0 0 131073 1
100 100
0~ 0~ 0~  ~
1 1 0
0 0
reserved~
0 0
0 0 0
#23033
key~
a black key~
A black key~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#23034
Key~
a small dainty key~
A small dainty key~
~
18 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#23035
glass trinket~
a small glass trinket~
A small glass trinket~
~
8 0 256 0 0 1 1
100 100
0~ 0~ 0~ 0~
2 40 0
0 0
reserved~
0 0
0 0 0
#23036
potion detect hidden~
a potion of detection~
A thick, inky blue vial of liquid~
~
10 268435456 0 0 0 1 1
100 100
30~ detect hidden~  ~  ~
1 4 0
0 0
reserved~
0 0
0 0 0
#23037
gold trinket~
a small gold trinket~
A small trinket made of gold~
~
8 1 256 0 0 1 1
100 100
0~ 0~ 0~ 0~
1 8 0
0 0
reserved~
0 0
0 0 0
#23038
wand witching~
a witching wand~
A short, forked stick lies here.~
~
3 2 256 0 0 16385 1
100 100
50~ 20~ 20~ divining~
2 20 0
0 0
reserved~
0 0
0 0 0
#23039
staff protection~
a staff of protection~
A simple wooden staff~
~
4 1 256 0 0 16385 15
100 100
50~ 5~ 5~ protection evil~
5 1000 0
5 0
protection evil~
5 5
0 0 0
#23040
doll~
a dollie baby~
A doll in the image of a small child~
~
13 0 0 0 0 16385 1
100 100
0~ 0~ 0~ 0~
2 1 0
0 0
reserved~
0 0
0 0 0
#23041
Potion of Purity glowing~
a Potion of Purity~
A glowing potion~
~
10 268435457 0 0 0 1 1
100 100
50~ cure poison~ reserved~ reserved~
1 8 0
0 0
reserved~
0 0
0 0 0
#23042
Potion of Atonment wine blessed~
a Potion of Atonment~
A blessed wine~
~
10 268435712 0 0 0 1 1
100 100
100~ remove curse~ reserved~ reserved~
1 20 0
0 0
reserved~
0 0
0 0 0
#23050
visa card~
a Visa Card~
A Visa Card~
~
13 0 0 0 0 1 1
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#23053
horn bovine~
big Bad Bovine Horns~
The horns of the Big Bad Bovine.~
~
5 167772163 0 0 0 8193 105
100 100
0~ 40~ 60~ 2~
50 1048 0
0 0
reserved~
0 0
0 0 0
A
18 90
A
19 90
A
12 200
A
25 90
A
23 20
A
24 20
#23075
A folding Chair~
a folding chair sits here, cold and inviting.~
A folding chair sits here, cold and inviting.~
~
13 0 0 0 0 0 0
100 100
0~ 0~ 0~ 0~
0 1 0
0 0
reserved~
0 0
0 0 0
#23097
&GThe Bell of Law, Order, and Justice hangs here.~
&GThe Bell of Law, Order, and Justice hangs here.~
&GThe Bell of &WLaw, Order, and Justice &Ghangs here.~
~
12 0 0 0 0 0 0
100 100
0~ 0~ 0~ 0~
0 0 0
0 0
reserved~
0 0
0 0 0
#23099
Miller Lite Light~
miller Lite~
A frosty Miller Lite~
~
1 134217728 0 0 0 1 1
100 100
0~ 0~ -1~ 0~
1 1 0
0 0
reserved~
0 0
0 0 0
#23100
exit doors great door entry arch portal port~
&Gtemple doors~
&BThe Great Doors to the Temple of Law, Order and Justice stand open to the south.~
~
29 1 0 0 0 0 0
100 100
18571~ 0~ 0~ 0~
1000 1 0
0 0
reserved~
0 0
0 0 0
#0



#ROOMDATA
#23001
The Grand Entry~
~
~
You stand at the entry to the TEMPLE of LAW, ORDER, and JUSTICE.  The
tall fluted columns of white marble which surround you are a source of
inspiration to the devoted.  To the east and west the HALL of WELCOME
stretches on, adorned by elegant statues and benches.  The FRIEZES set atop
the capitals of the vaulting columns depict scenes of great struggle and
triumph by those of the religion.  To the NORTH lies the HALL of ORDER. 
EAST of here in the distance you can see the entrance to the HALL of
JUSTICE.  To the WEST you can see the entrance to the HALL of LAW.  
~
0 8 0
Rd     0
D0
~
~
0 0 23005
D1
~
~
0 0 23002
D3
~
~
0 0 23059
S
#23002
The Hall of Welcome~
~
~
You stand in the Hall of Welcome, east of the entrance to the Temple of
Law, Order, and Justice.  The architecture is astoundingly beautiful.  The
eastern leg of an awe inspiring curved staircase ascends to the temple's
second level from here.  The polished marble banister and spindles serve as
a strong contrast for the plush red carpet which runs along the rise of the
stairs.  
~
0 8 0
Rd     0
D1
~
~
0 0 23003
D3
~
~
0 0 23001
D4
~
~
0 0 23027
S
#23003
The Hall of Welcome~
~
~
You stand at the eastern end of the Hall of Welcome.  To the north, the
Hall of Justice leads to the halls of Worship and Gathering.  To the west,
the Hall of Welcome leads to the temple entrance.  A tall, elegantly arched
window is set into the eastern wall here, looking out over the temple's ever
blooming gardens.  
~
0 8 0
Rd     0
D0
~
~
0 0 23006
D3
~
~
0 0 23002
S
#23004
The Hall of Law~
~
~
The Hall of Law is decorated with rich black carpeting and draperies
fringed with gold.  At regular intervals, between the beautiful bay windows,
stand proud statues of the greatest heroes of Law.  The arrow straight,
white marble support pillars for the vaulted ceiling above are said to be
representative of the morality of the guidance offered by temple law.  The
black and white dcor is a reminder of the stricture with which templars are
urged to follow the tenants of the religion.  
~
0 8 0
Rd     0
D0
~
~
0 0 23007
D2
~
~
0 0 23062
S
#23005
The Hall of Order~
~
~
The Hall of Order is decorated with rich blue carpeting and draperies
fringed with gold.  At regular intervals, between the beautiful bay windows,
stand proud statues of the greatest heroes of Order.  The perfect symmetry
of the hall's construction is said to evoke a sense of Order's ultimate
goal.  The high, vaulted ceilings and picture windows, it is said, remind us
that there is a greater world beyond, and that our individual desires are
dwarfed in the face of the majesty that is Order.  
~
0 8 0
Rd     0
D0
~
~
0 0 23008
D2
~
~
0 0 23001
S
#23006
The Hall of Justice~
~
~
The Hall of Justice is decorated with rich gray carpeting and draperies
fringed with gold.  At regular intervals, between the beautiful bay windows,
stand proud statues of the greatest heroes of Justice.  The high, vaulted
ceilings of the hall are said to represent the heights to which man must
strive, and the gray dcor serves as a reminder that in issues of Justice,
things are not always black and white.  
~
0 8 0
Rd     0
D0
~
~
0 0 23009
D2
~
~
0 0 23003
S
#23007
The Hall of Law~
~
~
The Hall of Law is decorated with rich black carpeting and draperies
fringed with gold.  At regular intervals, between the beautiful bay windows,
stand proud statues of the greatest heroes of Law.  The arrow straight,
white marble support pillars for the vaulted ceiling above are said to be
representative of the morality of the guidance offered by temple law.  The
black and white dcor is a reminder of the stricture with which templars are
urged to follow the tenants of the religion.  
~
0 8 0
Rd     0
D0
~
~
0 0 23010
D2
~
~
0 0 23004
S
#23008
The Hall of Order~
~
~
The Hall of Order is decorated with rich blue carpeting and draperies
fringed with gold.  At regular intervals, between the beautiful bay windows,
stand proud statues of the greatest heroes of Order.  The perfect symmetry
of the hall's construction is said to evoke a sense of Order's ultimate
goal.  The high, vaulted ceilings and picture windows, it is said, remind us
that there is a greater world beyond, and that our individual desires are
dwarfed in the face of the majesty that is Order.  
~
0 12 0
Rd     0
D0
~
~
0 0 23012
D2
~
~
0 0 23005
S
#23009
The Hall of Justice~
~
~
The Hall of Justice is decorated with rich gray carpeting and draperies
fringed with gold.  At regular intervals, between the beautiful bay windows,
stand proud statues of the greatest heroes of Justice.  The high, vaulted
ceilings of the hall are said to represent the heights to which man must
strive, and the gray dcor serves as a reminder that in issues of Justice,
things are not always black and white.  
~
0 8 0
Rd     0
D0
~
~
0 0 23014
D2
~
~
0 0 23006
S
#23010
A Place of Rest~
~
~
Here at the meeting of the Hall of Laws and the Hall of Worship lies a
place of rest and contemplation.  The deep sills of the grand picture
windows set in the northern and western walls provide a comfortable,
relaxing environment in which templars can unwind by reading a book or
simply gazing out upon the beautiful temple grounds.  
~
0 12 0
Rd     0
D1
~
~
0 0 23011
D2
~
~
0 0 23007
S
#23011
The Hall of Worship~
~
~
You stand in the south western portion of the Hall of Worship.  The hall
is a massive, circular room with a domed ceiling.  The hall is perhaps sixty
feet across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 12 0
Rd     0
D0
~
~
0 0 23015
D1
~
~
0 0 23012
D3
~
~
0 0 23010
S
#23012
The Hall of Worship~
~
~
You stand in the southern portion of the Hall of Worship.  The hall is a
massive, circular room with a domed ceiling.  The hall is perhaps sixty feet
across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 8 0
Rd     0
D0
~
~
0 0 23016
D1
~
~
0 0 23013
D2
~
~
0 0 23008
D3
~
~
0 0 23011
S
#23013
The Hall of Worship~
~
~
You stand in the south eastern portion of the Hall of Worship.  The hall
is a massive, circular room with a domed ceiling.  The hall is perhaps sixty
feet across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 8 0
Rd     0
D0
~
~
0 0 23017
D1
~
~
0 0 23014
D3
~
~
0 0 23012
S
#23014
A Place of Rest~
~
~
Here at the meeting of the Hall of Justice and the Hall of Worship lies a
place of rest and contemplation.  The deep sills of the grand picture
windows set in the northern and eastern walls provide a comfortable,
relaxing environment in which templars can unwind by reading a book or
simply gazing out upon the beautiful temple grounds.  
~
0 12 0
Rd     0
D2
~
~
0 0 23009
D3
~
~
0 0 23013
S
#23015
The Hall of Worship~
~
~
You stand in the western portion of the Hall of Worship.  The hall is a
massive, circular room with a domed ceiling.  The hall is perhaps sixty feet
across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 8 0
Rd     0
D0
~
~
0 0 23018
D1
~
~
0 0 23016
D2
~
~
0 0 23011
S
#23016
Before Lord Vanceril's Idol~
~
~
You stand at the base of Lord Vanceril's idol.  The fifty foot statue
erected in celebration of His glory is a masterwork among the masterworks
which adorn the temple.  An ethereal light, which seems to emanate from
somewhere over the idol's shoulders leaves little doubt of the presence of
divinity.  The statue stands atop a raised dais, its base surrounded by silk
draperies and flowers.  A donation box has been placed at the base of Lord
Vanceril's idol where tithes may be placed, and the strong may donate used
equipment to the needy.  
~
0 1036 0
Rd     0
D0
~
~
0 0 23019
D1
~
~
0 0 23017
D2
~
~
0 0 23012
D3
~
~
0 0 23015
S
#23017
The Hall of Worship~
~
~
You stand in the eastern portion of the Hall of Worship.  The hall is a
massive, circular room with a domed ceiling.  The hall is perhaps sixty feet
across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 8 0
Rd     0
D0
~
~
0 0 23020
D2
~
~
0 0 23013
D3
~
~
0 0 23016
S
#23018
The Hall of Worship~
~
~
You stand in the north western portion of the Hall of Worship.  The hall
is a massive, circular room with a domed ceiling.  The hall is perhaps sixty
feet across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 8 0
Rd     0
D1
~
~
0 0 23019
D2
~
~
0 0 23015
S
#23019
The Hall of Worship~
~
~
You stand in the northern portion of the Hall of Worship.  The hall is a
massive, circular room with a domed ceiling.  The hall is perhaps sixty feet
across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 8 0
Rd     0
D0
~
~
0 0 23022
D1
~
~
0 0 23020
D2
~
~
0 0 23016
D3
~
~
0 0 23018
S
#23020
The Hall of Worship~
~
~
You stand in the north eastern portion of the Hall of Worship.  The hall
is a massive, circular room with a domed ceiling.  The hall is perhaps sixty
feet across and just as high at its center.  Here, as most everywhere in the
temple, the architecture is marked by the monolithic pillars and vaulting
arches which form the supports for the hall.  Ten rows of cherry wood pews
encircle a dais at the center of the hall, atop which stands a fifty foot
representation of Lord Vanceril, Deity of Law, Order, and Justice. 
Decoration here is minimal so as not do detract attention from the splendor
of Lord Vanceril.  
~
0 8 0
Rd     0
D2
~
~
0 0 23017
D3
~
~
0 0 23019
S
#23021
The Kitchens~
~
~
The kitchen appears to be one of the busiest rooms in the temple.  All
around you chefs, sous chefs and sculleries go about their business, all but
ignoring you completely.  Construction here is similar to that everywhere
else in the temple with the exception of the predominance of the chimneys,
which line the walls where you might have expected to see windows.  The
wooden tables and work benches, which take up most of the room, are covered
with a mix of cookware and food stuff.  Wood for the fires and mutton for
the spits seems to be coming up from the cellars through and entrance in the
floor of the room's south eastern corner.  
~
0 8 0
Rd     0
D1
~
~
0 0 23022
D5
~
~
3 0 23052
S
#23022
The Back Hall~
~
~
The back hall leads from the Hall of Worship to the banquet hall at the
northern end of the temple.  From the west, the smell of cooking drifts into
the hall.  From the east, the smell of the midden.  
~
0 12 0
Rd     0
D0
~
~
0 0 23024
D1
~
~
0 0 23023
D2
~
~
0 0 23019
D3
~
~
0 0 23021
S
#23023
The Lav~
~
~
The temple's lavatory is a fairly small room.  There are two private
holes above the midden, and a wash basin where you can clean up.  The room
is exceptionally neat and tidy considering its purpose.  
~
0 8 0
Rd     0
D3
~
~
0 0 23022
S
#23024
The Banquet Hall~
~
~
The banquet hall is a place of ostentatious beauty.  A great array of
finely crafted tables and chairs fill the majority of the room.  Upon the
tables are sets of the finest linen and services of the finest silver and
porcelains.  Stunning floral arrangements serve as centerpieces for each
table.  Along the northern wall, upon a raised dais, sits the head table. 
The richness and rarity of everything upon it seems increased tenfold over
what rests upon the other tables.  The skirting which encircles it appears
to have been woven from the finest white silks, slashed through with gold. 
The centerpiece is composed of the rarest of orchids.  Below the head table
is an open area for talking or dancing, while behind it the temple's crest
is emblazoned upon the wall.  Here, as everywhere in the temple, the
architecture features towering pillars and a vaulted ceiling, all
constructed of the finest white marble.  
~
0 8 0
Rd     0
D2
~
~
0 0 23022
S
#23025
Atop the Staircase~
~
~
You stand at the top of a marvelous marble staircase which winds its way
up from the Hall of Welcome below.  From here, the view out the front
windows of the temple is marvelous as it overlooks the forested countryside
to the south.  The view of The Hall of Welcome is likewise a glorious sight
to behold.  The towering, fluted, white marble columns rise well above your
head, even here on the second floor.  The beautifully worked statues and the
friezes which top the columns' capitals add richness to the already opulent
hall.  From here, the landing you stand upon leads east, to The Hall of
Peace, or you can take the stairs back down to the first floor.  
~
0 12 0
Rd     0
D1
~
~
0 0 23026
D5
~
~
0 0 23059
S
#23026
The Landing~
~
~
The view through the towering paladin windows which line the south face
of the temple is truly beautiful.  Beyond a stretch of towering conifers to
the south, the glimmer of light upon water can be seen.  Light on the water
of the great inland sea shimmers and dances upon the waves.  The view of The
Hall of Welcome is likewise a glorious sight to behold.  The towering,
fluted, white marble columns rise well above your head, even here on the
second floor.  The beautifully worked statues and the friezes which top the
columns' capitals add richness to the already opulent hall.  North of you
lies The Hall of Peace.  East and west of here the grand staircases curve
down to the temple's ground floor.  
~
0 8 0
Rd     0
D0
~
~
0 0 23028
D1
~
~
0 0 23027
D3
~
~
0 0 23025
S
#23027
Atop the Staircase~
~
~
You stand at the top of a marvelous marble staircase which winds its way
up from the Hall of Welcome below.  From here, the view out the front
windows of the temple is marvelous as it overlooks the forested countryside
to the south.  The view of The Hall of Welcome is likewise a glorious sight
to behold.  The towering, fluted, white marble columns rise well above your
head, even here on the second floor.  The beautifully worked statues and the
friezes which top the columns' capitals add richness to the already opulent
hall.  From here, the landing you stand upon leads west, to The Hall of
Peace, or you can take the stairs back down to the first floor.  
~
0 12 0
Rd     0
D3
~
~
0 0 23026
D5
~
~
0 0 23002
S
#23028
The Hall of Peace~
~
~
The Hall of Peace is a quiet hallway, off of which lie the offices of
many of the temple's most important members.  Along this hall can be found
magic and supply shops, training and practice areas, as well as a library,
and the temple's vault.  At the north most end of the hall lies the office
of the Grand Justiciar, the most revered of the temple's staff.  The dcor
here is similar to that found in the halls of Law, Order, and Justice, on
the first level.  Tall, fluted columns and vaulted ceilings make you feel as
though you walk through halls intended to accommodate giants.  Here, unlike
the hallways below, there are no windows.  The space has instead been
devoted to portraits of past Grand Justiciars, and others of standing
amongst the temple's elite.  Lamps light the hall at regular intervals,
their reflectors angling their light towards the paintings.  The effect is
such that the hallway is lit only dimly and portraits are cast into even
greater prominence than their six by eight foot canvas already did.  
~
0 8 0
Rd     0
D0
~
~
0 0 23030
D2
~
~
0 0 23026
S
#23029
Durant's Shoppe~
~
~
Durant's Shoppe is a neat and well kept store of items, useful to
intrepid adventurers.  Very little is left out on display, but Canin is
always happy to provide his customers with a list of items he carries.  Type
LIST to see a list of his wares.  
~
0 1032 0
Rd     0
D1
~
~
0 0 23030
S
#23030
The Hall of Peace~
~
~
You stand in The Hall of Order, between a pair of shops.  To the WEST is
DURANT's SHOPPE, to the EAST, MYSTRIM's APOTHECARY.  From above the door to
each, a great portrait of the shops' keepers looks down upon you.  
~
0 8 0
Rd     0
D0
~
~
0 0 23032
D1
~
~
0 0 23031
D2
~
~
0 0 23028
D3
~
~
0 0 23029
S
#23031
Mystrim's Apothecary~
~
~
Mystrim's Apothecary is a bright and cheery store of balms and tinctures,
scrolls and potions.  The room is neat and tidy, her wares kept neatly on
shelves behind her counter.  Type LIST for a list of what she might sell
you.  
~
0 1032 0
Rd     0
D3
~
~
0 0 23030
S
#23032
The Hall of Peace~
~
~
The Hall of Peace is a quiet hallway, off of which lie the offices of
many of the temple's most important members.  Along this hall can be found
magic and supply shops, training and practice areas, as well as a library,
and the temple's vault.  At the north most end of the hall lies the office
of the Grand Justiciar, the most revered of the temple's staff.  The dcor
here is similar to that found in the halls of Law, Order, and Justice, on
the first level.  Tall, fluted columns and vaulted ceilings make you feel as
though you walk through halls intended to accommodate giants.  Here, unlike
the hallways below, there are no windows.  The space has instead been
devoted to portraits of past Grand Justiciars, and others of standing
amongst the temple's elite.  Lamps light the hall at regular intervals,
their reflectors angling their light towards the paintings.  The effect is
such that the hallway is lit only dimly and portraits are cast into even
greater prominence than their six by eight foot canvas already did.
~
0 8 0
Rd     0
D0
~
~
0 0 23034
D2
~
~
0 0 23030
S
#23033
The Practice Hall~
~
~
The practice hall is a truly astonishing place.  All manner of strange
devices and contraptions have been set up at various points around the room.
It is here that the temple's warriors come to learn new skills from a
master.  Type PRACTICE for a list of things you can brush up on.  
~
0 1032 0
Rd     0
D1
~
~
0 0 23034
S
#23034
The Hall of Peace~
~
~
You stand in The Hall of Order, between The Halls of PRACTICE and
TRAINING.  To the WEST is HALDWIN will help you PRACTICE your skills, to the
EAST, DREBUN waits to TRAIN you.  Above the door to each hall, a great
portrait of its master looks down upon you.  
~
0 8 0
Rd     0
D0
~
~
0 0 23036
D1
~
~
0 0 23035
D2
~
~
0 0 23032
D3
~
~
0 0 23033
S
#23035
The Training Hall~
~
~
The Training Hall contains a strange series of training tools, from
weight sets to finger puzzles, jig-saw puzzles to high wires.  Anything and
everything one might wish to use while training their body can be found
here.  Type TRAIN to see what you can brush up on.  
~
0 1032 0
Rd     0
D3
~
~
0 0 23034
S
#23036
The Hall of Peace~
~
~
The Hall of Peace is a quiet hallway, off of which lie the offices of
many of the temple's most important members.  Along this hall can be found
magic and supply shops, training and practice areas, as well as a library,
and the temple's vault.  At the north most end of the hall lies the office
of the Grand Justiciar, the most revered of the temple's staff.  The dcor
here is similar to that found in the halls of Law, Order, and Justice, on
the first level.  Tall, fluted columns and vaulted ceilings make you feel as
though you walk through halls intended to accommodate giants.  Here, unlike
the hallways below, there are no windows.  The space has instead been
devoted to portraits of past Grand Justiciars, and others of standing
amongst the temple's elite.  Lamps light the hall at regular intervals,
their reflectors angling their light towards the paintings.  The effect is
such that the hallway is lit only dimly and portraits are cast into even
greater prominence than their six by eight foot canvas already did.
~
0 8 0
Rd     0
D0
~
~
0 0 23038
D2
~
~
0 0 23034
S
#23037
The Library~
~
~
The temple's library contains a formidable collection of works from all
across the known world.  The histories and cultures of every major race are
represented here, if not all as well as they should be.  The library
contains a great many tomes written in different tongues as well, and can be
an invaluable resource when trying to learn other languages.  Type LEARN to
see which languages you might try to pick up.  
~
0 1032 0
Rd     0
D1
~
~
0 0 23038
S
#23038
The Hall of Peace~
~
~
You stand at the northern most end of the Hall of Peace.  North of you,
the Sanctuary of the Grand Justiciar stands open before you.  To the east,
the temple's vast library is open, the head librarian, Master LEUWAN is said
to teach those who wish to LEARN other LANGUAGES for a small tutoring fee. 
West of you lies the temple VAULTS.  Master NEEMER keeps a careful eye on
the temple's ledgers from that room, and may be willing to help you manage
your own money should you come into any.  
~
0 8 0
Rd     0
D0
~
~
0 0 23040
D1
~
~
0 0 23039
D2
~
~
0 0 23036
D3
~
~
0 0 23037
S
#23039
The Vault~
~
~
The temple's vault stands closed behind the counter before you.  The room
you stand in is quite small compared to the rest of those on this level,
presumably to leave more room available for stocks of gold and valuables
within the vault itself.  The room's dcor is modest but tasteful and,
considering the fervor with which the temple has been known to defend it's
assets, remarkably friendly.  
~
0 8 0
Rd     0
D3
~
~
0 0 23038
S
#23040
The Grand Justiciar's Study~
~
~
The Grand Justiciar's study is a cozy nook, set at the northern end of
the Hall of Peace, and snugged up against the southern wall of the towering
Hall of Worship.  The dcor is soft, featuring an abundance of rugs and
tapestries, the lighting soft and warm.  At the center of the study, a
sturdy maple desk and chair set provide a work space for the Justiciar when
he's here.  A pair of chairs, similar to the one behind the desk, stand in
front of it, presumably for use by guests and petitioners.  A large book
case stands behind the desk, helping to lend the person who sits before it a
wizened air.  
~
0 8 0
Rd     0
D2
~
~
0 0 23038
S
#23041
The End of the Road~
~
~
You stand at the northern end of the supply road leading to the store
rooms beneath the temple of Law, Order, and Justice.  The air is crisp and
clean, smelling of the fragrant spruce which lines the road, mixed with a
hint of water from somewhere in the distance.  This is a humble point from
which to begin one's adventuring career, and yet, the atmosphere seems full
of promise.  How many of the realm's greatest heroes have begun their
careers from this very point?  
~
0 4 3
Rd     0
D2
~
~
0 0 23042
S
#23042
Before the Service Doors~
~
~
You stand before the great service doors at the base of the temple of
Law, Order, and Justice.  The air here is crisp and clean, scented by the
spruce forest which stretches out before you to the north.  Now and again
supply wagons, pulled by plodding mules, amble by making deliveries of
supplies to the temple.  The sturdy, oaken doors, lavishly carved with the
ancient symbols of the faith, are a testament to the attention to detail,
and incredible wealth which was poured into the construction of the temple. 
Even here, where none but porters and merchants might see, the temple still
reminds all comers of the glory of her devotion.  
~
0 0 3
Rd     0
D0
~
~
0 0 23041
D2
~
~
3 0 23043
S
#23043
At the Receiving Doors~
~
~
You stand inside the great receiving doors set within the cellars of the
Temple of Law, Order and Justice.  The doors, standing fifteen, or perhaps
even twenty feet tall, are beautifully carved with the ancient symbols of
the faith.  The area appears to be kept neat and clear of obstructions,
except when deliveries are being made, and the many torches bracketed along
the walls, provide excellent light when the receiving doors are closed The
enormous storage cellar stretches out before you to the south and east.  
~
0 8 0
Rd     0
D0
~
~
3 0 23042
D1
~
~
0 0 23044
D2
~
~
0 0 23046
S
#23044
The Cellar's Northern End~
~
~
You stand at the northern end of the storage cellar in the Temple of Law,
Order, and Justice, between two towering rows of shelves.  The shelves house
countless bottles and jars, filled with fine wines, jams and preserves.  The
rows on rows of items are a dizzying sight, teeming with colour and a
multitude of form.  It is difficult to conceive of the logistics required to
keep the temple properly supplied, and al of the essentials in proper order.
From the number of servants about, it is easy at least, to see that it is by
no means an easy task.  
~
0 8 0
Rd     0
D1
~
~
0 0 23045
D2
~
~
0 0 23047
D3
~
~
0 0 23043
S
#23045
A Corner in the Cellar~
~
~
You find yourself in the north eastern corner of the storage cellars
beneath the Temple of Law, Order, and Justice.  To the south of you, the
impressive array of wines which the temple keeps at hand for special
occasions stretches out before you.  Row upon row of the finest vintages
rest in the shadows of the cellar, waiting for the perfect occasion To the
west, in the distance, you can see the huge service doors by which produce
is brought into the temple.  The light here is dim, out of respect for the
wine, but the area is neat, and well organized.  
~
0 8 0
Rd     0
D2
~
~
0 0 23048
D3
~
~
0 0 23044
S
#23046
The Western Aisle~
~
~
The western aisle of the cellars is populated mainly with the staples of
every day life.  Meat, cheese, eggs and flour.  The selection which is to be
found here is quite impressive.  Soft and hard cheeses, golden, white, even
blue in colour stand next to smoked quail, pheasant, pike and herring, deer
and steer, rabbit and mutton.  Flour and grain of every imaginable variety
fill the bottom shelves, ready to be put to use in making flour, or as side
dishes to accompany the main fare.  Everything is neat and well kept for the
most part, though from time to time, the astute observer might discover a
hint that these halls are not completely free of rodent life.  
~
0 8 0
Rd     0
D0
~
~
0 0 23043
D2
~
~
0 0 23049
S
#23047
Between the Shelves~
~
~
The cellar's center aisle is reserved for preserves, jellies, jams,
pickles and confectionaries.  A truly inspiring selection greets you as you
move along the shelves.  From dill and sweet pickles to salted eggs and
jellied fruit, from deer testicles preserved in oil, to canned suckers,
there seems to be no end to the delicacies being stored here.  Each type of
preserve is stored neatly together, named with a tag affixed to the shelf
upon which it sits, apparently in alphabetical order.  
~
0 8 0
Rd     0
D0
~
~
0 0 23044
D2
~
~
0 0 23050
S
#23048
The Eastern Aisle~
~
~
The eastern aisle of the cellar is inhabited by exquisite array of wines
which the temple keeps at hand for special occasions.  Row upon row of the
finest vintages rest in the shadows of the cellar, waiting for the perfect
occasion.  It is remarkably quiet, and peaceful here.  The sounds of men
moving goods rarely drifts to this aisle.  The dusky quiet, and ancient
bottles combine to give you a feeling of walking thought time.  
~
0 8 0
Rd     0
D0
~
~
0 0 23045
D2
~
~
0 0 23051
S
#23049
The Western Aisle~
~
~
The western aisle of the cellars is populated mainly with the staples of
every day life.  Meat, cheese, eggs and flour.  The selection which is to be
found here is quite impressive.  Soft and hard cheeses, golden, white, even
blue in colour stand next to smoked quail, pheasant, pike and herring, deer
and steer, rabbit and mutton.  Flour and grain of every imaginable variety
fill the bottom shelves, ready to be put to use in making flour, or as side
dishes to accompany the main fare.  Everything is neat and well kept for the
most part, though from time to time, the astute observer might discover a
hint that these halls are not completely free of rodent life.  
~
0 8 0
Rd     0
D0
~
~
0 0 23046
D2
~
~
0 0 23052
S
#23050
Between the Shelves~
~
~
The cellar's center aisle is reserved for preserves, jellies, jams,
pickles and confectionaries.  A truly inspiring selection greets you as you
move along the shelves.  From dill and sweet pickles to salted eggs and
jellied fruit, from deer testicles preserved in oil, to canned suckers,
there seems to be no end to the delicacies being stored here.  Each type of
preserve is stored neatly together, named with a tag affixed to the shelf
upon which it sits, apparently in alphabetical order.  
~
0 8 0
Rd     0
D0
~
~
0 0 23047
D2
~
~
0 0 23053
S
#23051
The Eastern Aisle~
~
~
The eastern aisle of the cellar is inhabited by exquisite array of wines
which the temple keeps at hand for special occasions.  Row upon row of the
finest vintages rest in the shadows of the cellar, waiting for the perfect
occasion.  It is remarkably quiet, and peaceful here.  The sounds of men
moving goods rarely drifts to this aisle.  The dusky quiet, and ancient
bottles combine to give you a feeling of walking thought time.  
~
0 8 0
Rd     0
D0
~
~
0 0 23048
D2
~
~
0 0 23054
S
#23052
Below the Kitchen~
~
~
The cellars are alive with activity directly below the temple's kitchen. 
Sculleries and stock boys rush about, in search of one item or another which
Master Campbell's kitchen crew requires.  The air is pleasant, kept
temperate by the heat from the ovens above mixing with the fresh air from
the receiving doors north set within the cellar's northern wall.  
~
0 8 0
Rd     0
D0
~
~
0 0 23049
D1
~
~
0 0 23053
D4
~
~
3 0 23021
S
#23053
East of the Stairs~
~
~
You stand in the cellars of the temple of Law, Order and Justice, to the
east of a set of stairs which rise to the temple's kitchens above.  The air
here is pleasantly warm, and filled with the aromas of cooking meats and
breads.  South of you, crates standing tall as a man, and stacked nearly to
the floor boards above, form an effective wall, barring you from moving any
farther in that direction.  To the north, between sets of enormous shelves,
a passage leads away towards the back of the temple, and the receiving
doors.  East of you, it appears there may be room for you to squeeze between
crates and travel farther south if you should so desire.  
~
0 8 0
Rd     0
D0
~
~
0 0 23050
D1
~
~
0 0 23054
D3
~
~
0 0 23052
S
#23054
A Crack in the Wall~
~
~
You stand in the south eastern corner of the main storage area beneath
the temple of Law, Order, and Justice.  It would appear that considerable
effort is put into keeping the area neat, dry and well lit.  The stone floor
appears to have been recently washed, as do the walls, which show no signs
of dirt, even directly above the chimneys of the lanterns which provide
light here.  To the west, at that far side of the store room, a set of
stairs leads up to the kitchens above.  To the north, an impressive wine
rack stretches on into the distance.  South of you, crates have been piled
nearly to the rafters, effectively forming a wall.  The crates are less
organized here than in other areas.  It appears you may be able to find a
way through if you SEARCH for one.  
~
0 8 0
Rd     0
D0
~
~
0 0 23051
D2
~
~
512 0 23055
D3
~
~
0 0 23053
S
#23055
Behind the Crates~
~
~
You stand in a dusty passage, concealed from the main storage space by a
towering wall of crates to your north.  You're certain that there's a
passage here which you can use to return to the main space, but even as you
turned about upon entering, the proper path seemed to have occluded itself. 
Great arrays of furniture, and decorative sculpture have been stored here. 
In the dim light, the faces of statues and ornately carved legs of long
abandoned tables and chairs form gruesome monsters in your mind.  Once
undoubtedly beautiful, these works of art have taken on a sinister aspect,
which reinforces itself when considered in relation to their location, and
the marvels which populate the rest of the temple.  The stark contrast of
this place, and the rest of the temple, is slightly unnerving.  
~
0 8 0
Rd     0
D0
~
~
512 0 23054
D2
~
~
0 0 23057
S
#23056
At the Base of the Crates~
~
~
You stand at the foot of a mountainous stack of wooden crates which
reaches nearly to the floorboards above you.  Encroaching upon the small
path in which you're currently standing is a forest of old tables, stacks of
chairs and wardrobes which have been piled together to your north.  You can
pick out a sort of stair case created by the uneven positioning of the
crates to your south, which appears to lead all the way to the top of the
pile.  Rustling noises and the odd squeak seem to suggest that the vermin
which populate this portion of the temple have found such lofty heights
hospitable.  
~
0 8 0
Rd     0
D1
~
~
0 0 23057
D4
~
~
0 0 23064
S
#23057
A Crampped Passage~
~
~
You stand at a cross roads of sorts, intersecting passages between
towering stacks of stored goods within the cellars of the temple of Law,
Order and Justice.  On three sides, tall stacks of ornate furnishings
stretch towards the rafters overhead.  To the southwest however, crates
similar to those you had to traverse to reach this area have been stacked
high above your head.  Dust and grime are prevalent here.  It would seem
that few venture here, into what has now become primarily the domain of rats
and similar vermin.  It is difficult not to feel a sense of embarrassment
when considering how much wealth sits neglected and decaying in this part of
the temple.  
~
0 8 0
Rd     0
D0
~
~
0 0 23055
D1
~
~
0 0 23058
D2
~
~
0 0 23060
D3
~
~
0 0 23056
S
#23058
Before the Eastern Wall~
~
~
You have forced your way through the twisted passage between abandoned
chairs, desks, wardrobes and vanities, to the exterior wall of the temple. 
All around, the skeletons of long abandoned beauty haunt you as you creep
amongst them.  The tragic ends of so many things of beauty is heart
wrenching and senseless.  
~
0 8 0
Rd     0
D3
~
~
0 0 23057
S
#23059
The Hall of Welcome~
~
~
You stand in the Hall of Welcome, west of the entrance to the Temple of
Law, Order, and Justice.  The architecture is astoundingly beautiful.  The
western leg of an awe inspiring curved staircase ascends to the temple's
second level from here.  The polished marble banister and spindles serve as
a strong contrast for the plush red carpet which runs along the rise of the
stairs.  
~
0 8 0
Rd     0
D1
~
~
0 0 23001
D3
~
~
0 0 23062
D4
~
~
0 0 23025
S
#23060
Before the Southern Wall~
~
~
You stand in a cramped walk way, enclosed by abandoned cabinetry and
chairs, which lean out at frightening angles above the path.  More than in
other areas within this cramped storage area at the back of the cellars,
there is some extra space here, as though at some point someone removed a
considerable amount of stored goods from this location.  To the south, you
can barely make out between the legs of chairs and oddly angled tables, a
door, set within the southern wall.  It seems unlikely that anyone has used
it recently, given the amount of debris blocking your path, yet you feel
strangely drawn to it as you peer through the skeletons of opulence.  
~
0 8 0
Rd     0
D0
~
~
0 0 23057
D2
~
~
579 0 23061
S
#23061
Chamber of the Lost Idol~
~
~
~
0 8 0
Rd     0
D0
~
~
579 0 23060
S
#23062
The Hall of Welcome~
~
~
You stand at the western end of the Hall of Welcome.  In fair weather the
sun shines beautifully through the vaulting windows along the southern wall,
casting a warm glow about the room.  To the east the hall continues towards
The Grand Entry.  To the north, the Hall of Laws stands open to you.  
~
0 8 0
Rd     0
D0
~
~
0 0 23004
D1
~
~
0 0 23059
S
#23063
Atop the Crates~
~
~
The top of the crates is dusty, dirty and cramped.  There is actually a
fair bit more room between them and the floor boards than you might have
guessed from below.  Your supposition about the vermin population has proven
to be well founded as well.  They are so thick here it is all but impossible
to avoid stepping on either them or their nests.  
~
0 8 0
Rd     0
D1
~
~
0 0 23064
D2
~
~
0 0 23065
S
#23064
Atop the Crates~
~
~
The top of the crates is dusty, dirty and cramped.  There is actually a
fair bit more room between them and the floor boards than you might have
guessed from below.  Your supposition about the vermin population has proven
to be well founded as well.  They are so thick here it is all but impossible
to avoid stepping on either them or their nests.  
~
0 8 0
Rd     0
D2
~
~
0 0 23066
D3
~
~
0 0 23063
D5
~
~
0 0 23056
S
#23065
Atop the Crates~
~
~
The top of the crates is dusty, dirty and cramped.  There is actually a
fair bit more room between them and the floor boards than you might have
guessed from below.  Your supposition about the vermin population has proven
to be well founded as well.  They are so thick here it is all but impossible
to avoid stepping on either them or their nests.  
~
0 8 0
Rd     0
D0
~
~
0 0 23063
D1
~
~
0 0 23066
D2
~
~
0 0 23067
S
#23066
Atop the Crates~
~
~
The top of the crates is dusty, dirty and cramped.  There is actually a
fair bit more room between them and the floor boards than you might have
guessed from below.  Your supposition about the vermin population has proven
to be well founded as well.  They are so thick here it is all but impossible
to avoid stepping on either them or their nests.  
~
0 8 0
Rd     0
D0
~
~
0 0 23064
D2
~
~
0 0 23068
D3
~
~
0 0 23065
S
#23067
Atop the Crates~
~
~
The top of the crates is dusty, dirty and cramped.  There is actually a
fair bit more room between them and the floor boards than you might have
guessed from below.  Your supposition about the vermin population has proven
to be well founded as well.  They are so thick here it is all but impossible
to avoid stepping on either them or their nests.  
~
0 8 0
Rd     0
D0
~
~
0 0 23065
D1
~
~
0 0 23068
S
#23068
Atop the Crates~
~
~
The top of the crates is dusty, dirty and cramped.  There is actually a
fair bit more room between them and the floor boards than you might have
guessed from below.  Your supposition about the vermin population has proven
to be well founded as well.  They are so thick here it is all but impossible
to avoid stepping on either them or their nests.  
~
0 8 0
Rd     0
D0
~
~
0 0 23066
D3
~
~
0 0 23067
S
#23069
The Gauntlet~
~
~
~
0 12 0
Rd     0
S
#23070
The Gauntlet~
~
~
~
0 12 0
Rd     0
S
#23071
The Halls of Symmetry~
~
~
This hall has been built so that each of it's sides mirrors the one
opposite it.  Like the rest of the temple, it's walls have been constructed
of cold, grey stone and your footsteps echo eerily as you walk along it. 
Before you stands a kindly looking old man who you recognize as Sir Howard,
the man who greeted you upon entering the halls.  
~
0 8 0
Rd     0
D0
~
~
0 0 23072
D2
~
~
0 0 23073
D3
~
~
3 0 23074
S
#23072
The Gauntlet~
~
~
~
0 8 0
Rd     0
D2
~
~
0 0 23071
S
#23073
The Gauntlet~
~
~
~
0 8 0
Rd     0
D0
~
~
0 0 23071
S
#23074
The Gauntlet~
~
~
~
0 8 0
Rd     0
D1
~
~
3 0 23071
S
#23075
The Halls of Conformity~
~
~
The construction of this hall seems to conform with the basic
construction techniques used in the rest of the temple: solid wooden doors
set in simple grey stone.  The torches seem to cast a cool, sterile light
along it's entire length.  
~
0 8 0
Rd     0
D0
~
~
0 0 23076
D2
~
~
0 0 23077
D3
~
~
0 0 23078
S
#23076
The Gauntlet~
~
~
~
0 8 0
Rd     0
D2
~
~
0 0 23075
S
#23077
The Gauntlet~
~
~
~
0 8 0
Rd     0
D0
~
~
0 0 23075
S
#23078
The Halls of Conformity~
~
~
The construction of this hall seems to conform with the basic
construction techniques used in the rest of the temple: solid wooden doors
set in simple grey stone.  The torches seem to cast a cool, sterile light
along it's entire length.  
~
0 8 0
Rd     0
D0
~
~
0 0 23079
D1
~
~
0 0 23075
D2
~
~
0 0 23080
D3
~
~
0 0 23081
S
#23079
The Gauntlet~
~
~
~
0 8 0
Rd     0
D2
~
~
0 0 23078
S
#23080
The Gauntlet~
~
~
~
0 8 0
Rd     0
D0
~
~
0 0 23078
S
#23081
The Halls of Conformity~
~
~
The construction of this hall seems to conform with the basic
construction techniques used in the rest of the temple: solid wooden doors
set in simple grey stone.  The torches seem to cast a cool, sterile light
along it's entire length.  
~
0 8 0
Rd     0
D0
~
~
0 0 23082
D1
~
~
0 0 23078
D2
~
~
0 0 23083
D3
~
~
0 0 23084
S
#23082
The Gauntlet~
~
~
~
0 8 0
Rd     0
D2
~
~
0 0 23081
S
#23083
The Gauntlet~
~
~
~
0 8 0
Rd     0
D0
~
~
0 0 23081
S
#23084
The Halls of Conformity~
~
~
The construction of this hall seems to conform with the basic
construction techniques used in the rest of the temple: solid wooden doors
set in simple grey stone.  The torches seem to cast a cool, sterile light
along it's entire length.  
~
0 8 0
Rd     0
D0
~
~
0 0 23085
D1
~
~
0 0 23081
D2
~
~
0 0 23086
D3
~
~
0 0 23087
S
#23085
The Gauntlet~
~
~
~
0 8 0
Rd     0
D2
~
~
0 0 23084
S
#23086
The Gauntlet~
~
~
~
0 8 0
Rd     0
D0
~
~
0 0 23084
S
#23087
The Halls of Conformity~
~
~
The construction of this hall seems to conform with the basic
construction techniques used in the rest of the temple: solid wooden doors
set in simple grey stone.  The torches seem to cast a cool, sterile light
along it's entire length.  
~
0 8 0
Rd     0
D0
~
~
0 0 23088
D1
~
~
0 0 23084
D2
~
~
0 0 23089
D3
~
~
0 0 23090
S
#23088
The Gauntlet~
~
~
~
0 8 0
Rd     0
D2
~
~
0 0 23087
S
#23089
The Gauntlet~
~
~
~
0 8 0
Rd     0
D0
~
~
0 0 23087
S
#23090
The Gauntlet~
~
~
You stand in a simple, square, grey stone room.  The floor is covered in
a thin layer of shimmering white sand, which you asume was put here to
cushion the falls of the vanquished.  
~
0 8 0
Rd     0
D1
~
~
0 0 23087
S
#23091
The Prelate's Study~
~
~
Hidden behind the beautiful pipe organ lies the study of our Prelate. 
It's simple elegance is striking and one can't help but admire the decor. 
An elegant rug covers the simple stone floor atop which a simple wooden desk
with a dark stain has been placed.  A matching chair sits behind the desk
which is immaculatly clean while maintaing the air of having been worked at
recently.  The walls are lined with religious tomes stacked neatly upon
servicable shelves.  The lone window which graces the north wall has been
covered with thick burgundy drapes.  
~
0 8 0
Rd     0
D2
~
~
512 0 23093
S
#23092
The Rector's Reading Room~
~
~
The reading room is tastefully funrnished with a simple wooden desk and a
comfortable looking chair as well as several large book shelves which you
assume have been lined with religious tomes.  
~
0 8 0
Rd     0
D1
~
~
0 0 23093
S
#23093
The Chapel~
~
~
The Chapel is one of the few places in the temple of Law Order and
Justice which sports any ornamentation.  The floor is covered with a
beautiful, plush, red carpet and a massive pipe organ sits against the north
wall.  Two aisles of pews run the length of the room and an altar,
intricatly carved from a single slab of pure, white marble sits at the apex
of the room.  Over head, the roof has been constructed of stained glass, a
massive pictoral display of this ordered sanctuary and the chaos which
surrounds which filters and dims the light of the sun, shining with it's
brilliance during the day, while catching and reflecting the flicker of
torch light at night.  To the east lies the Abbot's reading room and to the
west the Rector's.  To the south a hallway leads to the steeple.  
~
0 8 0
Rd     0
D0
~
~
512 0 23091
D1
~
~
0 0 23094
D2
~
~
0 0 23095
D3
~
~
0 0 23092
S
#23094
The Abbots Reading Room~
~
~
The reading room is tastefully furnished with a simple wooden desk and a
comfortable chair, as well as several large book shelves which you
assume have been lined with religious tomes.
~
0 8 0
Rd     0
D3
~
~
0 0 23093
S
#23095
A Hallway~
~
~
You stand in the simple stone hallway which runs between the Chapel and
Steeple.  A slight draft chills you as it drifts in from the south.  
~
0 8 0
Rd     0
D0
~
~
0 0 23093
D2
~
~
0 0 23096
S
#23096
The Steeple~
~
~
You stand at the base of the steeple tower.  A large hemp rope hangs
limply before you through a small opening in the ceiling.  
~
0 8 0
Rd     0
D0
~
~
0 0 23095
D4
~
~
512 0 23097
S
#23097
The Bell Tower~
~
~
This is the top of the bell tower.  All of the gears and mechanisms which
make the bell toll when the rope is pulled are housed up here, along with
what is perhaps the largest bell you've ever seen.  
~
0 0 0
Rd     0
D5
~
~
512 0 23096
S
#23098
Ordered Space~
~
~
~
0 393226 0
Rd     0
D4
~
~
512 0 23011
S
#23099
The Lord's Domain~
~
~
This is where the Lord of Law Order and Justice meets with mortals whom he feels are worthy of his time.  If you are here you are truly blessed amongst his followers.
~
0 393226 0
Rd     0
D5
~
~
0 0 23093
S
#23100
None~
~
~
~
0 4 0
Rd     0
S
#0



#SPECIALS
S



#GAMES
S



#RESETS
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O 0 23100 0 23001
O 0 23007 0 23007
O 0 23006 0 23008
O 0 23008 0 23009
M 0 23011 1 23012
M 0 23002 1 23016
O 0 23001 0 23016
M 0 23003 1 23021
G 0 23002 0
G 0 23003 0
G 0 23004 0
G 0 23005 0
M 0 23005 1 23029
M 0 23006 1 23031
M 0 23007 1 23033
M 0 23008 1 23035
M 0 23009 1 23037
M 0 23010 1 23039
M 0 23004 1 23040
M 0 23012 1 23054
M 0 23013 1 23061
M 0 23069 1 23069
E 0 23028 0 1
E 0 23008 0 13
E 0 23014 0 20
G 0 23027 0
M 0 23070 1 23070
E 0 23010 0 15
E 0 23031 0 7
E 0 23024 0 20
E 0 23005 0 6
M 0 23071 1 23071
M 0 23072 1 23072
E 0 23003 0 3
E 0 23019 0 24
E 0 23026 0 20
M 0 23073 1 23073
E 0 23005 0 6
E 0 23015 0 22
E 0 23024 0 20
M 0 23074 1 23074
E 0 23018 0 8
E 0 23017 0 9
E 0 23017 0 10
E 0 23025 0 20
M 0 23075 1 23075
M 0 23076 1 23076
E 0 23023 0 20
E 0 23032 0 7
E 0 23003 0 3
E 0 23015 0 22
M 0 23077 1 23077
E 0 23012 0 17
E 0 23019 0 24
E 0 23004 0 5
E 0 23013 0 18
M 0 23079 1 23079
E 0 23011 0 16
E 0 23018 0 8
E 0 23028 0 1
E 0 23028 0 2
M 0 23080 1 23080
E 0 23013 0 18
E 0 23013 0 19
E 0 23011 0 16
G 0 23027 0
M 0 23082 1 23082
G 0 23035 0
M 0 23083 1 23083
E 0 23020 0 25
G 0 23037 0
G 0 23002 0
M 0 23085 1 23085
E 0 23004 0 5
E 0 23009 0 14
E 0 23003 0 3
E 0 23026 0 20
M 0 23087 1 23086
E 0 23003 0 3
E 0 23010 0 15
E 0 23014 0 20
E 0 23017 0 9
M 0 23088 1 23088
E 0 23023 0 20
E 0 23024 0 21
E 0 23004 0 5
E 0 23011 0 16
M 0 23089 1 23089
M 0 23090 1 23090
E 0 23029 0 20
E 0 23029 0 21
E 0 23004 0 5
E 0 23006 0 11
E 0 23011 0 16
M 0 23091 1 23091
M 0 23092 1 23092
M 0 23094 1 23094
G 0 23041 0
G 0 23042 0
O 0 23097 0 23097
S



#SHOPS
23003 0 0 0 0 0 100 50 6 22
23092 0 0 0 0 0 80 100 8 20
23094 0 0 0 0 0 80 100 8 20
0



#$