circlemud_squared_0.5.153/cnf/
circlemud_squared_0.5.153/etc/
circlemud_squared_0.5.153/etc/etc/
circlemud_squared_0.5.153/etc/house/
circlemud_squared_0.5.153/etc/misc/
circlemud_squared_0.5.153/etc/plralias/A-E/
circlemud_squared_0.5.153/etc/plralias/F-J/
circlemud_squared_0.5.153/etc/plralias/K-O/
circlemud_squared_0.5.153/etc/plralias/P-T/
circlemud_squared_0.5.153/etc/plralias/U-Z/
circlemud_squared_0.5.153/etc/plralias/ZZZ/
circlemud_squared_0.5.153/etc/plrobjs/
circlemud_squared_0.5.153/etc/plrobjs/A-E/
circlemud_squared_0.5.153/etc/plrobjs/F-J/
circlemud_squared_0.5.153/etc/plrobjs/K-O/
circlemud_squared_0.5.153/etc/plrobjs/P-T/
circlemud_squared_0.5.153/etc/plrobjs/U-Z/
circlemud_squared_0.5.153/etc/plrobjs/ZZZ/
circlemud_squared_0.5.153/etc/text/
circlemud_squared_0.5.153/etc/text/help/
circlemud_squared_0.5.153/src/util/
circlemud_squared_0.5.153/src/util/worldconv/
zone {
  name "King Welmar's Castle";
  keyword "welmarCastle";
  lifespan 120;
  resets {
    0 {
      command "loadMobile";
      mobile "welmarCastle:15001";
      inRoom "welmarCastle:15017";
      maxNumber 1;
    }
    1 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15002";
      wearLocation "held";
      maxNumber 1;
    }
    2 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15003";
      wearLocation "head";
      maxNumber 1;
    }
    3 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15004";
      wearLocation "light";
      maxNumber 1;
    }
    4 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15014";
      maxNumber 1;
    }
    5 {
      command "loadMobile";
      mobile "welmarCastle:15003";
      inRoom "welmarCastle:15042";
      maxNumber 1;
    }
    6 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    7 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    8 {
      command "loadMobile";
      mobile "welmarCastle:15004";
      inRoom "welmarCastle:15023";
      maxNumber 1;
    }
    9 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15006";
      wearLocation "wielded";
      maxNumber 100;
    }
    10 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    11 {
      command "loadMobile";
      mobile "welmarCastle:15005";
      inRoom "welmarCastle:15023";
      maxNumber 1;
    }
    12 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15006";
      wearLocation "wielded";
      maxNumber 100;
    }
    13 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    14 {
      command "loadMobile";
      mobile "welmarCastle:15006";
      inRoom "welmarCastle:15035";
      maxNumber 1;
    }
    15 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    16 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    17 {
      command "loadMobile";
      mobile "welmarCastle:15007";
      inRoom "welmarCastle:15028";
      maxNumber 1;
    }
    18 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    19 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    20 {
      command "loadMobile";
      mobile "welmarCastle:15008";
      inRoom "welmarCastle:15023";
      maxNumber 1;
    }
    21 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    22 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    23 {
      command "loadMobile";
      mobile "welmarCastle:15009";
      inRoom "welmarCastle:15008";
      maxNumber 1;
    }
    24 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    25 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    26 {
      command "loadMobile";
      mobile "welmarCastle:15010";
      inRoom "welmarCastle:15032";
      maxNumber 1;
    }
    27 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    28 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    29 {
      command "loadMobile";
      mobile "welmarCastle:15011";
      inRoom "welmarCastle:15019";
      maxNumber 1;
    }
    30 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    31 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    32 {
      command "loadMobile";
      mobile "welmarCastle:15012";
      inRoom "welmarCastle:15023";
      maxNumber 1;
    }
    33 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    34 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15016";
      wearLocation "wielded";
      maxNumber 10;
    }
    35 {
      command "loadMobile";
      mobile "welmarCastle:15013";
      inRoom "welmarCastle:15023";
      maxNumber 1;
    }
    36 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    37 {
      command "loadMobile";
      mobile "welmarCastle:15014";
      inRoom "welmarCastle:15017";
      maxNumber 1;
    }
    38 {
      command "loadMobile";
      mobile "welmarCastle:15016";
      inRoom "welmarCastle:15027";
      maxNumber 1;
    }
    39 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15009";
      maxNumber 1;
    }
    40 {
      command "loadMobile";
      mobile "welmarCastle:15017";
      inRoom "welmarCastle:15010";
      maxNumber 5;
    }
    41 {
      command "loadMobile";
      mobile "welmarCastle:15017";
      inRoom "welmarCastle:15010";
      maxNumber 5;
    }
    42 {
      command "loadMobile";
      mobile "welmarCastle:15017";
      inRoom "welmarCastle:15041";
      maxNumber 5;
    }
    43 {
      command "loadMobile";
      mobile "welmarCastle:15017";
      inRoom "welmarCastle:15041";
      maxNumber 5;
    }
    44 {
      command "loadMobile";
      mobile "welmarCastle:15017";
      inRoom "welmarCastle:15038";
      maxNumber 5;
    }
    45 {
      command "loadMobile";
      mobile "welmarCastle:15019";
      inRoom "welmarCastle:15052";
      maxNumber 1;
    }
    46 {
      then "YES";
      command "giveItemToMobile";
      item "midgaardNorth:3052";
      maxNumber 100;
    }
    47 {
      then "YES";
      command "giveItemToMobile";
      item "midgaardNorth:3050";
      maxNumber 100;
    }
    48 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15012";
      maxNumber 10;
    }
    49 {
      command "loadMobile";
      mobile "welmarCastle:15020";
      inRoom "welmarCastle:15017";
      maxNumber 1;
    }
    50 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    51 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    52 {
      command "loadMobile";
      mobile "welmarCastle:15021";
      inRoom "welmarCastle:15017";
      maxNumber 1;
    }
    53 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    54 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    55 {
      command "loadMobile";
      mobile "welmarCastle:15022";
      inRoom "welmarCastle:15005";
      maxNumber 1;
    }
    56 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15019";
      maxNumber 50;
    }
    57 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15020";
      maxNumber 50;
    }
    58 {
      command "loadMobile";
      mobile "welmarCastle:15023";
      inRoom "welmarCastle:15005";
      maxNumber 2;
    }
    59 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15010";
      maxNumber 1;
    }
    60 {
      command "loadMobile";
      mobile "welmarCastle:15023";
      inRoom "welmarCastle:15005";
      maxNumber 2;
    }
    61 {
      command "loadMobile";
      mobile "welmarCastle:15024";
      inRoom "welmarCastle:15036";
      maxNumber 1;
    }
    62 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    63 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    64 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15007";
      maxNumber 1;
    }
    65 {
      then "YES";
      command "loadMobile";
      mobile "welmarCastle:15025";
      inRoom "welmarCastle:15036";
      maxNumber 1;
    }
    66 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    67 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    68 {
      command "loadMobile";
      mobile "welmarCastle:15026";
      inRoom "welmarCastle:15008";
      maxNumber 1;
    }
    69 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    70 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    71 {
      command "loadMobile";
      mobile "welmarCastle:15027";
      inRoom "welmarCastle:15008";
      maxNumber 1;
    }
    72 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    73 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    74 {
      command "loadMobile";
      mobile "welmarCastle:15028";
      inRoom "welmarCastle:15047";
      maxNumber 1;
    }
    75 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    76 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    77 {
      command "loadMobile";
      mobile "welmarCastle:15029";
      inRoom "welmarCastle:15009";
      maxNumber 1;
    }
    78 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    79 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    80 {
      command "purgeItem";
      inRoom "welmarCastle:15023";
      item "midgaardNorth:3020";
    }
    81 {
      command "loadItem";
      item "midgaardNorth:3020";
      inRoom "welmarCastle:15023";
      maxNumber 100;
    }
    82 {
      command "purgeItem";
      inRoom "welmarCastle:15023";
      item "midgaardNorth:3021";
    }
    83 {
      command "loadItem";
      item "midgaardNorth:3021";
      inRoom "welmarCastle:15023";
      maxNumber 100;
    }
    84 {
      command "purgeItem";
      inRoom "welmarCastle:15023";
      item "midgaardNorth:3022";
    }
    85 {
      command "loadItem";
      item "midgaardNorth:3022";
      inRoom "welmarCastle:15023";
      maxNumber 100;
    }
    86 {
      then "YES";
      command "loadItem";
      item "welmarCastle:15001";
      inRoom "welmarCastle:15037";
      maxNumber 1;
    }
    87 {
      command "loadItem";
      item "welmarCastle:15005";
      inRoom "welmarCastle:15052";
      maxNumber 1;
    }
    88 {
      command "loadItem";
      item "welmarCastle:15011";
      inRoom "welmarCastle:15026";
      maxNumber 1;
    }
    89 {
      command "doorState";
      inRoom "welmarCastle:15004";
      direction "north";
      state "closed";
    }
    90 {
      command "doorState";
      inRoom "welmarCastle:15007";
      direction "south";
      state "closed";
    }
    91 {
      command "doorState";
      inRoom "welmarCastle:15007";
      direction "west";
      state "closed";
    }
    92 {
      command "doorState";
      inRoom "welmarCastle:15006";
      direction "east";
      state "closed";
    }
    93 {
      command "doorState";
      inRoom "welmarCastle:15020";
      direction "east";
      state "closed";
    }
    94 {
      command "doorState";
      inRoom "welmarCastle:15021";
      direction "west";
      state "closed";
    }
    95 {
      command "doorState";
      inRoom "welmarCastle:15021";
      direction "north";
      state "closed";
    }
    96 {
      command "doorState";
      inRoom "welmarCastle:15026";
      direction "south";
      state "closed";
    }
    97 {
      command "doorState";
      inRoom "welmarCastle:15022";
      direction "north";
      state "locked";
    }
    98 {
      command "doorState";
      inRoom "welmarCastle:15027";
      direction "south";
      state "locked";
    }
    99 {
      command "doorState";
      inRoom "welmarCastle:15023";
      direction "north";
      state "closed";
    }
    100 {
      command "doorState";
      inRoom "welmarCastle:15028";
      direction "south";
      state "closed";
    }
    101 {
      command "doorState";
      inRoom "welmarCastle:15036";
      direction "east";
      state "locked";
    }
    102 {
      command "doorState";
      inRoom "welmarCastle:15037";
      direction "west";
      state "locked";
    }
    103 {
      command "doorState";
      inRoom "welmarCastle:15038";
      direction "north";
      state "closed";
    }
    104 {
      command "doorState";
      inRoom "welmarCastle:15043";
      direction "south";
      state "closed";
    }
    105 {
      command "doorState";
      inRoom "welmarCastle:15038";
      direction "east";
      state "closed";
    }
    106 {
      command "doorState";
      inRoom "welmarCastle:15039";
      direction "west";
      state "closed";
    }
    107 {
      command "doorState";
      inRoom "welmarCastle:15049";
      direction "east";
      state "locked";
    }
    108 {
      command "doorState";
      inRoom "welmarCastle:15050";
      direction "west";
      state "locked";
    }
    109 {
      command "loadMobile";
      mobile "welmarCastle:15000";
      inRoom "welmarCastle:15056";
      maxNumber 1;
    }
    110 {
      then "YES";
      command "equipMobile";
      item "midgaardNorth:3022";
      wearLocation "wielded";
      maxNumber 100;
    }
    111 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15015";
      wearLocation "onBody";
      maxNumber 50;
    }
    112 {
      then "YES";
      command "giveItemToMobile";
      item "welmarCastle:15017";
      maxNumber 1;
    }
    113 {
      command "loadMobile";
      mobile "welmarCastle:15002";
      inRoom "welmarCastle:15069";
      maxNumber 1;
    }
    114 {
      command "loadMobile";
      mobile "welmarCastle:15015";
      inRoom "welmarCastle:15059";
      maxNumber 1;
    }
    115 {
      command "loadMobile";
      mobile "welmarCastle:15018";
      inRoom "welmarCastle:15058";
      maxNumber 2;
    }
    116 {
      command "loadMobile";
      mobile "welmarCastle:15018";
      inRoom "welmarCastle:15058";
      maxNumber 2;
    }
    117 {
      command "loadMobile";
      mobile "welmarCastle:15030";
      inRoom "welmarCastle:15067";
      maxNumber 2;
    }
    118 {
      command "loadMobile";
      mobile "welmarCastle:15030";
      inRoom "welmarCastle:15067";
      maxNumber 2;
    }
    119 {
      command "loadMobile";
      mobile "welmarCastle:15031";
      inRoom "welmarCastle:15067";
      maxNumber 2;
    }
    120 {
      command "loadMobile";
      mobile "welmarCastle:15031";
      inRoom "welmarCastle:15067";
      maxNumber 2;
    }
    121 {
      command "loadMobile";
      mobile "welmarCastle:15032";
      inRoom "welmarCastle:15074";
      maxNumber 1;
    }
    122 {
      then "YES";
      command "equipMobile";
      item "welmarCastle:15008";
      wearLocation "wielded";
      maxNumber 3;
    }
    123 {
      command "loadItem";
      item "welmarCastle:15013";
      inRoom "welmarCastle:15054";
      maxNumber 1;
    }
    124 {
      command "loadItem";
      item "welmarCastle:15018";
      inRoom "welmarCastle:15070";
      maxNumber 1;
    }
    125 {
      command "loadItem";
      item "welmarCastle:15021";
      inRoom "welmarCastle:15073";
      maxNumber 1;
    }
    126 {
      command "loadItem";
      item "welmarCastle:15022";
      inRoom "welmarCastle:15065";
      maxNumber 1;
    }
    127 {
      command "doorState";
      inRoom "welmarCastle:15056";
      direction "south";
      state "locked";
    }
    128 {
      command "doorState";
      inRoom "welmarCastle:15057";
      direction "north";
      state "locked";
    }
    129 {
      command "doorState";
      inRoom "welmarCastle:15057";
      direction "east";
      state "locked";
    }
    130 {
      command "doorState";
      inRoom "welmarCastle:15060";
      direction "west";
      state "locked";
    }
    131 {
      command "doorState";
      inRoom "welmarCastle:15057";
      direction "south";
      state "locked";
    }
    132 {
      command "doorState";
      inRoom "welmarCastle:15059";
      direction "north";
      state "locked";
    }
    133 {
      command "doorState";
      inRoom "welmarCastle:15057";
      direction "west";
      state "locked";
    }
    134 {
      command "doorState";
      inRoom "welmarCastle:15058";
      direction "east";
      state "locked";
    }
  }
  rooms {
    15000 {
      name "The King's Road";
      description "   You stand at the beginning of the actual King's Road.  The road is wide\n"
                  "enough for several horses to ride along side by side with room to spare.\n"
                  "The stones which make up the road have been put into place with such skill\n"
                  "that the road seems to be perfectly smooth and perfectly straight.\n"
                  "   You spot a small trail leading to the south through the undergrowth which\n"
                  "surrounds the road at this point.\n"
                  "A traveller passes by and waves cheerfully at you.\n";
      sectorType "City";
      flags {
        dark "NO";
        death "NO";
        noMob "YES";
        indoors "NO";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "traveller";
          description "The traveller smiles cheerfully and calls 'hello' when you greet him,\n"
                      "but continues on his way.\n"
                      "The traveller is in excellent condition.\n";
        }
      }
      exits {
        east {
          description "The King's Road continues in a straight line to the east towards a grand\n"
                      "castle.\n";
          destinationRoom "welmarCastle:15001";
        }
        south {
          description "A small overgrown trail leads through the undergrowth to the south.\n";
          destinationRoom "welmarCastle:15061";
        }
        west {
          description "The King's Road thins out a bit into a lane just to the west.\n";
          destinationRoom "midenNir:3502";
        }
      }
    }
    15001 {
      name "The King's Road";
      description "   You stand in the center of the great King's Road.  The road is very well\n"
                  "built, and goes in a straight line due east-west.\n";
      sectorType "City";
      exits {
        east {
          description "The King's Road continues in a straight line to the east.\n";
          destinationRoom "welmarCastle:15002";
        }
        west {
          description "You see that the King's Road continues westwards towards a large city.\n";
          destinationRoom "welmarCastle:15000";
        }
      }
    }
    15002 {
      name "The King's Road";
      description "   You stand on the King's Road, which leads east and west.  The\n"
                  "skill of the builders is apparent, since it is impossible to notice\n"
                  "any turn or irregularity in the road.\n";
      sectorType "City";
      exits {
        east {
          description "You see a castle in the far east.\n";
          destinationRoom "welmarCastle:15003";
        }
        west {
          description "The King's Road continues in a straight line to the west.\n";
          destinationRoom "welmarCastle:15001";
        }
      }
    }
    15003 {
      name "On The King's Road Outside A Castle";
      description "   You are standing on the King's Road.  Before you is a large\n"
                  "Castle, evidently built not so much for strength as for beauty.\n"
                  "It is not totally without defences, though, for it is surrounded\n"
                  "by a deep moat, and its windows are just narrow slits for archers\n"
                  "to shoot through.  To the north there is a drawbridge across the\n"
                  "moat.\n";
      sectorType "City";
      exits {
        north {
          description "You see the drawbridge.\n";
          destinationRoom "welmarCastle:15004";
        }
        west {
          description "The King's Road continues in a straight line to the west.\n";
          destinationRoom "welmarCastle:15002";
        }
      }
    }
    15004 {
      name "On The Drawbridge";
      description "   You have arrived at the drawbridge leading into the Castle.  Before\n"
                  "you is a huge, double-doored gate.  It seems very strong.  You see some\n"
                  "whirls in the moat.\n";
      sectorType "City";
      flags {
        dark "NO";
        death "NO";
        noMob "YES";
        indoors "NO";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "whirls whirl moat";
          description "You can't see much, but it seems that something beneath the surface\n"
                      "is creating them.\n";
        }
      }
      exits {
        north {
          description "The gate has huge, but intricately carved hinges.  As the Castle itself,\n"
                      "it seems designed not only for strength, but also for beauty.\n";
          destinationRoom "welmarCastle:15007";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "gate door";
        }
        south {
          description "You see the King's Road.\n";
          destinationRoom "welmarCastle:15003";
        }
      }
    }
    15005 {
      name "The Kitchen";
      description "   You are in the Kitchen.  Lots of helpers hurry to do the Chief Cook's\n"
                  "bidding, and there is a wonderful smell that makes you feel very hungry.\n"
                  "All around the room, there are shelves with different kinds of cooking \n"
                  "gear stacked on them.  There is an exit to the north, and one to the east;\n"
                  "both leading to small passages.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see a small, dimly lit passage.\n";
          destinationRoom "welmarCastle:15010";
        }
        east {
          description "You see a small, dimly lit passage.\n";
          destinationRoom "welmarCastle:15006";
        }
      }
    }
    15006 {
      name "A Small Passage";
      description "   You are standing in a small passage, that is clearly intended mostly\n"
                  "for the servants of the Castle.  It is only dimly lit and quite narrow.\n"
                  "The passage leads west, and to the east there is a small door.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "The door is small and uninteresting.\n";
          destinationRoom "welmarCastle:15007";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door small";
        }
        west {
          description "You hear clanging of pots, and smell cooking meat.\n";
          destinationRoom "welmarCastle:15005";
        }
      }
    }
    15007 {
      name "The Entrance Hall";
      description "   You are standing in the impressive Entrance Hall of the Castle.\n"
                  "To the north is an exit into the Great Hall.  There is also an exit\n"
                  "east, and a small door to the west.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15012";
        }
        east {
          description "There seems to be a small guard room to the east.\n";
          destinationRoom "welmarCastle:15008";
        }
        south {
          description "To the south, there is a gate, that leads to the Drawbridge.\n";
          destinationRoom "welmarCastle:15004";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "gate";
        }
        west {
          description "The door is small and uninteresting.\n";
          destinationRoom "welmarCastle:15006";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door small";
        }
      }
    }
    15008 {
      name "The Guard Room";
      description "   You are in a small room, evidently meant for guards currently\n"
                  "not on duty.  There is only one exit, back to the entrance hall.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        west {
          description "You see the Castle Entrance.\n";
          destinationRoom "welmarCastle:15007";
        }
      }
    }
    15009 {
      name "Under The Tower";
      description "   You are below one the three mighty towers of the Castle.  There are\n"
                  "no guards here, and you sense that this part of the Castle is largely\n"
                  "unused.  There are stairs going up to the tower, and there is also an\n"
                  "exit to the north.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "YES";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "stairs";
          description "The stairs are old, but in good repair. They lead up into the tower.\n";
        }
      }
      exits {
        north {
          description "You see a small, dimly lit passage.\n";
          destinationRoom "welmarCastle:15014";
        }
        up {
          description "The stairs are old, but in good repair. They lead up into the tower.\n";
          destinationRoom "welmarCastle:15034";
        }
      }
    }
    15010 {
      name "The Small Passage";
      description "   You are standing in a small passage, that is clearly intended \n"
                  "mainly for the servants of the Castle.  The passage leads north\n"
                  "and south.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see a small, dimly lit passage.\n";
          destinationRoom "welmarCastle:15015";
        }
        south {
          description "You hear the clanging of pots, and smell cooking meat.\n";
          destinationRoom "welmarCastle:15005";
        }
      }
    }
    15011 {
      name "The Great Hall";
      description "   You are standing in the south-west end of the Great Hall. It \n"
                  "is truly vast; the roof is so high above your head, that it seems no\n"
                  "closer than the clouds outside.  The roof is beautifully painted, by\n"
                  "someone who must have been a true master.  The hall is very large,\n"
                  "and could easily seat several hundred people at a banquet.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "roof paintings paint";
          description "The paintings on the roof depict the great heroes and gods.  One of \n"
                      "the gods is fairly heavy-bellied and incredibly hairy, with a massive\n"
                      "beard.  Also among them are the great enemies and wrongdoers, such as\n"
                      "the evil Goddess Yochlol and the powerful evil Wizard Tharoecon.\n";
        }
      }
      exits {
        north {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15016";
        }
        east {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15012";
        }
      }
    }
    15012 {
      name "The Great Hall";
      description "   You are standing in the southern end of the Great Hall.  It\n"
                  "is truly vast; the roof is so high above your head, that it seems no\n"
                  "closer than the clouds outside.  The roof is beautifully painted, by\n"
                  "someone who must have been a true master.  The hall is very large,\n"
                  "and could easily seat several hundred people at a banquet.  To your\n"
                  "north, you see King Welmar's great throne, and to the south is the\n"
                  "Castle Entrance.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "roof paintings paint";
          description "The paintings on the roof depict the great heroes and gods.  One of \n"
                      "the gods is fairly heavy-bellied and incredibly hairy, with a massive\n"
                      "beard.  Also among them are the great enemies and wrongdoers, such as\n"
                      "the evil Goddess Yochlol and the powerful evil Wizard Tharoecon.\n";
        }
      }
      exits {
        north {
          description "You see the part of the Great Hall where the throne is.\n";
          destinationRoom "welmarCastle:15017";
        }
        east {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15013";
        }
        south {
          description "You see the Castle Entrance.\n";
          destinationRoom "welmarCastle:15007";
        }
        west {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15011";
        }
      }
    }
    15013 {
      name "The Great Hall";
      description "   You are standing in the south-east end of the Great Hall.  It\n"
                  "is truly vast; the roof is so high above your head, that it seems no\n"
                  "closer than the clouds outside.  The roof is beautifully painted, by\n"
                  "someone who must have been a true master.  The hall is very large,\n"
                  "and could easily seat several hundred people at a banquet.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "roof paintings paint";
          description "The paintings on the roof depict the great heroes and gods.  One of\n"
                      "the gods is fairly heavy-bellied and incredibly hairy, with a massive\n"
                      "beard.  Also among them are the great enemies and wrongdoers, such as\n"
                      "the evil Goddess Yochlol and the powerful, evil Wizard Tharoecon.\n";
        }
      }
      exits {
        north {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15018";
        }
        west {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15012";
        }
      }
    }
    15014 {
      name "A Passage";
      description "   You are standing in a passage, that leads north and south.  To the south\n"
                  "it leads towards one of towers.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the small passage continue.\n";
          destinationRoom "welmarCastle:15019";
        }
        south {
          destinationRoom "welmarCastle:15009";
        }
      }
    }
    15015 {
      name "The Passage";
      description "   You are in a passage, that leads north and south. To the east there\n"
                  "is an exit to the Great Hall.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the passage continue.\n";
          destinationRoom "welmarCastle:15020";
        }
        east {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15016";
        }
        south {
          description "You see the passage continue.\n";
          destinationRoom "welmarCastle:15010";
        }
      }
    }
    15016 {
      name "The Great Hall";
      description "   You are standing in the north-west end of the Great Hall.  It \n"
                  "is truly vast; the roof is so high above your head, that it seems no\n"
                  "closer than the clouds outside.  The roof is beautifully painted, by\n"
                  "someone who must have been a true master.  The hall is very large,\n"
                  "and could easily seat several hundred people at a banquet.  To your\n"
                  "east, you see King Welmar's great throne, and to the west there is\n"
                  "an exit to a passage.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "roof paintings paint";
          description "The paintings on the roof depict the great heroes and gods.  One of\n"
                      "the gods is fairly heavy-bellied and incredibly hairy, with a massive\n"
                      "beard.  Also among them are the great enemies and wrongdoers, such as\n"
                      "the evil Goddess Yochlol and the powerful evil Wizard Tharoecon.\n";
        }
      }
      exits {
        east {
          description "You see the part of the Great Hall where the throne is.\n";
          destinationRoom "welmarCastle:15017";
        }
        south {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15011";
        }
        west {
          description "You see a passage.\n";
          destinationRoom "welmarCastle:15015";
        }
      }
    }
    15017 {
      name "By The Throne In The Great Hall";
      description "   You are standing by the King's huge ivory throne.  The throne is, to\n"
                  "an even greater degree than the Hall itself, a masterpiece.  It is\n"
                  "intricately and beautifully carved, and it seems to be made out of a \n"
                  "single block of ivory, though you shiver at the thought of meeting\n"
                  "the animal that died to yield a piece of that size.  The Hall continues\n"
                  "to the east, west and south.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "throne ivory";
          description "It is large and very beautiful.  The carvings are mainly of animals and\n"
                      "magic beasts.\n";
        }
        1 {
          keywords "roof paintings paint";
          description "The paintings on the roof depict the great heroes and gods.  One of\n"
                      "the gods is fairly heavy-bellied and incredibly hairy, with a massive\n"
                      "beard.  Also among them are the great enemies and wrongdoers, such as\n"
                      "the evil Goddess Yochlol and the powerful evil Wizard Tharoecon.\n";
        }
      }
      exits {
        east {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15018";
        }
        south {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15012";
        }
        west {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15016";
        }
      }
    }
    15018 {
      name "The Great Hall";
      description "   You are standing in the north-east end of the Great Hall.  It\n"
                  "is truly vast; the roof is so high above your head, that it seems no\n"
                  "closer than the clouds outside.  The roof is beautifully painted, by\n"
                  "someone who must have been a true master.  The hall is very large,\n"
                  "and could easily seat several hundred people at a banquet.  To your\n"
                  "west, you see King Welmar's great throne, and to the east there is\n"
                  "an exit to a small passage.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "roof paintings paint";
          description "The paintings on the roof depict the great heroes and gods.  One of \n"
                      "the gods is fairly heavy-bellied and incredibly hairy, with a massive\n"
                      "beard.  Also among them are the great enemies and wrongdoers, such as\n"
                      "the evil Goddess Yochlol and the powerful evil Wizard Tharoecon.\n";
        }
      }
      exits {
        east {
          description "You see a passage.\n";
          destinationRoom "welmarCastle:15019";
        }
        south {
          description "You see the King's Great Hall.\n";
          destinationRoom "welmarCastle:15013";
        }
        west {
          description "You see the part of the Great Hall where the throne is.\n";
          destinationRoom "welmarCastle:15017";
        }
      }
    }
    15019 {
      name "The Small Passage";
      description "   You are standing in a small passage, that leads north and south.\n"
                  "To the west, there is an exit into the Great Hall.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "The passage continues to the north.\n";
          destinationRoom "welmarCastle:15024";
        }
        south {
          description "The passage continues to the south.\n";
          destinationRoom "welmarCastle:15014";
        }
        west {
          description "To the west you see the Great Hall.\n";
          destinationRoom "welmarCastle:15018";
        }
      }
    }
    15020 {
      name "The Passage";
      description "   You are standing in a north-south leading passage.  There is a door\n"
                  "to the east.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "The passage leads to a staircase.\n";
          destinationRoom "welmarCastle:15025";
        }
        east {
          description "The door is quite small and unobtrusive.\n";
          destinationRoom "welmarCastle:15021";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door";
        }
        south {
          description "The passage continues to the south.\n";
          destinationRoom "welmarCastle:15015";
        }
      }
    }
    15021 {
      name "The Servants' Corridor";
      description "   You are standing in a corridor, that stretches further to the east.\n"
                  "There are doors to the north and west.  The corridor itself is mainly\n"
                  "used by servants, and lacks some of the beauty of the rest of the\n"
                  "castle.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "There is a door there!\n";
          destinationRoom "welmarCastle:15026";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door";
        }
        east {
          description "The corridor seems to come to its end a bit further east.\n";
          destinationRoom "welmarCastle:15022";
        }
        west {
          description "The door to the west is made out of wood.\n";
          destinationRoom "welmarCastle:15020";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door wood";
        }
      }
    }
    15022 {
      name "The End Of The Servants' Corridor";
      description "   The corridor leads only west from here, but there is a door to\n"
                  "the north.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "The door leads to a room intended for the butler.\n";
          destinationRoom "welmarCastle:15027";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          key "welmarCastle:15009";
          keywords "door";
        }
        west {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15021";
        }
      }
    }
    15023 {
      name "The Training Room";
      description "   This is the Training Room of the men of the Castle guard.  It is\n"
                  "very large, with weapons standing in racks by all the walls.  Most\n"
                  "of the weapons seem to be intended for training only, with blunt\n"
                  "edges and the like, but there are some that might be useful for\n"
                  "real fighting.  There is a door to the north.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "The door is large and heavy.\n";
          destinationRoom "welmarCastle:15028";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door large heavy";
        }
        east {
          description "You see a small passage.\n";
          destinationRoom "welmarCastle:15024";
        }
      }
    }
    15024 {
      name "The Small Passage";
      description "   You are standing in a small passage leading north and south.  There\n"
                  "is also an exit to the west, from which grunts, cheers and heavy blows\n"
                  "can be heard.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "The passage leads north to some stairs.\n";
          destinationRoom "welmarCastle:15029";
        }
        south {
          description "You see the passage continuing.\n";
          destinationRoom "welmarCastle:15019";
        }
        west {
          description "You see the Training Room.\n";
          destinationRoom "welmarCastle:15023";
        }
      }
    }
    15025 {
      name "The Stair Room";
      description "   You are standing below a great staircase, that leads up to the\n"
                  "second floor of the Castle.  The stairs are made of marble, and there\n"
                  "are pillars carved in the likenesses of trees with little animals\n"
                  "running up and down the trunks.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "pillar pillars tree trees";
          description "Very nice. Squirrels and little birds all over.\n";
        }
        1 {
          keywords "stairs stair";
          description "Made out of marble, and as all the rest of the Castle made primarily\n"
                      "for beauty and with great skill.\n";
        }
      }
      exits {
        south {
          description "You see the passage.\n";
          destinationRoom "welmarCastle:15020";
        }
        up {
          description "The stairs lead up to the second floor.\n";
          destinationRoom "welmarCastle:15049";
        }
      }
    }
    15026 {
      name "The Servants' Quarters";
      description "   You are standing in a large room, that seems to house many of the\n"
                  "servants.  The room is full of comfortable-looking beds.  There is also\n"
                  "a large chest, probably containing some of the servants' belongings.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "bed";
          description "The beds all look comfortable, despite the fact that this is just\n"
                      "the servants' place.\n";
        }
      }
      exits {
        south {
          description "The door is made out of wood.\n";
          destinationRoom "welmarCastle:15021";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door wood";
        }
      }
    }
    15027 {
      name "The Butler's Quarters";
      description "   You see at once that this must be the butler's room, for it lies\n"
                  "in the servants' wing, and still it is large and comfortable; almost\n"
                  "luxurious, in fact.  There is a large bed and a drawer in the room.\n"
                  "The only exit is via the door to the south.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "bed";
          description "Looks very comfortable indeed.\n";
        }
      }
      exits {
        south {
          description "You see the corridor.\n";
          destinationRoom "welmarCastle:15022";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          key "welmarCastle:15009";
          keywords "door";
        }
      }
    }
    15028 {
      name "The Guards' Barracks";
      description "   You are standing in a very large room with bunks all over.  It is\n"
                  "obvious, that this is where the guards off duty spend most of their\n"
                  "time, drinking and gambling or, probably, mostly sleeping.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "bunk bunks";
          description "They look a bit hard, but you could sleep in them.\n";
        }
      }
      exits {
        south {
          description "The door is large and heavy.\n";
          destinationRoom "welmarCastle:15023";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door large heavy";
        }
      }
    }
    15029 {
      name "The Stairs";
      description "   You are standing by a staircase leading down.  As you look down,\n"
                  "you notice that for the first time since you entered the castle,\n"
                  "things are not aesthetically made.  Instead it looks more functional\n"
                  "and prison-like.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "stairs stair staircase";
          description "They seem to be made of granite, and stretch down into a more dimly\n"
                      "lit area than where you come from.\n";
        }
      }
      exits {
        south {
          description "You see the small passage.\n";
          destinationRoom "welmarCastle:15024";
        }
        down {
          description "The stairs down lead into darkness.\n";
          destinationRoom "welmarCastle:15055";
        }
      }
    }
    15030 {
      name "At A Bend In The Corridor";
      description "   You are standing at a place where the corridor bends from east to north.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15035";
        }
        east {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15031";
        }
      }
    }
    15031 {
      name "The Corridor";
      description "   You are standing in a long corridor, decorated with tapestries\n"
                  "depicting old times and old heroes.  It leads east and west.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15032";
        }
        west {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15030";
        }
      }
    }
    15032 {
      name "The Corridor";
      description "   You are standing in a long corridor, decorated with tapestries\n"
                  "depicting old times and old heroes.  It leads east and west.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15033";
        }
        west {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15031";
        }
      }
    }
    15033 {
      name "The Corridor";
      description "   You are standing in a long corridor, decorated with tapestries\n"
                  "depicting old times and old heroes.  The corridor continues west,\n"
                  "and to the north you see the luxurious guest wing.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the guest wing.\n";
          destinationRoom "welmarCastle:15038";
        }
        west {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15032";
        }
      }
    }
    15034 {
      name "In The South-East Tower";
      description "   This part of the tower is fairly uninteresting, but it leads further\n"
                  "upwards...\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        up {
          description "The room at the top of the tower seems darkish for some reason.\n";
          destinationRoom "welmarCastle:15052";
        }
        down {
          description "You see the stairs at the bottom of the tower.\n";
          destinationRoom "welmarCastle:15009";
        }
      }
    }
    15035 {
      name "The Corridor";
      description "   You are standing in a long corridor, decorated with tapestries\n"
                  "depicting old times and old heroes.  It leads north and south.  There\n"
                  "is also an exit to the east here.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15040";
        }
        east {
          description "You see a small room.\n";
          destinationRoom "welmarCastle:15036";
        }
        south {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15030";
        }
      }
    }
    15036 {
      name "By The Treasure Room";
      description "   You are standing by a great iron door.  The door is very large, and\n"
                  "seems very solid indeed.  There is a sign posted by it. \n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "sign";
          description "\n"
                      "              TREASURE ROOM\n"
                      "\n"
                      "   Authorized personnel only - all others keep out.\n"
                      "   ANY trespassing will be SEVERELY punished!!\n"
                      "\n";
        }
      }
      exits {
        east {
          description "You see a large steel door.\n";
          destinationRoom "welmarCastle:15037";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15007";
          keywords "door steel large";
        }
        west {
          description "You see the corridor.\n";
          destinationRoom "welmarCastle:15035";
        }
      }
    }
    15037 {
      name "The Great Treasury";
      description "   As you enter this room, you are astonished by the riches that\n"
                  "are stowed away here; not so much in gold, but paintings, tapestries,\n"
                  "skillful carvings and sculptures all over the vast room.  You realise,\n"
                  "however, that most of these things are too well known to be sold\n"
                  "anywhere, without branding yourself as a thief, and condemning yourself\n"
                  "to instant death at the hands of the Royal Guard.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "painting paintings carving carvings sculptures tapestries";
          description "It seems they are stored here temporarily to enable changing\n"
                      "of the decoration in the Castle on a regular basis.\n";
        }
      }
      exits {
        west {
          description "You see a large steel door.\n";
          destinationRoom "welmarCastle:15036";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15007";
          keywords "door large steel";
        }
      }
    }
    15038 {
      name "The Guest Wing";
      description "   You have arrived at the part of the Castle where prominent\n"
                  "guests are housed.  To the east there is a large, ornamented\n"
                  "door, and a somewhat smaller one leads north. \n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "The door seems to lead to a guest room.\n";
          destinationRoom "welmarCastle:15043";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door small";
        }
        east {
          description "You see the guest suite behind the ornamented door.\n";
          destinationRoom "welmarCastle:15039";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door ornament ornamented";
        }
        south {
          description "You see the corridor.\n";
          destinationRoom "welmarCastle:15033";
        }
      }
    }
    15039 {
      name "The Guest Suite";
      description "   This must be where only the most highly regarded guests stay, since\n"
                  "it is luxurious beyond your wildest imagination.  This is only the living\n"
                  "room of the suite, but it is huge and tastefully decorated.  All the\n"
                  "furniture is not only beautiful, but also made for comfort.  To the\n"
                  "north, there is an exit to the bedroom, and there is a door to the west.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the bedroom.\n";
          destinationRoom "welmarCastle:15044";
        }
        west {
          description "Behind the door you see the entrance to the Guest Wing.\n";
          destinationRoom "welmarCastle:15038";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door";
        }
      }
    }
    15040 {
      name "The Corridor";
      description "   You are standing in a long corridor, decorated with tapestries\n"
                  "depicting old times and old heroes.  It leads north and south.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15045";
        }
        south {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15035";
        }
      }
    }
    15041 {
      name "The Ball Room";
      description "   You are standing in the great Ball Room.  It is a truly large room,\n"
                  "with a stage for an orchestra in the south-east end.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15046";
        }
        east {
          description "To the east you see the stage.\n";
          destinationRoom "welmarCastle:15042";
        }
      }
    }
    15042 {
      name "By The Stage";
      description "   Before you you see the stage.  It is large enough for some 40 \n"
                  "musicians to play on at the same time.  The Ball Room continues\n"
                  "to the west and north.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15047";
        }
        west {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15041";
        }
      }
    }
    15043 {
      name "A Guest Room";
      description "   You are standing in a large room.  Although it is comfortable enough,\n"
                  "you can tell it is not meant for any of the most illustrious guests,\n"
                  "since it lacks that extreme luxury found elsewhere in the Castle.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        south {
          description "Behind the door, you see the entrance to the Guest Wing.\n";
          destinationRoom "welmarCastle:15038";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          keywords "door";
        }
      }
    }
    15044 {
      name "The Bedroom";
      description "   This room is dominated by the huge four-poster bed, that stands\n"
                  "against the northern wall.  The room is large and cosy, and the bed\n"
                  "virtually begs you to lie down in it and sleep.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "bed";
          description "Large, comfortable, bolstered... Invites you to sleep in it.\n";
        }
      }
      exits {
        south {
          description "You see the living room of the suite.\n";
          destinationRoom "welmarCastle:15039";
        }
      }
    }
    15045 {
      name "The Corridor";
      description "   You are standing in a long corridor, decorated with tapestries\n"
                  "depicting old times and old heroes.  It leads north and south.  There\n"
                  "is an exit to the east, that leads to a large room.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15049";
        }
        east {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15046";
        }
        south {
          description "You see the corridor continue.\n";
          destinationRoom "welmarCastle:15040";
        }
      }
    }
    15046 {
      name "The Ball Room";
      description "   You are standing in the great Ball Room.  It is a truly large room,\n"
                  "with a stage for an orchestra in the south-east end.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15047";
        }
        south {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15041";
        }
        west {
          description "You see the corridor.\n";
          destinationRoom "welmarCastle:15045";
        }
      }
    }
    15047 {
      name "The Ball Room";
      description "   You are standing in the great Ball Room.  It is a truly large room,\n"
                  "with a stage for an orchestra in the south-east end.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "To the east, you can enter a tower.\n";
          destinationRoom "welmarCastle:15048";
        }
        south {
          description "To the south you see the stage.\n";
          destinationRoom "welmarCastle:15042";
        }
        west {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15046";
        }
      }
    }
    15048 {
      name "In The Tower";
      description "   You are standing in the north-eastern of the three great watch-\n"
                  "towers of the Castle.  To the west, you can enter the Ball Room and\n"
                  "there are stairs leading up into the Tower.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "stairs";
          description "The stairs are made out of granite, and seem solid enough.\n";
        }
      }
      exits {
        west {
          description "You see the Ball Room.\n";
          destinationRoom "welmarCastle:15047";
        }
        up {
          description "The stairs lead a long way up to the top of the Tower.\n";
          destinationRoom "welmarCastle:15054";
        }
      }
    }
    15049 {
      name "The Grand Staircase";
      description "   You are standing on a great staircase, that leads up and down.  To \n"
                  "the east, there is a large oak door, and a corridor leads south.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "stairs";
          description "The stairs are made of marble, and there are pillars carved in the\n"
                      "likenesses of trees with little animals running up and down the\n"
                      "trunks.\n";
        }
      }
      exits {
        east {
          description "The door is large and made out of oak.\n";
          destinationRoom "welmarCastle:15050";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          key "welmarCastle:15014";
          keywords "door oak large";
        }
        south {
          description "You see the corridor.\n";
          destinationRoom "welmarCastle:15045";
        }
        up {
          description "The stairs continue up to the top of the tower.\n";
          destinationRoom "welmarCastle:15053";
        }
        down {
          description "The stairs lead down to the first floor of the Castle.\n";
          destinationRoom "welmarCastle:15025";
        }
      }
    }
    15050 {
      name "The Cosy Room";
      description "   You have entered a large, cosy living room.  There is a fireplace\n"
                  "with a fire burning, and a few comfortable chairs around a little\n"
                  "table.  There is a door to the west, and also an exit to the east.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "chairs";
          description "The chairs are arranged around the fireplace.\n";
        }
        1 {
          keywords "table";
          description "The table is made of mahogany, and elegant in a cosy way(!)\n";
        }
        2 {
          keywords "fire fireplace";
          description "The fire is built out of logs, and seems to be able to burn for \n"
                      "quite a while longer.\n";
        }
      }
      exits {
        east {
          description "You see a large bedroom.\n";
          destinationRoom "welmarCastle:15051";
        }
        west {
          description "The door is large, and made out of oak.\n";
          destinationRoom "welmarCastle:15049";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          key "welmarCastle:15014";
          keywords "door large oak";
        }
      }
    }
    15051 {
      name "King Welmar's Bedroom";
      description "   This is a large room, with a wonderful view.  To one side of the\n"
                  "room, stands a large four-poster bed.  All around the room there are\n"
                  "massive bookshelves, filled with all kinds of books.  The titles include\n"
                  "works such as: 'A Treatise on the History of Midgaard and surrounding\n"
                  "areas', 'Magic - A Beginner's Introduction' and many others.  There is\n"
                  "an exit to the west.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "magic";
          description "Beginner?  This book goes beyond most of what YOU know about magic\n"
                      "anyway.  But then, there are levels of magical knowledge, it seems.\n";
        }
        1 {
          keywords "history midgaard";
          description "A dry tome, filled with boring knowledge.\n";
        }
        2 {
          keywords "bed";
          description "Seems nice enough to sleep in, though you would never dare to, since\n"
                      "it is a Royal Bed!\n";
        }
        3 {
          keywords "books book shelf shelves bookshelf bookshelves";
          description "Most of the books seem worn, as if thoroughly studied.  The King\n"
                      "evidently is interested in keeping himself educated.\n";
        }
      }
      exits {
        west {
          description "There is a large and cosy room to the west.\n";
          destinationRoom "welmarCastle:15050";
        }
      }
    }
    15052 {
      name "Up In The Tower";
      description "   After a long climb, you finally reach the top of the tower.  This\n"
                  "room is small, and the only light source is a flickering candle, on\n"
                  "a cluttered table, in the middle of the room.  The only obvious exit\n"
                  "is back down the stairs.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "candle";
          description "Small, uninteresting... A candle that is as normal as can be.\n";
        }
        1 {
          keywords "table";
          description "On the table are various objects, all very strange-looking.\n";
        }
      }
      exits {
        down {
          description "The stairs go down the tower.\n";
          destinationRoom "welmarCastle:15034";
        }
      }
    }
    15053 {
      name "The Top Of The Tower";
      description "   You have arrived at the top of the tower.  This tower is pretty\n"
                  "uninteresting, and seems made purely for reasons of defence and \n"
                  "guarding.  The windows are slits for bowmen, very narrow on the \n"
                  "outward side and broad inwards to allow a wide shooting angle.\n"
                  "The only evident exit is down the stairs again.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "window slit";
          description "As you look out the windows, you are granted a view of the countryside.\n";
        }
      }
      exits {
        down {
          description "The stairs go down to the second floor.\n";
          destinationRoom "welmarCastle:15049";
        }
      }
    }
    15054 {
      name "The Top Of The Tower";
      description "   This is the highest of all the towers, and is obviously used for\n"
                  "lookout purposes.  The view is splendid in all four directions.  All\n"
                  "around you, the rich countryside spreads out to the horizon.  To the\n"
                  "north and east you see a vast mountain range, and far to the west\n"
                  "a beautiful lake.  A bit closer, the town of Midgaard lies at the\n"
                  "end of the King's Road.  The only exit you can see is down again.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "To the north, the tall White Mountains have their highest peaks.\n"
                      "The mountaintops disappear in the white clouds, far above the \n"
                      "plains.  The sight of those high, far mountains fills you with a\n"
                      "desire to scale them, to see the world from that vantage.\n";
        }
        east {
          description "In the east you see an arm of the dominating mountain range on this\n"
                      "continent, the White Mountains.  Though not as high as those in the\n"
                      "north, the sight of those mountains fills you with awe.\n";
        }
        south {
          description "To the south, rolling hills stretch away, as far as you can see.\n";
        }
        west {
          description "As you look west, you see a river flowing through all of Midgaard\n"
                      "and continuing beyond it towards a great lake.  Still further\n"
                      "away, you can glimpse something silvery that has to be the Sea.\n";
        }
        down {
          description "You see the stairs going back down to the second floor.\n";
          destinationRoom "welmarCastle:15048";
        }
      }
    }
    15055 {
      name "The Bottom Of The Stairs";
      description "   The stairs lead down to a damp part of the castle, you can hear\n"
                  "water dripping somewhere around you.  The area is lit by a single\n"
                  "torch flickering in the room which this staircase is built off of.\n"
                  "   The stairs lead upwards and they open up onto a fairly small\n"
                  "room to the east.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "A small room opens up to the east.\n";
          destinationRoom "welmarCastle:15056";
        }
        up {
          description "The stairs lead upwards out of this dank, dark place.\n";
          destinationRoom "welmarCastle:15029";
        }
      }
    }
    15056 {
      name "The Guard Room";
      description "   You are at a loss to explain why someone would want to spend all\n"
                  "day down here.  The only explanation that seems even remotely logical\n"
                  "to you is that there must be an important prisoner kept in one of the\n"
                  "cells through the south door.\n"
                  "   The decorations of the room are sparse, merely a table, a chair,\n"
                  "and a deck of cards.  A stairwell has been built into the western wall\n"
                  "and it leads upwards. \n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "card floor";
          description "The card on the floor seems to be the Ace of Spades... a bad card to find\n"
                      "indeed.  What could be the bad luck brought about by this discovery?\n";
        }
        1 {
          keywords "table cards deck";
          description "There is a deck of cards on the table in a small pile.  There is one card\n"
                      "lying on the floor however.\n";
        }
      }
      exits {
        south {
          description "Through the peep hole at the top of the small wooden door you can see\n"
                      "that there is a small corridor leading past several cells.\n";
          destinationRoom "welmarCastle:15057";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          key "welmarCastle:15017";
          keywords "door wooden";
        }
        west {
          description "A small stairwell built into the western wall of the room leads upwards.\n";
          destinationRoom "welmarCastle:15055";
        }
      }
    }
    15057 {
      name "The Prison";
      description "   This small passage is about thirty feet long and is well lit by the\n"
                  "torches on each wall.  The torches have been locked inside small metal\n"
                  "cages to ensure that they are not removed.  The strangest thing about\n"
                  "the torches however, is the manner in which they burn, they have what\n"
                  "appears to be a constant flame in that it does not flicker whatsoever,\n"
                  "and does not give off any smoke.  Perhaps they have been magicked to\n"
                  "burn forever...\n"
                  "   There are three cells along this passage way, one on each side of\n"
                  "the corridor right near the north end and one isolated at the south\n"
                  "end of the corridor with a small metal plaque located over the door\n"
                  "in the keystone of the archway.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "plaque keystone";
          description "The plaque in the keystone is engraved with four simple words:\n"
                      "\n"
                      "                Ergan, Murderer of Townsbridge\n"
                      "\n";
        }
      }
      exits {
        north {
          description "A small wooden door blocks the way out of the prison.\n";
          destinationRoom "welmarCastle:15056";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "NO";
          }
          key "welmarCastle:15017";
          keywords "door wooden";
        }
        east {
          description "A cell door is set into the eastern wall.\n";
          destinationRoom "welmarCastle:15060";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15017";
          keywords "door cell";
        }
        south {
          description "The cell door to the south has been double padlocked and there is a\n"
                      "plaque placed in the keystone above the door.\n";
          destinationRoom "welmarCastle:15059";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15017";
          keywords "door cell";
        }
        west {
          description "A cell door is set into the western wall.\n";
          destinationRoom "welmarCastle:15058";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15017";
          keywords "door cell";
        }
      }
    }
    15058 {
      name "A Cell";
      description "   This cell is in a shambles.  There is a small hole in the\n"
                  "western wall where something has broken through the stones\n"
                  "into the cell.  There is a cell door in the eastern wall.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "hole";
          description "The hole is much too small for you to clamber through.\n";
        }
      }
      exits {
        east {
          description "The cell door to the east leads back to the prison hallway.\n";
          destinationRoom "welmarCastle:15057";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15017";
          keywords "door cell";
        }
      }
    }
    15059 {
      name "Ergan's Cell";
      description "   This large cell is almost like a living quarters with a cot\n"
                  "in one corner serving as a bed, a small table built out of the\n"
                  "wall in another corner.  There is even a rug in the center of\n"
                  "the floor to keep some warmth.  It seems that the prisoner kept\n"
                  "here is treated quite well, almost too well for a murderer of\n"
                  "an entire town...\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        north {
          description "The cell door to the north leads back to the prison hallway.\n";
          destinationRoom "welmarCastle:15057";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15017";
          keywords "door cell";
        }
      }
    }
    15060 {
      name "A Cell";
      description "   This small cell is damp and dark and looks like noone and nothing\n"
                  "has lived in it for quite some time.  A small cell door is located in\n"
                  "the west wall.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        west {
          description "The cell door to the west leads back to the prison hallway.\n";
          destinationRoom "welmarCastle:15057";
          flags {
            closed "NO";
            door "YES";
            locked "NO";
            pickproof "YES";
          }
          key "welmarCastle:15017";
          keywords "door cell";
        }
      }
    }
    15061 {
      name "An Overgrown Trail";
      description "   Moving off of the King's Road, you find yourself on a small\n"
                  "fading trail which appears to have been so little used that it\n"
                  "has almost completely grown over with vegitation from the woods\n"
                  "here.  Sounds of the forest can be heard all round and you feel\n"
                  "a peaceful feeling come over you as you realize that mankind\n"
                  "has not passed this way for some time.\n"
                  "   The faded trail appears to lead north and south.\n";
      sectorType "Hills";
      exits {
        north {
          description "The travel upon the King's Road can be heard off to the north.\n";
          destinationRoom "welmarCastle:15000";
        }
        south {
          description "The trail continues southwards.\n";
          destinationRoom "welmarCastle:15062";
        }
      }
    }
    15062 {
      name "An Overgrown Trail";
      description "   Continuing through the heavy undergrowth, you find yourself\n"
                  "in the middle of the forest.  The sounds of the forest can be\n"
                  "heard all round and you feel a peaceful feeling come over you\n"
                  "as you realize that mankind has not passed this way for some\n"
                  "time.\n"
                  "   The fading trail you are on appears to have been so little\n"
                  "used that it has almost completely grown over with vegitation\n"
                  "from the woods here.  \n"
                  "   The faded trail appears to lead north and east.\n";
      sectorType "Hills";
      exits {
        north {
          description "The trail continues northwards.\n";
          destinationRoom "welmarCastle:15061";
        }
        east {
          description "The trail appears to continue to the east.\n";
          destinationRoom "welmarCastle:15063";
        }
      }
    }
    15063 {
      name "An Overgrown Trail";
      description "   Continuing through the heavy undergrowth, you find yourself\n"
                  "in the middle of the forest.  The sounds of the forest can be\n"
                  "heard all round and you feel a peaceful feeling come over you\n"
                  "as you realize that mankind has not passed this way for some\n"
                  "time.\n"
                  "   The fading trail you are on appears to have been so little\n"
                  "used that it has almost completely grown over with vegitation\n"
                  "from the woods here.  \n"
                  "   The faded trail appears to lead west and south.  To the south\n"
                  "a strange eerie silence seems to hang in the air, almost blocking\n"
                  "out all the sounds that you can hear from the north and east.\n";
      sectorType "Hills";
      exits {
        south {
          description "The undergrowth begins to open up to the south and you can see what\n"
                      "appears to be a small village to the south.  It is very quiet, almost\n"
                      "too quiet.\n";
          destinationRoom "welmarCastle:15064";
        }
        west {
          description "The overgrown trail continues to the northwest.\n";
          destinationRoom "welmarCastle:15062";
        }
      }
    }
    15064 {
      name "A Dirt Road";
      description "   As you leave the forest to the north, you find yourself at\n"
                  "what appears to be the beginning of a dirt road and a small\n"
                  "village.  Upon first laying eyes on this place you realize\n"
                  "that there is something funny about this settlement... there\n"
                  "is no sound other that the whistling wind here.  You would have\n"
                  "expected to hear people going about their regular business, but\n"
                  "the village is silent.  You cannot see any movement around the\n"
                  "village either.  It is almost as still and silent as the woods\n"
                  "to the north.\n"
                  "There is a small sign lying by the side of the road here.\n";
      sectorType "Field";
      extraDescriptions {
        0 {
          keywords "sign";
          description "\n"
                      "/----------------------------------\\n"
                      "|     Welcome to the hamlet of     |\n"
                      "|           Townsbridge            |\n"
                      "|                                  |\n"
                      "|                                  |\n"
                      "|     Population:  276             |\n"
                      "|                                  |\n"
                      "\----------------------------------/\n"
                      "\n"
                      "The number 276 has been scratched out and replaced with the\n"
                      "number 0.\n"
                      "\n";
        }
      }
      exits {
        north {
          description "An trail leads into the heavy undergrowth to the north.\n";
          destinationRoom "welmarCastle:15063";
        }
        south {
          description "The dirt road continues through the village to the south.\n";
          destinationRoom "welmarCastle:15065";
        }
        west {
          description "A house stands a short distance off the west side of the road, its\n"
                      "door hanging ajar.\n";
          destinationRoom "welmarCastle:15068";
        }
      }
    }
    15065 {
      name "A Small Intersection";
      description "   Continuing along the dirt road, you find yourself at a place where\n"
                  "a small path splits away from the main road and leads off to the west.\n"
                  "The woods around the village seem to be pressing inwards towards you\n"
                  "as if the village hides a secret which they do not want to be spread\n"
                  "about.\n"
                  "   There is another house standing on the east side of the road.  \n";
      sectorType "Field";
      exits {
        north {
          description "The dirt road continues to the north.\n";
          destinationRoom "welmarCastle:15064";
        }
        east {
          description "You can hear a wailing sound coming from the house to the east.\n";
          destinationRoom "welmarCastle:15069";
        }
        south {
          description "The dirt road continues towards the south where a horrible smell\n"
                      "permeates the air.\n";
          destinationRoom "welmarCastle:15066";
        }
        west {
          description "A small, dark trail leads off into the woods to the west.\n";
          destinationRoom "welmarCastle:15072";
        }
      }
    }
    15066 {
      name "A Dirt Road";
      description "   This section of the dirt road is quiet, but there is an awful stench\n"
                  "in the air.  It brings to mind rotting corpses and raw sewage.  The woods\n"
                  "contiue to press closely about you, and almost totally surround the small\n"
                  "building to the west with a thatched roof.  There is a blackened shell of\n"
                  "a building to the east with a small sign hanging out front from a black\n"
                  "and charred chain.\n"
                  "   The dirt road continues north and south.\n";
      sectorType "Field";
      extraDescriptions {
        0 {
          keywords "sign";
          description "The sign is covered with soot and the wood is quite charred, but you can\n"
                      "still make out the following letters:\n"
                      "\n"
                      "        T   TO  SB  DGE   NER L    RE\n"
                      "\n";
        }
      }
      exits {
        north {
          description "The small dirt road continues towards the north.\n";
          destinationRoom "welmarCastle:15065";
        }
        east {
          description "The building to the east is merely a shell of what it once probably\n"
                      "was.  The walls are blackened as if they had been exposed to fire at\n"
                      "some point in the past...\n";
          destinationRoom "welmarCastle:15071";
        }
        south {
          description "The stench from the south is almost overpowering now... it seems that\n"
                      "the source wouldn't be too far from here.\n";
          destinationRoom "welmarCastle:15067";
        }
        west {
          description "A small quiet cottage stands on the west side of the road, apparently\n"
                      "untouched by the desecration and destruction that appears to have hit\n"
                      "this small village.\n";
          destinationRoom "welmarCastle:15070";
        }
      }
    }
    15067 {
      name "A Large Pit";
      description "   The dirt road ends at the edge of a large pit here and you now\n"
                  "realize where the awful smell was coming from.  This pit appears\n"
                  "to be a mass grave for the citizens of the village.  There are\n"
                  "bones and corpses lying all over the place.  A lot of the corpses\n"
                  "look too recent to be from the Townsbridge murders of almost a\n"
                  "decade ago, but the village seems to have been empty for almost\n"
                  "that long.\n"
                  "   The dirt road leads away from the carnage to the north.\n";
      sectorType "Field";
      exits {
        north {
          description "Just near the north edge of the pit a small and narrow trail leads\n"
                      "away.\n";
          destinationRoom "welmarCastle:15066";
        }
      }
    }
    15068 {
      name "A House";
      description "   This house is a wreck, furniture has been strewn all about\n"
                  "the room, and it looks like a tornado landed right in the middle\n"
                  "of the room.  The destruction that has taken place in this room\n"
                  "is almost beyond belief.  The oddest part of it all though, is\n"
                  "how it all seems so recent, since there are no cobwebs, and there\n"
                  "is no dust on anything.\n"
                  "   The dirt road can be seen to the east through the doorway.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "You can see the dirt road through the doorway to the east.\n";
          destinationRoom "welmarCastle:15064";
        }
      }
    }
    15069 {
      name "A House";
      description "   This darkened room is barely lit by the outdoor light, but what\n"
                  "you can see of it gives you the creeps.  There are cobwebs dangling\n"
                  "from everything, a thick layer of dust begins to rise up at your\n"
                  "passage, and a strange howl comes from somewhere around you.  The\n"
                  "furniture in this house is old and of a type that hasn't been seen\n"
                  "around these lands for some time.  If it was in better shape, you\n"
                  "might be able to sell it as antique.\n"
                  "   The meager light of the road shines through the doorway to the\n"
                  "west.\n";
      sectorType "Inside";
      flags {
        dark "YES";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        west {
          description "You can see the dirt road through the doorway to the west.\n";
          destinationRoom "welmarCastle:15065";
        }
      }
    }
    15070 {
      name "A Small Cottage";
      description "   This cottage looks to have been left in exactly the same shape as\n"
                  "it was in quite some time ago.  It looks as if the residents left one\n"
                  "day and haven't returned home yet.  Oddly enough, the furniture is\n"
                  "dust free and the food on the table still looks fresh.  This house is\n"
                  "really strange, perhaps it wuld be in your best interests to leave as\n"
                  "soon as humanly possible.\n"
                  "   The road is back through the open doorway to the east.\n";
      sectorType "Inside";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "You can see the dirt road through the doorway to the east.\n";
          destinationRoom "welmarCastle:15066";
        }
      }
    }
    15071 {
      name "The Burned Shop";
      description "   As you enter this small building, you notice that that blackened\n"
                  "walls are due to a fire that seemed to burn here unattended for quite\n"
                  "some time.  There is almost nothing left of the roof that would have\n"
                  "once covered this building, and the north and east walls have been\n"
                  "burnt to almost half the height of the other two walls.  There are\n"
                  "some burnt goods around on the ground and the remains of a counter\n"
                  "near what is left of the north wall seems to indicate that this was\n"
                  "once a shop.\n"
                  "   The road lies to the west through the blackened wall.\n";
      sectorType "Field";
      exits {
        west {
          description "You can see the dirt road to the west.\n";
          destinationRoom "welmarCastle:15066";
        }
      }
    }
    15072 {
      name "A Dark Path";
      description "   As you move away form the open air into the darkness of the path\n"
                  "and the sinister looking woods around you, you get a feeling of awe\n"
                  "and something almost akin to horror.  The wood around is completely\n"
                  "silent, not even the rustling of leaves or the cracking of branches\n"
                  "breaks the silence.  The final thing you notice is that the darkness\n"
                  "all around you seems to be almost contrived, and doesn't seem natural\n"
                  "for this kind of vegitation.\n"
                  "   The path continues west and you can see light to the east.\n";
      sectorType "City";
      flags {
        dark "YES";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "The path continues towards a small intersection with a dirt road.\n";
          destinationRoom "welmarCastle:15065";
        }
        west {
          description "The path continues through the darkness.\n";
          destinationRoom "welmarCastle:15073";
        }
      }
    }
    15073 {
      name "A Dark Path";
      description "   This narrow path leads through the overhanging trees in the unnatural\n"
                  "darkness.  It seems almost as if the trees are crowding in on you here,\n"
                  "as if they didn't want to feel your presence.  The wood is almost totally\n"
                  "silent and you wonder silently to yourself why this could be.\n"
                  "   The path appears to continue east and west.\n";
      sectorType "City";
      flags {
        dark "YES";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      exits {
        east {
          description "The path continues through the darkness.\n";
          destinationRoom "welmarCastle:15072";
        }
        west {
          description "The glow from the west appears to be quite strong, but it does not\n"
                      "give enough light to see by here, nor can you see the source of the\n"
                      "glow.\n";
          destinationRoom "welmarCastle:15074";
        }
      }
    }
    15074 {
      name "The Circle Of Stones";
      description "   You are at the edge of a circle of seven large monolith-like stones.\n"
                  "Each stone towers over your head and appears to be at least double your\n"
                  "height.  The stones are made of a dark black material, almost black in\n"
                  "colour.\n"
                  "   In the center of the ring of stones, you can see a black circular\n"
                  "mirror-like disk on the ground.  The surface is highly reflective and\n"
                  "almost appears to be rippling.  The trees surrounding the circle tower\n"
                  "far above your heads blocking out the sky.\n"
                  "   A strange glow seems to be emanating from each stone, almost green\n"
                  "in colour.  This glow provides enough light for you to see with even\n"
                  "though the sky above has been blotted out.\n";
      sectorType "City";
      flags {
        dark "NO";
        death "NO";
        noMob "NO";
        indoors "YES";
        peaceful "NO";
        soundproof "NO";
        noTrack "NO";
        noMagic "NO";
        tunnel "NO";
        private "NO";
        wizRoom "NO";
        house "NO";
        houseCrash "NO";
        atrium "NO";
        olc "NO";
      }
      extraDescriptions {
        0 {
          keywords "stones glow stone ring circle";
          description "Each stone is at least fifteen feet tall, maybe more, and the dark\n"
                      "material glows with a greenish aura providing more than enough light\n"
                      "for you to see by.\n";
        }
      }
      exits {
        east {
          description "A narrow path leads away into the darkness.\n";
          destinationRoom "welmarCastle:15073";
        }
        up {
          description "You cannot see the sky above since the trees around the stone ring\n"
                      "block it out entirely.\n";
        }
      }
    }
  }
  itemPrototypes {
    15000 {
      keywords "nothingness universal";
      description "You are quite unable to perceive Sapowox's Universal Nothingness here.";
      shortDescription "Sapowox's Universal Nothingness";
      extraDescriptions {
        0 {
          keywords "text writing inscription";
          description "It just says: ' (void *) '\n"
                      "Not very enlightening, is it?\n";
        }
        1 {
          keywords "nothingness universal";
          description "You are not sure, but you do not seem not able to figure out what\n"
                      "it isn't, because it doesn't much resemble anything you haven't \n"
                      "ever seen.  You feel a bit of mortal confusion, but you notice a\n"
                      "small inscription on it.\n";
        }
      }
      flags {
        type "Weapon";
        weight 40;
        cost 0;
        costPerDay 200000;
        timer 0;
        values {
          value1 0;
          value2 6;
          value3 4;
          value4 1;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "YES";
          hold "NO";
        }
        extraFlags {
          glow "NO";
          hum "YES";
          noRent "YES";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "YES";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15001 {
      keywords "gold coins";
      description "A lot of gold is here.";
      shortDescription "the gold";
      flags {
        type "Money";
        weight 0;
        cost 32385;
        costPerDay 0;
        timer 0;
        values {
          value1 32385;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
      }
    }
    15002 {
      keywords "sceptre royal golden";
      description "A golden Royal sceptre lies on the ground.";
      shortDescription "a golden sceptre";
      flags {
        type "Other";
        weight 20;
        cost 15000;
        costPerDay 3000;
        timer 0;
        values {
          value1 0;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "YES";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "NO";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "YES";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "YES";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15003 {
      keywords "crown golden";
      description "A magnificently jewelled golden crown has been left here.";
      shortDescription "a golden crown";
      flags {
        type "Armor";
        weight 40;
        cost 12000;
        costPerDay 10000;
        timer 0;
        values {
          value1 7;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "YES";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "NO";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "YES";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "YES";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15004 {
      keywords "apple golden";
      description "There is a golden apple here.";
      shortDescription "a golden apple";
      flags {
        type "Light";
        weight 5;
        cost 8000;
        costPerDay 400;
        timer 0;
        values {
          value1 0;
          value2 0;
          value3 -1;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "YES";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "NO";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "YES";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "YES";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15005 {
      keywords "telescope scope";
      description "There is a large telescope here, pointing at the sky.";
      shortDescription "a large telescope";
      extraDescriptions {
        0 {
          keywords "telescope scope";
          description "A small sign says:\n"
                      "\n"
                      "Made in Siberia.\n"
                      "\n";
        }
      }
      flags {
        type "Other";
        weight 0;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 0;
          value2 0;
          value3 0;
          value4 0;
        }
      }
    }
    15006 {
      keywords "sword training";
      description "A training sword with blunt edges is leaned against a wall.";
      shortDescription "a training sword";
      flags {
        type "Weapon";
        weight 7;
        cost 300;
        costPerDay 5;
        timer 0;
        values {
          value1 0;
          value2 1;
          value3 4;
          value4 3;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "YES";
          hold "NO";
        }
      }
    }
    15007 {
      keywords "key huge";
      description "There is a huge, heavy-looking key on the floor here.";
      shortDescription "a huge key";
      flags {
        type "Key";
        weight 1;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 15007;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "YES";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "YES";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "NO";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15008 {
      keywords "Verminator sword";
      description "A strange looking sword is lying upon the ground here.";
      shortDescription "Verminator";
      extraDescriptions {
        0 {
          keywords "verminator sword";
          description "This strange sword seems to be made of black metal, an eerie green glow\n"
                      "surrounds the blade.\n";
        }
      }
      flags {
        type "Weapon";
        weight 2;
        cost 1;
        costPerDay 4000;
        timer 0;
        values {
          value1 0;
          value2 3;
          value3 4;
          value4 11;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "YES";
          hold "NO";
        }
        extraFlags {
          glow "YES";
          hum "NO";
          noRent "NO";
          noDonate "YES";
          noInvis "NO";
          invisible "NO";
          magic "NO";
          noDrop "NO";
          blessed "NO";
          antiGood "YES";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "YES";
          antiCleric "YES";
          antiThief "YES";
          antiWarrior "NO";
          noSell "YES";
        }
      }
    }
    15009 {
      keywords "key butlers butler";
      description "The Butler's key is here.";
      shortDescription "the Butler's key";
      flags {
        type "Key";
        weight 3;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 15009;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "YES";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "YES";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "NO";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15010 {
      keywords "key small";
      description "A small key lies here.";
      shortDescription "a small key";
      flags {
        type "Key";
        weight 1;
        cost 0;
        costPerDay 100;
        timer 0;
        values {
          value1 15010;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "YES";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "YES";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "NO";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15011 {
      keywords "chest wooden";
      description "A large wooden chest stands here in a corner.";
      shortDescription "a large wooden chest";
      extraDescriptions {
        0 {
          keywords "chest";
          description "It is equipped with a small lock, that any self-respecting thief\n"
                      "should be able to pick.\n";
        }
      }
      flags {
        type "Container";
        weight 450;
        cost 400;
        costPerDay 100;
        timer 0;
        values {
          value1 800;
          value2 13;
          value3 15010;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
      }
    }
    15012 {
      keywords "vial large potion brown";
      description "A large vial has been left here.";
      shortDescription "a large vial";
      extraDescriptions {
        0 {
          keywords "vial large brown potion";
          description "It is filled with a disgusting brown liquid.\n";
        }
      }
      flags {
        type "Potion";
        weight 14;
        cost 2000;
        costPerDay 2000;
        timer 0;
        values {
          value1 15;
          value2 15;
          value3 -1;
          value4 -1;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "NO";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "YES";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15013 {
      keywords "banner royal";
      description "The royal banner has been firmly planted in the ground here.";
      shortDescription "a royal banner";
      extraDescriptions {
        0 {
          keywords "flag";
          description "On the flag is the symbol of King Welmar's house, the rampant stag.\n";
        }
        1 {
          keywords "banner royal standard";
          description "It is large and very heavy.  On top of it flutters King Welmar's flag\n"
                      "proudly.\n";
        }
      }
      flags {
        type "Other";
        weight 0;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 0;
          value2 0;
          value3 0;
          value4 0;
        }
      }
    }
    15014 {
      keywords "key";
      description "A key lies on the floor.";
      shortDescription "a key";
      extraDescriptions {
        0 {
          keywords "key";
          description "It has a finely carved letter 'W' inscribed on it.\n";
        }
      }
      flags {
        type "Key";
        weight 13;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 15014;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "YES";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "NO";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15015 {
      keywords "hauberk mail chain";
      description "A chain mail hauberk lies on the floor";
      shortDescription "a guard's chain mail hauberk";
      flags {
        type "Armor";
        weight 60;
        cost 2000;
        costPerDay 500;
        timer 0;
        values {
          value1 5;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "YES";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
      }
    }
    15016 {
      keywords "broadsword sword large";
      description "There is a large broadsword lying here.";
      shortDescription "a large broadsword";
      flags {
        type "Weapon";
        weight 14;
        cost 1300;
        costPerDay 3000;
        timer 0;
        values {
          value1 0;
          value2 2;
          value3 6;
          value4 3;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "YES";
          hold "NO";
        }
      }
    }
    15017 {
      keywords "key cell";
      description "A key lies on the floor.";
      shortDescription "the cell key";
      extraDescriptions {
        0 {
          keywords "key cell";
          description "This appears to be the key for the cells of the castle.\n";
        }
      }
      flags {
        type "Key";
        weight 3;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 15017;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
        extraFlags {
          glow "NO";
          hum "NO";
          noRent "YES";
          noDonate "NO";
          noInvis "NO";
          invisible "NO";
          magic "NO";
          noDrop "NO";
          blessed "NO";
          antiGood "NO";
          antiEvil "NO";
          antiNeutral "NO";
          antiMagicUser "NO";
          antiCleric "NO";
          antiThief "NO";
          antiWarrior "NO";
          noSell "NO";
        }
      }
    }
    15018 {
      keywords "corpse";
      description "There is a corpse lying in the middle of the floor of the building here.";
      shortDescription "a corpse";
      flags {
        type "Trash";
        weight 0;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 0;
          value2 0;
          value3 0;
          value4 0;
        }
      }
    }
    15019 {
      keywords "lobster";
      description "A delicious-looking lobster is lying here, tempting your appetite.";
      shortDescription "a delicious-looking lobster";
      flags {
        type "Food";
        weight 5;
        cost 100;
        costPerDay 10;
        timer 0;
        values {
          value1 7;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
      }
    }
    15020 {
      keywords "caviar";
      description "There is some delicious-looking Russian caviar here, making your mouth water.";
      shortDescription "some Russian caviar";
      flags {
        type "Food";
        weight 1;
        cost 250;
        costPerDay 20;
        timer 0;
        values {
          value1 2;
          value2 0;
          value3 0;
          value4 0;
        }
        wearFlags {
          take "YES";
          finger "NO";
          neck "NO";
          body "NO";
          head "NO";
          legs "NO";
          feet "NO";
          hands "NO";
          arms "NO";
          shield "NO";
          about "NO";
          waist "NO";
          wrist "NO";
          wield "NO";
          hold "NO";
        }
      }
    }
    15021 {
      keywords "glow";
      description "There is a strange glow coming from the west.";
      shortDescription "the glow from the west";
      extraDescriptions {
        0 {
          keywords "glow";
          description "The glow from the west appears to be quite strong, but it does not\n"
                      "give enough light to see by here, nor can you see the source of the\n"
                      "glow.\n";
        }
      }
      flags {
        type "Trash";
        weight 0;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 0;
          value2 0;
          value3 0;
          value4 0;
        }
      }
    }
    15022 {
      keywords "wail sound";
      description "There is an eerie wailing sound coming from the house to the east.";
      shortDescription "the wailing sound from the east";
      flags {
        type "Trash";
        weight 0;
        cost 0;
        costPerDay 0;
        timer 0;
        values {
          value1 0;
          value2 0;
          value3 0;
          value4 0;
        }
      }
    }
  }
  mobilePrototypes {
    15000 {
      playerData {
        shortDescription "Gwydion";
        keywords "gwydion guard royal";
        class "Normal";
        longDescription "Gwydion the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Gwydion wears the chain mail required\n"
                    "of them as uniform.  He seems very well trained, and moves like an\n"
                    "experienced fighter.\n";
        level 11;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 130;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 11000;
        hitRoll 11;
        damRoll 4;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15001 {
      playerData {
        shortDescription "King Welmar";
        keywords "king welmar";
        class "Normal";
        longDescription "The wise King Welmar sits here in his throne.\n";
        description "In his later middle-age, with his beard starting to grey, King Welmar\n"
                    "is still very powerfully built, and wouldn't take kindly to an attack.\n"
                    "Despite that, you know he is well-loved throughout the land, and has\n"
                    "a reputation as a wise and just ruler.\n";
        level 33;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 60;
          diceAdd 1480;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 35000;
          inBank 0;
        }
        armor -100;
        experience 1000000;
        hitRoll 20;
        damRoll 16;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 1000;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 4;
        damageDiceSize 8;
      }
    }
    15002 {
      playerData {
        shortDescription "the horrible ghost";
        keywords "ghost horrible";
        class "Normal";
        longDescription "You hear a frightening wail, and see a horrible ghost approaching.\n";
        description "The ghost is almost translucent, and looks really SCARY!\n";
        level 15;
        sex "Neuter";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 9;
          diceSize 6;
          diceAdd 150;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 3000;
          inBank 0;
        }
        armor -60;
        experience 22000;
        hitRoll 14;
        damRoll 2;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "YES";
          scavenger "YES";
          isNPC "YES";
          aware "YES";
          aggressive "YES";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "YES";
          noSummon "YES";
          noSleep "YES";
          noBash "YES";
          noBlind "YES";
          Dead "NO";
        }
        alignment -700;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 2;
        damageDiceSize 8;
      }
    }
    15003 {
      playerData {
        shortDescription "Jim";
        keywords "jim guard royal";
        class "Normal";
        longDescription "Jim the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Jim wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and moves like an\n"
                    "experienced fighter.\n";
        level 11;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 130;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 11000;
        hitRoll 11;
        damRoll 4;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15004 {
      playerData {
        shortDescription "Brian";
        keywords "brian guard royal";
        class "Normal";
        longDescription "Brian the Royal Guard is here, training with the Master.\n";
        description "As all members of the Guard, Brian wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and moves like an\n"
                    "experienced fighter.\n";
        level 11;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 130;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 11000;
        hitRoll 11;
        damRoll 4;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15005 {
      playerData {
        shortDescription "Mick";
        keywords "mick guard royal";
        class "Normal";
        longDescription "Mick the Royal Guard is here, training with the Master.\n";
        description "As all members of the Guard, Mick wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and moves like an\n"
                    "experienced fighter.\n";
        level 11;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 130;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 11000;
        hitRoll 11;
        damRoll 4;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15006 {
      playerData {
        shortDescription "Matt";
        keywords "matt guard royal";
        class "Normal";
        longDescription "Matt the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Matt wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and moves like an\n"
                    "experienced fighter.\n";
        level 11;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 130;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 11000;
        hitRoll 11;
        damRoll 4;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15007 {
      playerData {
        shortDescription "Jochem";
        keywords "jochem guard royal";
        class "Normal";
        longDescription "Jochem the Royal Guard sits here, off duty.\n";
        description "As all members of the Guard, Jochem wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and moves like a fighter\n"
                    "who has seen more than one battle, and longs to see the next!\n";
        level 13;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 150;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 16000;
        hitRoll 13;
        damRoll 5;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Sitting";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15008 {
      playerData {
        shortDescription "Anne";
        keywords "anne guard royal";
        class "Normal";
        longDescription "Anne the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Anne wears the chain mail required of\n"
                    "them as uniform.  She seems very well trained, and moves like a fighter\n"
                    "who has seen more than one battle, and longs to see the next!\n";
        level 13;
        sex "Female";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 150;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 16000;
        hitRoll 13;
        damRoll 5;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15009 {
      playerData {
        shortDescription "Andrew";
        keywords "andrew guard royal";
        class "Normal";
        longDescription "Andrew the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Andrew wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and moves like a fighter\n"
                    "who has seen more than one battle, and longs to see the next!\n";
        level 13;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 150;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 16000;
        hitRoll 13;
        damRoll 5;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15010 {
      playerData {
        shortDescription "Bertram";
        keywords "bertram bert guard royal";
        class "Normal";
        longDescription "Bertram the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Bertram wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and carries his scars\n"
                    "with pride.  This guy seems tough...\n";
        level 15;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 175;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 10;
        experience 21000;
        hitRoll 15;
        damRoll 7;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15011 {
      playerData {
        shortDescription "Jeanette";
        keywords "jeanette guard royal";
        class "Normal";
        longDescription "Jeanette the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Jeanette wears the chain mail required of\n"
                    "them as uniform.  She seems very well trained, and carries her scars\n"
                    "with pride.  This girl could be nasty if she wanted to...\n";
        level 15;
        sex "Female";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 175;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 10;
        experience 21000;
        hitRoll 15;
        damRoll 7;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15012 {
      playerData {
        shortDescription "Peter, the Captain of the Royal Guard";
        keywords "peter captain guard royal";
        class "Normal";
        longDescription "Peter, the Captain of the Royal Guard, walks around inspecting.\n";
        description "As all members of the Guard, Peter wears the chain mail required of\n"
                    "them as uniform.  Even though all the other guards seem well trained,\n"
                    "you realise none of them would stand a chance against this man in a\n"
                    "fight.  He stands at least two metres tall, but still moves with an\n"
                    "almost feline grace.  He actually radiates strength and confidence,\n"
                    "and you have to fight a sudden urge to come to attention as you see\n"
                    "him.\n";
        level 19;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 240;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 1000;
          inBank 0;
        }
        armor -10;
        experience 35000;
        hitRoll 19;
        damRoll 8;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 2;
        damageDiceSize 6;
      }
    }
    15013 {
      playerData {
        shortDescription "the Training Master";
        keywords "master trainingmaster";
        class "Normal";
        longDescription "The Training Master is here, supervising.\n";
        description "Aged, but experienced, the Training Master is skilled in the use\n"
                    "of virtually every weapon type invented by Man.\n";
        level 18;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 2;
          diceSize 6;
          diceAdd 220;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 1000;
          inBank 0;
        }
        armor 10;
        experience 30000;
        hitRoll 19;
        damRoll 8;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 950;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15014 {
      playerData {
        shortDescription "the Royal Herald";
        keywords "herald royal";
        class "Normal";
        longDescription "The Royal Herald is standing here.\n";
        description "This is a young, powerfully built man, whose primary function\n"
                    "is to make Royal Announcements.\n";
        level 18;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 220;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 500;
          inBank 0;
        }
        armor -10;
        experience 30000;
        hitRoll 19;
        damRoll 9;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15015 {
      playerData {
        shortDescription "Ergan the Murderer";
        keywords "ergan murderer";
        class "Normal";
        longDescription "Slumped in a corner you see Ergan, aka the Murderer of Townsbridge.\n";
        description "You remember a time almost a decade ago, when the news of the day\n"
                    "was how this man had slaughtered the entire population of the little\n"
                    "village of Townsbridge.  He was imprisoned, and here he is - a shadow\n"
                    "of the undoubtedly great warrior he once was, but still to be reckoned\n"
                    "with.\n";
        level 13;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 155;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 0;
          inBank 0;
        }
        armor 20;
        experience 18000;
        hitRoll 12;
        damRoll 2;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "YES";
          isNPC "YES";
          aware "YES";
          aggressive "YES";
          stayZone "NO";
          wimpy "YES";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "YES";
          noSummon "YES";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment -1000;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Sitting";
        damageDiceNumber 2;
        damageDiceSize 8;
      }
    }
    15016 {
      playerData {
        shortDescription "James the Butler";
        keywords "butler james";
        class "Normal";
        longDescription "James the Butler is standing here, looking pompous.\n";
        description "The typical perfect butler: upper middle age, a bit bald and with \n"
                    "an impressive belly.\n";
        level 8;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 1;
          diceSize 6;
          diceAdd 100;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 200;
          inBank 0;
        }
        armor 30;
        experience 3750;
        hitRoll 7;
        damRoll 2;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 500;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 9;
      }
    }
    15017 {
      playerData {
        shortDescription "the Cleaning Woman";
        keywords "woman cleaning";
        class "Normal";
        longDescription "There is a Cleaning Woman here, trying not be noticed.\n";
        description "Although she has a menial job, she seems to like it.\n";
        level 1;
        sex "Female";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 4;
          diceSize 6;
          diceAdd 1;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 10;
          inBank 0;
        }
        armor 90;
        experience 100;
        hitRoll 0;
        damRoll 0;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 5;
      }
    }
    15018 {
      playerData {
        shortDescription "the cockroach";
        keywords "cockroach roach";
        class "Normal";
        longDescription "A large cockroach is crawling by the wall.\n";
        description "Very large indeed, and they say cockroaches are hard to kill...\n";
        level 4;
        sex "Neuter";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 2;
          diceSize 6;
          diceAdd 120;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 5;
          inBank 0;
        }
        armor 30;
        experience 750;
        hitRoll 0;
        damRoll 0;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "YES";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "YES";
          noBlind "YES";
          Dead "NO";
        }
        alignment -250;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 3;
      }
    }
    15019 {
      playerData {
        shortDescription "the Astrologer";
        keywords "astrologer";
        class "Normal";
        longDescription "The Astrologer is sitting here, studying a book.\n";
        description "He is old and white-haired, with a long beard.  As you see him,\n"
                    "you can almost believe the rumours about stars deciding Fate,\n"
                    "and that astrology is capable of seeing the future.\n";
        level 23;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 1;
          diceSize 1;
          diceAdd 30000;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 2000;
          inBank 0;
        }
        armor -20;
        experience 80000;
        hitRoll 20;
        damRoll 30;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "YES";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "YES";
          helper "NO";
          noCharm "YES";
          noSummon "YES";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Sitting";
        damageDiceNumber 3;
        damageDiceSize 8;
      }
    }
    15020 {
      playerData {
        shortDescription "Tim, the King's Lifeguard";
        keywords "tim guard lifeguard";
        class "Normal";
        longDescription "Tim, the King's Lifeguard, is standing here.\n";
        description "This guy looks just like his twin, Tom.  There seems to be no\n"
                    "doubt that he is completely prepared to give his life for the\n"
                    "King, if necessary.\n";
        level 17;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 205;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 1000;
          inBank 0;
        }
        armor 10;
        experience 28000;
        hitRoll 16;
        damRoll 8;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15021 {
      playerData {
        shortDescription "Tom, the King's Lifeguard";
        keywords "tom guard lifeguard";
        class "Normal";
        longDescription "Tom, the King's Lifeguard, is standing here.\n";
        description "This guy looks just like his twin, Tim.  There seems to be no\n"
                    "doubt that he is completely prepared to give his life for the\n"
                    "King, if necessary.\n";
        level 17;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 205;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 1000;
          inBank 0;
        }
        armor 10;
        experience 28000;
        hitRoll 16;
        damRoll 8;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15022 {
      playerData {
        shortDescription "the Chef";
        keywords "chef cook";
        class "Normal";
        longDescription "The Chef is here, shouting orders to the other cooks.\n";
        description "It seems he has been tasting his own food a bit too enthusiastically.\n"
                    "He is, in other words, a bit fat.\n";
        level 19;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 2;
          diceSize 6;
          diceAdd 1283;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 1000;
          inBank 0;
        }
        armor -10;
        experience 40000;
        hitRoll 16;
        damRoll 14;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "YES";
          aggressive "NO";
          stayZone "NO";
          wimpy "YES";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "YES";
          helper "NO";
          noCharm "YES";
          noSummon "YES";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 500;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 4;
        damageDiceSize 4;
      }
    }
    15023 {
      playerData {
        shortDescription "the cook";
        keywords "cook";
        class "Normal";
        longDescription "There is a cook here, making himself busy with a pot.\n";
        description "A junior cook, eager to do the Chef's bidding.\n";
        level 4;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 2;
          diceSize 7;
          diceAdd 46;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 50;
          inBank 0;
        }
        armor 60;
        experience 600;
        hitRoll 3;
        damRoll 0;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "NO";
          wimpy "YES";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 300;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15024 {
      playerData {
        shortDescription "David";
        keywords "david man guard";
        class "Normal";
        longDescription "David, a big, mean-looking man, stands here, guarding the door.\n";
        description "He really is big, and you get the feeling he wouldn't take kindly\n"
                    "to an attempt to get past him.\n";
        level 19;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 2;
          diceSize 6;
          diceAdd 235;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 2000;
          inBank 0;
        }
        armor 0;
        experience 35000;
        hitRoll 18;
        damRoll 10;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 250;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 7;
      }
    }
    15025 {
      playerData {
        shortDescription "Dick";
        keywords "dick man guard";
        class "Normal";
        longDescription "Dick, a big, mean-looking man, stands here, guarding the door.\n";
        description "He really is big, and you get the feeling he wouldn't take kindly\n"
                    "to an attempt to get past him.\n";
        level 19;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 2;
          diceSize 6;
          diceAdd 235;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 2000;
          inBank 0;
        }
        armor 0;
        experience 35000;
        hitRoll 18;
        damRoll 10;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 250;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 7;
      }
    }
    15026 {
      playerData {
        shortDescription "Jerry";
        keywords "jerry guard royal";
        class "Normal";
        longDescription "Jerry the Royal Guard is here off duty, playing dice.\n";
        description "As all members of the Guard, Jerry wears the chain mail required\n"
                    "of them as uniform.  He seems very well trained, and moves like\n"
                    "an experienced fighter.\n";
        level 11;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 130;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 11000;
        hitRoll 11;
        damRoll 4;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Resting";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15027 {
      playerData {
        shortDescription "Michael";
        keywords "michael guard royal";
        class "Normal";
        longDescription "Michael the Royal Guard is here off duty, playing dice.\n";
        description "As all members of the Guard, Michael wears the chain mail required\n"
                    "of them as uniform.  He seems very well trained, and moves like an\n"
                    "experienced fighter.\n";
        level 11;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 130;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 11000;
        hitRoll 11;
        damRoll 4;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 800;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Resting";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15028 {
      playerData {
        shortDescription "Hans";
        keywords "hans guard royal";
        class "Normal";
        longDescription "Hans the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Hans wears the chain mail required\n"
                    "of them as uniform.  He seems very well trained, and moves like\n"
                    "a fighter who has seen more than one battle, and longs to see\n"
                    "the next!\n";
        level 13;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 150;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 20;
        experience 16000;
        hitRoll 13;
        damRoll 5;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15029 {
      playerData {
        shortDescription "Boris";
        keywords "boris guard royal";
        class "Normal";
        longDescription "Boris the Royal Guard is here on duty.\n";
        description "As all members of the Guard, Boris wears the chain mail required of\n"
                    "them as uniform.  He seems very well trained, and carries his scars\n"
                    "with pride.  This guy seems tough...\n";
        level 15;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 6;
          diceAdd 175;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 400;
          inBank 0;
        }
        armor 10;
        experience 21000;
        hitRoll 15;
        damRoll 7;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "NO";
          scavenger "NO";
          isNPC "YES";
          aware "NO";
          aggressive "NO";
          stayZone "YES";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "NO";
          noSummon "NO";
          noSleep "NO";
          noBash "NO";
          noBlind "NO";
          Dead "NO";
        }
        alignment 900;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 1;
        damageDiceSize 8;
      }
    }
    15030 {
      playerData {
        shortDescription "the zombie";
        keywords "zombie villager";
        class "Normal";
        longDescription "A zombie is shambling over some corpses here, moving quite silently.\n";
        description "It is entirely possible that this zombie was once one of the villagers\n"
                    "of Townsbridge who has been brought to an undead life by a fuelling\n"
                    "desire for revenge.\n";
        level 11;
        sex "Neuter";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 4;
          diceSize 4;
          diceAdd 95;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 0;
          inBank 0;
        }
        armor 30;
        experience 10000;
        hitRoll 14;
        damRoll 8;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "YES";
          aggressive "YES";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "YES";
          noSummon "NO";
          noSleep "YES";
          noBash "NO";
          noBlind "YES";
          Dead "NO";
        }
        alignment 0;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 2;
        damageDiceSize 4;
      }
    }
    15031 {
      playerData {
        shortDescription "the skeleton";
        keywords "skeleton villager";
        class "Normal";
        longDescription "A skeleton is moving about with a loud clatter here, climbing over corpses.\n";
        description "It is entirely possible that this skeleton was once one of the villagers\n"
                    "of Townsbridge who has been brought to an undead life by a fuelling desire\n"
                    "for revenge.\n";
        level 10;
        sex "Neuter";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 4;
          diceSize 4;
          diceAdd 80;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 0;
          inBank 0;
        }
        armor 30;
        experience 8000;
        hitRoll 12;
        damRoll 6;
      }
      savedCharSpecials {
        mobileFlags {
          spec "NO";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "YES";
          aggressive "YES";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "NO";
          helper "NO";
          noCharm "YES";
          noSummon "NO";
          noSleep "YES";
          noBash "NO";
          noBlind "YES";
          Dead "NO";
        }
        alignment 0;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 2;
        damageDiceSize 3;
      }
    }
    15032 {
      playerData {
        shortDescription "the pit fiend";
        keywords "pit fiend demon";
        class "Normal";
        longDescription "A large demon surrounded by flames rises out of the dark pool.\n";
        description "It is a horrifying thing, this demonic creature from the depths of the\n"
                    "Abyss.  It glares down at you through blood-red eyes, and bares its huge\n"
                    "white fangs and its razor-sharp talons.\n";
        level 33;
        sex "Male";
        auth "none";
        homeTown 0;
        weight 200;
        height 198;
      }
      abilities {
        strength 11;
        strengthAdd 0;
        intelligence 11;
        wisdom 11;
        dexterity 11;
        constitution 11;
        charisma 11;
      }
      points {
        hitPoints {
          diceNumber 3;
          diceSize 60;
          diceAdd 1480;
        }
        maxManaPoints 10;
        maxMovePoints 50;
        gold {
          inHand 35000;
          inBank 0;
        }
        armor -100;
        experience 1000000;
        hitRoll 20;
        damRoll 16;
      }
      savedCharSpecials {
        mobileFlags {
          spec "YES";
          sentinel "YES";
          scavenger "NO";
          isNPC "YES";
          aware "YES";
          aggressive "YES";
          stayZone "NO";
          wimpy "NO";
          aggroEvil "NO";
          aggroGood "NO";
          aggroNeutral "NO";
          memory "YES";
          helper "NO";
          noCharm "YES";
          noSummon "YES";
          noSleep "YES";
          noBash "YES";
          noBlind "YES";
          Dead "NO";
        }
        alignment 1000;
        savingThrows {
          paralyzation 0;
          rod 0;
          petrification 0;
          breath 0;
          spell 0;
        }
      }
      mobileSpecials {
        attackType 0;
        defaultPosition "Standing";
        damageDiceNumber 4;
        damageDiceSize 8;
      }
    }
  }
  shops {
    15019 {
      keeper "welmarCastle:15019";
      buyProfit 1.200000;
      sellProfit 0.300000;
      hourOpen1 2;
      hourClose1 8;
      hourOpen2 20;
      hourClose2 28;
      messages {
        shopMissingItem "%s But I have no such thing for sale.";
        buyerMissingItem "%s But you do not have this item.";
        noBuy "%s I have no interest in that.";
        shopCantAfford "%s I am sorry, but I can not afford such a valuable item.";
        playerCantAfford "%s But you can not afford that item.";
        itemSold "%s It will cost you %d coins.";
        itemBought "%s Here, you shall have %d coins for it.";
      }
      items {
        1 "welmarCastle:15012";
        2 "midgaardNorth:3050";
        3 "midgaardNorth:3052";
      }
      types {
        1 "Scroll";
        2 "Wand";
        3 "Staff";
        4 "Potion";
      }
      rooms {
        1 "welmarCastle:15052";
      }
      flags {
        NOGOOD "NO";
        NOEVIL "NO";
        NONEUTRAL "NO";
        NOMAGIC_USER "YES";
        NOCLERIC "NO";
        NOTHIEF "YES";
        NOWARRIOR "NO";
      }
    }
    15022 {
      keeper "welmarCastle:15022";
      buyProfit 1.100000;
      sellProfit 1.000000;
      hourOpen1 6;
      hourClose1 23;
      hourOpen2 0;
      hourClose2 0;
      messages {
        shopMissingItem "%s Je suis tres desole, mais je n'ai pas ca.";
        buyerMissingItem "%s Mais, je n'achete pas!";
        noBuy "%s Mais, je n'achete pas!";
        shopCantAfford "%s Mais, je n'achete pas!";
        playerCantAfford "%s Si vous n'avez d'argent, vous ne pouvez p'acheter!";
        itemSold "%s Ca coute %d piece d'or, s'il vous plait.";
        itemBought "%s Oops - %d, a minor bug - please report!";
      }
      items {
        1 "welmarCastle:15019";
        2 "welmarCastle:15020";
      }
      rooms {
        1 "welmarCastle:15005";
      }
    }
  }
}