tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Orlumber~
Fenlyn, Rue~
~

0 0
3
#ROOMS

#33500
A Small tunnel~
~
[Fenlyn] Area links here

[Fenlyn] slipping = silly

[Fenlyn] rewrite

~
301465669 0 7 0
D1
~
~
0 -1 33501 10 10 5
D4
~
~
0 -1 76556 10 10 5
-1
S

#33501
A Large Tunnel~
~
[Fenlyn] what the heck is this secret wall here and why?

[Fenlyn] I deleted the door

[Fenlyn] room seems "out of place"

[Fenlyn] why rotting crap along tunnel to city?

[Fenlyn] statue tunnel maybe?

~
301465669 0 7 0
D1
~
~
0 -1 33503 10 10 5
D3
~
~
0 -1 33500 10 10 5
E
corpses~
The corpses of many different woodland animals are stacked here against

the wall.  They appear to have been placed there on purpose from the

manner in which they are stacked.  You can also detect a very small crack

in the wall to the south, it's covered by most of the corpses.  

~
E
crack~
The crack runs up the south wall of the tunnel, to a height of about six

feet, west three feet, and back down to the floor of the tunnel.  

~
E
wall~
The wall appears to have a faint outline of a door on it.  There is no

visibile handle or keyhole though, perhaps it is just a trick of the eye

helped by your light.  

~
-1
S

#33502
Jailer's Office~
Carved from the living rock of the cavern, the jailer's office is a cozy

little room.  A small desk, along with a chair sit nearby the gate that

leads into the prisoner's cell.  The walls are bare, except for one

painting of a gnome that graces the northern wall.  To the south is the

iron gate that leads to the cell, while to the east you can head towards

the Home Guard's office.

~
~
301465701 0 7 0
D1
~
~
0 -1 33505 10 10 5
D2
iron door~
iron door~
471 -1 33504 10 10 5
E
wall~
You can faintly see the outline of a door on the north wall.  However

there is no visibile handle or keyhole.  Perhaps it is only your

imagination.  

~
E
iron gate~
This iron gate is made out of a number of solid iron bars, weilded to two

more bars at an angle.  It looks very secure, and has a large lock

attached to it.  

~
-1
S

#33503
Before the Gates of Orlumbor~
~
[Fenlyn] door locked?

make pretty

bells and such on it

[Fenlyn] gate is_door, no_open.  code?

[Fenlyn] needs to be grand room

[Fenlyn] after all sorts of noises someone should just push gate open.

~
301465669 0 7 0
D1
gates~
gates~
131 -1 33506 10 10 5
D3
~
~
0 -1 33501 10 10 5
E
heads~
Many heands of ogres and goblins have been nailed to the north wall of

this tunnel.  Several of the heads look fresh, as if an attempt was

recently made to take the city.

~
E
gates~
The gates protecting this city are made out of highly polished, solid

steel, and weigh many tons.  The gates are given an artistic quality by

engraved scenes of past triumphs both in warfare and in commerce.

~
A
bash knock bang~
gates~
if( is_open( room, east ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  wait( 1 );

  if( reputation( ch, Thorstag ) > 0 ) {

    act_tochar( #char, ch );

    act_notchar( #not_char, ch );

    wait( 1 );

    send_to_room( #bells, find_room( 33506 ) );

    wait( 1 );

    send_to_room( #inside, room );

    send_to_room( #inside, find_room( 33506 ) );

    open( room, east );

    }

  else {

    send_to_char( #clan_char, ch );

    act_notchar( #clan_room, ch );

    }

  }

~
E
clan_room~
A guardsman looks $n over and notes that $e is not in good relations with

the city and denies $m entry.

~
E
clan_char~
A guardsman looks you over and notes that you're not in good relations

with the city and denies you entry.

~
E
inside~
The gates swing open silently.

~
E
not_char~
A guardsman looks $n over and signals someone for the gates to be opened.

~
E
to_room~
$n knocks firmly on the gates.

~
E
to_char~
You knock firmly on the gates.

~
E
nothing~
It would be easier to knock on the gates if they were closed.

~
E
char~
A guardsman looks you over and signals someone for the gates to be opened.

~
E
bells~
Very loud whistles squeal in the air followed by several ringing bells. 

After a moment of silence, a deep rumbling comes from the gates.

~
!
0 0 0
A
~
~
if( is_open( room, east ) ) {

  act_room( #outside, ch );

  close( room, east );

  send_to_room( #inside, find_room( 33506 ) );

  continue;

  }

else

  continue;

~
E
outside~
You watch as the gates silently swing shut.

~
E
inside~
You watch as the gates silently swing shut.

~
!
3 3 8
-1
S

#33504
Jail Cell~
The cell here is quite spartan.  The walls are bare, and have been

recently painted a sickly pink color.  The floor is smooth, the stone

probably worn down by the pacing of bored inmates.  A thick gate made of

iron set into the north wall provides the only means of exit.

~
[Fenlyn] trigger needs to be set to random when activated

~
301465717 0 7 0
D0
iron gate~
iron gate~
471 -1 33502 10 10 5
E
iron gate~
This iron gate is made out of a number of solid iron bars, weilded to two

more bars at an angle.  It looks very secure, and has a large lock

attached to it.  

~
A
~
~
ch = rand_char( room );

send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

act_notchar( #to_all, ch );

transfer( ch, find_room( 33503 ) );

~
E
to_all~
$n is let out of the Jail Cell, and released.

~
E
to_room~
A Guardsman unlocks the iron gate, walks in, and addresses $n, 'You

will be released outside of our city now, but if you come back and

try that again we won't be so polite to you.'

~
E
to_char~
A Guardsman unlocks the iron gate, walks in, and addresses you, 'You

will be released outside of our city now, but if you come back and

try that again we won't be so polite to you.'

~
!
0 25 0
-1
S

#33505
Home Guard's Office~
Carved into the cavern wall, this curved chamber houses the Home Guard. 

Near the entrance sits a large desk, set so as to have a clear view of

those who enter.  A weapons rack and Home Guard uniforms hang along the

south wall in a iron cage.  In the west wall is carved a small archway,

leading to another chamber beyond.  To the east a small tunnelway exits

out into the Marketplace.

~
add desk mob, looks up and says stuff sometimes

~
301465669 0 7 0
D1
~
~
0 -1 33507 10 10 5
D3
~
~
0 -1 33502 10 10 5
-1
S

#33506
Inside the Gates of Orlumber~
A large flagstone courtyard sits behind a large and ornate set of steel

gates to the west.  A worn flagstone road leads north, alongside the wall

of the cavern.  To the south, another larger road heads towards a

bustling marketplace.  The steel gates almost totally cover the large

tunnel that leads out of the open cavern.  A large wall with a tile mural

blocks movement to the east.

~
~
301465669 1 7 0
D0
~
~
0 -1 33508 10 10 5
D2
~
~
0 -1 33507 10 10 5
D3
gates~
gates~
131 -1 33503 10 10 5
E
gates~
The gates protecting this city are made out of highly polished, solid

steel and weigh many tons.  Numerous carvings and engravings have been

etched into the gates, giving them an artistic quality.

~
A
pull~
lever~
if( is_open( room, west ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  open( room, west );

  }

~
E
to_all~
Several bells ring from atop the gates and deep low rumbling sound

accompanies a loud clanking sound.


After the noise ceases, the gates swing open in a silent hush.

~
E
to_room~
$n pulls the lever and a loud array of machinery can be heard.

~
E
to_char~
You pull the lever and a loud array of machinery can be heard.

~
E
nothing~
You pull the lever but nothing happens.

~
!
0 0 0
A
push~
lever~
if( !is_open( room, west ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  close( room, west );

  }

~
E
to_all~
The gates silently swing shut.

~
E
to_room~
As $n pushes the lever, a loud array of machinery can be heard.  Several

bells ring from atop the gates and deep low rumbling sound accompanies a

large clanking sound.


After the noise ceases, the gates swing closed in a silent hush.

~
E
to_char~
As you push the lever, a faint hum of machinery can be heard.  Several

bells ring from atop the gates and a deep low rumbling sound accompanies

a large clanking sound.


After the noise ceases, the gates swing closed in a silent hush.

~
E
nothing~
You push the lever but nothing happens.

~
!
0 0 0
A
~
~
if( is_open( room, west ) ) {

  act_room( #closes, ch );

  close( room, west );

  send_to_room( #closes, find_room( 33503 ) );

  continue;

  }

else

  continue;

~
E
closes~
You watch as the gates silently swing shut.

~
!
3 0 5
-1
S

#33507
West Market Entrance~
The wide road turns north and east, heading into a marketplace to the

east, and a small courtyard to the north.  A wide tunnel has been carved

out of the cavern wall to the west, leading into a small office. 

Flanking the entrance to the east are two massive brick pillars.  Atop

each sits a small granite bowl, water spilling down its side and

trickling down the pillars into a small pool.  The sound of the water is

soothing, and the air is cool and pleasantly damp.  Heavy red flagstones

pave the marketplace, and supporting heavy traffic.

~
add trickling water code

[Nereus] supporting-support

~
301465669 1 6 0
D0
~
~
0 -1 33506 10 10 5
D1
~
~
0 -1 33520 10 10 5
D3
~
~
0 -1 33505 10 10 5
E
sign~
The sign reads...

.               HOME GUARD HEADQUARTERS

.                    Protectors of

.                      Orlumbor

~
-1
S

#33508
Pyrope Street~
The flagstone road heads north and south, running between the cavern wall

to the west, and a row of homes to the east.  The large home to the east

is old and weatherworn, its wooden shingles warped and split with age. 

One of the windows has been boarded up, and weeds grow in the yard.  Just

to the south is a large open area, and what looks to be a massive steel

gate.

~
~
301465669 1 6 0
D0
~
~
0 -1 33511 10 10 5
D1
door~
door~
131 -1 33510 10 10 5
D2
~
~
0 -1 33506 10 10 5
-1
S

#33510
A Citizen's Dwelling~
~
~
301465669 1 6 0
D3
door~
door~
131 -1 33508 10 10 5
-1
S

#33511
Pyrope Street~
The worn and bumpy flagstone road leads north and south between the

cavern wall and the row of houses to the east.  A short brick wall

separates the The house to the east from the road, and the wall has seen

better days.  Loose bricks in the wall threaten to collapse it, and an

old and bent iron gate rests against it at an angle.  You can follow the

road north or south.

~
decapitalize The house

~
301465669 1 6 0
D0
~
~
0 -1 33514 10 10 5
D1
door~
door~
131 -1 33513 10 10 5
D2
~
~
0 -1 33508 10 10 5
-1
S

#33513
A Citizen's Dwelling~
~
repetitive

~
301465669 1 6 0
D3
door~
door~
131 -1 33511 10 10 5
-1
S

#33514
Pyrope Street~
The street runs parallel to the cavern wall that defines its western edge. 

A row of run-down buildings runs alongside the street to the east.  To

your immediate east sits a sagging wooden structure that serves as

somebody's home.  The small yard in front of the home is overgrown and

full of weeds.  The road leads north towards a curve and south by more

houses.

~
~
301465669 1 6 0
D0
~
~
0 -1 33518 10 10 5
D1
door~
door~
131 -1 33516 10 10 5
D2
~
~
0 -1 33511 10 10 5
-1
S

#33516
A Citizen's Dwelling~
~
~
301465669 1 6 0
D3
door~
door~
131 -1 33514 10 10 5
-1
S

#33518
Intersection of Beryl Road and Pyrope Street~
Beryl Road curves along the base of the cave wall, meeting with Pyrope

Street to the south.  Pyrope heads south, wending its way past the houses

of some of the inhabitants of Orlumber to the east.  The cavern wall

shoots straight up here, ultimately curving back on itself and showing

the open sky above you.  To the east you can see a wide bridge that

arches over a small stream that runs behind the houses.

~
~
301465669 1 6 0
D1
~
~
0 -1 33519 10 10 5
D2
~
~
0 -1 33514 10 10 5
-1
S

#33519
Beryl Road - Arched Bridge Over a Small Stream~
A small bridge arches over a small stream that cuts through the stone

floor of the cavern.  The stream burbles merrily as its heads southward

underneath the bridge.  The water appears to come from a split in the

cavern wall to the north and spilling into a small pool just to the north

of the bridge.  Just to the west Beryl Road curves to the south,

following the curve of the cavern wall.  You can follow Beryl Road east,

also.

~
~
301465669 1 6 0
D1
~
~
0 -1 33609 10 10 5
D3
~
~
0 -1 33518 10 10 5
A
~
~
act_tochar( #leave, ch );

transfer( ch, find_room( 33609 ) );

act_notchar( #arr, ch );

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  end;

  }

~
E
leave~
You continue east across the arched bridge.

~
E
arr~
$n arrives from the bridge to the west.

~
!
3 0 2
A
~
~
act_tochar( #leave, ch );

transfer( ch, find_room( 33518 ) );

act_notchar( #arr, ch );

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  end;

  }

~
E
leave~
You continue west across the arched bridge.

~
E
arr~
$n arrives from the bridge to the east.

~
!
3 0 8
A
~
~
send_to_room( #water, room );

~
E
water~
The sound of a gently flowing stream comes from underneath the arched

bridge.

~
!
4 75 0
-1
S

#33520
The Marketplace~
The open shopping plaza known simply as the Marketplace spreads out

towards the east.  The wide flagstone paved courtyard is bounded by many

different styles of buldings, and luxurious trees are planted so as to

break up the monotony of the open space.  To the north sits a small shop

with ornate windows, occasional puffs of steam issuing from pipes in the

roof.  A stone building of large proportions rests firmly to the south, a

clean white smoke bursting in gouts from the stack on its roof.

~
[Rue] metal armor south

[Rue] alchemists north

[Nereus] flagstone-paved

[Nereus] buldings

~
301465669 1 6 0
D0
~
~
0 -1 33521 10 10 5
D1
~
~
0 -1 33534 10 10 5
D2
~
~
0 -1 33522 10 10 5
D3
~
~
0 -1 33507 10 10 5
E
large sign~
On the large sign is written...

*********************************

*   Nasoj's House of Alchemy    *

*    Open all day and night     *

* for all your Alchemical needs *

*********************************

~
-1
S

#33521
Alchemist's Shop~
A thick tangle of gleaming metal pipes and long glass tubes sit over

small heating fires and cooling baths.  An occasional gust of steam

issues from a crack in the piping, releasing a sweet smell.  The back of

the shop is quite cluttered, but the waiting area and the counter are

spotless.  An open door leads south and out to the marketplace.

~
~
301467717 1 6 0
D2
~
~
0 -1 33520 10 10 5
-1
S

#33522
Metal Armor~
A hot forge burns white hot, as white smoke is sucked silently up a

chimney.  Several suits of metal armor hang on fitting dummies near the

back of the shop.  The floor is hard-packed dirt that is covered with a

thin layer of ash.  The stone walls seem to radiate heat, making this an

uncomfortable room to be in.  You can head out towards the marketplace to

the north.

~
~
301469765 1 6 0
D0
~
~
0 -1 33520 10 10 5
-1
S

#33525
A Citizen's Dwelling~
You are standing in a small house, it only has one room.  A small stove

sits over in the corner, you can feel the heat radiating from it.  A

couple of beds are pushed against the west wall, all clean and neatly

made, but worn.  A large table sits in the center of the room, surrounded

by many chairs.  This is obviously the home of one of the many gnome

laborers and his family that you have seen walking around this city.  A

door in the east wall leads out to Calantar's Way.  

~
~
301465669 1 6 0
-1
S

#33526
Iriaebor Street - Cul-de-Sac~
A quiet and gently curving cul-de-sac ends the private and secluded

cobbled walkway.  A brick wall curves around the dead end, covered with

ivy that barely hides the sharp iron spikes that top it.  A heavy iron

gate is set into the wall to the north, and peeking through the gate

shows that there is a lush garden beyond.  Aside from going through the

gate, south is the only direction you can travel.

~
[Rue] one of the two noble families e

[Rue] needs walkway, wall, ivy, spikes, gate, garden

~
301465669 1 6 0
D0
ornate wrought-iron gate~
ornate wrought-iron gate~
71 -1 33642 10 10 5
D2
~
~
0 -1 33529 10 10 5
-1
S

#33527
A Citizen's Dwelling~
This small, one room, cottage is home to one of the many gnome laborers

that live in Orlumbor and his family.  There are a few cots pushed up

against the west wall, and a large table dominates the center of this

room.  A few cheap wooden toys are scattered about the floor, making it

dangerous to walk around if your not paying attention.  The doorway to

the east leads back out to Calantar's Way.  The residence of this cottage

will not appreciate your presence should they catch you here.  

~
~
301465669 1 6 0
D1
door~
door~
131 -1 33526 10 10 5
-1
S

#33529
Iriaebor Street~
A large iron gate is set into the brick wall to the west.  Just beyond

the gate is a large arbor, covered in purple wisteria.  The road here is

cobblestone, with green grass and small clumps of mints growing in the

spaces between the stones.  The ivy covered brick wall also blocks you to

the south, bordering the cobbled walkway.  The road heads north just a

little bit further, ending in a quiet cul-de-sac.

~
[Rue] guarded gate

[Rue] one of the two noble families west

[Rue] needs gate, wall, arbor( wisteria ), road (cobbles ), grass mints

~
301465669 1 6 0
D0
~
~
0 -1 33526 10 10 5
D1
door~
door~
128 -1 33531 10 10 5
D3
ornate wrought-iron gate~
ornate wrought-iron gate~
67 -1 33640 10 10 5
-1
S

#33530
A Citizen's Dwelling~
You are standing in a small house, it only has one room.  A small stove

sits over in the corner, you can feel the heat radiating from it.  A

couple of beds are pushed against the west wall, all clean and neatly

made, but worn.  A large table sits in the center of the room, surrounded

by many chairs.  This is obviously the home of one of the many gnome

laborers and his family that you have seen walking around this city.  A

door in the east wall leads out to Calantar's Way.  

~
~
301465669 1 6 0
D1
door~
door~
131 -1 33529 10 10 5
-1
S

#33531
Iriaebor Street~
The quiet cobbled street curves gently here, skirting by a small park

just to the east.  Brick walls covered with a heavy blanket of ivy follow

the walk along its northern and southern sides.  Off a ways to the west

an iron gate interrupts the wall, and a large building can be seen beyond

that.

~
[Rue] small park to east

[Rue] park street wall ivy gate building

~
301465669 1 6 0
D1
~
~
0 -1 33641 10 10 5
D2
~
~
0 -1 33533 10 10 5
D3
door~
door~
128 -1 33529 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t $d, heading into a small park.@n

~
!
3 0 2
-1
S

#33532
South-West Intersection~
~
~
301465669 1 6 0
-1
S

#33533
Intersection of Iriaebor and Calantor's Way~
The cobbled walkway curves north and east, following the ivy covered

cavern wall.  To the north, the street continues alongside the wall,

opening to the east into a small park.  The cobbled street runs to the

east also, slipping between the cave wall and the brick wall to the north. 

Sprigs of mint grow between the cobbles, releasing a pleasant scent into

the air.

~
[Rue] sprig of peppermint

[Rue] walkway ivy park mint

~
301465665 1 6 0
D0
~
~
0 -1 33531 10 10 5
D1
~
~
0 -1 33574 10 10 5
-1
S

#33534
The Marketplace~
Just to the north sits a small but quaint building with fanciful

stained-glass windows.  The stained oak door is wide open, inviting you

inside.  The open plaza is paved with flagstones and planted with large

trees and smaller shrubs.  Just to the northeast is a small and quiet

pond.  To the south an open-faced building rests, the smell of wax coming

from steaming vats in plain view.  You can head either east or west along

the plaza.

~
[Rue] jewelry north

[Rue] leather shop south

~
301465669 1 6 0
D0
~
~
0 -1 33535 10 10 5
D1
~
~
0 -1 33537 10 10 5
D2
~
~
0 -1 33536 10 10 5
D3
~
~
0 -1 33520 10 10 5
-1
S

#33535
Jewelry Store~
This room is full of glass cases which contain many different types of

gems.  Examples of the settings available can be seen in some of the

cases.  In the back corner is a well lit table, with all sorts of crystal

lenses, picks and tiny hammers.  A scale sits nearby and a thick pile of

polishing rags.  You can leave the shop by heading south out the open

doorway.

~
[Rue] make many types of rings, necklaces, etc

i should add several kinds of wedding rings

~
301469765 1 6 0
D2
~
~
0 -1 33534 10 10 5
2201 9 1509949540 3 0
-1
S

#33536
Polonskie's Leather Lodge~
The old wooden floor is scarred and stained in this small shop.  Various

leather forms, and a large cauldron filled with boiling wax take up much

of the space inside.  A stack of tanned leather sits in the back, as well

as spools of leather thongs.  A good assortment of tongs and other

implements are scattered around the back of the shop.  To the north you

can head towards the marketplace.

~
[Rue] leather armor ONLY

[Rue] YES he is neutral evil

~
301469765 1 6 0
D0
~
~
0 -1 33534 10 10 5
E
box~
The box is a large iron one, and sits in the middle of the table.  A big

padlock is lying next to the box, unlocked with the hasp open.  The lid

is open on the box and inside you can see many silver, gold, and platinum

coins.  Stealing from this box would probably be a bad idea.  

~
2200 137 1509949540 3 0
-1
S

#33537
The Marketplace~
The calm blue waters of a small pond splash quietly along the grassy

shoreline just to the north of the plaza.  The pond rests in a shallow

hollow, and willow trees dot the shoreline, their long wispy branches

trailing into the waters.  A wooden pier heads north out into the lake. 

Just to the south, a smaller street cuts off the main Marketplace plaza,

and under a archway.  You can see several shops that line the road in

that direction, and the area appears to be much more upscale.  The main

plaza heads east and west towards more shops.

~
[Rue] small pond to the north

add willow trees

~
301465669 1 6 0
D0
~
~
0 -1 33661 10 10 5
D1
~
~
0 -1 33540 10 10 5
D2
~
~
0 -1 33539 10 10 5
D3
~
~
0 -1 33534 10 10 5
-1
S

#33539
Intersection of Merchant's Lane and the Marketplace~
Heading south from the busy marketplace, this quiet tree lined lane heads

into a small shopping district.  From its looks, and the lack of

commoners, you would surmise this to be a wealthier part of town.  The

lane is paved with brick, and lined with flowering trees along each side

of the road.  To enter the lane you would pass under a large wrought-iron

archway, decorated with a creeping rose bush that dangles its flowered

vines from the arch.

~
[Rue] have permanent guard troops here..making sure to keep riff raff out

~
301465669 1 6 0
D0
~
~
0 -1 33537 10 10 5
D2
~
~
0 -1 33563 10 10 5
-1
S

#33540
The Marketplace~
Several bronze statues decorate the plaza here, set on pedastals that

place them high above the shoppers.  A small two-story tower sits behind

a row of shrubs to the north, its stout walls broken only by the open

doorway and several small leaded-glass windows.  The smell of food wafts

in from the gingerbread style building to the south.  To the northwest

you can see a small willow-lined pond with a small pier jutting out into

it.  The open plaza continues east and west.

~
[Rue] food south

[Rue] wizard north

~
301465669 1 6 0
D0
~
~
0 -1 33541 10 10 5
D1
~
~
0 -1 33543 10 10 5
D2
~
~
0 -1 33542 10 10 5
D3
~
~
0 -1 33537 10 10 5
-1
S

#33541
Emalan's House of Wonder~
The counter of this store is very close to the door, giving you very

little space in which to peruse the merchandise.  Row after row of glass

shelves line the back of the store, and are covered with many bottles and

vials.  On a desk in one corner you see a large number of feather pens,

and a stack of brown scroll paper that appears to be blank.  Above the

desk hang several purple balls of light hover in the air.  An open

doorway leads south out into the marketplace.

~
~
301465669 1 6 0
D2
~
~
0 -1 33540 10 10 5
A
steal grab~
staff scroll parchment~
send_to_char( #thief1, ch );

dam_message( ch, 50, #squeeze );

inflict( ch, mob, 50, #squeeze );

send_to_char( #thief2, ch );

act_notchar( #room, ch );

~
E
squeeze~
The hand SQUEEZES and

~
E
room~
You watch as $n reaches towards a magic item sitting out, suddenly a

large, luminescent hand forms around $s chest!  You ear a loud, booming

voice in your ears, 'Though shalt not steal from Dinores!'.  The hand

suddenly disappears.

   

~
E
thief2~
The hand losens it's grip and you begin to breath again.

   

~
E
thief1~
As you reach out for the object a large luminescent hand forms around

your chest and begins to squeeze, you can't breath!  A voice booms in

your ears, 'Though shalt not steal from Dinores!'.

  

~
!
0 0 0
-1
S

#33542
Food Store~
This clean establishment smells of fresh meat.  Several carcasses hang

from iron hooks that hang on an rail that leads into the back of the shop. 

Several large butcherblock tables are arranged carefully behind the

counter, and a dazzling array of sharp knifes and cleavers are proudly

displayed along the wall within easy reach of the tables.  You can head

north and out into the marketplace.

~
~
301469765 1 6 0
D0
~
~
0 -1 33540 10 10 5
-1
S

#33543
The Marketplace~
The open plaza narrows as it sneaks between two buildings here.  To the

south end of the plaza is a wooden shingled building decorated with

wind-chimes.  To the north is a thick-walled and stout building with

large doors flung open to the marketplace.  Heavy red flagstones provide

solid footing between the seemingly randomly planted trees.  The plaza

continues to the west and to the east past a crumbled building.

~
[Rue] weapons north

[Rue] general store south

~
301465669 1 6 0
D0
~
~
0 -1 33544 10 10 5
D1
~
~
0 -1 33546 10 10 5
D2
~
~
0 -1 33545 10 10 5
D3
~
~
0 -1 33540 10 10 5
-1
S

#33544
Weapons by Pantell~
This is one of the cleanest shops you have ever seen.  Weapons hang from

racks in neat rows, displayed proudly and highly polished.  The waxed and

polished wood floor practically gleams, reflecting the bright metals of

the wepaons.  Several small tabbards of the Home Guard hang from wooden

dowls in the back of the shop.  The heavy stone walls are clean and dust

free, with obviously used sets of weapons and old shields hanging as

decorations.  To the south you can head out the wide doorway.

~
[Rue] finish mob

~
301469765 1 6 0
D2
~
~
0 -1 33543 10 10 5
2189 137 1509949540 3 0
-1
S

#33545
General Store~
The plain wooden walls of this store are hung with lanterns, bags and

other implements necessary to the intrepid adventurer.  Unopened crates

fill the back of the store, and barrels filled with torches and flasks of

oil sit within easy reach.  Despite the variety of merchandise, the store

is comfortable to shop in.  You can head to the marketplace through the

doorway to the north.

~
~
301465669 1 6 0
D0
~
~
0 -1 33543 10 10 5
-1
S

#33546
The Marketplace~
To the north of the marketplace sits the rubble of a large stone building. 

The rubble has been cleaned up somewhat, so that the stones and broken

timbers rest off the plaza walkway.  To the south, a wooden door sits in

the middle of an imposing stone wall topped by thick, outwardly directed

iron spikes.  A small hedge also runs along the foot of the wall,

softening the harshness of its appearance.  You can walk along the

tree-dotted marketplace towards the west, or head east past a large and

imposing bulding.

~
[Rue] rewrite room to fit new store south

rewrite north code for new code

[Rue] rubble ( timbers stone ) hedge trees

[Rue] spikes

~
301465669 1 6 0
D0
pile of rubble~
pile rubble~
138 -1 33547 10 10 5
D1
~
~
0 -1 33549 10 10 5
D2
wooden door~
wooden door~
131 -1 33680 10 10 5
D3
~
~
0 -1 33543 10 10 5
A
move clear~
rubble~
if( !is_open( room, north ) ) {

  act_tochar( #move, ch );

  act_notchar( #ncmove, ch );

  open( room, north );

  }

else

  act_tochar( #fail, ch );

~
E
move~
You clear away enough rubble to allow passage to the north.

~
E
ncmove~
$n clears away enough rubble to allow passage to the north.

~
E
fail~
There is already a path leading to the north.

~
!
0 0 0
A
~
~
act_tochar( #leaves, ch );

act_notchar( #ncleaves, ch );

transfer( ch, find_room( 33547 ) );

act_tochar( #rubble, ch );

act_notchar( #arr, ch );

if( !is_follower( ch ) )

  act_notchar( #rubble, ch );

close( room, north );

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
leaves~
You leave north.

~
E
ncleaves~
$n leaves north.

~
E
arr~
$n arrives from the south.

~
E
rubble~
The rubble falls back into place blocking the path to the south.

~
!
3 0 1
-1
S

#33547
A Narrow Alley~
This dark and dingy street is more like an alley than a road.  Shattered

buildings line the alley, smashed by tons of rock.  their walls listing

at dangerous angles.  Rocks and debris litters the pathway between the

ruined buildings, leading north towards more of the same, and south

towards a large pile of rubble.

~
[Fenlyn] code done

~
301465669 1 6 0
D0
~
~
0 -1 33619 10 10 5
D2
pile of rubble~
pile rubble~
138 -1 33546 10 10 5
A
clear move~
rubble~
if( !is_open( room, south ) ) {

  act_tochar( #clear, ch );

  act_notchar( #ncclear, ch );

  open( room, south );

  }

else

  act_tochar( #fail, ch );

~
E
clear~
You clear some of the rubble out of the way allowing for passage to the

south.

~
E
ncclear~
$n clears some of the rubble out of the way creating a passage to the south.

~
E
fail~
A path to the south has already been cleared in the rubble.

~
!
0 0 0
A
~
~
act_tochar( #leaves, ch );

act_notchar( #ncleaves, ch );

transfer( ch, find_room( 33546 ) );

act_tochar( #rubble, ch );

act_notchar( #arr, ch );

if( !is_follower( ch ) )

  act_notchar( #rubble, ch );

close( room, south );

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
leaves~
You leave south.

~
E
ncleaves~
$n leaves south.

~
E
rubble~
The rubble falls back into place blocking the path to the south.

~
E
arr~
$n arrives from the north.

~
!
3 0 4
-1
S

#33549
East Entrance of the Marketplace~
Dominating the area is a large red-brick archway spanning the wide

walkway.  Ivy grows up and around the arch, thick leaves and green

foliage inviting you to pass beneath the arch and into the market.  To

the north a large building sits, thick stone walls with no windows or

other openings.  A large trellis has been attached to the wall, and

several small vines are beginning to grow on it.  To the south sits a

rather large and imposing building made of polished black granite.  You

can head west towards the marketplace or east towards an open plaza

before a huge temple.

~
bank south, warehouse wall north.

[Rue] code for going under the arch east

[Rue] archway ivy stone building, trellis vines granite( black bank )

~
301465669 1 6 0
D1
~
~
0 -1 33552 10 10 5
D2
~
~
0 -1 33551 10 10 5
D3
~
~
0 -1 33546 10 10 5
-1
S

#33551
Bank~
Marble pillars are reflected in a polished granite floor.  The ceiling

soars quite high, while all noise echo around in the largely empty

waiting area of the bank.  Behind thick steel bars sits several

attendants, ready to assist you in your banking needs.  An open set of

double doors leads out to the north.

~
[Rue] pillars floor ceiling steel bars attendants

~
301467717 1 6 0
D0
~
~
0 -1 33549 10 10 5
-1
S

#33552
Open Courtyard - West of the Marketplace~
An open courtyard of slate flagstones spreads out before you.  To the

east, the open plaza continues, leading up to a massive brownstone

building that appears to be a temple of some sort.  The irregular and

polished slate creates a natural feel to the courtyard, and makes it a

pleasant place to wander.  Just to the west you see the entrance arch of

a busy marketplace.

~
[Rue] code for going under the arch

[Rue] courtyard flagstones brownstone ( temple ) archway

~
301465669 1 6 0
D1
~
~
0 -1 33555 10 10 5
D3
~
~
0 -1 33549 10 10 5
-1
S

#33555
Before a Great Church - Open Courtyard~
A large open plaza spreads out before you, its large slate flagstones

polished to a high shine.  The smooth black stones reflect the massive

brownstone temple to the east, its faint outline wavering in the slightly

uneven surface.  The plaza stretches off to the west, leading towards a

busy marketplace far in the distance.  A brick archway leads south into a

small lane, and another path leads off to the north between two large

statues.  A large stairway leads into the temple to the east.

~
[Rue] flagstones brownstone temple archway statues

[Rue] stairway

~
301465669 1 6 0
D0
~
~
0 -1 33556 10 10 5
D1
door~
door~
577 -1 33558 10 10 5
D2
~
~
0 -1 33557 10 10 5
D3
~
~
0 -1 33552 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t up the stairs to the $d.@n

~
!
3 0 2
-1
S

#33556
North Industry Lane - By the Statues~
Two massive bronze statues seated on impressive granite dais's flank the

brick-paved lane.  The statues show signs of damage and wear, but are

still quite impressive.  The cavern wall follows the lane northward,

curving over the lane and arching high above you.  To the north the lane

continues towards a few large buildings along the west side of the road. 

To the south a large courtyard opens up.

~
[Orb] Hmm, dais' would be possesive?  Maybe daises?  Whatever the plural is.

[Rue] fix last sentence

[Rue] statues dais brick lane wall buildings courtyard

~
301465669 1 6 0
D0
~
~
0 -1 33596 10 10 5
D2
~
~
0 -1 33555 10 10 5
-1
S

#33557
Industry Lane - Under the Eastern Archway~
A large brick archway spans the cobbled road.  A beautiful wisteria

climbs over the arch, displaying flowers that drape down into the archway. 

The cobbled lane leads south, skirting between the cavern wall to the

east and a long row of brick buildings on the west.  To the north is a

large and open plaza.

~
[Rue] archway wisteria flowers lane wall buildings plaza

~
301465665 1 6 0
D0
~
~
0 -1 33555 10 10 5
D2
~
~
0 -1 33583 10 10 5
-1
S

#33558
Temple of Orlumbin~
The high walls of this temple soar high above you, coming together in

several flying arches.  Thousands of shining gems encrust the walls, and

reflecting the light from the many hanging lanterns.  The dazzling

display of light dances across the walls and floor, giving the room a

colorful and ethereal quality.  A small doorway leads east into a small

room, and larger doors are set into the north and south walls.  A huge

set of open doors provides exit to the west, leading to a long stairway.

~
[Rue] add extras for lanterns ( nice ones )

[Rue] add code for people who try and steal gems

[Nereus] reflecting-reflect

~
301465669 0 6 0
D0
northern oak door~
northern oak door~
471 -1 33559 10 10 5
D1
'church door' door~
'church door' door~
0 -1 33561 10 10 5
D2
southern oak door~
southern oak door~
471 -1 33560 10 10 5
D3
'church door' door~
'church door' door~
577 -1 33555 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t down the long stairway.@n

~
!
3 0 8
-1
S

#33559
Priest's Chamber~
This priest's chamber is barren, its empty brown walls devoid of any

ornamentation.  A single gem hangs from an iron chain, glowing faintly

giving the room a soft light.  The floor is worn, and in poor repair,

highlighting the drabness of the chamber as a whole.

~
~
301465669 1 6 0
D2
oak door~
oak door~
471 -1 33558 10 10 5
-1
S

#33560
Church Storage Room~
Small crates and assorted cleaning tools are scattered about this room. 

The walls are simple brownstone, and the room is quite cluttered with

boxes and old crates.  The only light in the room comes from a small gem

that hangs from an iron chain.  The gem glows with a pale light that

barely illuminates the room.  A small oak door leads north.

~
[Rue] add code for searching boxes....most are empty but might find a

tallow candle 

~
301465669 1 6 0
D0
oak door~
~
471 -1 33558 10 10 5
-1
S

#33561
Gem-Encrusted Altar~
This smallish chamber has plain and unadorned brownstone walls.  In stark

contrast to the plain walls, a large altar shines against the far wall. 

Several candles flicker as they melt upon the altar, their light dancing

across the gems with a supernatural glow.  A soft pillow sits in front of

the altar, to allow you to kneel in more comfort.  A small door leads

west and out of the room.

~
~
301465669 1 6 0
D3
~
~
0 -1 33558 10 10 5
-1
S

#33563
Merchant's Lane~
A quaint and comfortable tree lined lane heads south from the busy

marketplace.  A carefully crafted and well kept brick pathway winds

between the trees, leading between the rows of shops.  The sweet smells

of a bakery waft in from the comfortable looking shop to the east, and to

the west many shiny trinkets sit in the window of the well lit store.  To

the south the lane continues for some distance.  To the north an iron

archway spans the lane.

~
~
301465669 1 6 0
D0
~
~
0 -1 33539 10 10 5
D1
~
~
0 -1 33567 10 10 5
D2
~
~
0 -1 33566 10 10 5
D3
~
~
0 -1 33564 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou push open the swinging doors and $t $d.@n

~
!
3 0 2
-1
S

#33564
Toy Store~
Colorful shelves line the walls and other items hang from strings

attached to hooks on the ceiling.  The shelves are crammed with all

manner of toys, tastefully displayed.  A thick glass-topped counter sits

towards the back of the shop.  An open doorway leads east and out of the

shop.

~
~
301465671 1 6 0
D1
~
~
0 -1 33563 10 10 5
2197 9 1509949540 3 0
-1
S

#33566
Merchant's Lane~
The tree lined lane leads north and south between rows of brick and wood

buildings.  To the west a building with green painted shutters overlooks

the brick paved street.  Trees line the walkway, giving shade during the

day and a more intimate feel to the space.  To the north and to the south

you see more shops.

~
[Rue] fur shop west

[Rue] clothes store e

[Rue] trees buildings/shops

~
301465669 1 6 0
D0
~
~
0 -1 33563 10 10 5
D1
~
~
0 -1 33569 10 10 5
D2
~
~
0 -1 33570 10 10 5
D3
~
~
0 -1 33568 10 10 5
-1
S

#33567
Fohlburg's Pastries~
Warm woods and several indoor plants make this a comfortable little shop. 

The warm smell of fresh pastries fills the air, and the thick scent of a

strong coffee brewing in the back.  The brightly tiled floor gleams,

while samples of the various confections available sit under a glass

cover.  A shuttered doorway leads west and out to the street.

~
~
301465671 1 6 0
D3
~
~
0 -1 33563 10 10 5
E
tiled floor~
Yellow and green ceramic tiles are arranged in pleasing patterns on the

floor.  The tiles appear to be cleaned regularly and shine as brightly as

the day they were installed.

~
E
doorway shuttered~
Small green latticed doors hang on strong hinges in the doorway.  They

swing back and forth soundlessly when somebody walks through them.

~
A
~
~
send_to_room( #aroma, room );

~
E
aroma~
@YThe pleasing scent of fresh coffee wafts in from the behind the

counter.@n 

~
!
2 100 0
A
look~
glass cover pastries~
interpret( ch, "list" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
@GYou push the swinging door aside as you $t $d and go outside.@n

~
!
3 0 8
2194 9 1509949540 3 0
29 17 1509949540 -1 0
30 17 1509949540 -1 0
2704 17 1509949540 -1 0
2707 17 1509949540 -1 0
30 17 1509949540 -1 0
2708 17 1509949540 -1 0
-1
S

#33568
Applebaum's Fine Furs~
Light varnished woods panel the walls of this comfortable shop.  Several

bearskin rugs are arranged carefully on the floor, interspersed among the

chairs and racks of clothing.  Set against the south wall is a counter

that runs across the shop.  Behind the counter you can see a small

workshop where the custom items are made.  You can leave the shop through

the doorway to the east.

~
[Rue] red-fox fur coat....silver fox fur stole....

[Rue] fur-lined cape

[Rue] higg soft boots with fur trim

[Rue] fur-trimmed gloves

~
301465669 1 6 0
D1
~
~
0 -1 33566 10 10 5
E
panels walls~
The rich color of the varnished wood reflects light while retaining the

style of wood.  The panels are thick, and the varnish has brought out the

contrasts in the wood.

~
E
counter~
The counter is crafted of varnished pine boards.  The top appears to be

several heavy planks that have been sanded smooth and laquered.

~
E
racks~
The racks prouly display items that are for sale.  Examples of the fine

work that Applebaum's is known for.

~
2214 9 1509949540 3 0
-1
S

#33569
Duleman's Clothing~
Rows of clothing hang in decorative wooden racks along the walls, the

smell of laundered cloth wafts gently through the air.  A comfortable

chair sits alongside one wall, and a full-length mirror hangs nearby.  On

a large table behind the counter sit various sewing implements.  An open

doorway leads west and out of the clothing shop.

~
[Rue] stylish cloak

[Rue] custom-fit shoes

[Rue] wedding clothes

~
301465669 1 6 0
D3
~
~
0 -1 33566 10 10 5
A
1 look~
mirror~
act_tochar( #self, ch );

~
E
self~
@GYou gaze lovingly at yourself in the mirror.@n

~
!
0 0 0
2215 9 1509949540 3 0
-1
S

#33570
Merchant's Lane~
A clean brick street leads north towards a long row of shops and stores. 

To the south is a small intersection with another street, and a statue of

a gnome.  Trees line the street, growing in neat rows along the sides of

the brick pathway.  To the east a nicely decorated brick building sits,

the smell of good food coming from within.  Just to the west is a small

park.

~
[Rue] gate to south, another classist society

[Rue] small park to west

[Rue] brick street shops stores statue trees building

[Rue] needs smell acode for food

~
301465665 1 6 0
D0
~
~
0 -1 33566 10 10 5
D1
~
~
0 -1 33572 10 10 5
D2
~
~
0 -1 33573 10 10 5
D3
~
~
0 -1 33641 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t $d into a small park.@n

~
!
3 0 8
-1
S

#33571
Empty Room~
Under Construction.

~
~
301465669 1 6 0
D1
~
~
0 -1 33570 10 10 5
-1
S

#33572
Grigotsky's Bistro~
This building is brightly lit and has many small tables inside.  A

waitress flits from table to table taking orders and re-filling wine

glasses.

~
like the idea of this place, maybe expand it [Rue] upscale foods [Rue]

add your smarmy waiter from old goblins to here, make wine, and fancy

meals servable 

[Rue] make this a waiting room, you need a reservation..make it a part of a quest perhaps

[Rue] or you bribe the maitr-d

~
301465669 1 6 0
D3
~
~
0 -1 33570 10 10 5
-1
S

#33573
Intersection of Calantor's Way and Merchant's Lane~
The cobbled stone street continues along heading to the east and west.  A

small brick-paved loop merges with Calantor's Way, joining it with a

north running street that is also paved with brick.  Set into the center

of the loop is a bronze statue of a gnome, surrounded by a green splay of

grass.  To the south, the cavern wall begins again, covered with ivy and

running alongside the cobbled street.

~
[Rue] street loop statue grass ivy wall

~
301465665 1 6 0
D0
~
~
0 -1 33570 10 10 5
D1
~
~
0 -1 33575 10 10 5
D3
~
~
0 -1 33574 10 10 5
-1
S

#33574
Calantor's Way~
An ivy covered brick wall lines the street along its north side, tucking

the cobbled path between itself and the ivy covered cavern walls. 

Heading in an east and west direction, you see the cobbled stone turns to

the north just ahead to the west.  Just to the east is another

intersection, and a small statue in the midst of the loop in the road.

~
[Rue] needs climb code to transfer to room 33641

[Rue] wall ivy cavern walkway (cobbled) statue

~
301465665 1 6 0
D1
~
~
0 -1 33573 10 10 5
D3
~
~
0 -1 33533 10 10 5
-1
S

#33575
Calantor's Way~
The cobbled street continues to run east and west, however, it widens to

the south, forming a broad cul-de-sac that is bounded by a ivy-covered

wall.  A brick wall also runs along the north side of the road, providing

a nice place for a thick carpet of ivy to grow.  Off to the west you can

see that this street intersects with another.

~
[Rue] calantor's residence to south

[Rue] street ivy ( wall ) brick

~
301465669 1 6 0
D1
~
~
0 -1 33576 10 10 5
D2
~
~
0 -1 33630 10 10 5
D3
~
~
0 -1 33573 10 10 5
-1
S

#33576
Calantor's Way~
A high brick wall lines the street to the north, making this a cozy

walkway between it and the cavern wall.  The smooth-cobbled road runs

east and west, meandering between the ivy growing on the wall and the

cavern sides.  The smells of cooking food waft over the fence to the

north.

~
[Rue] action for rest noise, smells

[Rue] extras for wall and ivy etc

[Rue] ae for smelling

~
301465665 1 6 0
D1
~
~
0 -1 33577 10 10 5
D3
~
~
0 -1 33575 10 10 5
-1
S

#33577
Calantor's Way~
This quiet street is tucked between the stone cavern wall and a high

brick fence to the north.  Ivy climbs the cavern wall, softening the

look, as well as growing on the brick wall.  The cobbled street is in

great condition, the stones almost polished to a high-shine.  The street

leads west and east.

~
[Rue] extras for ivy, fence, cavern wall brick, cobblestones

~
301465665 1 6 0
D1
~
~
0 -1 33578 10 10 5
D3
~
~
0 -1 33576 10 10 5
-1
S

#33578
Calantor's Way - Park Entrance~
The well-worn and ancient cobblestone road ducks through a high stone

arch, quickly changing into a sparkling white gravel walkway that

meanders through the park.  A stone fence sits to each side of the

archway, offering itself as a break between the park to the east and the

busy street to the west.  The scents of freshly cut grass and flowers

mingles and wafts through the air, enticing you to spend some time in the

park.

~
[Rue] nice entrance

[Rue] need action for scents..at least

description redone

[Rue] fence archway

~
301465665 1 6 0
D1
~
~
0 -1 33579 10 10 5
D3
~
~
0 -1 33577 10 10 5
E
cobblestone~
The old cobbles of the walk run along the side of the cave wall in an

east and west path.  Their edges are worn and rounded, showing their age.

~
E
gravel walkway white~
Starting where the cobbled walk ends, a gravel pathway meanders into the

park eastward.

~
A
~
~
continue;

~
E
to_char~
@GYou $t $d under the archway.@n

~
!
3 0 2
-1
S

#33579
Worker's Park - By the West Arch~
The winding gravel pathway slides between the cut grass on each side, and

the occasional well-groomed thistle patch.  Large topiaries, shaped into

various figures, grow along the gently rolling park grounds.  Just to the

west a large archway interrupts the stone wall running to from the north

to the south.  Beyond the archway the path becomes a cobbled road

bustling with people on the move.  The path splits to the east and the

south as well as heading under the arch.

~
[Rue] arch to the west [Rue] extras for path, grass, thistle-patches,

topiaries ( figures ) archway road 

~
301465665 1 6 0
D1
~
~
0 -1 33580 10 10 5
D2
~
~
0 -1 33632 10 10 5
D3
~
~
0 -1 33578 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t out under the archway to the west.@n

~
!
3 0 8
-1
S

#33580
Worker's Park - By the North Gate~
Ivy climbs up the broad northern archway to the Worker's Park.  The

ancient stone is still beautiful, and provides a wonderful separation

between the working class buildings to the north.  The cobblestone

walkway enters the park and slowly fades out in a fan shape as it is

taken over by a white gravel path that leads to the east and west.  Green

grass covers the gently rolling landscape.

~
[Rue] nice park entrance

archway between here and north

[Rue] ivy archway walkway path( white gravel ) grass

~
301465665 1 6 0
D0
~
~
0 -1 33581 10 10 5
D1
~
~
0 -1 33633 10 10 5
D3
~
~
0 -1 33579 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t $d under the arch and out of the park.@n

~
!
3 0 1
-1
S

#33581
Industry Lane - Before the Park Arch~
The cobbled walk known as Industry Lane runs parallel to the cavern wall

to the east.  A large brick building flanks the street to the west, its

large double doors open to the street.  An ivy covered archway spans the

cobbled walk, leading into a large park that sits under the area of the

cavern that is open to the sky.  To the north, a row of well-kept brick

homes line the eastern side of the Lane.

~
[Rue] Door west needs sliding door mechanism that is intricate and annoying

[Rue] walkway cavern wall  brick building doors ivy archway homes

~
301465665 1 6 0
D0
~
~
0 -1 33582 10 10 5
D2
~
~
0 -1 33580 10 10 5
D3
set of double doors~
set  double doors~
131 -1 33586 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t $d under the arch and into a park.@n

~
!
3 0 4
-1
S

#33582
Industry Lane~
The ancient cobblestone walk runs north and south, following alongside

the cavern wall to the east.  A large brick building is set back from the

street to the west, separated from the street by a high stone wall and an

ornate iron gate.  To the south, the cobblestone walk continues,

ultimately leading to a large archway that you see in the distance.  The

row of brick houses continues alongside the lane towards the north.

~
[Rue] cobbled walk, building,

[Rue] archway houses

~
301465665 1 6 0
D0
~
~
0 -1 33583 10 10 5
D2
~
~
0 -1 33581 10 10 5
D3
iron gate~
~
67 -1 33636 10 10 5
-1
S

#33583
Industry Lane - Guard Station~
Old and worn cobblestones pave the lane, giving it an uneven but easy to

travel surface.  To the west, a rather large and distinguished looking

brick building sits amid a lush garden.  The steep cavern wall rises to

the east of the lane, shadowing it from the sky above.  Towards the south

the lane continues past more brick houses.  A large archway spans the

lane towards the north.

~
[Rue] this street houses 'rich commoners'

add you walk into a lush garden acode

to the west of course

[Rue] cobblestones building garden cavern wall houses archway

~
301465665 1 6 0
D0
~
~
0 -1 33557 10 10 5
D2
~
~
0 -1 33582 10 10 5
D3
~
~
0 -1 33637 10 10 5
-1
S

#33586
Greenskeeper's Workshop~
This cluttered workshop is filled with the detritus of ages of collecting. 

Broken tool handles, rusted rakes, and other garden tools that 'might be

useful someday' are stacked in piles, leaning against the walls and

thrown on the floor.  From the looks of things some of the back corners

of the shop haven't been reached by anything other than rats for ages.

~
[Rue] greenskeepers area

~
301465669 1 6 0
D1
set of double doors~
set double doors~
131 -1 33581 10 10 5
-1
S

#33596
North Industry Lane~
The wide brick lane leads north and south alongside the cavern wall.  A

large stone warehouse sits astride the lane, looming high above you, its

walls nearly touching the cavern walls as they soar up and over the lane. 

The building shows signs of repair, the stones that make up its upper

walls being a much different color.  To the north the lane continues just

a little further, coming to an end in front of another large building. 

Southward, the lane continues towards two massive statues.

~
[Rue] grain guards

[Rue] extras for lane/brick, warehouse stone, statues/massive

~
301465669 1 6 0
D0
~
~
0 -1 33598 10 10 5
D2
~
~
0 -1 33556 10 10 5
D3
~
~
0 -1 33597 10 10 5
-1
S

#33597
Grain Storage~
This huge building is piled high with all types of grains: wheat, corn,

millet and many others.  Thick wooden walls and gates seperate the

grains, and provide entry into the various storage chambers.  Dust fills

the air, and covers everything.  A set of heavy doors leads to the east.

~
[Rue] reset cats, and grain-keeper who prevents people from playing with

the grain.

cat might be a little mean

[Rue] grain/wheat/corn/millet, wooden walls/gates, dust

[Rue] ae for random coughing from dust

~
301465669 1 6 0
D1
~
~
0 -1 33596 10 10 5
364 137 1509949540 3 0
-1
S

#33598
North Industry Lane - Dead End~
The brick-paved lane ends in a semicircle here, butting up against the

cave wall towards the northeast, and a large stone building to the west. 

The cave wall is split by several large cracks here, testament to the

time of the collapse of the Great Dome.  The lane itself shows signs of

repair in places, newer bricks replacing those that must have been

shattered in the cataclysm.  An overpowering smell of tallow comes from

the building to the west, as do great gouts of steam.

~
[Rue] add smells and steam acodes

[Rue] extras for stone building, cave wall, cracks lane/bricks

[Rue] ae for sniff/smell

~
301465669 1 6 0
D2
~
~
0 -1 33596 10 10 5
D3
~
~
0 -1 33599 10 10 5
-1
S

#33599
Tallow Factory~
Steam and heat greet you as you enter this building.  Huge bronze kettles

boil with animal fats as part of the rendering process.  The steam makes

vision difficult, and almost takes your breath away as it invades your

lungs.  Several platforms rise above the kettles, providing a place to

survey the process from.  Cooling kettles, and crates clutter the

factory, as well as coal and woods used to heat the kettles.

~
[Rue] finish mobs in here

[Rue] add acodes for: searching crates: you find nothing

[Rue] add random acodes for: steam, stoking the fires, pouring hot tallow into cooling kettle

extras done

~
301465669 1 6 0
D1
~
~
0 -1 33598 10 10 5
E
bronze kettles~
Huge bronze kettles heat over hot fires, their contents bubbling and

boiling.  Each kettle is suspended by heavy chains run along a network of

lines high above the floor of the factory.  The kettles themselves are

old and stained by fire and burnt tallow.

~
E
platforms~
Made from thick timbers crossed with planks, these platforms give the

workers good positions to view the contents of each of the kettles.

~
E
crates~
The crates are made of wood, and oblong in shape.  They are about six

inches deep and wide, and two feet long.  Small ropes are attached to the

ends and serve as handles.

~
E
coal wood~
Piles of low-grade coal and chopped wood are stacked near the burning

fires that heat the kettles.  The coal is poor quality, and useless for

anything other than a low-heat fire.  The wood is not quite dry, and

looks as though it would burn slowly.

~
2072 9 1509949540 3 0
2073 9 1509949540 3 0
-1
S

#33600
Nameless Street~
Under Construction.

~
~
301465669 1 6 0
D2
~
~
0 -1 33598 10 10 5
-1
S

#33601
Empty Room~
Under Construction.

~
~
301465669 1 6 0
D1
~
~
0 -1 33600 10 10 5
-1
S

#33602
North-East Intersection~
Under Construction.

~
~
301465669 1 6 0
-1
S

#33603
Boareskyr Road~
Under Construction.

~
~
301465669 1 6 0
D1
~
~
0 -1 33602 10 10 5
-1
S

#33604
Boareskyr Road~
Under Construction.

~
~
301465669 1 6 0
-1
S

#33605
Intersection of Beryl Road and a Narrow Alley~
Simple flagstones make up the road here, worn and damaged from years of

use and neglect.  The road runs east and west alongside the cavern wall

to the north.  Just to the south a narrow alleyway runs between a

destroyed brick building and another boarded up building on the east. 

The road runs off quite a distance to the west, but appears to be blocked

by rubble to the east.

~
~
301465669 1 6 0
D1
~
~
0 -1 33659 10 10 5
D2
~
~
0 -1 33625 10 10 5
D3
~
~
0 -1 33606 10 10 5
-1
S

#33606
Beryl Road~
Running alongside the cavern wall the long road jogs slightly with the

natural curve of the wall.  Worn flagstones attest to the age of this

road, the stone worn in places by the passage of heavy wagons and

countless feet.  Just to the south, a shattered building wall stands

defiantly, refusing to collapse.  Beyond the wall you can see a heap of

bricks.  all that remains of a once large and proud structure.  You can

follow the road to the east or west.

~
[Rue] add climbing wall code that the wall is too dangerous to climb

the wall to the south

~
301465669 1 6 0
D1
~
~
0 -1 33605 10 10 5
D3
~
~
0 -1 33607 10 10 5
-1
S

#33607
Beryl Road~
The worn road slips between the cavern wall to the north and a large

building to the south.  Just to the west you can see what appears to be

an intersection along the road that meets with another street coming in

from the south.  Ivy climbs up the cavern wall, growing up to quite a

distance, before dropping its vines back down over the road.  You can

follow the road either east or west.

~
~
301465669 1 6 0
D1
~
~
0 -1 33606 10 10 5
D3
~
~
0 -1 33608 10 10 5
-1
S

#33608
Intersection of Beryl Road and Olivine Avenue~
Two worn roads intersect here, a large road heading east and west, while

another wide avenue heads to the south.  To your north the wall of the

cavern curves up and opens towards the sky.  The intersection is quite

worn, the flagstones cracked and pitted from age and traffic.  You can

follow Beryl Road east or west, or head south down Olivine Avenue.

~
~
301465669 1 6 0
D1
~
~
0 -1 33607 10 10 5
D2
~
~
0 -1 33610 10 10 5
D3
~
~
0 -1 33609 10 10 5
-1
S

#33609
Beryl Road~
Clouds of black smoke belch from the building to the south, and even from

the road you can feel heat coming from inside.  The worn out flagstone

road cuts between the building and the cavern wall, which is covered in

black soot.  Thankfully, most of the smoke seems to be naturally drawn

out of the open top of the cavern.  You can follow the road west or head

east towards an intersection.

~
~
301465669 1 6 0
D1
~
~
0 -1 33608 10 10 5
D3
~
~
0 -1 33519 10 10 5
-1
S

#33610
Olivine Avenue~
The worn road sits between two rather large buildings.  To the west a

large building belches out thick clouds of smoke that rush skyward and

out of the open cavern.  The ground is covered in a red dust that appears

to billow out of the building to the west occasionally.  Another large

building rises to the east, but is much more quiet in nature.  You can

follow the road to the south or head towards an intersection to the north.

~
~
301465669 1 6 0
D0
~
~
0 -1 33608 10 10 5
D1
~
~
0 -1 33612 10 10 5
D2
~
~
0 -1 33613 10 10 5
D3
~
~
0 -1 33611 10 10 5
-1
S

#33611
Brickworks~
Clouds of reddish dust boil through the hot air, swirling about as the

heated air rises.  The sounds of raging fires burn deep within the guts

of the large building, firing the kilns that heat and dry the bricks. 

Empty and half-full crates sit near stacks of completed bricks.  In the

center of the room is a huge hole in the ground, from which an endless

stream of buckets filled with red clay seem to be coming.  To the east

you can exit the brickworks.

~
~
301465669 1 6 0
D1
~
~
0 -1 33610 10 10 5
-1
S

#33612
Common House~
The dirty floor is covered in a sticky layer of red clay that seems to

have been tracked in from the west.  Seven cots line the north and south

walls respectively, each neatly made with crisp and clean sheets.  Along

the east wall sits a large table with several chairs pushed underneath it. 

A sturdy wooden staircase heads up towards the second floor.  There is a

heavy ash door on the west wall.

~
~
301465669 1 6 0
D3
~
~
0 -1 33610 10 10 5
D4
~
~
0 -1 33660 10 10 5
-1
S

#33613
Olivine Avenue~
The road comes to a dead end herem curving into a sweeping cul-de-sac

boarded on the east and west by large buildings.  To the south is a dense

row of stately willw trees, lazily dragging their drooping branches on

the ground.  To the north, the worn flagstone road heads towards an

intersection near the cavern wall.

~
[Rue] this area needs to be finished

~
301465669 1 6 0
D0
~
~
0 -1 33610 10 10 5
D1
~
~
0 -1 33657 10 10 5
D2
~
~
0 -1 33672 10 10 5
D3
~
~
0 -1 33614 10 10 5
-1
S

#33614
Open place for clan house or shop for a certain clan~
~
~
301465669 1 6 0
D1
~
~
0 -1 33613 10 10 5
-1
S

#33615
Empty Room~
Under Construction.

~
~
301465669 1 6 0
-1
S

#33619
A Narrow Alley~
Two crumbling buildings stand on each side of the narrow walk.  The doors

of each are missing, and despite the extensive damage the walls appear to

be somewhat stable.  The building to the west is made mostly of wood, and

it looks like the roof has caved in.  The eastern building is a built of

a solid and dark brick, and appears to have fared better than the other

buildings in the area.  The narrow alley leads north and south.

~
[Rue] add walking into hole in west building ae

[Fenlyn] but there is no mention of gaping hole here

[Fenlyn] will add it anyways

[Fenlyn] hole code done

nice

~
301465669 1 6 0
D0
~
~
0 -1 33622 10 10 5
D1
~
~
0 -1 33621 10 10 5
D2
~
~
0 -1 33547 10 10 5
D3
~
~
0 -1 33620 10 10 5
A
~
~
act_tochar( #leave, ch );

continue;

~
E
leave~
You gingerly step into the caved in building, being careful not to

disturb the fragile walls.

~
!
3 0 8
-1
S

#33620
Shattered Remains of a House~
Splintered timbers and cracked planks fill most of the space inside this

shattered building.  Large stones and boulders lay inside the crumpled

walls, most likely the cause of the destruction of this building.  It

looks as thought every inch of the place has been stripped of everything

of value, as nothing but bare wood and rusty nails remain.  You can walk

through a gaping hole in the east wall and out into the alley.

~
[Rue] add walking out message

~
301465669 1 6 0
D1
~
~
0 -1 33619 10 10 5
A
~
~
act_tochar( #leave, ch );

continue;

~
E
leave~
You step out into the street through the large hole in the building.

~
!
3 0 2
-1
S

#33621
Flophouse~
The dark stone walls of this bleak building give it a somber and

depressing air.  Stinking piles of cloth and straw are scattered about

the room, apparantly beds of some sort.  The air reeks of sweat, and a

clinging dust covers most every surface.  It is difficult to find a clear

space on the floor to walk, as it appears quite a few people call this

home at one time or another.  An open doorway leads out into the alley to

the west.

~
~
301465669 1 6 0
D3
~
~
0 -1 33619 10 10 5
-1
S

#33622
A Narrow Alley~
To the east a burned out shell of a house sits, its walls blackened by

fire.  Empty windows and doors stare out onto the alley, unblinking and

sightless.  The brick walls hold deep rifts of ash within, and burnt

timbers lay about like shattered bones.  To the west of the alley a small

home appears to have come through much of the cataclysm unscathed,

however huge boulders and wreckage from the surrounding buildings litter

the area around the building.  To the alley continues to the north and

south.

~
~
301465669 1 6 0
D0
~
~
0 -1 33625 10 10 5
D1
~
~
0 -1 33624 10 10 5
D2
~
~
0 -1 33619 10 10 5
D3
~
~
0 -1 33623 10 10 5
-1
S

#33623
Abandoned Building~
The inside of this building is totally devasted: It appears that

everything inside was burnt up into a fine ash in a violent conflagration

of some sort.  The walls appear solid, as does the roof, however the

building appears to have been left alone ever since the Cataclysm.  A

door leads out towards the alley to the east.

~
[Rue] add ghostly sounds and occasional 'warnings' of a haunt of some

sort...nothing will ever come of it..but they should be increasingly

scary.

~
301465669 1 6 0
D1
~
~
0 -1 33622 10 10 5
-1
S

#33624
Burnt Out Brick Building~
Barren and scarred walls lean tenously inward, threatening to collapse at

the slightest provocation.  Thick rifts of rubble-strewn ash cover the

ground, hiding hazards and making movement dangerous.  Charred timbers,

the remnants of the roof and floor joists, litter the ground and lean

against the walls.  An open doorway leads out to the alleyway to the west.

~
[Rue] just scare people here

~
301465669 1 6 0
D3
~
~
0 -1 33622 10 10 5
-1
S

#33625
A Narrow Alley~
Large piles of shattered brick mingle with heavy stones making the alley

even narrower here.  Much of the brick appears to be from the destroyed

building to the west, which has collapsed into the street.  Sitting next

to the alley on the east side is a rather large and impressive structure. 

Its windows have been boarded up, as has its door.  Despite this, and the

obvious fire damage, the building appears in decent shape.  The alley

merges out onto a street to the north, and continues to wind its way

through the rubble to the south.

~
[Rue] bricks are unsteady, moving to the west you need climb

[Rue] add boarded up door to the east

[Fenlyn] door added

[Fenlyn] door codes done.

[Fenlyn] bricks code done

acode 1 from room east should be tacked onto acode 1 here

[Fenlyn] Okay, I'm confused.  What?

~
301465669 1 6 0
D0
~
~
0 -1 33605 10 10 5
D1
boarded up door~
boarded door~
407 -1 33626 10 10 5
D2
~
~
0 -1 33622 10 10 5
D3
~
~
0 -1 33658 10 10 5
A
~
~
if( find_skill( ch, climb ) >= 1 ) {

  act_tochar( #climb, ch );

  continue;

  }

else {

  act_tochar( #fail, ch );

  end;

  }

~
E
climb~
You climb up onto the rubble.

~
E
fail~
You try to climb the rubble but realize that you aren't able to.

~
!
3 0 8
A
~
~
act_tochar( #knock, ch );

act_notchar( #ncknock, ch );

wait( 1 );

if( class( ch ) == thief ) {

  mob = mob_in_room( 2042, find_room( 33626 ) );

  if( mob ) {

    if( players_room( find_room( 33626 ) ) >= 1 )

      act_room( #shopclosed, ch );

    else {

      if( is_locked( room, east ) ) {

        act_room( #unlock, ch );

        unlock( room, east );

        }

      send_to_room( #opens, room );

      open( room, east );

      }

    }

  else

    act_tochar( #noanswer, ch );

  }

else

  act_tochar( #noanswer, ch );

~
E
shopclosed~
A voice from the other side of the door says:

@I@I"Nobody's home right now.  Go away."

~
E
unlock~
You hear some sort of sliding mechanism being moved from behind the door.

~
E
opens~
A shady figure opens the door and allows you to enter.

~
E
noanswer~
There is no answer.

~
E
knock~
You knock on the boarded up door to the east.

~
E
ncknock~
$n knocks on the boarded up door to the east.

~
!
13 0 2
A
~
~
if( players_room( find_room( 33626 ) ) >= 1 ) {

  act_tochar( #slam, ch );

  close( room, east );

  lock( room, east );

  }

else

  continue;

~
E
slam~
As you step towards the boarded up door, it slams shut followed by the

sound of it locking.

~
!
3 0 2
A
~
~
if( is_open( room, east ) ) {

  act_tochar( #closes, ch );

  act_notchar( #nccloses, ch );

  lock( room, east );

  close( room, east );

  }

~
E
closes~
The boarded up door slams behind you and makes a locking sound.

~
E
nccloses~
The boarded up door slams behind $n and makes a locking sound.

~
!
1 0 2
-1
S

#33626
Inside the Boarded-Up Building~
Peeling wallpaper and scuffed floors are all that remains of what once

must have been the home of a wealthy person.  The windows are covered by

planks of wood, and the staircase that once lead upstairs is now crushed

by a huge boulder that must have smashed through the roof.  The entire

ceiling is gone, as is the roof, leaving only the walls standing.

~
down is 33656

[Rue] add knockout code ( hit from behind by a blackjack ) for those that try and kill this mob

[Rue] they dump you in alley less certain items...

[Fenlyn] costs a little extra if you aren't a thief and you somehow make

it in here to ask the question.

[Fenlyn] code is pretty airtight, but people can still slip through the

cracks unintentionally because of the waits.

~
301465669 1 6 0
D3
boarded up door~
boarded door~
407 -1 33625 10 10 5
D5
hidden trapdoor~
hidden trapdoor~
203 -1 33656 10 10 5
A
~
~
if( class( ch ) != thief ) {

  act_tochar( #thievesonly, ch );

  wait( 1 );

  transfer( ch, find_room( 33625 ) );

  }

if( is_open( room, west ) ) {

  close( room, west );

  lock( room, west );

  send_to_room( #rcloses, room );

  send_to_room( #closes, find_room( 33625 ) );

  }

~
E
thievesonly~
The shady gnome looks at you angrily and says:

@I@I"We don't serve your kind here!  You'll have to find someplace else

@I@Ito go."

~
E
rcloses~
The shady gnome closes the door and slides a locking mechanism into place

as you enter.

~
E
closes~
The boarded up door is closed and locked from the other side.

~
!
1 0 8
A
unlock~
door boarded 1 west~
if( is_locked( room, west ) ) {

  unlock( room, west );

  act_tochar( #unlock, ch );

  act_notchar( #ncunlock, ch );

  send_to_room( #runlock, find_room( 33625 ) );

  }

else

  act_tochar( #already, ch );

~
E
unlock~
You slide the door's locking mechanism out of place.

~
E
ncunlock~
$n slides the door's locking mechanism out of place.

~
E
runlock~
You hear some sort of sliding mechanism being moved from behind the door.

~
E
already~
The door is already unlocked.

~
!
0 0 0
A
~
~
wait( 1 );

if( is_open( find_room( 33626 ), down ) ) {

  send_to_room( #close, find_room( 33626 ) );

  close( find_room( 33626 ), down );

  send_to_room( #close, find_room( 33656 ) );

  }

~
E
close~
The trapdoor closes with a thump.

~
E
ncclose~
No description~
E
closed~
No description~
!
1 0 32
A
~
~
if( players_room( find_room( 33656 ) ) >= 1 ) {

  tell( mob_in_room( 2042, room ), ch, #noway );

  end;

  }

else

  continue;

~
E
noway~
You can't go down there right now.  The shopkeeper is busy with another

customer.

~
!
3 0 32
A
~
shady gnome~
act_tochar( "test", ch );

~
!
7 0 0
A
look~
boarded door 1 west~
if( is_locked( room, west ) )

  act_tochar( #locked, ch );

else

  act_tochar( #unlocked, ch );

~
E
locked~
The boarded up door appears to be secured by a sliding wooden rail.

~
E
unlocked~
The boarded up door is unsecured from its latching mechanism.

~
!
0 0 0
2042 137 1509949540 3 0
-1
S

#33629
Nameless Street~
Under Construction.

There is a creaky wooden door to the west.

~
~
301467719 1 9 0
D3
creaky wooden door~
creaky wooden door~
391 62 33557 10 10 5
-1
S

#33630
Cul de Sac~
A thick and imposing brick wall follows the curve of the cul-de-sac to

the south.  A thick and ornate iron gate is centered on the wall,

providing entrance when open.  The gate itself is hinged to an imposing

brick wall, covered in ivy and topped with sharp iron spikes.  Two small

trees bloom with fragrant flowers alongside the wall.

~
Calantor's home is to the south.  he is a corrupt gnome official, sucking

money from everything he can.

calantor is his title ( kinda the mayor-for life )

[Rue] add extras for everything ;)

~
301465665 1 9 0
D0
~
~
0 -1 33575 10 10 5
D2
~
~
0 -1 33666 10 10 5
-1
S

#33632
Worker's Park - By a Fountain~
The immaculate white gravel path wraps itself around a large, gurgling

fountain.  Rimming the base of the fountain, nestled in the cool shadows,

a small hedgerow keeps you at a respectable distance from the edge of the

stone pond that the fountain's waters cascade into.  A small bench sits

under the reaching branches of a citrus tree bursting with scented

flowers.  After circling the fountain, the pathway wanders north and off

to the east as well.  The wall of the cave wraps itself around this

corner of the park to the south and west, hiding behind a green and white

blanket of ivy.

~
[Rue] extras done

[Rue] add flowers to be picked maybe?

~
301465665 1 9 0
D0
~
~
0 -1 33579 10 10 5
D1
~
~
0 -1 33634 10 10 5
E
tree citrus~
There are no fruits on this tree as yet, but the fragrant blooms spread

their fresh scent through the park.  The tree is small, only about ten

feet tall, but its thick green foliage has been pruned into an almost

perfect sphere.

~
E
path white gravel~
The path loops around the fountain before splitting off to the east and

north.  Small bits of white gravel are carefully laid down to form a

path that meanders lazily along the rolling hills.

~
E
hedgerow~
A thick hedgerow circles around the fountain.  The small and compact

bushes are pruned to form a continous band of greenery around the

fountain's exterior rim.

~
E
flowers~
The small flowers on the tree are star-shaped and no larger than a baby

gnome's little toe.  The flowers are white, with long stamens.

~
E
statue~
It is a life-sized statue of a gnome.  The statue stands with its arms

akimbo, and water pours from his open mouth.  The statue carved of

marble, and is a gleaming white.  It stands on a small island in the

middle of the fountain.

~
E
ivy blanket wall cave~
The spade-shaped leaves of the thick blanket of ivy point downwards.  The

wall of the cavern wraps itself around the corner of the park here,

soaring high above you.

~
A
~
~
send_to_room( #sounds, room );

~
E
sounds~
@GThe soothing sounds of splashing water come from the fountain, helping

to relax you.@n 

~
!
2 100 0
A
catch grab~
fish goldfish fishes~
act_tochar( #wise, ch );

act_notchar( #rmwise, ch );

~
E
wise~
@GAs you lean over the pool, the fish swim away beyond your reach.@n 

~
E
rmwise~
@G$n leans over the pond, scaring all the fish away.@n

~
!
0 0 0
A
~
~
send_to_room( #jump, room );

~
E
jump~
@GYA small fish splashes against the surface of the pool, disappearing

beneath the water quickly.@n

~
!
2 50 0
3230 17 1509949540 -2 0
-1
S

#33633
Worker's Park - Curving Path~
The cave wall soars up above your head along the northern and eastern l

The white gravel path curves south and west here, avoiding a slight bulge

in the cavern wall to the northeast.  A thick mass of ivy grows from the

park's green hills and climbs the rough cave wall.  To the northwest you

see one of the grand archways that feed into the park.

~
[Rue] fix first sentence

[Rue] extras done

~
301465665 1 9 0
D2
~
~
0 -1 33635 10 10 5
D3
~
~
0 -1 33580 10 10 5
E
cave wall north n east east e~
The steep wall climbs high above you, the rough stone providing purchase

for ivy and other small plants to grow on.

~
E
path white gravel~
The white gravel pathway follows the gentle curve of the cavern wall. 

Made up of crushed white stone, the pathway marks a white swath across

the green grass on either side.

~
E
ivy mass~
Thick growth of healthy ivy climbs up the cavern wall.  The spade-shaped

leaves gently sway in the breeze.

~
E
archway~
You can barely see the graceful curve of the brick archway.  Ivy grows

over the brick.

~
-1
S

#33634
Worker's Park - Topiary Garden~
The gently rolling park grounds create an atmosphere that is relaxed and

peaceful.  At the top of each slight rise sit large, well trimmed topiary

figures.  The gravel pathway wanders between the rises, going towards one

figure, then another as it winds its way to the east and west.  To the

west the pathway climbs a rise, leading to a large fountain.  Ivy climbs

the cave wall that rises to the south.

~
[Rue] occasional action for something flitting outside your vision

[Rue] extras done

~
301465665 1 9 0
D1
~
~
0 -1 33635 10 10 5
D3
~
~
0 -1 33632 10 10 5
E
topiary figures~
The topiary figures are small bushes trimmed into the shapes of small

animals and humanoid shapes.  They are carefully tended, and are

masterworks of the topiary craft.

~
E
gravel pathway~
The path is made up of crushed white stone spread out in a deep bed that

is about four feet wide.  The path winds between the gentle slopes of the

park, heading generally east and west.

~
E
cave wall south s ivy~
The rough stone wall climbs high up above you to the south.  Ivy grows

along the lower portion, creating a cascade of greenery.  You can see the

sky high above you, and one of the more noticeable rock outcroppings

that remain of what used to be the cavern dome.

~
-1
S

#33635
Worker's Park - Southeast Corner~
Set between the rolling slopes of the park and the curving wall of the

cavern, the white gravel pathway leads to the north and west.  Unlike the

rest of the park, the topiaries and thistle beds have been torn apart

here.  The grass dies in patches, and the thick carpet of ivy along the

walls browns in areas.  The remains of a broken bench are strewn about

the grounds, and the stripped remains of a fruit tree stand like a

skeleton on one of the taller rises.

~
[Rue] extras done

[Rue] needs exit east fixed to new standards

~
301465665 1 9 0
D0
~
~
0 -1 33633 10 10 5
D1
ivy~
ivy~
235 -1 33643 10 10 5
D3
~
~
0 -1 33634 10 10 5
E
curving wall~
The rough stone wall curves here, creating the southeastern 'corner' of

the crater.  The wall soars high above you, reaching up towards the open

sky above.  Dying ivy strands hang down from the wall, although some

still struggle to live.

~
E
broken bench remains~
What remains of a small wooden bench is scattered around the area.  The

splintered boards look like they were gnawed on by something.

~
E
topiaries~
It is apparant that these topiaries were once magnificent, but now they

are drying up and slowly dying.  One appears to have once been shaped

like a squirrel or other small mammal.

~
E
ivy carpet~
The thick curtain of ivy hangs down from the cavern wall.  Although thick

and lush, it is dying in places.

~
E
grass patches~
The otherwise green grass is covered in little brown splotches where it

has died.  There is no obvious reason that the grass is dying.

~
E
thistle beds~
The once proud displays of thistles are now dug up and ruined.  The dried

and dead plants are strewn about the beds carelessly.

~
E
skeletal tree fruit~
A few sad blooms try to grow on the feeble fruit tree.  The bark has been

shredded and the limbs are almost totally devoid of leaves.

~
E
white gravel~
Thw white gravel pathway curves between the gentle slopes as it heads

north and west.  The pathway is made up of small bits of crushed white

rock.

~
A
move open~
ivy~
if( !is_open( room, east ) ) {

  act_tochar( #open, ch );

  act_notchar( #ncopen, ch );

  open( room, east );

  send_to_room( #ropen, find_room( 33634 ) );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #ncclose, ch );

  close( room, east );

  send_to_room( #rclose, find_room( 33634 ) );

  }

~
E
open~
You move the ivy revealing a secret passage to the east.

~
E
ncopen~
$n moves the ivy out of the way revealing a secret passage to the east.

~
E
close~
You carefully move the ivy back over the secret passage entrance.

~
E
ncclose~
$n carefully moves the ivy back over the secret passage entrance.

~
E
ropen~
Someone on the other side has moved the ivy away from the passage opening.

~
E
rclose~
Someone on the other side has placed the ivy back over the passage

opening.

~
!
0 0 0
1992 9 1509949540 3 0
-1
S

#33636
Comfortable Garden~
Swaying willow trees shade this yard, while a tiny fountain gurgles

gently in one corner.  A curving pathway leads indirectly to the plain

front door of the brick building.  Soft, green grass carpets the ground,

except beneath the willows, where a bed of baby's breath seems to fare

better in the shade.  High stone walls encircle the yard, overgrown with

ivy and flowering vines of various sorts.  Set into the stone wall is a

heavy iron gate, ornately wrought and emblazoned with a crest.

~
[Rue] this yard is well tended

[Rue] willows fountain pathway building grass baby's breath walls ivy vines gate crest

~
301465665 1 9 0
D1
wrought iron gate~
wrought iron gate~
67 -1 33582 10 10 5
D3
front door~
front door~
391 -1 33638 10 10 5
-1
S

#33637
Garden Before a Brick House~
Lush trees and well-kept bushes line the stone pathway that leads to the

ornate front door of the brick building to the west.  Shuttered windows

flank the door, and also look down from above on the second floor.  A

small iron bench sits under one of the trees, providing a place to relax

and enjoy the garden.  A gate leads east and out of the garden.

~
needs key

[Rue] bushes pathway door building windows bench gate

~
301465665 1 9 0
D1
~
~
0 -1 33583 10 10 5
D3
front door~
front door~
135 -1 33662 10 10 5
-1
S

#33638
Lavish Entryway~
Heavy tapestries and gilded mirrors hang along the walls of this cramped

but stylish entry.  A dark-stained cherry wood stairway climbs up towards

the second floor, curving gently as it rises.  The floor is white-veined

black marble tile, and thick rugs cover much of it.  A small coatrack

sits quietly to the side of the door.  Two open doorways lead out of the

room, one to the south, they other to the west.  You can go out the front

door to the east.

~
[Rue] tapestries mirrors stairway floor coatrack

~
301465665 1 5 0
D1
front door~
front door~
391 -1 33636 10 10 5
D2
~
~
0 -1 33669 10 10 5
D3
~
~
0 -1 33670 10 10 5
D4
~
~
0 -1 33639 10 10 5
-1
S

#33639
Second-story Landing~
For all the clutter of the downstairs, this area is almost empty of

decoration.  A single mirror with a plain frame hangs crookedly along the

wall of the landing.  A plain red strip of carpet leads from the stairs

towards a solid oak door.  A stairway leads down towards the first floor.

~
[Rue] mirror carpet

~
301465665 1 9 0
D3
oak door~
oak door~
131 -1 33671 10 10 5
D5
~
~
0 -1 33638 10 10 5
-1
S

#33640
Entrance to a Grand Estate~
You are on a packed gravel walkway that curves gently beneath trees and

leads towards a large building to the west.  The walkway is lined with

stands of quaking aspen trees, their leaves flashing brilliantly in the

breeze.  Just to the east is a large brick fence bisected by an ornate

iron gate.  A thick carpet of low-cut green grass spreads out beneath the

shade of the trees.

~
~
301465669 1 9 0
D1
ornate wrought-iron gate~
ornate wrought-iron gate~
67 -1 33529 10 10 5
D3
~
~
0 -1 33673 10 10 5
-1
S

#33641
Small Park~
Soft greeen grass and several large trees grace this small park.  An ivy

covered brick wall runs the length of the park along its south side.  A

quiet and walled-in walkway heads off to the west.  To the east a brick

paved lane heads north and south.  A comfortable bench sits in the shadow

of a brick and wooden buiilding to the north.

~
[Rue] brick wall to south

[Rue] cobbled path to the west

[Rue] add code for climbing over the wall

~
301465669 1 9 0
D1
~
~
0 -1 33570 10 10 5
D3
~
~
0 -1 33531 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou $t $d, out of the park and onto a cobbled lane.@n

~
!
3 0 8
A
~
~
continue;

~
E
to_char~
@GYou $t $d, heading out of the park and into a brick-paved road.@n

~
!
3 0 2
3240 17 1509949540 -2 0
-1
S

#33642
Iriaebor Street - Cul-de-Sac~
Under Construction.

~
~
301465669 1 9 0
D2
ornate wrought-iron gate~
~
71 -1 33526 10 10 5
-1
S

#33643
Small Tunnel - Behind the Ivy~
You are in a tiny cave, with barely enough room to move inside.  A steep

tunnel dives down, looking like it might be a tight squeeze.  The curved

walls have been scratched out of the hard stone.  Dust and pebbles litter

the floor, making footing dangerous.  To the west a thick blanket of ivy

hangs down, covering the tiny mouth of the cave.

~
[Rue] ae for crawling down

[Rue] ae for opening the ivy

[Rue] add code for 'squeezing into' the cave down

[Fenlyn] done

~
301465676 11 3 0
D3
~
~
235 -1 33635 10 10 5
D5
~
~
0 -1 33644 10 10 5
A
move~
ivy~
if( !is_open( room, west ) ) {

  act_tochar( #open, ch );

  act_notchar( #ncopen, ch );

  open( room, west );

  send_to_room( #ropen, find_room( 33635 ) );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #ncclose, ch );

  close( room, west );

  send_to_room( #rclose, find_room( 33635 ) );

  }

~
E
open~
You move the ivy away revealing the exit from the passage.

~
E
ncopen~
$n moves the ivy away revealing the exit from the passage.

~
E
ropen~
The ivy is moved from the other side revealing a secret passage to the

east.

~
E
close~
You move the ivy over the passage opening blocking access to the secret

passage.

~
E
ncclose~
$n moves the ivy over the passage opening blocking access to the secret

passage.

~
E
rclose~
The ivy is moved back over the passage opening from the other side.

~
!
0 0 0
A
~
~
act_tochar( #crawl, ch );

~
E
crawl~
The tunnel is way too steep to just walk down.  Perhaps crawling or

climbing down would work better.

~
!
3 0 32
A
climb crawl~
1 down~
act_tochar( #climb, ch );

act_notchar( #ncclimb, ch );

transfer( ch, find_room( 33644 ) );

act_notchar( #arr, ch );

~
E
climb~
You squeeze yourself into the tunnel while climbing down.

~
E
ncclimb~
$n squeezes $mself into the tunnel while climbing down.

~
E
arr~
$n arrives from the tight tunnel above.

~
!
0 0 0
1992 137 1509949540 3 0
-1
S

#33644
Sloping Tunnel~
The dark and sloping tunnel leads up and towards the east.  The ground is

slick, covered with dust and dirt.  The walls are rough stone, that tug

at you as you squeeze through the tunnel.  You can try and crawl up the

tunnel, into a slightly wider cave, or you can push on into the dark

tunnel.

~
[Rue] ae for crawling up

[Fenlyn] done

~
301465668 11 3 0
D1
~
~
0 -1 33645 10 10 5
D4
~
~
0 -1 33643 10 10 5
A
climb crawl~
tunnel 1 up~
act_tochar( #climb, ch );

act_notchar( #ncclimb, ch );

transfer( ch, find_room( 33643 ) );

act_notchar( #arr, ch );

~
E
climb~
You squeeze into the tunnel as you climb up it.

~
E
ncclimb~
$n squeezes into the tunnel as $e climbs up it.

~
E
arr~
$n arrives from the tight tunnel below.

~
!
0 0 0
A
~
~
act_tochar( #nope, ch );

~
E
nope~
You can't just walk straight up.  Try climbing or crawling up the tunnel.

~
!
3 0 16
1992 9 1509949540 3 0
-1
S

#33645
Winding Tunnel~
The cramped tunnel splits in several directions here.  A steep tunnel

delves deeper into the rock, while a crude staircase of tiny proportions

climbs upward.  Another tunnel leads west up a slight slope.  The air is

stale, and the weight of the stone above is oppressive.  Some deep

scratches in the stone stand out along the south wall.

~
[Rue] ae for dust ..about 10% chance as you go through

[Rue] add code for 'lowering' yourself into the tunnel

[Fenlyn] done

~
301465668 11 3 0
D3
~
~
0 -1 33644 10 10 5
D4
~
~
0 -1 33647 10 10 5
D5
~
~
0 -1 33646 10 10 5
A
~
~
act_tochar( #lower, ch );

continue;

~
E
lower~
You lower yourself into the dark tunnel.

~
!
3 0 32
A
~
~
if( random( 1, 10 ) == 6 ) {

  act_tochar( #dust1, ch );

  act_notchar( #dust2, ch );

  }

continue;

~
E
dust1~
As you climb up the wall, you loosen a bit of dirt and rock which

promptly fall down the shaft.

~
E
dust2~
As $n climbs up the wall, $e loosens some dirt and rock which fall down the dark shaft.

~
!
3 0 16
1992 9 1509949540 3 0
-1
S

#33646
Tunnel Spiraling Downwards~
The tunnel spins downward into the darkness below you.  Rough stone and

many small ledges provide plenty of hand and footholds for you in

climbing up or down.  The tunnel twists and turns several time as it

leads up and down.  At several points it looks like the squeeze will be a

tight one.  From below you hear the sound of dripping water echoing

through the tunnel.

~
[Rue] add dripping sound code

[Fenlyn] done

~
301465668 11 3 0
D4
~
~
0 -1 33645 10 10 5
D5
~
~
0 -1 33649 10 10 5
A
~
~
act_tochar( #dripping, ch );

~
E
dripping~
A faint dripping sound echoes from below.

~
!
2 200 0
-1
S

#33647
Steep Chimney Tunnel~
The tight and twisted tunnel leads almost straight up.  Cramped and

rough, the tunnel provides plenty of handholds for you to clamber up or

down.  Dust sifts slowly down from above, indicating that these tunnels

may not be entirely stable.  Just above you appears to be a larger

chamber of some sort, and below is a small tunnel.

~
[Rue] add chamber up

[Rue] dust and pebbles fall on

[Rue] people as they crawl up...load pebble once per reset

~
301465668 11 3 0
D4
~
~
0 -1 33648 10 10 5
D5
~
~
0 -1 33645 10 10 5
A
~
~
if( random( 1, 10 ) == 7 ) {

  act_tochar( #dust1, ch );

  act_notchar( #dust2, ch );

  }

continue;

~
E
dust1~
As you climb down, you kick up some dirt which falls into the darkness

below.

~
E
dust2~
As $n climbs down, $e kicks up some dirt which falls into the darkness

below.

~
!
3 0 32
A
~
~
if( random( 1, 6 ) == 3 ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #peb1, ch );

    act_notchar( #peb2, ch );

    obj_to_char( oload( 78 ), ch );

    }

  else {

    act_tochar( #dust1, ch );

    act_notchar( #dust2, ch );

    }

  }

continue;

~
E
peb1~
As you climb up, a few pebbles and dirt fall down below.  Suprisingly,

one of them lands right in your hand.

~
E
peb2~
As $n climbs up, many pebbles fall down the tunnel's walls, and one of

them lands right in $s hand.

~
E
dust1~
As you climb up, a bunch of dirt and dust falls down the tunnel shaft.

~
E
dust2~
As $n climbs up, a bunch of dirt and dust falls down the tunnel shaft.

~
!
3 0 16
-1
S

#33648
Dark Chamber~
A sickening smell fills the room, probably coming from the rotting pile

of fruits and rags sitting in one corner.  This chamber is much wider

than the tunnel below, but still just big enough for a gnome sized

creature.  The walls are rough, as is the large crack that leads down

into a dark tunnel.

~
[Rue] add search prog for glass gem...or crummy armor items

~
301465668 11 3 0
D5
~
~
0 -1 33647 10 10 5
1992 9 1509949540 3 0
1992 9 1509949540 3 0
-1
S

#33649
Damp and Cramped Tunnel~
Water trickles down the south wall of this tunnel.  A slick green moss

covers the wall, as well as the floor in places.  Aside from where the

water puddles, the floor is covered with a thick layer of dust.  Hundreds

of tiny footprints track across the dust, leading in all directions.  The

damp tunnel continues to the east.

~
[Rue] water trickles down wall...maybe reset water

[Fenlyn] done

~
301465668 11 3 0
D1
~
~
0 -1 33650 10 10 5
D4
~
~
0 -1 33646 10 10 5
A
~
~
act_tochar( #trickle, ch );

~
E
trickle~
A bit of water seems to be trickling down the south wall.

~
!
2 200 0
-1
S

#33650
Damp and Cramped Tunnel~
A thick layer of dust carpets the tunnel floor, with hundreds of tiny

sets of footprints leading in every direction.  The tunnel dips slightly

towards its east side, where it leads to another tunnel branching off

downwards.  To the west the dusty tunnel continues, and the sounds of

trickling water can be heard.

~
[Rue] water trickling from west

[Fenlyn] done

~
301465668 11 3 0
D3
~
~
0 -1 33649 10 10 5
D5
~
~
0 -1 33651 10 10 5
A
~
~
act_tochar( #trickle, ch );

~
E
trickle~
The sound of trickling water echoes from the west.

~
!
2 200 0
1992 9 1509949540 3 0
-1
S

#33651
Steep Tunnel~
The tunnel turns into an almost vertical shaft as it winds its way

through the bowels of the earth.  The tunnel walls are quite rough,

snagging your clothes and tearing at you as you pass through.  From

below, hollow echoing sounds bounce up the jagged tunnel.  Above you you

can see a the tunnel exits into another tunnel that appears a little

larger.

~
[Rue] add chance of damage from scratching of walls..minor 1-5 damage dependent on dex for percentage of each type

[Fenlyn] done

[Fenlyn] I think

~
301465668 11 3 0
D4
~
~
0 -1 33650 10 10 5
D5
~
~
0 -1 33652 10 10 5
A
~
~
if( find_stat( ch, dex ) <= random( 12, 18 ) ) {

  i = 1d5+1;

  dam_message( ch, i, "The jagged wall" );

  inflict( mob, ch, i, "a lethal laceration" );

  }

continue;

~
!
1 0 48
A
~
~
acode( room, 1 );

continue;

~
!
3 0 48
1992 9 1509949540 3 0
-1
S

#33652
Flooded Tunnel~
Chill water fills the tunnel to half its height.  The water is dark, and

you are unable to tell if there is anything in it.  Water trickles down

the walls, making them slick and dangerous to climb.  Along the west end

of the room a small tunnel leads up.  To the east the water-filled tunnel

continues.

~
[Rue] ae for entering room, cold water

[Fenlyn] done

~
301465668 13 3 0
D1
~
~
0 -1 33653 10 10 5
D4
~
~
0 -1 33651 10 10 5
A
~
~
act_tochar( #wade, ch );

continue;

~
E
wade~
A cold chill tingles your spine as you take a few steps in the cold water.

~
!
1 0 18
-1
S

#33653
Flooded Tunnel~
The deep water reaches halfway up the walls of this twisted tunnel.  The

sounds of the water lapping against the sides of the tunnel echo about as

your movement disturbs it.  To the west, the water-filled tunnel

continues, while just to your east you see a stone shelf that leads out

of the water.

~
[Rue] ae for entering from west

[Rue] ae for climbing out of the water

[Fenlyn] done

~
301465668 13 3 0
D1
~
~
0 -1 33654 10 10 5
D3
~
~
0 -1 33652 10 10 5
A
~
~
act_tochar( #leavee, ch );

act_notchar( #ncleavee, ch );

continue;

~
E
leavee~
You step out of the water onto the shelf.

~
E
ncleavee~
$n steps out of the water onto the shelf.

~
!
3 0 2
A
~
~
act_tochar( #leavew, ch );

continue;

~
E
leavew~
A cold chill tingles up your spine as you wade through the icy water.

~
!
1 0 8
-1
S

#33654
Dark Tunnel~
Water laps quietly against the small stone ledge you are on.  The ledge

is only a few inches wide, but handholds allow you to easily keep your

balance.  The tunnel expands further east, quickly turning into a dusty

floored warren.  To the west, a water-filled tunnel leads into darkness.

~
~
301465668 11 3 0
D1
~
~
0 -1 33655 10 10 5
D3
~
~
0 -1 33653 10 10 5
1992 9 1509949540 3 0
-1
S

#33655
Dusty Warren~
A thick layer of dust covers the floor of this little cave.  Stacks of

torn clothes, rags, rotten food and other refuse cover the floor in

little heaps.  Amongst the heaps of garbage, several small nests have

been dug.  The room reeks of rot and mold, the smell assaulting your

senses.  A small tunnel leads out of the warren to the west.

~
~
301465668 11 3 0
D3
~
~
0 -1 33654 10 10 5
430 9 1509949540 3 0
-1
S

#33656
Hidden Shop~
This basement room is decorated with all manner of fineries.  Expensive

wallpaper covers the upper portion of the walls, while rich oak wainscot

runs about the room about five feet high.  A Crystal chandelier glows

with magical light, giving the room a relaxed feel.  Several glass

cabinets with books in them line one wall behind the low counter.  Behind

the counter sits a comfortable chair.  Busts of various gnomes rest on

marble pedestals in the corners, and fine oil paintings hang gracefully

from a picture rail that also rims the room.  A fine staircase carved

from oak climb up towards a barely visible trapdoor.

~
up is 33626

[Rue] make room really fancy

[Rue] add exit code for the mob letting players out.  bell rings when somebody wants in from above....

should be no_magic

[Rue] thief shop....only lets theives in

add look up

~
301469799 1 9 0
D4
trapdoor~
trapdoor~
203 -1 33626 10 10 5
A
~
~
acode( find_room( 33626 ), 3 );

~
!
1 0 16
A
open~
trapdoor~
if( is_open( room, up ) )

  act_tochar( #isopen, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #ncopen, ch );

  send_to_room( #ropen, find_room( 33626 ) );

  open( room, up );

  }

~
E
isopen~
The trapdoor is already wide open.

~
E
open~
You open the trapdoor at the top of the staircase.

~
E
ncopen~
$n opens the trapdoor at the top of the staircase.

~
E
ropen~
The hidden trapdoor is opened from below.

~
!
0 0 0
-1
S

#33657
Common House~
Under Construction.

~
~
301465669 1 9 0
D3
~
~
0 -1 33613 10 10 5
-1
S

#33658
Piles of Broken brick~
HIgh mounds and shattered piles of brick cover this whole area.  What

once must have been an impressive brick building is now just a huge pile

of cracked and shattered brick.  Intermingled with the brick are huge

stones that must have assisted in the demise of the building.  The only

wall that remains standing lines the road just to the north.  To the west

you see the back of a building that appears to have avoided the fate of

the houses on this alley.

~
[Rue] climb down to the east...bricks are unsteady [Rue] add search

through brick....most likely will find a midge that will leap to attack!

[Fenlyn] codes except for search done

~
301465669 1 9 0
D1
~
~
0 -1 33625 10 10 5
A
~
~
act_tochar( #leave, ch );

continue;

~
E
leave~
You climb down the mound of rubble.

~
!
3 0 2
A
climb~
north wall~
act_tochar( #dangerwillrobinson, ch );

~
E
dangerwillrobinson~
The wall to the north is entirely too dangerous looking to climb.

~
!
0 0 0
A
north~
~
acode( room, 2 );

~
!
0 0 1
-1
S

#33659
Dead End on Beryl Road~
The hard packed dirt road ends here in a deep pile of rubble and stone. 

Huge blocks of stone and piles of rubble litter the road, as it appears

nobody has even tried to clean up the mess here.  Ivy has begun to grow

over the stones, and hangs off them in a thick and tangled mass of vines. 

The cracked and splintered cave wall looms above you to the north,

running alongside the northern edge of the road as it makes its way

eastward.

~
[Rue] might add area of midges up on the rubble

~
301465669 1 9 0
D3
~
~
0 -1 33605 10 10 5
-1
S

#33660
Common House - Second Floor~
The old wooden floor is quite scuffed and worn.  Several galvanized tubs

sit around the room, filled with steaming and murky water.  Next to each

is a small table built into the wall.  Windows built high on the walls

look out to the west, while skylights let in more light during the day. 

A wooden staircase leads down.

~
~
301465669 1 9 0
D5
~
~
0 -1 33612 10 10 5
-1
S

#33661
Small Pier on the Lake~
This carefully crafted wooden dock sits far out into the middle of the

pond.  High rails prevent you from falling off, while still allowing you

a view out onto the calm, blue waters.  Out here it is calm, the willows

that rim the pond almost encircle you, and you are isolated from the

bustle of the town.  A small sign is posted on the rail here.  You can

head south, back along the pier towards the marketplace.

~
~
301465669 1 9 0
D0
~
~
0 -1 33672 10 10 5
D2
~
~
0 -1 33537 10 10 5
-1
S

#33662
Entry Room in the Brick House~
The entry to the brick house is a large and open room.  Along the north

wall a stairway climbs up towards the second floor, a decorative carpet

cushioning the stairs.  Resting against the wall next to the door is a

small side-table make of oak.  A large painting dominates the south wall,

sticking out like a sore thumb against the striped wallpaper.  A solid

oak door is set into the east wall.  An open doorway leads west into

another room of the house.

~
needs side-table object

extras for painting stairs carpet wallpaper west and door

acode for creaking stairs if you head up

~
301465665 1 6 0
D1
front door~
front door~
135 -1 33637 10 10 5
D3
~
~
0 -1 33664 10 10 5
D4
~
~
0 -1 33663 10 10 5
-1
S

#33663
The Sitting Room in the Brick House~
This cozy room is furnished with all sorts of cushiony and fanciful

furniture.  Every inch of the walls is taken up with paintings,

memoribilia(sp?) and decorative wallpaper.  There is so much furniture

and junk in here that it is difficult to find a place to walk.  Two large

windows face east, towards the wall of the cavern and a garden below.  An

ornate set of stairs leads down.  To the west is a dark oak door.

~
fix mermor

needs key

acode for creaking stairs if you walk down

needs object furniture

can go nuts with extras

~
301465665 1 5 0
D3
oaken door~
oaken door~
135 -1 33665 10 10 5
D5
~
~
0 -1 33662 10 10 5
-1
S

#33664
Kitchen in the Brick House~
Cabinets line the north wall, while a heavy iron stove is set next to a

long marble countertop.  The wall near the stove is covered in decorative

tiles depicting various farm animals.  Inside the cabinets are dishes and

glasses arranged in neat little rows.  A small window along the west wall

is ajar, letting in a cooling breeze.  An open doorway leads east into

another room of the house.

~
cabinet and stove objects..maybe dishes and glasses

extras for window and looking east

acode for creaking noises from above if mob is in room upstairs

vnum 33665

~
301465665 1 5 0
D1
~
~
0 -1 33662 10 10 5
-1
S

#33665
Bedroom in the Brick House~
This bedroom is a cluttered mess.  Clothes have been thrown haphazardly

about the room, and piles of old bed sheets are thrown in the corner. 

Several paintings hang at odd angles on the dirty walls, and dust covers

the surface of most everything.  A shuttered window looks westward.  To

the east is a oaken door.

~
piles of clothes, sheets, paintings window

~
301465665 1 5 0
D1
oaken door~
oaken door~
135 -1 33663 10 10 5
-1
S

#33666
yard-walkway~
Under Construction.

~
~
301465665 1 9 0
D0
~
~
0 -1 33630 10 10 5
D2
~
~
0 -1 33667 10 10 5
-1
S

#33667
Before the Calantor's  Residence~
Under Construction.

~
~
301465665 1 9 0
D0
~
~
0 -1 33666 10 10 5
D2
~
~
0 -1 33668 10 10 5
-1
S

#33668
Entry Hall of the Calantor's residence~
Under Construction.

~
~
301465665 1 9 0
D0
~
~
0 -1 33667 10 10 5
-1
S

#33669
Kitchen~
A large brick fireplace dominates the kitchen, a large black pot hanging

over the ashes of the fire.  The worn old floor shows the scars of years

of use, and the counters are cluttered with the remains of half eaten

meals.  A small oval window looks out towards the back of another

building to the west.  An open doorway leads northward.

~
[Rue] fireplace pot floor counters window

~
301465665 1 9 0
D0
~
~
0 -1 33638 10 10 5
-1
S

#33670
Smokey Den~
The scent of pipe-smoke hangs heavily in the air of this dark room. 

Thick cushioned couches and over-stuffed high back chairs sit in a

semi-circle, while little side-tables have been positioned almost

randomly about the room.  The floor is heavily carpeted, with several

intricately patterned rugs competing for attention.  A glowing gem hangs

in the midst of a crystal chandelier, its feeble light struggling against

the thickly decorated chamber.  Several ashtrays are heaped with ashes,

and several pipe cleaners sit in twisted heaps near each.  The windows

are covered with slatted wooden shutters.  An open doorway leads out to

the east.

~
[Rue] smell acode

[Rue] couches tables carpet rugs gem( chandelier ) ashtrays windows

~
301465665 1 5 0
D1
~
~
0 -1 33638 10 10 5
-1
S

#33671
Bedroom~
This room is a specimen of cleanliness, everything seems to be in its

place.  The bed is freshly made, and the white sheets are tucked in

tightly.  Fluffed pillows sit comfortably at the head of the bed, while a

folded woolen blanket sits at the foot.  Lace curtains hang in the open

windows, gently blowing in the breeze.  A soft carpet graces the floor,

cushioning your feet.  An oak door leads east and out of the room.

~
[Rue] bed sheets pillows blanket curtains carpet

~
301465665 1 9 0
D1
oak door~
oak door~
131 -1 33639 10 10 5
-1
S

#33672
In the Lake~
The cold and deep blue water of the pond stretches out before you.  Just

to the south is a wooden pier, that you could probably climb onto.  To

the east and west steep banks and tangled willow trees prevent exit from

the lake.  To the north, the bank is sloped enough that you could easily

climb out of the pond and between the willows to that side.

~
~
301465669 6 9 0
D0
~
~
0 -1 33613 10 10 5
D2
~
~
0 -1 33661 10 10 5
-1
S

#33673
Before a Grand Estate~
A massive and expensively decorated brick building rises high above you

to the west.  Wooden shutters grace the sides of the windows, while a

black-laquered set of double doors provides an entrance to the building. 

The building appears to be only two-stories high, but spreads out in a

gentle curve far to the north and south.  Well-trimmed hedges flank the

sides of the building, and between the windows taller junipers grow high

into the air.  A gravel path loops around a small fountain in front of

the building, eventually heading east down a tree-lined lane.

~
add door westr

~
301465669 1 9 0
D1
~
~
0 -1 33640 10 10 5
D3
~
~
0 -1 33674 10 10 5
-1
S

#33674
Inside the Entrance Hall~
The floor is a polished white marble veined with gold, and the walls

above the dark oak wainscot are covered in plush velvet.  A massive

chandelier of light-blue crystal hangs down from above, Huge gilded

mirrors hang from both sides of the hall, reflecting the light and

generally disorienting you.  A carved granite stairway curves gracefully

upwards, disappearing into the blinding light of the chandelier.  To the

west the entrance hall continues, and to the east a set of black double

doors exits the building.

~
~
301465669 1 9 0
D1
~
~
0 -1 33673 10 10 5
D3
~
~
0 -1 33676 10 10 5
D4
~
~
0 -1 33675 10 10 5
-1
S

#33675
Landing Above the Entrance Hall~
A thick red carpet covers much of the floor of the landing.  The walls

are sheathed in a layer of white marble topped with a running rail of

black granite.  Several carved busts sit on pedastals at the back of the

landing, staring with open eyes at all who ascend the stairs.  Portraits

dominate the wall facing the staircase, making the general feeling one of

being watched.  You can head down the massive staircase or head west

towards several doors in a hallway.

~
~
301465669 1 9 0
D3
~
~
0 -1 33677 10 10 5
D5
~
~
0 -1 33674 10 10 5
-1
S

#33676
Inside the Entrance Hall~
Under Construction.

~
~
301465669 1 9 0
D1
~
~
0 -1 33674 10 10 5
-1
S

#33677
Upstairs Hallway - In Front of the Mirror~
Mounted on the west wall, and taking up almost the entire wall is a

massive gilded mirror.  The edges are beveled, and the frame is thick

wood inlayed with gold and carved into fanciful decoration.  The position

of the mirror seems to elongate the hall, as well as allowing you to see

yourself as you walk down the hallway.  To the north and south are two

dark oaken doors.  You can head towards the stairway to the east.

~
~
301465669 1 9 0
D0
~
~
0 -1 33678 10 10 5
D1
~
~
0 -1 33675 10 10 5
D2
~
~
0 -1 33679 10 10 5
-1
S

#33678
North Bedroom~
The stark white walls of the room stand out from beneath the heavy

tapestries that hang from the ceiling.  In the middle of the room is a

large canopy bed, covered by a dark shroud of thick black cloth.  Against

the east wall sits a wooden armoire, carved with intricate scenes of

pastoral bliss.  On each side of the bed are small windows that look

outside.  A heavy oak door leads south.

~
~
301465669 1 9 0
D2
~
~
0 -1 33677 10 10 5
-1
S

#33679
South Bedroom~
~
~
301465669 1 9 0
D0
~
~
0 -1 33677 10 10 5
-1
S

#33680
Osidia's Toy Shop~
~
[Rue] finish mob

~
301465669 1 9 0
D0
wooden door~
wooden door~
131 -1 33546 10 10 5
E
glowing blue sign~
@W************* Osidia's Enchanted Toys *************@n


@yPlease be aware that all the toys within this shop

have been made with the utmost care.  Each carries

an enchant placed on them by me which have faded in

time.  I take no responsibilty for bodily damaged

caused by them! BUYER BEWARE!!@n


@WOsidia Quickfoot

- Shop Owner

~
2079 9 1509949540 3 0
2992 17 1509949515 -1 0
2997 17 1509949515 -1 0
2998 17 1509949515 -1 0
3145 17 1509949515 -1 0
3144 17 1509949515 -1 0
3143 17 1509949515 -1 0
3142 17 1509949515 -1 0
3141 17 1509949515 -1 0
3140 17 1509949515 -1 0
3139 17 1509949515 -1 0
3036 17 1509949515 -1 0
-1
S

#0