/
Ghost/
Ghost/gods/
Ghost/log/
Ghost/player/
#AREA
guilds.are~
Guilds~
{C{{  ALL  } {WVincent     {GGuilds              {x~
12000 12099


#MOBILES
#12000
Bishop~
The Bishop~
The trainer of the Bishops
~
You realize immediately that this man knows power. From his every move you know
that this man is not someone you should anger. Tall and thin, this man is not
like the bishops you have seen before. To further illustrate this point, you
notice the hilt of a sword peeking out from under his mantel. The bishop is
clearly a man who earned this position in combat, and from the look of him, he's
seen a lot of it. You hope that he will be willing to share some of his
knowledge.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#12001
Priest~
The Priest~
The Trainer of the Priests
~
At first glance, you notice nothing remarkable about the man, but closer
study reveals that he moves with surprising grace, revealing something more then 
first thought. Could this be the trainer of the priest class?
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#12002
Paladin Templar trainer~
The Paladin and Templar Trainer~
The trainer of the Paladins and Templars
~
The first thing you notice about this man is the large scar that runs up from 
his neck. It moves up his cheeck and crosses his left eye to stop just below 
the hairline. His hair is grey, and closely trimmed, allmost making it
invisible.
This man has obviously been in battle, and survived. Now you notice the clothing
the man wears, distinguishing him as a trainer. A little puzzled, you realise
that this man wears both the insignia of the paladin guild and the templar 
guild. This man must surely be someone who can teach a great many things.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#12003
Monk trainer~
The Monk trainer~
The trainer of the Monks
~
As you kneel with the monk, you glance at him. A lean face, allmost too lean,
is the only visible part of the man's body. But from the way the dull brown
robe he wears falls on his shoulders, you can tell that this man is very skinny.
The lifestyle of the monks ensures that no excess fat can be found, as you well
know yourself. You allso know that though usually quite skinny, monks are as 
strong as any you have come across.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#12004
Cleric trainer~
The Cleric Trainer~
The trainer of the Clerics
~
Amazed by the obvious youth of the man, you stare a moment. "Magic does wonders 
for the complexion," the man says with a smile in his voice. "Actually, i am 
allmost 100 years old, give or take a few." Your mind briefly wonders what you 
will look like in a 100 years. Then it hits you, if this man is 100 years old, 
he must have gathered a lot of knowledge.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#12005
Bishops aide~
The aide to the Bishop~
You look at the aide to the Bishop
~
Behind the desk you see a young looking man, dressed in a cassock. As you look
into his eyes, you see a hint of steel. This man is not as much a mere clerk 
as you thought at first. You suspect that this person might very well be a 
loyal soldier to the bishop. Functioning both as a personal assistant and a 
bodyguard.
~
human~
AB 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#12006
Paladin nurse~
The duty nurse~
You look at the duty nurse for the paladin hospital
~
Dressed in simple, practical clothes, this woman has a small basin in one 
hand and a piece of cloth in the other. Behind her you notice a patient with
an obviously high temperature. She must have been cooling him down when you 
walked in here. From the look in her eyes, you learn that it would be quite
foolish to do something she does not want. Not only is she obviously working
for the paladins and templars, but she has an aura of inmovability over her
that comes from working with obstinate patients for years.
~
human~
AB 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand female 0 
0 0 medium 0
#12020
Ranger~
The Ranger~
The trainer of the Rangers
~
As you look at the man stepping out from the leaves on the branch, you notice
that he was so hard to see because of the fact that his clothes are in different
shades of green. Even his skin seems to have taken on a slight greenish aura. 
The skill this man displays in walking effortlessly among the branches, without
so much as disturbing the natural patterns of motion, reveals that he is a
master ranger.
~
sylvan~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0

#12021
Druid~
The Druid~
The trainer of the Druids
~
She is dressed all in white, and her hair is exactly the same colour. The first
thing that goes through your mind is that this woman is sure to lose her balance
this high up, but then it dawns on you that this must be an elder druid, here to 
teach.
~
sylvan~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand female 0 
0 0 medium 0

#12022
witch~
The witch~
The trainer of the Witches
~
An ageless woman, see looks no older then 35, and yet in her eyes you see a 
wisdom that comes only with great age. It must be the way she lives, completely
in touch with nature. You wonder if she would be willing to share some of that
knowledge with you.
~
oyate~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand female 0 
0 0 medium 0
#12040
Mage~
The Mage~
The trainer of the Mages
~
Looking ageless, a man dressed in a flowing robe stands before you. He has a 
long white beard, but there appears to be a single streak of black running 
down the middle.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0

#12041
Enchanter~
The Enchanter~
The trainer of the Enchanters
~
The man you see here, wears robes much similar to what most mages wear, but
there is one difference, it seems to have a faint blue glow to it. As you look
at it, you notice that the hem of the robe doesn't touch the ground, and it 
flares out just slightly to do so. "I've enchanted it, so that it does not 
get dirty", the man says with a smile, "saves me a lot of cleaning."
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0

#12042
Psionist~
The Psionist~
The trainer of the Psionists
~
The first thing that strikes you about this woman, is that her robes look
metallic, as if woven from thin strands of wire. You've heard about robes 
like this, they are designed to protect the wearer from certain types of
magic.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand female 0 
0 0 medium 0

#12043
Sorcerer~
The Sorcerer~
The trainer of the Sorcerers
~
Strangely enough, the sorcerer you find, isn't wearing any robes, but a sturdy 
looking piece of studded leather armor. If you had seen this man anywhere else
you would have thought he was a warrior, not a mage. Apart from the armor, he's
allso wearing a helmet, gloves, leather armprotection and very stout looking 
leather pants. From the way the classroom looks, you figure that this would be
the best way of surviving here...
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0

#12044
Wicasa~
The Wicasa~
The trainer of the Wicasa
~
At first glance, you think that you've mistakenly come across a druid, for the
woman standing here is dressed in white robes, very similar to what druids 
normally wear. Upon closer inspection, you notice that this robe has very 
intricate patterns embroidered on it. 
~
opoya~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand female 0 
0 0 medium 0

#12045
Telepath~
The Telepath~
The trainer of the Telepaths
~
Before you even have time to look at the person before you, you hear a voice in
your head saying "Do not be misled by my appearance, I assure you that I am 
more then a match for you". As you look around to identify where that came from
you see a diminutive man. In contradiction with the warning you just heard, the
man steps forward to shake your hand with a big smile on his face. "Sorry about
that, it's second nature to me to send out that warning when i'm surprised by 
something or someone, how can i help you?"
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 small 0

#12046
Necromancer~
The Necromancer~
The trainer of the Necromancers
~
"Just drop the corpses on any free slabs", the man says without looking up. He
must be expecting a new shipment. When you cough to make your presense known,
he looks up from his work, obviously annoyed with the disturbance. "What do you
want?", she asks in a low whisper. As she turns to you, you realise with a shock
that it's a woman you are seeing.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand female 0 
0 0 medium 0

#12047
Headmaster~
The Headmaster~
The trainer of the Sages
~
You see a man of undeterminable age, though you realise that it must be at least
150. Dressed in surprisingly simple robes, you would not have guessed that this
man is the person responsible for running the entire mage school. This man must
be very wise, to have reached this position.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#12060
bartender~
the Bartender~
The Bartender eyes you suspiciously, with one hand hidden below the bar.
~
"What's your business here? I sell two types of drink, beer and firewine"
~
human~
ABT DH 500 10000
110 10 100d10+40250 100d10+30000 20d15+55 punch
-80 -80 -80 -80
0 ABCD 0 0
stand stand male 0
0 0 medium 0

#12061
trainer~
The trainer~
You see the trainer of thieves and assassins.
~
The first thing you notice about this man are his eyes, they seem to be darting
everywhere all the time. This must be a very suspicious man. He is dressed all
in black, and you notice a few faint bulges, obviously concealing weapons.
~
human~
ABJKb 0 1000 0
260 0 100d100+1000 1d1+1 100d100+1000 beating
-1000 -1000 -1000 -1000
0 ABCD 0 0
stand stand male 0 
0 0 medium 0
#0

#OBJECTS
#12060
mug beer~
a mug of beer~
A mug of beer has been left here.~
glass~
drink 0 A
16 16 'beer' 0 0
0 10 5 P

#12061
mug firewine wine~
a mug of firewine~
A mug of firewine has been left here.~
glass~
drink 0 A
12 12 'firebreather' 0 0
0 10 25 P
E
wine~
This thick, dark, almost black wine is named for the fire it creates in one's 
belly.
~
#0

#ROOMS
#12000
Before the Cathedral~
As you look up, you see the twin towers of the Cathedral rising up. The front 
of the Cathedral has two huge doors, that appear as though it would take giants
to move them. The outer walls are richly adorned with sculptures.
~
0 KS 1
D2
To the entrance of the Cathedral~
~
0 -1 12001
D3
~
~
0 -1 3096
S
#12001
Entrance~
As you step out of the sun, into the cool hall of the Cathedral, you realise
that all the sounds of the city are muted to an allmost inaudible murmur here.
The hall is not decorated much, only a statue of the god worshipped here stands
between the twin arches leading to the nave of the Cathedral.
To the west and east, you see doors leading to the towers.
~
0 DKS 1
D0
Out of the Cathedral~
~
0 -1 12000
D1
To the eastern tower~
~
0 -1 12012
D2
To the Nave of the Cathedral~
~
0 -1 12002
D3
To the western tower~
~
0 -1 12010
E
statue~
You look at a statue of ******, the god of Light. This god is the patron of all
who are good. Standing tall, and wearing armor adorned with a large sunburst,
the image you see is of a champion, able to vanquish any foe.
~
S
#12002
The Nave~
Forming two rows, you stand between the benches that seat the congregation.
There are enough seats to accomodate all the believers, though at the moment
there are only a few worshippers. As you look south, you see the main altar.
~
0 DKS 1
D0
To the entrance~
~
0 -1 12001
D2
To the altar~
~
0 -1 12003
S
#12003
At the altar~
The first thing you notice, as you approach the altar, is the aura of power that 
surrounds it. Apart from the aura, there is also something a little more earthly
surrounding the magnificent altar, a sturdy looking fence has been placed to
keep the holy symbol safe.There seems to be a door behind the altar, as well as 
corridors leading of to the west and east.
~
0 DKS 1
D0
To the Nave~
~
0 -1 12002
D1
East from the altar~
~
0 -1 12006
D2
Through a door~
~
1 0 12004
D3
West from the altar~
~
0 -1 12008
E
altar~
You see an altar made of pure white gold. It has been crafted with much skill 
and care. The base of the altar has been beatifulle wrought in an intricate 
pattern, and inlaid with stones of every sort. The top of the altar is flat and
smooth, except for a small statue at the center. It is a smaller version of the
statue you have seen outside.
~
S
#12004
Entrance Bishop Guild~
You stand in a small ante-room. To your left is a small desk where an aide to
the bishop handles all worldly matters. On the other wall, a large tapestry
depicts a holy scene.
~
0 DKS 1
D0
To the altar~
~
1 0 12003
D2
To the bishop's quarters~
~
1 0 12005
E
tapistry~
The tapistry depicts a small group of men, kneeling in front of the man you 
have seen outside. It is the god worshipped here. It appears that they are 
receiving a blessing from him.
~
S
#12005
Bishop's room~
Looking around, you find yourself in a richly decorated room. It has the feel of
the ages, and some of the artifacts are clearly from ancient times. As you look
around in amazement, you hear someone saying: "What you see here, are all all 
tributes made by the bishop, he donates it as he takes office. "Turning to the 
voice, you see a lean looking man, wearing the robes of his office. This is 
the high bishop of the world, the only man who has enough experience to train 
others in their ways.
~
0 DKS 1
D0
To the outer office~
~
1 0 12004
X
22 50 0
S
#12006
East from the altar~
Walking east from the altar, you find yourself in a hallway with several double 
cubicles. You realise that this is where believers can come to confess their
sins and find absolution. On the other wall is a small shrine, dedicated to one
of the saints from old times. It is the saint of forgiveness, and people who
have confessed can do their penance here. Further to the east, you notice a
small door.
~
0 DKS 1
D1
To the Priest guild~
~
1 0 12007
D3
To the altar~
~
0 -1 12003
S
#12007
Priest's quarters~
Opening the small door, you enter a surprisingly light and airy hall. It is the 
hall of the priests, they each have a narrow bunk here, lined up on the far
wall. In the center of the hall is a long table, where the priests can eat, converse
or study. At the moment, the hall is empty, except for a solitairy figure
sweeping the floor.
~
0 DKS 1
D3
The corridor to the altar~
~
1 0 12006
X
18 50 0
S
#12008
West from the altar~
Travelling west from the altar, you find yourself in a hallway with a row of
beds seperated from the world by heavy drapes. Peering behind one of the
curtains, you are surprised to find what only can be described as a sickbed. The
hallways is a hospital of sorts. Towards the end of the hallway, you notice an
ornately carved door. As you study it more closely, you hear a female voice say:
"That door was given to the leader of the paladins and templars allmost a
century ago, by a farmer who was rescued from a band of goblins by the leader.
He put it here, to remind the soldiers what their godgiven task was, protect the
innocent."
~
0 DKS 1
D1
To the altar~
~
0 -1 12003
D3
To the Bunkhouse~
~
1 0 12009
S
#12009
Paladin/templar bunkhouse~
Still marveling at the door, you step through it into a large sleeping hall and 
dining room. Along both sides of the hall, there are beds and chests at the foot
of those beds. Just like in the priest's quarter, there is a long table in the 
center of the room. The big difference though, are the large double doors
leading out at the back of the room. From what you can see, there are stables
behind those doors. Around the room, you notice several men, all of who appear
to be working on weapons or armour. As you look around, an old looking soldier
approaches you. From the look of his face, he has seen many battles. "Can i help
you with anything, young man?"
~
0 DKS 1
D1
To the corridor~
~
1 0 12008
X
7 23 50 0
S
#12010
At the base of the west tower~
AS you look up, you see one of the famous twin towers of the Cathedral. On this
tower, all the decorations have a natural theme. Magnificent animals, trees and
plants adorn the full height of the tower. Allmost hidden away by a sculpture,
a low door allows you entrance to the tower.
~
0 DKS 1
D1
To the Cathedral entrance~
~
0 -1 12001
D3
Into the west tower~
~
1 0 12011
S
#12011
In the west tower~
This is the residence of the monks of the Cathedral. Bare and austere, these
are not for those who enjoy the finer things in life. You see several small
"cells" at this level, along with a simple shrine at the far wall. Though there
is a staircase leading up, presumably to the library and the workshops, only
those who live here are allowed up the stairs. A single monk approaches you
beckoning you to be silent and join him in prayer.
~
0 DKS 1
D1
Outside the tower~
~
1 0 12010
X
24 50 0
S
#12012
At the base of the east tower~
The clerics occupy this tower. They practice their arts in this tower. As you
look at the tower, you realise that it is the opposite of the western tower.
Where the western tower had a natural theme, this tower has a definate unnatural
theme. 
Many demons and gargoyles. An entrance to the tower stand open before you,
allmost inviting you in...
~
0 DKS 1
D1
Into the east tower~
~
1 0 12013
D3
To the entrance of the Cathedral~
~
0 -1 12001
S
#12013
In the east tower~
Somehow the space inside the tower looks a lot larger then it should have been.
Along one side you see several beds, most of which are occupied by patients.
Along the other side of the hall, there are several doors. To what they lead,
you dont know. And just as  you are about to go to the doors to see what's 
behind them, a surprisingly young man approaches you from you dont know where, 
and asks you: "How can i help you, my son? What knowledge do you seek?"
~
0 DKS 1
D3
To the corridor~
~
1 0 12012
X
2 50 0
S
#12020
Entrance to the copse~
As you step out of the hustle and bustle of the city, you find yourself 
quickly surrounded by Trees and shrubs. The Trees mask most of the noise
from the outside world, and you feel a sense of peace gently take you 
into it's embrace.
~
0 KS 3
D0
Into the Copse
~
~
0 -1 12021
D3
~
~
0 -1 3095
S

#12021
Into the copse~
You have now stepped truly into another world, no noise comes from the city
and all you hear are birds chirping and small animals doing what they do.
It's as if you've stepped into another world.
~
0 KS 3
D2
Entrance to the Copse
~
~
0 -1 12020
D0
To the Tree
~
~
0 -1 12022
S

#12022
To the Tree~
As you approach a clearing in the middle of the copse, you find yourself staring
up and up. The Tree that stands alone in the middle of the clearing defies all
you know about them. It rises up to an astonishing height.
~
0 KS 3
D2
Into the Copse
~
~
0 -1 12021
D0
At the base of the Tree
~
~
0 -1 12023
S

#12023
At the base of the Tree~
You now find yourself at the base of a huge Tree, and standing here, you can not
only see the lower branches, as they are thick with green. The bark of the Tree 
is covered in vines. As you look closer, you see a small opening in the vines.
~
0 KS 3
D2
To the Tree
~
~
0 -1 12022
D0
In the trunk of the tree
~
~
0 -1 12024
S

#12024
In the trunk of the Tree~
You stand in the trunk of the Tree, where a small ladder hangs from above, 
though through the darkness you cant see the end of it. There is also a small hole
in the floor, where a dirt staircase leads down.
~
0 DKS 0
D2
The base of the Tree
~
~
0 -1 12023
D4
First branch level
~
~
0 -1 12025
D5
Basement Corridor
~
~
0 -1 12029
S

#12025
First branch level~
As you climb the ladder, you see an opening in the bark of the Tree. It leads out
onto a branch.
~
0 DKS 0
D5
In the trunk of the Tree
~
~
0 -1 12024
D4
Second level
~
~
0 -1 12027
D1
On the first level branch
~
~
0 -1 12026
S

#12026
On the branch first level~
As you step out onto the branch, you find yourself a dozen feet or so above the
ground, standing on a large branch. A short distance away from you, you notice
a small singing bird perched on a branch.  As you look around, taking in the 
scenery, you notice movement in the leaves just ahead. When you look more closely,
you realise that a man is coming from the leaves. This must be the man who trains
the rangers.
~
0 DKS 0
D3
First branch level
~
~
0 -1 12025
S

#12027
Second level~
Going higher into the Tree, you find yourself on a small platform. There is a 
small opening in the bark here, where someone has crafted a door that blends in
amazingly.
~
0 DKS 0
D5
First level
~
~
0 -1 12025
D3
Second level Branch
~
~
1 -1 12028
S

#12028
On the branch second level~
Stepping through the door, you make the mistake of looking down. You are higher 
above the ground then you have ever been. No building in the city, apart from 
maybe the mage tower reaches this high, and you are not even halfway up the 
Tree. A little further down the branch you see an old woman coming towards you. 
~
0 DKS 0
D1
Second level
~
~
1 -1 12027
S

#12029
Basement corridor~
As you bend down to walk down the staircase, you notice the smell of the earth 
surrounding you. The walls of the short corridor are laced with roots, though none
penetrate the corridor. It's as if they all grow around it. At the end of the 
corridor a solid wall of roots blocks passage, but as you approach, they part to 
let you through.
~
0 DKS 0
D4
In the trunk of the Tree
~
~
0 -1 12024
D0
To the basement
~
~
0 -1 12030
S

#12030
Basement~
You step into a low, yet comfortable room. The walls are allmost completely covered
in roots, with a space left open here and there for storage. At the far end of the
room, there is a hole in the ceiling, through which the smoke from a fireplace 
can escape. It is here that you find the only piece of non-organic material, as
fireplace is made from a single piece of stone. Sitting at the table is an old
woman, who's taking care of an injured squirrel at the moment. Softly whispering
to the animal, it does not seem to mind the fact that the woman is setting a splint
along one of it's front paws. It would appear that you have found the master 
witch who can teach you what you want to know.
~
0 DKS 0
D2
To the corridor
~
~
0 -1 12029
S
#12040
At the gate~
You stand before the gate of the Mage school, where all who practice the arts 
of magic come to learn and sharpen their skills. The gate is allways open, 
and you can see a small square surrounded by several buildings.
~
0 KS 1
D0
Onto the square~
~
0 -1 12041
S

#12041
the square~
You are standing in the square of the mage school, surrounded by buildings.
In the center of the square, you see a fountain, though no water comes from
it. There is a small sign at the base of it. To your east and west are the 
buildings that house the teachers and students. The doors to these quarters
appear to be locked, only those who have business there are allowed to enter.
Straight ahead is the main building, where the different classes of magic users
have their own teachingrooms.
~
0 KS 1
D2
To the city~
~
0 -1 12040
D0
To the entrance of the school~
~
0 -1 12042
E
sign~
This is a warning to all who would attempt to do magic that they have no skill
for. The fountain you see here is a student psionist who was foolish enough to
attempt a transmutation spell. He is stuck in this form untill a transmuter
mage comes here to undo the spell.
~
S

#12042
At the entrance~
The door to the actual school are opened, and you can hear the sounds of teaching
coming from them. The air is heavy with the crackling of electric charge, there
must be a class on lightning magic going on close by. Looking through the door
you see a long hallway, with doors on either side.
~
0 KS 1
D2
To the square~
~
0 -1 12041
D0
Into the main hallway~
~
0 -1 12043
S

#12043
first stop corridor~
You find yourself in a surpisingly well lit corridor. There are doors on either
side, with small signs next to each displaying for which type of mage this is
the classroom. To the east the sign says MAGE, the sign to the west reads 
ENCHANTER.
~
0 DKS 1
D0
Further along the hallway~
~
0 -1 12044
D1
To a classroom~
~
1 -1 12049
D2
To the entrance~
~
0 -1 12042
D3
To a classroom~
~
1 -1 12050
S

#12044
second stop corridor~
You find yourself in a surpisingly well lit corridor. There are doors on either
side, with small signs next to each displaying for which type of mage this is
the classroom. To the east the sign says PSIONIST, the sign to the west reads 
SORCERER.
~
0 DKS 1
D0
Further along the hallway~
~
0 -1 12045
D1
To a classroom~
~
1 -1 12051
D2
Back down the hallway~
~
0 -1 12043
D3
To a classroom~
~
1 -1 12052
S

#12045
third stop corridor~
You find yourself in a surpisingly well lit corridor. There are doors on either
side, with small signs next to each displaying for which type of mage this is
the classroom. To the east the sign says WICASA, the sign to the west reads 
TELEPATH. As you look around, you notice one of the floortiles is not quite
level with the rest of the floor. Could it be that this can be lifted? At the 
north end of the corridor, there is a small bench set against the wall, next to
a door that says "headmasters office".
~
0 DKS 1
D0
To an office~
~
1 -1 12055
D1
To a classroom~
~
1 -1 12053
D2
Back down the hallway~
~
0 -1 12042
D3
To a classroom~
~
1 -1 12054
D5
Down a ladder~
~
1 -1 12046
S

#12046
Down a ladder~
As you lift up the floortile and proceed down the ladder, you find yourself 
completely surrounded by darkness. Only a very faint shimmer of light at 
the bottom reveals that there is something down here.
~
0 DKS 1
D4 
Up to the hallway~
~
1 -1 12045
D5
Further down the ladder~
~
0 -1 12047
S

#12047
Bottom of the stairs~
Stepping of the ladder, you immediately notice a rather foul odour, which
reminds you of rotting flesh. A short, dimly lit corridor reveals a door
from which you notice flickering light.
~
0 DKS 1
D4
Up the ladder~
~
0 -1 12046
D2
To a crypt~
~
1 -1 12048
S

#12048
Necromancer~
You step into a rather cavernous cellar. All around you are slabs, on some of 
are corpses in various states of decomposition. As you look around, you notice
one or two are actually moving! As your eyes become accustomed to the lack of
light, you notice a man dressed in several different shades of black standing 
at one of the slabs. You have wandered into the place of training for the 
necromancer.
~
0 DKS 1
D0
To the ladder~
~
1 -1 12047
S

#12049
Mage~
You step into a rather normal classroom, where the attributes and materials 
for teaching magic are neatly stored on shelves. There are several rows of 
seats, in front of which a single desk is placed. On the blackboard behind 
the desk, you notice several simple spell-formulas. A beginners class must 
have just finished.
~
0 DKS 1
D3
Out to the hallway~
~
1 -1 12043
S

#12050
Enchanter~
The classroom you have entered doesn't differ much from the standard layout
of a classroom. The only thing that strikes you is that some of the desks 
seem to have a light glow to them. As you notice the master enchanter moving
across the rooms, the desks seem to move slightly, as if to follow him across
the room.
~
0 DKS 1
D1
Out to the hallway~
~
1 -1 12043
S

#12051
Psionist~
You lose your sense of balance for a moment as the room undulates briefly. 
The motion quickly subsides however, allowing your stomach to settle back.
Scattered across most of the desks are bent spoons and warped pieces of 
material. At the head of the class, you notice a man who has several balls
revolving around his head, though he appears to be totally engrossed in 
a very ancient looking text.
~
0 DKS 1
D3
Out to the hallway~
~
1 -1 12044
S

#12052
sorcerer~
You walk into a classroom that is cluttered with vials and containers with
every material imaginable, and a few you wouldn't have imagined. The walls 
and ceilings show the scars of mixings that had an unexpected results. The
workbenches look very sturdy and seem to be capable of withstanding allmost
everything. At the far end you notice someone mixing several ingredients.
~
0 DKS 1
D1
Out to the hallway~
~
1 -1 12044
S

#12053
wicasa~
As you step through the door, you wonder if you have passed through a portal
into another world. There are plants and small trees of every possible variety
in this room. As you walk through the myriad of plants, you notice that the 
outside wall has been removed, so the classroom opens directly onto a garden.
Through the leaves of the plants, you catch a glimpse of someone tending 
this wonderfull place.
~
0 DKS 1
D3
Out to the hallway~
~
1 -1 12045
S

#12054
Telepath~
This room is completely bare, and the walls have absolutely no markings on 
them. Everything is a neutral color, and even the cushions on the floor are
in bland, undistracting colours. There are no distractions in this room, as 
the windows have been hidden from view by heavy drapes that not only prevent
light from coming through, but also drown out all the sounds coming from 
outside. There is a person sitting on the floor, in deep concentration, yet
he looks to be talking to someone.
~
0 DKS 1
D1
Out to the hallway~
~
1 -1 12045
S

#12055
headmaster~
As you step through the door, memories of your days at school come flooding
back. The room reminds you of the office of the headmaster at your own school.
There are several very old looking canes on the wall, and you get the distinct
feeling that they have seen much use in their day. At the desk, which is accross
the room, with large windows behind it, sits an old man. The single chair in front
of the desk looks very uncomfortable, and you realise that any person sitting 
there would be looking straight into the sun.
~
0 DKS 1
D2
Out to the hallway~
~
1 -1 12045
S
#12060
up the stairs~
A heavy door blocks your entrance. There is a sign by the door, indicating
that this is a bar, called "The Assassin and the Bountyhunter". You do not
see any obvious way to open the door, but on closer inspection you find a 
small lever that opens it.
~
0 0 1
D1
~
~
1 -1 3086
D3
~
~
1 -1 12061
S

#12061
A short corridor~
You find yourself in a small, dimly lit corridor. You have the eery feeling
that you are being watched, but you cannot tell from where. Another door can 
be seen at the end of the corridor, from which direction you hear faint sounds.
~
0 AD 0
D1
~
~
1 -1 12060
D3
~
~
1 -1 12062
S

#12062
the bar~
You enter a smokefilled barroom, with several tables and a rather small bar.
The man behind the bar, as most of the customers, eyes you suspiciously. The 
hairs on the back of your neck stand up, as you realise that this is probably
not a very safe place to be for the unsuspecting traveller. To one side, you
notice a doorway, with a heavy curtain in place of a door.
~
0 AD 0
D1
~
~
1 -1 12061
D2
~
~
1 -1 12063
S

#12063
hallway~
As you step through the curtain, you enter a surprisingly well-lit hallway.
Yet the sensation of being watched grows even stronger, as you notice the 
small slits in the wall. You realise that you ARE being watched, and the
strong illumination ensures that there is no possibility to hide who you are.
The other entrance of the hallway is closed by a very sturdy looking oak door.
You are shocked to discover that there appear to be several bloodstains on that
door.
~
0 AD 0
D0
~
~
1 -1 12062
D2
~
~
1 -1 12064
S

#12064
training room~
Blinded by the sudden change in lightlevel, you stumble for a moment as you 
step into a room that is allmost completely dark. Quickly regaining your com-
posure, you can faintly hear someone breathin across the room. "Welcome, this 
is where thiefs and assassins receive their training, if they can manage to 
get across the room alive". You are suddenly very alert, realising that it 
will take all of your skill to survive.
~
0 AD 0
D0
~
~
1 -1 12063
S

#0

#RESETS
*mob resets cathedral
M 0 12000 1 12005 1
M 0 12001 1 12007 1
M 0 12002 1 12009 1
M 0 12003 1 12011 1
M 0 12004 1 12013 1
M 0 12005 1 12004 1
M 0 12006 1 12008 1

*door resets cathedral
D 0 12003 2 1 *altar
D 0 12004 0 1 *aide
D 0 12004 2 1 *aide
D 0 12005 0 1 *bishop
D 0 12006 1 1
D 0 12008 3 1
D 0 12008 3 1
D 0 12009 1 1
D 0 12010 3 1
D 0 12011 1 1
D 0 12012 1 1 
D 0 12013 3 1

*mob resets tree
M 0 12020 1 12026 1
M 0 12021 1 12028 1
M 0 12022 1 12030 1

*door resets tree
D 0 12027 3 1 *second level tree
D 0 12028 1 1 *second level tree

*mob resets mage school
M 0 12040 1 12049 1
M 0 12041 1 12050 1
M 0 12042 1 12051 1
M 0 12043 1 12052 1
M 0 12044 1 12053 1
M 0 12045 1 12054 1
M 0 12046 1 12048 1
M 0 12047 1 12055 1

*door resets mage school
D 0 12043 1 1
D 0 12043 3 1
D 0 12044 1 1
D 0 12044 3 1
D 0 12045 0 1
D 0 12045 1 1
D 0 12045 3 1
D 0 12045 5 1
D 0 12046 4 1
D 0 12047 2 1
D 0 12048 0 1
D 0 12049 3 1
D 0 12050 1 1
D 0 12051 3 1
D 0 12052 1 1
D 0 12053 3 1
D 0 12054 1 1
D 0 12055 2 1

*room resets Assassin and Bountyhunter
D 0 12060 3 1
D 0 12061 1 1
D 0 12061 3 1
D 0 12062 1 1
D 0 12062 2 1
D 0 12063 0 1
D 0 12063 2 1
D 0 12064 0 1
*mob resets Assassin and Bountyhunter
M 0 12060 1 12062 1 
G 1 12060 -1
G 1 12061 -1
M 0 12061 1 12064 1
S

#SHOPS
12060 0 0 0 0 0 100 0 0 23
0

#$