#AREA Valmorgen~ #AUTHORS Gods~ #VERSION 4 #RANGES 1 95 0 99 #OLC_RANGES 9700 9899 #FLAGS AFLAG_NEWHELPS|AFLAG_CONVERTED #JUSTICE Courtroom 9796 Judge 9729 Guard 9702 Crime CRIME_MUGGING PUNISHMENT_SEVER Crime CRIME_ASSAULT PUNISHMENT_JAIL Crime CRIME_LOW_MURDER PUNISHMENT_DEATH Crime CRIME_HIGH_MURDER PUNISHMENT_DEATH $ #HELPS 0 VALMORGEN~ valmorgen~ {138} Valmorgen {300} This great city was the playground for the Gods that watch over the Lands. In their impish youth they ran about causing all sorts of legendary mischief. You are welcome to learn and grow strong in their city. {128}(A) {058}Quests {128}(B) {058}Equipment {128}(C) {058}Advice {a}VALMORGENQUESTS {b}VALMORGENEQUIPMENT {c}VALMORGENADVISE ~ 0 VALMORGENQUESTS~ valmorgenquests~ {138} Valmorgen Quests {300} The city holds a fun little quest. Go see Doogan at the bakery and find a way to help him solve a tiny furry problem. {128}(-) {058}Return {-}VALMORGEN ~ 0 VALMORGENEQUIPMENT~ valmorgenequipment~ {138} Valmorgen Equipment {300} The city holds lots of equipment for those new to the realm. It is mostly for low level players. Be sure to visit the Blacksmith and get your things personally engraved, making the armor stronger and the weapons hit better. {128}(-) {058}Return {-}VALMORGEN ~ 0 VALMORGENADVISE~ valmorgenadvise~ {138} Valmorgen Advice {300} This is a good place to learn the things that will make for a solid foundation for playing on this mud. Read the signs if one is posted, they are there for your protection. Take some time to wonder about and get familiar with where things are. And, most of all, have fun! {128}(-) {058}Return {-}VALMORGEN ~ 0 OBELISK~ obelisk~ {128} Obelisk {300} The obelisk can be found in the temple north from Valmorgen Square. It holds ancient magics allowing young adventurers to quickly travel to some interesting low level areas. (look at the obelisk for a list). Make sure to buy some recall scrolls w,w,n from Valmorgen Square and set your recall in Valmorgen, when you go out to explore on your own. The obelisk will only work for players until level 25. {128}(-) {058}Return {-}VALMORGEN ~ 0 $~ #MOBILES #9700 young priestess krypta~ a priestess~ {018}A young priestess of Krypta tends to the dead here.~ {018}She is a young priestess who still retains natural beauty, rather than that which her elder peers preserve with necromantic magic. Her {108}black hair {018}is long and straight, falling down slender pale shoulders. She is garbed in the red and black garb of the Goddess of Death and Magic. ~ U 10 CLASS_CLERIC RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 -1000 1000 48 11 14 17 10 11 15 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 10 >greet_prog 50~ sayto $n Lost something? sayto $n If it happens to be your corpse.. sayto $n I could help you I think ~ | #9701 stable boy stableboy boars head~ a stableboy~ {038}A stableboy tends to the pets here.~ {038}He is a young boy, perhaps in his mid-teens. His hair is rough cropped and he wears a peasant tunic soiled from cleaning the stalls. ~ U 1 CLASS_COMMONER RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d4+0 0d0+0 0 0 28 10 10 10 13 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 M $N arrives from cleaning out a stall.~ C CLASS_COMMONER 1 % 4 handle animal~ #9702 city guard~ a city guard~ {078}A Valmorgen city guard stands here.{300}~ {078}This city guard is decked out in a fine suit of scale armour, he is battle worn and scarred, an indication that he has seen his share of fights. His tunic bears the crest of the City of Valmorgen. {300} ~ U 2 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 1000 42 15 11 12 13 13 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_WARRIOR 2 #9703 city guard captain~ a guard captain~ {178}A city guard captain is commanding his troops.{300}~ {178}This large burly captain guards the entrance to the city. His armor is brighter and shinier than the guards he commands, and his trappings a little more high end. Apparently well paid for the position. His tunic bears the crest of the City of Valmorgen. {300} ~ U 8 CLASS_FIGHTER RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d10+0 0d0+0 0 1000 83 14 14 13 13 13 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_FIGHTER 6 C CLASS_ROGUE 2 #9704 innkeeper mortgar~ Mortgar the Innkeeper~ {038}Mortgar, a large, stocky bartender spit polishes a mug here.{300}~ {038}Mortgar is an old ex-warrior who dislikes trouble in his bar. The years have taken a toll on the old fighter, he has a goodly paunch around his middle, but his arms are still built like tree trunks. {300} ~ S 6 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_WARRIOR 6 >greet_prog 100~ if level ($n) < 3 sayto $n Hail stranger. else if sex ($n) == 2 sayto $n What would you like to drink Lady. else sayto $n What would you like to drink Sir. endif endif sayto $n If you need to rest, I can rent you a room sayto $n upstairs. It will cost you 10 coins. ~ >buy_prog 9717~ sayto $n Enjoy ya' beer! ~ >speech_prog p hi there~ mpechoat $n $I nods with a grin to $N. mpechoaround $n $I nods with a grin to $N. ~ | #9705 Agnus~ Agnus the Recruiter~ {078}Agnus is fighter training some warriors in the guild.{300}~ {078}Oufitted in a suit of chainmail, and bearing scars on his arms and face from many battles. He serves as the recruiter for Valmorgen's fighter's guild, bearing the guild mark upon a ring around his finger. {300} ~ U 10 CLASS_FIGHTER RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN 0 0 ARMOR_TYPE_CLOTH d10+0 0d0+0 0 0 47 16 14 13 13 16 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_FIGHTER 15 #9706 darnak~ Darnak~ Darnak the assassin is here, sherpening his knives.~ The master of the city's underworld. He is always dressed in black, his face partially concealed by a black silk scarf. ~ U 8 CLASS_ASSASSIN RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN AFF_SNEAK 0 ARMOR_TYPE_CLOTH d6+0 0d0+0 -1000 0 247 11 14 12 15 12 14 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_ROGUE 6 C CLASS_ASSASSIN 2 #9707 etherealWaterfall~ the ethereal waterfall~ An ethereal ~ ~ U 1 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_MOBINVIS 0 0 ARMOR_TYPE_CLOTH d8+10 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 1 >greet_prog 50~ if isimmort ($n) else mpechoat $n The stream drags you over the edge of the waterfall. mpechoat $n {008} mpechoat $n {168}You tumble down into the water below you! mptransfer $n 9769 mpecho $n tumbles down the waterfall. mpat $n mpechoaround $n $n falls with a big SPLASH into the river. endif ~ >rand_prog 50~ if isimmort ($r) else mpechoat $r The stream drags you over the edge of the waterfall. mpechoat $r {008} mpechoat $r {168}You tumble down into the water below you! mptransfer $r 9769 mpecho $r tumbles down the waterfall. mpat $r mpechoaround $r $r falls with a big SPLASH into the river. else ~ | #9708 Dalin durid old wise~ Dalin the druid~ Dalin, An old and wise druid stands here.~ Just being in the presence of The Ancient Druid Dalin, one is filled with knowledge. ~ U 10 CLASS_DRUID RACE_HALFELF SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 1000 0 48 13 14 16 11 14 16 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_DRUID 10 #9709 etherealHealer~ a strange voice~ The ethereal healer stands here~ ~ U 30 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_MOBINVIS 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 #9710 Robert~ Robert~ Robert the pet shop owner stands here.~ Robert is here cleaning out the cages. ~ U 4 CLASS_COMMONER RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d4+0 0d0+0 0 0 82 10 11 12 10 12 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_COMMONER 4 #9711 Olaf black smith~ Olaf the Black Smith~ Olaf is here pounding out some heated metal.~ Olaf the blacksmith is a large burly man that easily moves anvils around whenever he wants too. The blacksmith waits to help you with your rusty, chipped up armor and weapons. ~ U 10 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 78 17 12 10 11 15 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_WARRIOR 10 >speech_prog engrave~ say Engrave it yourself, but here are my tools... mpechoat $n {178}Type: ENGRAVE <OBJECT>{308} ~ >give_prog i6325~ mpjunk i6325 mpecho $I examines the gem and makes it into a sword. mpoload 6326 ~ | #9712 Tanner~ Tanner the Leather Worker~ {030}Tanner works here, sewing another patch onto a leather cap.{300}~ {030}He looks to be an honest and hard working artisan who barely earns enough to keep himself going. His {010}long red hair {030}hangs in a braid over his shoulder. He dresses in armor of his own making, which looks supple and durable. {300} ~ U 9 CLASS_EXPERT RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d6+0 0d0+0 0 0 63 13 15 13 13 13 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_EXPERT 9 >greet_prog 100~ say Welcome to my humble shop, $n. say Always remember to look at signs. smile $n ~ | #9713 high wizard~ High wizard~ {050}The High wizard sits here peering over scrolls.{300}~ {050}The High wizard is wearing a purple robe with a hood, with swirling patterns on the sleeves and collar. The wizard is a small man, wearing a {080}black glowing chain with a {130}four pointed star {050}eminating from the center. {300} ~ U 15 CLASS_WIZARD RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN 0 0 ARMOR_TYPE_CLOTH d4+0 0d0+0 0 0 219 10 19 13 15 14 12 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_WIZARD 15 #9716 alley cat~ an alley cat~ {108}An alley cat stretches his paws here.~ {108}It is a small, lithe cat, that looks a little malnourished. ~ U 2 CLASS_CLERIC RACE_CAT SEX_MALE POS_STANDING GOD_NEUTRAL ACT_WEAK AFF_SNEAK 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 3 2 12 15 10 7 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 2 % 8 sneak attack~ % 16 hide in plain sight~ % 6 climb~ % 10 jump~ % 3 perception~ #9717 noble lady~ a noble lady~ {138}A noble lady is here walking around.~ {138}She is an affluent looking lass with hair of {178}platinum blond {138}done in an elegant bouffant. She is dressed in a dress of rich golden jaquard. ~ U 4 CLASS_NOBLE RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_WIMPY 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 237 8 12 17 12 14 18 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_NOBLE 4 #9718 chipmunk~ a small chipmunk~ A small chipmunk is here cra~ A small chipmunk chitters at you. ~ U 1 CLASS_CLERIC RACE_RODENT SEX_MALE POS_STANDING GOD_NEUTRAL 0 AFF_HIDE 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 2 2 12 15 10 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 1 >rand_prog 4~ mpecho {168}You hear something rustling through the leaves. ~ | #9719 porcupine~ a porcupine~ A porcupine is walking here.~ A prickly porcupine wiggles his way around. ~ U 1 CLASS_CLERIC RACE_RODENT SEX_NEUTRAL POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 2 2 12 15 10 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 1 #9720 thug~ a thug~ {108}A thug stands here, trying to blend into the shadows.~ {108}He is dressed darkly, and his face his darkened with soot. His cloak conceals most of his face, and his body. ~ U 4 CLASS_ROGUE RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SCAVENGER|ACT_TRAIN AFF_HIDE|AFF_SNEAK 0 ARMOR_TYPE_CLOTH d6+0 0d0+0 0 0 123 12 10 11 18 13 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_ROGUE 4 % 7 sneak attack~ % 7 hide in plain sight~ % 7 sleight of hand~ #9721 bird~ a bird~ {038}A small bird flits about here.~ A sultry song bird fills the air with harmony. A small songbird with brown feathers. ~ S 1 CLASS_CLERIC RACE_BIRD SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_WEAK C CLASS_CLERIC 1 #9722 snake~ a snake~ A snake is crawling through the grass~ A snake slithers it way through the tall grasses. ~ U 1 CLASS_CLERIC RACE_ALLIP SEX_NEUTRAL POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 10 4 1 12 17 11 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 1 >fight_prog 15~ mpquiet on cast poison $n mpquiet off mpechoat $n {118}A snake bites you! mpechoaround $n A snake bites $n! ~ | #9723 Foreigner~ a foreigner~ A foreigner from another city is here.~ A foreigner has come to visit. ~ U 4 CLASS_NOBLE RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 10000 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_NOBLE 4 #9724 gate guard~ a Valmorgen city guard~ A Valmorgen city guard stands here.~ A powerful looking Valmorgen city guard keeps a careful watch for trouble. ~ U 3 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 59 15 11 12 12 14 11 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 M $n approaches for the changing of the guard.~ C CLASS_WARRIOR 3 O WEAR_ABOUT 9751 O WEAR_BODY 9749 O WEAR_SHIELD 9750 O WEAR_WIELD 9703 >greet_prog 100~ if name ($n) == corellon salute endif ~ >hit_prog 100~ sayto $n OOWwwwww!! You bwoke my widdle head!! ~ | #9725 Vagabond~ a vagabond~ A vagabond is here looking for victims.~ A wandering ~ U 3 CLASS_ROGUE RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d6+0 0d0+0 -500 0 0 13 13 13 13 13 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_ROGUE 3 #9726 hustler~ a hustler~ A hustler is here, trying to recruit you.~ A sly looking hustler pssts your way, hoping to let you in on the deal of a life time. ~ U 3 CLASS_COMMONER RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d4+0 0d0+0 0 0 1000 13 13 13 13 13 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_COMMONER 3 #9727 Beggar~ a beggar~ A beggar is here asking for a few coins.~ The beggar looks like she is fed up with life. Ten thousand is a good number. ~ U 1 CLASS_COMMONER RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d4+0 0d0+0 0 0 0 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_COMMONER 1 >greet_prog 100~ say Please, I beg you. Alms for the poor? ~ | #9728 Beastly fido~ a beastly fido~ Beastly fido is here.~ Fido is a sm ~ U 1 CLASS_CLERIC RACE_DOG SEX_NEUTRAL POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 10 13 2 12 17 15 6 0 0 SIZE_SMALL 0 0 0 0 0 0 0 C CLASS_CLERIC 1 #9729 magistrate judge~ the magistrate~ {140}The magistrate sits here behind his desk.~ {140}He wears the headdress and robes in dark blue and {130}gold {140}of a priest of Dauros, the God of Law. He is a stately male, wizened lines upon his face, with steely blue eyes that seem to see into the soul of every person who stands before him in judgement. {300} ~ U 20 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN AFF_DETECT_INVIS 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 1000 62 10 14 19 10 13 15 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 20 % 20 diplomacy~ % 15 nobility~ % 10 religion~ >greet_prog 100~ sayto $n Greetings, if you have a crime to report, sayto $n post a BOUNTY on the alleged criminal, sayto $n Or if you wish to have a list of the sayto $n outstanding bounties in Valmorgen, we sayto $n are always in need of good bounty hunters. ~ | #9732 kyntel~ Kyntel~ Kyntel stills the huge sharpening stone as you enter.~ Kyntel is an aging elf who wants to make his first million in gold before age 50. He used to want to make it before 45, 40, 35, 30, 25 and 20...but that was years ago. He smiles as you show an interest in his wares. ~ U 10 CLASS_EXPERT RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d6+0 0d0+0 0 0 172 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_EXPERT 10 >greet_prog 100~ smile $n. sayto $n How may I be of help, $n? ~ | #9733 Doogan~ Doogan~ Doogan looks at you calmly, wiping flour from his face with one hand.~ A jolly round sort of man with a sparkling blue eyes and a cheery smile. But you can see that he has many scars on his body. Wonder if they are from baking or battling? ~ U 3 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_WARRIOR 3 >speech_prog mice mouse~ if quest (15,3,$n) == 0 say Yeah, they are damned annoying! spit say I need some smart dude who can figure out how those say high tech mouse traps from the general store work. say Want to volunteer? mpmset $n quest 15 3 1 endif ~ >speech_prog yes volunteer~ if quest (15,3,$n) == 1 say Well, visit Tresia and ask her about the mouse trap. say I'd be delighted if you'd catch that damned mouse! mpmset $n quest 15 3 2 endif ~ >give_prog I9765~ say Eeek! say Keep that scary gnome tech away from me! say Almost lost my thumb last time I touched it! give I9765 $n ~ >give_prog I9766~ say Eeek! say Keep that scary gnome tech away from me! say Almost lost my thumb last time I touched it! give I9766 $n ~ >give_prog I9767~ if quest (15,3,$n) == 4 mpjunk I9767 cheer $n say Great! say Go visit my friend in the general store. say I'll make sure she'll have something for you. mpmset $n quest 15 3 5 endif ~ | #9734 shelan~ Shelan~ Shelan walks around behind the counter, talking to himself.~ Shelan looks old and senile, and yet, he looks like a very powerful wizard. He is equiped with fine clothing, and is wearing many fine rings and bracelets. He eyes you warily as you gawk at his items. ~ U 12 CLASS_SORCERER RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN|ACT_IS_HEALER AFF_DETECT_INVIS 0 ARMOR_TYPE_CLOTH d4+0 0d0+0 0 0 0 13 13 13 13 13 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_SORCERER 12 % 15 use magic device~ #9735 jeweller~ the jeweller~ The jeweller is standing behind the desk.~ He is fat and has a content although watchful look on his face. ~ U 30 CLASS_CLERIC RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_DETECT_INVIS 0 ARMOR_TYPE_CLOTH d8+10000 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 #9736 monkey~ Monkey~ Monkey stands here, pointing at the clock.~ Even though your guildmaster looks bored, hairy, and very ape.. you can clearly see the vast amount of wisdom he possesses. ~ U 14 CLASS_CLERIC RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN|ACT_IS_HEALER 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 10 10 18 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 14 #9737 banker~ the banker~ The banker is here, counting money.~ This human wears a pressed robe, which seems to shine with a light golden aura. He's tall, with large muscles from dealing with all the gold. His warm smile and strong physique almost guarantee your gold is safe with him. ~ U 15 CLASS_NOBLE RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_BANK 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 13 13 13 13 13 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_NOBLE 15 % 18 appraise~ % 18 haggle~ >speech_prog hi hello~ sayto $n Hello yourself! ~ >act_prog p sits down and rests~ sayto $n Nope, no sitting here! ~ | #9739 Tresia~ Tresia~ Tresia, the Shopkeeper, is here refilling th~ Her cheeks are flushed and some locks of her auburn hair have strayed from the long braid down her back, but she has a smile on her face when she sees you. If you could read her thoughts, you'd know she was thinking of her lover ... Gregorius. ~ U 30 CLASS_CLERIC RACE_NONE SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_DETECT_HIDDEN|AFF_DETECT_INVIS 0 ARMOR_TYPE_CLOTH d8+8509 0d0+0 0 0 10000 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 >greet_prog 100~ if quest (15,3,$n) == 5 say I see the mouse hunt was succesful smile $n say If you give me the trap back I will say give you something that will be of say more use for you now. mpmset $n quest 15 3 6 endif ~ >speech_prog mouse trap mousetrap~ if quest (15,3,$n) == 2 say That's expensive stuff... say They don't make them like that anymore, say whoever 'they' were. ponder say Bring me a bag of gold as payment and you say will get your trap. say Simply give the banker 10000 gold coins say and he'll fill you a bag with it. mpmset $n quest 15 3 3 endif ~ >give_prog I9760~ if quest (15,3,$n) == 3 mpjunk I9760 mpoload 9765 give I9765 $n say Good luck with the mouse hunting, $n. mpmset $n quest 15 3 4 ~ >give_prog I9765~ if quest (15,3,$n) == 6 mpjunk I9765 mpoload 9768 give I9768 $n say I think you will like this $n mpmset $n quest 15 3 7 endif ~ >give_prog I9766~ if quest (15,3,$n) == 6 mpjunk I9766 mpoload 9768 give I9768 $n say I think you will like this $n mpmset $n quest 15 3 7 endif ~ >speech_prog gregorius~ giggle say He's such a sweetie!! say And so handsome! blush ~ | #9740 citral~ Citral~ An old dark elf stands here.~ Smoking a weird looking kind of cigar he eyes you up with a little smile. An aura of danger surrounds him.. ~ U 30 CLASS_CLERIC RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN 0 0 ARMOR_TYPE_CLOTH d8+10000 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 #9741 xavier~ Xavier~ Xavier stands here, looking at the clock.~ Even though your guildmaster looks old, tired, and very bald.. you can clearly see the vast amount of knowl ~ U 20 CLASS_WIZARD RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN 0 0 ARMOR_TYPE_CLOTH d4+0 0d0+0 0 0 0 10 18 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_WIZARD 20 #9742 etherealMouse~ an ethereal mouse~ The mighty e~ ~ U 1 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_MOBINVIS 0 0 ARMOR_TYPE_CLOTH d8+10 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 1 >rand_prog 15~ if quest (0,4,$i) == 0 mpecho You hear a rustling sound from under the counter. endif if quest (0,4,$i) == 2 mpforce doogan say Bloody mice! mpforce doogan say They always eat my cheese when I go to bed! mpforce doogan groan endif if quest (0,4,$i) == 4 or quest (0,4,$i) == 8 or quest (0,4,$i) == 12 if existsroom (i9766) mppurge i9766 mpoload 9765 room mpoload 9767 room mpecho {088} mpecho {110}You hear the sound of a sharp smack while blood splatters on your boots! endif endif if quest (0,4,$i) == 6 mpecho You hear a squeeking sound from under the counter. endif if quest (0,4,$i) == 10 mpecho You hear the patter of little feet. endif if quest (0,4,$i) == 14 mpecho You see a little mouse running through the store and disappearing through the opened door. mppurge self break endif mpmadd self quest 0 4 1 ~ | #9743 Herzog trainer~ Herzog the Trainer~ Herzog is st~ He is tall and broad, with dark curling hair and a full beard. He has a powerful sword at his hip, and a dangerous dagger at his waist. His cool grey eyes regard you carefully. ~ U 30 CLASS_CLERIC RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_TRAIN 0 0 ARMOR_TYPE_CLOTH d8+10000 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 #9744 trained falcon~ a trained falcon~ {038}A trained falcon is here.~ ~ U 1 CLASS_CLERIC RACE_BIRD SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 10 2 14 15 12 6 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 1 #9745 rattlesnake~ a rattlesnake~ A rattlesnake rests around i ~ ~ U 1 CLASS_CLERIC RACE_ALLIP SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_SNEAK 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 4 1 12 17 11 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 1 #9746 skunk~ a skunk~ A skunk sits next to its Master here.~ ~ U 1 CLASS_CLERIC RACE_RODENT SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 2 2 12 15 10 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 1 #9747 wolf~ a wolf~ A large, silver wolf stands next to its Master here.~ ~ U 2 CLASS_CLERIC RACE_ANKHEG SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 13 2 12 15 15 6 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 2 #9748 dragonette~ a dragonette~ A dragonette sits on her Mas~ ~ U 25 CLASS_CLERIC RACE_DRAGON SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_DETECT_INVIS|AFF_FLYING|AFF_INVISIBLE 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 11 10 11 10 13 10 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_CLERIC 25 #9749 Tigress~ a tigress~ A tigress prowls around here.~ ~ U 6 CLASS_CLERIC RACE_DEVA SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_SNEAK 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 23 2 12 15 17 6 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_CLERIC 6 #9750 frog~ a large frog~ A large frog sits here.~ ~ U 1 CLASS_CLERIC RACE_PLANETAR SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 1 1 14 12 11 4 0 0 SIZE_DIMINUTIVE 0 0 0 0 0 0 0 C CLASS_CLERIC 1 >act_prog p looks at you.~ mpechoat $n {138}The frog tells you 'Go back. You will die if you travel further.' mpechoat $n {138}The frog tells you 'Read the HELP ARENA.' ~ | #9751 small sprite~ a small sprite~ A small sprite holding a magical wand flutters here.~ The sprite catches you looking at him and gives you a wry sm ~ U 15 CLASS_CLERIC RACE_PIXIE SEX_MALE POS_STANDING GOD_NEUTRAL 0 AFF_TONGUES|AFF_UNDERSTAND 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 30000 13 13 13 13 13 13 0 0 SIZE_SMALL 0 0 0 0 0 0 0 C CLASS_CLERIC 15 >delay_prog 1~ if existsroom ($X) if quest (0,1,$i) == 1 mpecho {178}The sprite glows brightly! mpechoaround $t $t disappears suddenly! mptransfer $t 4414 mpat 4414 mpforce $t look auto mpat 4414 mpechoaround $t $t appears suddenly! mpat 4414 mpecho The sprite claps his hands and is gone. wake mpmset self quest 0 1 0 break endif if level ($t) < 26 mpecho {138}J{038}ingle {128}J{028}ingle {158}J{058}ingle{178}! mpechoat $t The small sprite looks at you conspiratorially. tell $t For a small donation (100 gold), I can get you in to tell $t see the big man himself. You know, the North Pole. endif ~ >bribe_prog 100~ if level ($n) > 26 laugh cackle say You are much too old to sit on Santa's lap! break endif if quest (0,1,$i) == 0 mpoload 9720 give i9720 $n tell $n Take this recall scroll. If you wish to recall to tell $n Valmorgen later, type 'RECALL SET' now. rest mpecho The sprite tightens his face in concentration... mpdelay self 6 1 $n mpmset self quest 0 1 1 else smile $n tell $n Hold your horses, I'm working on it! endif ~ >greet_prog 100~ if delayed ($i) break endif if level ($n) < 26 mpdelay self 1 1 $n ~ | #9752 ethereal obelisk~ an ethereal obelisk~ ~ ~ U 1 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_MOBINVIS 0 0 ARMOR_TYPE_CLOTH d8+10 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 1 >speech_prog rot valmorgen~ if delayed ($i) mpechoat $n {170}The obelisk seems to be about to transport $X else if level ($n) > 25 if level ($n) < 99 mpecho {170}Laughter echoes through the temple. break endif endif mpdelay self 2 1 $n mpecho {170}Tendrils of white magic start to spin around the obelisk. ~ >delay_prog 1~ if existsroom ($X) if rand (25) mpecho {170}The obelisk shakes softly. mpdelay self 1 1 $t else mpechoat $t {170}Tendrils of white magic coil about you, pulling you into the obelisk towards your destination. mpechoaround $t {170}Tendrils of white magic coil about $t, pulling $t into the obelisk. mptransfer $t 9702 mpat $t mpechoaround $t {170}$t steps out of the obelisk entwined by shrouds of white magic. endif else mpecho {170}The tendrils of magic vanish. ~ | #9753 haldir elf~ Haldir~ Haldir sits here waiting to ~ He stands about six feet tall, with long, dark hair and deep brown eyes. He wears an outfit of mossy green, and tall boots rise almost to his knees. His face is lineless, but knowing. ~ U 30 CLASS_CLERIC RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+1197 0d0+0 0 0 0 13 13 13 13 13 13 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 >greet_prog 50~ emote smiles as the door opens. say Welcome! I am so pleased to see you. say I can identify an object for you, for a small fee, say if you type identify, and the name of the questionable article. ~ | #9754 testing creature~ the testing creature~ The testing creature stands here.~ The testing creature is a very versatile shapechanger, able to adopt any race or class for your testing pleasure. ~ U 20 CLASS_BARBARIAN RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT 0 ARMOR_TYPE_CLOTH d12+0 0d0+0 0 0 0 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 LANG_COMMON|LANG_DWARVEN|LANG_ELVEN|LANG_GNOME|LANG_HALFLING LANG_COMMON 0 0 0 C CLASS_BARBARIAN 20 O WEAR_WIELD 9748 #9755 stallion horse steed~ a horse~ {108}A sleek ebony horse paws at the ground here.~ A beautiful ebony horse, famed in the misty forests of Valmorgen, stands here. His nostrils flare as he watches your approach, his hoof pawing at the ground. ~ U 6 CLASS_CLERIC RACE_HORSE SEX_MALE POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 16 2 12 13 15 6 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_CLERIC 6 #9756 roan horse~ a strawberry roan horse~ {038}A strawberry roan stands here.~ ~ U 4 CLASS_CLERIC RACE_HORSE SEX_FEMALE POS_STANDING GOD_NEUTRAL 0 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 16 2 12 13 15 6 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_CLERIC 4 #9757 tavern guard boars head~ a tavern guard~ {038}A tavern guard stands here, making sure you paid your room rent.~ {038}He is a tough-looking sort, with a short ragged crop to his black hair, and a scar over his brow. He wears a club at his side, and a fairly well maintained suit of leather. ~ U 18 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 23 16 10 12 14 13 9 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_WARRIOR 18 >intercept_prog north~ sayto $n Sorry, you need to pay the innkeep for your room downstairs. ~ >intercept_prog south~ sayto $n Sorry, you need to pay the innkeep for your room downstairs. ~ >intercept_prog east~ sayto $n Sorry, you need to pay the innkeep for your room downstairs. ~ >intercept_prog west~ sayto $n Sorry, you need to pay the innkeep for your room downstairs. ~ | #0 #OBJECTS #9700 split oak tree~ {038}a split oak tree~ {038}A charred split in a huge oak tree catches your attention.~ ~ ITEM_TYPE_CONTAINER 0 0 0 MATERIAL_WOOD 40 SIZE_SMALL 200 0 0 0 0 0 0 0 40 10 20 #9701 pearl necklace~ a pearl necklace~ A pearl necklace lies forgotten here.~ ~ ITEM_TYPE_TREASURE 0 CAN_WEAR_TAKE|CAN_WEAR_NECK 0 MATERIAL_PEARL 25 SIZE_MEDIUM 0 0 0 0 0 COMP_NONE 0 0 160 4000 1 #9702 glowing metal plate shield~ {178}a glowing metal shield~ {178}A small glowing metal plate lies here.~ ~ ITEM_TYPE_ARMOR FLAG_GLOW|FLAG_MAGIC CAN_WEAR_TAKE|CAN_WEAR_SHIELD 0 MATERIAL_METAL 10 SIZE_MEDIUM ARMOR_TYPE_HEAVY_SHIELD 0 0 5 0 0 0 0 200 100700 1 A APPLY_ENHANCE_AC 1 0 #9703 keldon spear long~ {038}a Keldon spear~ {038}A long wooden spear lies here.~ ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD|CAN_WEAR_BOTH 0 MATERIAL_WOOD 9 SIZE_LARGE WEAPON_TYPE_LONGSPEAR 0 0 0 0 0 0 0 90 500 1 #9704 steel warhammer hammer~ {078}a steel warhammer~ {078}A big warhammer lies here.~ ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD|CAN_WEAR_BOTH 0 MATERIAL_METAL 5 SIZE_MEDIUM WEAPON_TYPE_WARHAMMER 0 0 0 0 0 0 0 50 1200 1 #9705 statue muscular fighter~ {178}a statue of a fighter~ {178}A statue of a muscular fighter stands proudly here.~ {178}The statue is of a large, muscular warrior, sword raised high about to deliver a fatal blow to an opponent. Below the statue reads: Grimwol the Fighter, in honor of the brave warrior who defended our great city. ~ ITEM_TYPE_FURNITURE 0 0 0 MATERIAL_MARBLE 90 SIZE_LARGE 0 0 0 0 0 0 0 0 500 10000 1 #9706 altar helia orb~ {138}the altar to Helia~ {138}The giant altar to Helia looms in the center of the sanctuary.~ {138}The altar supports a large golden sphere, about twice as large across as a human is tall. Around the large orb are rings of brass, in varying diameter, along which travel smaller orbs in varying precious metals. ~ ITEM_TYPE_FURNITURE 0 0 0 MATERIAL_GOLD 210 SIZE_HUGE 0 0 0 0 0 0 0 0 500 1000000 1 #9707 wooden sign~ {038}a wooden sign~ {078}A wooden sign hangs here on the wall.~ {158}Welcome to the General Store {078}Type 'list' to see what there is to buy {078}Type 'sell' to try and sell something {078}Type 'value' to have us appraise one of your items. {158}-The Management ~ ITEM_TYPE_FURNITURE FLAG_NODROP|FLAG_CHAOTIC 0 0 MATERIAL_WOOD 40 SIZE_SMALL 0 0 0 0 0 0 0 0 0 99 1 #9708 fountain~ {178}a fountain~ {178}A marble fountain is here to provide water to the citizens.~ Nothing really special about this fountain, it just does it's job. ~ ITEM_TYPE_FOUNTAIN 0 0 0 MATERIAL_MARBLE 540 SIZE_LARGE 0 0 LIQ_WATER 0 0 0 0 0 384 10 1 #9709 dolphin marble fountain~ {178}a dolphin fountain~ {178}A large marble dolphin fountain cascades clear water here.~ {178}The fountain is carved of marble, and stands majestically as the dominant landmark in the square. The carving features a pair of dolphins flanking either side of the fountain, and water cascades from the blowholes to meet and mingle in the basin. ~ ITEM_TYPE_FOUNTAIN 0 0 0 MATERIAL_MARBLE 540 SIZE_LARGE 0 0 LIQ_WATER 0 0 0 0 0 384 100000 1 #9710 badge~ {138}a badge~ {138}A badge lies here~ ~ ITEM_TYPE_TREASURE FLAG_MAGIC|FLAG_INVENTORY CAN_WEAR_TAKE|CAN_WEAR_NECK 0 MATERIAL_BRONZE 60 SIZE_DIMINUTIVE 0 0 0 0 0 COMP_NONE 0 0 8 100 2 #9711 ring diamond wedding~ {138}a {178}diamond {138}wedding ring~ {138}A {178}diamond {138}wedding ring lies here.~ A slender gold band set with a marquise-cut four carat blue-white solitaire. Inscribed on the inside of the band is: 'Your loving husband' ~ ITEM_TYPE_TREASURE 0 CAN_WEAR_TAKE|CAN_WEAR_FINGER 0 MATERIAL_GOLD 150 SIZE_MEDIUM 0 0 0 0 0 COMP_NONE 0 0 160 1000000 1 #9712 ring diamond wedding~ {138}a {178}diamond {138}wedding ring~ {138}A {178}diamond {138}wedding ring lies here.~ A slender gold band set with a marquise-cut four carat blue-white solitaire. ~ ITEM_TYPE_TREASURE 0 CAN_WEAR_TAKE|CAN_WEAR_FINGER 0 MATERIAL_GOLD 30 SIZE_FINE 0 0 0 0 0 COMP_NONE 0 0 2 1000000 1 #9713 nothing~ nothing~ A sign is hanging here on the wall.~ You look at nothing.. very amuzing.. ~ ITEM_TYPE_FURNITURE FLAG_NODROP|FLAG_CHAOTIC 0 0 MATERIAL_WOOD 50 SIZE_MEDIUM 0 0 0 0 0 0 0 0 500 99 1 #9714 coke~ a bottle of coke~ A small bottle of coke lies on the ground here.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_GLASS 2 SIZE_TINY 1 1 LIQ_WATER 0 0 0 0 0 2 30 1 #9715 coke~ a two gallon bottle of coke~ A huge bottle of coke lies on the ground here.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_GLASS 2 SIZE_TINY 500 500 LIQ_WATER 0 0 0 0 0 1000 500 5 #9716 barrel beer~ {030}a small barrel~ {038}A beer barrel sits here, waiting to be tapped.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 30 SIZE_MEDIUM 320 320 LIQ_BEER 0 0 0 0 0 640 300 1 #9717 tankard beer~ {038}a bronze tankard~ {038}A bronze tankard sits here.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_BRONZE 60 SIZE_TINY 4 4 LIQ_BEER 0 0 0 0 0 8 20 1 >intercept_prog cheers~ mpechoat $n You raise your glass and say {028}'CHEERS!' mpechoaround $n $N raises $s glass and says {028}'CHEERS!' ~ >speech_prog cheers~ mpechoat $n You raise your glass. mpechoaround $n $N raises $s glass. ~ >desc_prog 100~ mpechoat $n Wow! Dat's a nice shiney mug! mpechoat $n You marvel at $O. mpechoaround $n $N marvels at $O. ~ >greet_prog 100~ mpechoat $n HEY! Look at this mug!! ~ >wear_prog 100~ mpechoat $n You have held the tankard! mpechoaround $n $N has held the tankard! ~ >remove_prog 100~ mpechoat $n You have removed the tankard! mpechoaround $n $N has removed the tankard! ~ >get_prog 100~ mpechoat $n You have gotten the tankard! mpechoaround $n $N has gotten the tankard! ~ >drop_prog 100~ mpechoat $n You have dropped the tankard! mpechoaround $n $N has dropped the tankard! ~ >use_prog 100~ mpechoaround $n {138}Sparks of light flicker as $N uses the tankard! mpechoat $n {138}Sparks of light flicker as you use the tankard! ~ | #9718 flask firebreather~ {078}a small flask~ {078}A small flask lies here.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_GLASS 2 SIZE_TINY 5 5 LIQ_FIREBRT 0 0 0 0 0 10 50 1 #9719 dark glass bottle local~ {108}a dark glass bottle~ {108}A dark glass bottle sits here.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_GLASS 2 SIZE_TINY 4 4 LIQ_WATER 0 0 0 0 0 8 20 1 #9720 recall scroll~ {078}a scroll~ {078}A scroll lies here.~ ~ ITEM_TYPE_SCROLL FLAG_MAGIC CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_PAPER 6 SIZE_SMALL 15 434 SCROLL_ARCANE 0 0 0 0 0 0 225000 6 V 1 'word of recall' #9721 steel dagger long thin blade~ {078}a steel dagger~ {078}A dagger with a long thin blade lies here.~ ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_METAL 1 SIZE_TINY WEAPON_TYPE_DAGGER 0 0 0 0 0 0 0 10 200 1 #9722 small sword~ a small sword~ a small sword lies here.~ ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD|CAN_WEAR_BOTH 0 MATERIAL_METAL 2 SIZE_SMALL WEAPON_TYPE_SWORD_SHORT 0 0 0 0 0 0 0 20 1000 3 #9723 long sword longsword~ a long sword~ A long sword has been left here.~ ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_METAL 4 SIZE_MEDIUM WEAPON_TYPE_SWORD_LONG 0 0 0 0 0 0 0 40 1500 8 #9724 torch~ a torch~ a large torch~ ~ ITEM_TYPE_LIGHT 0 CAN_WEAR_TAKE 0 MATERIAL_UNKNOWN 20 SIZE_DIMINUTIVE 0 0 48 1 0 0 0 0 10 16 1 #9725 lantern~ {038}a hooded brass {138}lantern{300}~ a hooded brass lantern has been left here.~ It is a large and robust but somewhat battered oil lantern made from brass, equipped with a handle to make it handy and a hood to protect its flame. Some letters have been scratched on its bottom. ~ ITEM_TYPE_LIGHT 0 CAN_WEAR_TAKE 0 MATERIAL_UNKNOWN 20 SIZE_DIMINUTIVE 0 0 96 0 0 0 0 0 10 60 4 E letters~ They say, "Use 'hold lantern' to activate." ~ #9726 bag~ a bag~ A small bag.~ ~ ITEM_TYPE_CONTAINER 0 CAN_WEAR_TAKE 0 MATERIAL_LEATHER 20 SIZE_SMALL 50 CONT_CLOSEABLE -1 0 0 0 0 0 40 20 2 #9727 box~ a box~ A small box.~ ~ ITEM_TYPE_CONTAINER 0 CAN_WEAR_TAKE 0 MATERIAL_LEATHER 20 SIZE_SMALL 50 0 0 0 0 0 0 0 40 50 5 #9728 scroll identify~ {078}a scroll~ A scroll lies here.~ ~ ITEM_TYPE_SCROLL 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_PAPER 4 SIZE_TINY 2 210 SCROLL_ARCANE 0 0 0 0 0 0 5000 2 V 1 'identify' #9729 yellow potion bottle~ {138}a yellow potion bottle~ {138}A yellow potion bottle lies here.~ ~ ITEM_TYPE_POTION 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_PAPER 4 SIZE_DIMINUTIVE 5 111 0 0 0 0 0 0 10 50000 1 V 1 'detect invis' #9731 scroll detect invisible~ {078}a scroll~ {078}A scroll lies here~ ~ ITEM_TYPE_SCROLL 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_PAPER 6 SIZE_SMALL 5 111 SCROLL_ARCANE 0 0 0 0 0 0 25000 1 V 1 'detect invis' #9732 blue potion bottle~ {148}a blue potion bottle~ {148}A blue potion bottle sits here.~ ~ ITEM_TYPE_POTION 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_GLASS 2 SIZE_TINY 10 72 0 0 0 0 0 0 10 50000 1 V 1 'comprehend languages' #9733 crystal potion bottle~ {168}a crystal potion bottle~ {168}A crystal potion bottle sits here.~ ~ ITEM_TYPE_POTION 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_GLASS 2 SIZE_TINY 10 401 0 0 0 0 0 0 10 150000 1 V 1 'tongues' #9734 bronze breast plate~ a bronze breast plate~ A bronze breast plate is lying on the ground.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_METAL 25 SIZE_MEDIUM ARMOR_TYPE_SCALE_MAIL 0 0 5 0 0 0 0 60 1500 3 #9735 scale mail jacket~ a scale mail jacket~ A scale mail jacket lies in the gutter here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_METAL 25 SIZE_MEDIUM ARMOR_TYPE_SCALE_MAIL 0 0 5 0 0 0 0 60 1500 2 #9736 raft~ a raft~ A raft has been left here.~ The raft looks rather primitive. ~ ITEM_TYPE_BOAT 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 490 SIZE_HUGE 0 0 0 0 0 0 0 0 100 400 1 #9737 leather jerkin~ a leather jerkin~ A lether jerkin has been left here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_LEATHER 10 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 300 5 #9738 leather cap~ a leather cap~ a leather cap has been left here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_HEAD 0 MATERIAL_LEATHER 10 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 45 200 5 #9739 leather pants~ a pair of leather pants~ a pair of leather pants has been left here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_LEGS 0 MATERIAL_LEATHER 10 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 200 5 #9740 leather boots~ a pair of leather boots~ a pair of leather boots has been left here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_FEET 0 MATERIAL_LEATHER 10 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 50 5 #9741 leather gloves~ a pair of leather gloves~ a pair of leather gloves has been left here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_HANDS 0 MATERIAL_LEATHER 10 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 50 1 #9742 leather sleeves~ a pair of leather sleeves~ a pair of leather sleeves lies on the ground here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_ARMS 0 MATERIAL_LEATHER 10 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 200 5 #9743 metal shield~ a small metal shield~ a small metal shield is lying on the ground here.~ ~ ITEM_TYPE_ARMOR FLAG_MAGIC CAN_WEAR_TAKE|CAN_WEAR_SHIELD 0 MATERIAL_METAL 30 SIZE_MEDIUM ARMOR_TYPE_CHAINMAIL 0 0 5 0 0 0 0 80 101500 5 A APPLY_STR 1 0 #9744 leather bracer~ a small leather bracer~ a small bracer lies in the dirt here.~ ~ ITEM_TYPE_ARMOR FLAG_MAGIC CAN_WEAR_TAKE|CAN_WEAR_WRIST 0 MATERIAL_METAL 30 SIZE_MEDIUM ARMOR_TYPE_CHAINMAIL 0 0 5 0 0 0 0 80 101500 5 A APPLY_DEX 1 0 #9745 iron bracer~ an iron bracer~ an iron bracer is lying on the ground.~ ~ ITEM_TYPE_ARMOR FLAG_MAGIC CAN_WEAR_TAKE|CAN_WEAR_WRIST 0 MATERIAL_METAL 30 SIZE_MEDIUM ARMOR_TYPE_CHAINMAIL 0 0 5 0 0 0 0 80 101500 5 A APPLY_DAMROLL 1 0 #9746 bench~ the bench~ A white painted wooden bench is standing here.~ It is a quite heavy but a very comfortable bench. It is placed with its front towards the river side so you watch the river. ~ ITEM_TYPE_FURNITURE 0 0 0 MATERIAL_WOOD 50 SIZE_MEDIUM 0 0 0 0 0 0 0 0 500 10 1 #9747 skin water buffalo~ {038}a buffalo water skin~ {038}A large waterskin of buffalo hide sits here.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE 0 MATERIAL_GLASS 2 SIZE_TINY 0 8 LIQ_WATER 0 0 0 0 0 1 30 1 #9748 Standard issue sword~ {078}a standard issue sword~ {078}A standard issue longsword lies here.~ ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD|CAN_WEAR_BOTH 0 MATERIAL_METAL 4 SIZE_MEDIUM WEAPON_TYPE_SWORD_LONG 0 0 0 0 0 0 0 40 1500 1 #9749 standard issue chainmail tunic chain mail~ {078}standard issue chainmail tunic~ {078}A standard issue chainmail tunic lies here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_METAL 30 SIZE_MEDIUM ARMOR_TYPE_CHAINMAIL 0 0 5 0 0 0 0 80 4500 11 #9750 standard issue shield~ {038}a standard issue shield~ {038}A standard issue wooden shield lies here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_SHIELD 0 MATERIAL_WOOD 5 SIZE_MEDIUM ARMOR_TYPE_LIGHT_SHIELD 0 0 5 0 0 0 0 100 300 11 #9751 standard issue cloak~ {148}a standard issue cloak~ {148}A blue cloak of the Valmorgen city guard lies here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_ABOUT 0 MATERIAL_SILK 5 SIZE_MEDIUM ARMOR_TYPE_PADDED ARMORFLAG_HOODED 0 5 0 0 0 0 20 50 1 #9752 war banner~ a war banner~ A war banner is on the floor here.~ ~ ITEM_TYPE_LIGHT FLAG_MAGIC CAN_WEAR_TAKE 0 MATERIAL_UNKNOWN 20 SIZE_DIMINUTIVE 0 0 96 0 0 0 0 0 10 10 11 #9753 armor wand~ a wand of armor~ a small wand lies here.~ ~ ITEM_TYPE_WAND 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_SOFTWOOD 30 SIZE_TINY 5 10 10 25 0 0 0 0 5 75000 1 V 3 'armor' #9754 light yew crossbow~ {038}a yew light crossbow~ {038}A light crossbow made of yew lies here.~ ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_YEW 4 SIZE_MEDIUM WEAPON_TYPE_CROSSBOW_LIGHT 0 0 0 0 0 0 0 40 3500 1 #9755 light bolt~ {038}a light crossbow bolt~ {038}A light crossbow bolt lies here.~ ~ ITEM_TYPE_AMMO 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 20 SIZE_DIMINUTIVE 13 0 0 0 0 0 0 0 1 10 1 #9756 letter~ a sealed letter~ A sealed letter lies forgotten on the ground here.~ With a crappy handwriting it reads 'For Sunny' on it.. maybe you should deliver it to 'Sunny' ? ~ ITEM_TYPE_TRASH 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 30 SIZE_TINY 0 0 0 0 0 0 0 0 0 100 1 #9757 caviar sandwich~ a caviar sandwich~ A delicious sandwich lies on the ground here.~ It looks delicous. But it won't fill your stomach for too long.. ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 16 SIZE_DIMINUTIVE 4 0 0 0 0 0 0 0 8 500 1 #9758 loaf bread~ a loaf of bread~ A loaf of bread lies in the dirt here.~ It looks like it would be a good meal. ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 16 SIZE_DIMINUTIVE 48 0 0 0 0 0 0 0 96 10 1 #9759 lockpick~ a beginner's lockpick~ A slender piece of steel is here.~ It is fashioned of thin steel, a slender wedge at its tip, decorated with a miniature skull at the base. ~ ITEM_TYPE_TOOLS 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_METAL 60 SIZE_TINY 15 50 0 0 0 0 0 0 10 3000 10 #9760 bag gold~ bag of gold~ A brown bag has been left here.~ As you peek inside of it you gasp. It's filled with a zillion gold coins! ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_METAL 5 SIZE_MEDIUM WEAPON_TYPE_FLAIL WFLAG_AXIOMATIC 5 7 0 0 0 0 50 800 5 #9761 straw~ a straw~ A straw is lying here.~ You see a small straw, it would do a nice job if you stick it in a bottle and 'suck'. ~ ITEM_TYPE_ARMOR FLAG_INVENTORY CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_HIDE 20 SIZE_MEDIUM ARMOR_TYPE_HIDE 0 0 5 0 0 0 0 50 150 1 #9762 stone sharpening~ a sharpening stone~ A stone lies on the ground here.~ This stone was once used to sharpen weapons, but it's used up and worthless now. ~ ITEM_TYPE_ARMOR FLAG_MAGIC|FLAG_EVIL|FLAG_GOOD|FLAG_CHAOTIC CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_METAL 30 SIZE_MEDIUM ARMOR_TYPE_CHAINMAIL 0 0 5 0 0 0 0 80 801500 15 A APPLY_DAMROLL 2 0 A APPLY_STR 2 0 #9764 slice cheese~ a slice of cheese~ A yummie slice of cheese lies here.~ You see a delicious slice of yellow cheese. ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 16 SIZE_DIMINUTIVE 8 0 0 0 0 0 0 0 16 10 5 #9765 mouse trap~ a mouse trap~ A mouse trap stands here.~ It's a weird looking mouse trap. Made from light colored wood and a metal that has the color of copper. The mechanism must have been thought up by some kind of genius gnome. It works with a little pedal that makes the copper part of the device slam with a scary speed on something that presses the pedal. In order to use it you should PLACE some cheese on it before you ACTIVATE it. ~ ITEM_TYPE_FURNITURE 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 50 SIZE_MEDIUM 0 0 0 0 0 0 0 0 500 500000 10 #9766 mouse trap~ a mouse trap~ A mouse trap stands here.~ It's a weird looking mouse trap. Made from light colored wood and a metal that has the color of copper. The mechanism must have been thought up by some kind of genius gnome. It works with a little pedal that makes the copper part of the device slam with a scary speed on something that presses the pedal. The trap has been activated and some cheese is placed on it. Now all you have to do is place it on the ground where you expect a mouse to snoop around. ~ ITEM_TYPE_FURNITURE 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 50 SIZE_MEDIUM 0 0 0 0 0 0 0 0 500 500000 10 #9767 dead mouse~ a dead mouse~ A dead mouse lies here.~ The poor lil thing's skull has been crushed *sniff* ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 16 SIZE_DIMINUTIVE 1 0 0 0 0 0 0 0 2 10 10 #9768 black staff~ a black staff~ A hard black staff lies here.~ This staff, magical and powerful, is carved in mystical runes. ~ ITEM_TYPE_STAFF FLAG_MAGIC|FLAG_LAWFUL CAN_WEAR_TAKE|CAN_WEAR_WIELD|CAN_WEAR_HOLD 0 MATERIAL_WOOD 60 SIZE_LARGE 20 2 2 334 -1 -1 -1 0 40 1260000 15 V 3 'sanctuary' E runes~ It says ... For wisdom and might, wield me. For sanctuary from the storms, brandish. ~ A APPLY_WIS 2 0 A APPLY_CON 2 0 A APPLY_STR 2 0 C ~ FLAG_CLASS_BARD|FLAG_CLASS_CLERIC|FLAG_CLASS_DRUID|FLAG_CLASS_FIGHTER|FLAG_CLASS_MONK|FLAG_CLASS_RANGER|FLAG_CLASS_ROGUE|FLAG_CLASS_WIZARD #9769 black obelisk~ a black obelisk~ A black obelisk rises from the ground here.~ {078} +----------------------------------------------------------------+ | Simply say the name of the location to which you would like | | to travel and the obelisk will magically transport you! | | | | Available locations include: Recommended levels: | | | | Holy Grove Levels 5 - 15 | | Whispering Woods Levels 5 - 15 | | Gnomedell Levels 5 - 20 | | Antarctica Levels 10 - 20 | | Wyvern's Tower Levels 10 - 20 | | Manitou Marsh Levels 15 - 25 | | University Levels 15 - 25 | +----------------------------------------------------------------+ ~ ITEM_TYPE_TREASURE 0 0 0 MATERIAL_SILVER 60 SIZE_DIMINUTIVE 0 0 0 0 0 COMP_NONE 0 0 8 100 1 #9770 black obelisk~ a black obelisk~ A black obelisk rises from the ground here.~ {078} {078} _____________________________________________________________ {078} / \ {078} | Simply say the name of the location to which you would like | {078} | to travel and the obelisk will magically transport you! | {078} | | {078} | Available locations include: Recommended levels: | {078} | | {078} | Valmorgen Levels 5 - 25 | {078} | | {078} \______________________________________________________________/ ~ ITEM_TYPE_TRASH 0 0 0 MATERIAL_WOOD 30 SIZE_TINY 0 0 0 0 0 0 0 0 0 100 1 #9771 bone wand~ {078}a bone wand~ {078}A bone wand lies here.~ ~ ITEM_TYPE_WAND FLAG_MAGIC CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_BONE 30 SIZE_TINY 5 25 50 70 0 0 0 0 5 187500 1 V 3 'color spray' #0 #ROOMS #9700 The Bank~ You've entered a small office. The roof seems a little shaky, but otherwise it's a very nice place. There is a large safe located in one corner of the room, and a little counter in another. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ 0 -1 9722 0 0 0 S #9701 The Misty Forest of Valmorgen~ You are walking in the forest. Trees loom over your head and the air is buzzing with insects. The howling of creatures and rustling of critters seems to echo through the thick brush. A fine, almost shimmering, mist falls gently from the heavens. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9735 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9754 0 0 0 DDIR_WEST ~ ~ 0 -1 9756 0 0 0 S #9702 The Temple Quarter~ {078}You stand at the entrance to the land's most sacred temples. It is here that ancient arts of magic and war are whispered of. Often those in need of a cure come here to pray seeking the attention of the Gods. Across the intersection, worshippers and clergy mill busily any time of the day, the traffic busier to the north in the mornings, to the west at nightfall, and to the east during market hours. ~ 0 ROOM_NO_MOB|ROOM_SAFE SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9703 0 0 0 DDIR_EAST ~ ~ 0 -1 9796 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9755 0 0 0 DDIR_WEST ~ ~ 0 -1 9798 0 0 0 DDIR_UP ~ ~ 0 -1 9709 0 0 0 S #9703 The Citadel of the Sun - Temple to Helia~ {138}The entire temple shines with a light as bright as daylight, whether is it night or day outside. Trappings of yellow marble and gold adorn the halls, and in the vast sancutary, there is a large altar. The altar is in a continuous state of perpetual motion, and the servants of Helia, the Goddess of the Sun, stop and revere every time they pass it. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9702 0 0 0 S #9704 The Blacksmith Guild~ This is one of the very few guilds in the city of Valmorgen that allows everyone to enter. Black smoke from the smithy's fire curls and dances around the ceiling. Loud clinking of hammers rivet the room. Several sweaty, burly men labor here, their muscles bulging from wielding the tools of a blacksmith. There is a sign on the wall. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_EAST ~ ~ 0 -1 9800 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9710 0 0 0 E sign~ The sign reads: Welcome to the Blacksmith Guild. Feel free to look around, but be aware that nothing is for sale. We serve those that serve themselves. You may wish to ENGRAVE an item here. Engraving an item will make it stronger, but costs gold. An engraved object cannot be used by a thief. An engraved object's strenght depends on the level of the engraver. ~ S #9705 Thunder Road~ You are walking through a busy area where people are doing their daily shopping. You hear shopkeepers shouting out bargain prices for their wares. Rowdy sounds come from the south. Apparently, the patrons in the tavern are enjoying themselves! ~ 0 0 SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9755 0 0 0 DDIR_WEST ~ ~ 0 -1 9706 0 0 0 S #9706 Thunder Road~ You are walking through a busy area where people are doing their daily shopping. Shoppers haggle over prices with the locals, but all in good humor. Drifting in from the south are delightful aromas, coming from the local bakery. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9739 0 0 0 DDIR_EAST ~ ~ 0 -1 9705 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9740 0 0 0 DDIR_WEST ~ ~ 0 -1 9711 0 0 0 S #9707 Thunder Road~ You make your way through a crowded thoroughfare where people are hurrying to complete their purchases for the day. Shopkeepers coax and coerce, offering their best merchandise to potential customers. To the south is Tanner's Leather Goods, offering wares made from only the finest hides. ~ 0 0 SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9708 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9738 0 0 0 DDIR_WEST ~ ~ 0 -1 9755 0 0 0 S #9708 Thunder Road~ Busy shoppers weave their way through the hectic streets, their arms filled with packages from the day's shopping. To the south lies the Fighter's Guild and to the northeast is the Blacksmith's Guild. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9814 0 0 0 DDIR_EAST ~ ~ 0 -1 9710 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9737 0 0 0 DDIR_WEST ~ ~ 0 -1 9707 0 0 0 S #9709 The road to the palace~ {078}The road leads around the temple quarter and up the hill to the King's Palace of Valmorgen. To the north, as you near the castle, you see large battlements rising above the face of the hill, and sixty-foot towers rise above that. The road ends at a large barbican gatehouse, with strong palace guards poised at either side. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 3760 0 0 0 DDIR_DOWN ~ ~ 0 -1 9702 0 0 0 S #9710 Corner of Thunder Road and Hailstone Lane~ You have reached a busy corner, and you step back hurriedly to get out of the way of the bustling crowds. To the west, one can enter the busy shopping district of Thunder Road. In the south trails Hailstone Lane. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9704 0 0 0 DDIR_EAST ~ ~ 0 -1 9727 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9713 0 0 0 DDIR_WEST ~ ~ 0 -1 9708 0 0 0 DDIR_UP ~ ~ 0 -1 9783 0 0 0 S #9711 Corner of Thunder Road and Lightning Blvd~ You continue on your stroll through the city. To the south lies Lightning Blvd. where the wealthiest citizens of Valmorgen seem to gather. ~ 0 0 SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9706 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9712 0 0 0 DDIR_WEST ~ ~ 0 -1 9725 0 0 0 DDIR_UP ~ ~ 0 -1 9782 0 0 0 S #9712 Lightning Blvd~ This boulevard is lined with unusual flora, native to this land. Wrought iron fences line the path and benches are dotted here and there. A few of the more financially secure patrons of the city mill about enjoying their day. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9711 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9715 0 0 0 S #9713 Hailstone Lane~ This simple paved lane doesn't hold much excitement. It is quiet, unadorned and just trails along. This is the poorer section of the city, so it is not given much attention. However, alongside of the road, a few wildflowers struggle to add a touch of beauty to this little lane. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9710 0 0 0 DDIR_EAST ~ ~ 0 -1 9803 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9714 0 0 0 E wildflowers~ Small daisies, pale pink primrose and tender yellow buttercups grow here. ~ S #9714 Hailstone Lane~ You move along a lane leading north and south. A few houses line both sides of the paved path, their small walkways lined in small flowers. Smoke curls from a few of the chimneys, and the scent of home-cooking wafts through the air. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9713 0 0 0 DDIR_EAST ~ ~ 0 -1 15000 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9722 0 0 0 S #9715 Lightning Blvd~ Just a few of the more wealthy patrons are here, discussing politics or some juicy gossip. A few brightly colored songbirds sing a melody of joy adding to the beauty of this cobblestone road. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9712 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9716 0 0 0 S #9716 Corner of Lightning Blvd and Tornado Alley~ This is the corner of Lightning Blvd. and Tornado Alley. Lightning Blvd. runs to the north and Tornado Alley to the east. To the south is a bank and looking up you can see an enormous, saddled griffon sunbathing on a roof, its wings barely moving. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9715 0 0 0 DDIR_EAST ~ ~ 0 -1 9717 0 0 0 DDIR_UP ~ ~ 0 -1 9781 0 0 0 S #9717 Tornado Alley~ This street is a whirlwind of activity. People buzz about tending to their business. The distinct hum of Sorcery comes from the north and to the south is a charming little general store. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9733 0 0 0 DDIR_EAST ~ ~ 0 -1 9718 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9786 0 0 0 DDIR_WEST ~ ~ 0 -1 9716 0 0 0 S #9718 Tornado Alley~ This street is simply a whirlwind of activity. People are rushing all around. Vendors and marketpeople do their best to lure customers into their shops. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9734 0 0 0 DDIR_EAST ~ ~ 0 -1 9719 0 0 0 DDIR_WEST ~ ~ 0 -1 9717 0 0 0 S #9719 Rainbow Square~ You are standing on a large square in the city. People pass you by as they hurry to complete their errands. A large statue stands in the center here, and pigeons fly on and off of its shoulder. To the east and west lies Tornado Alley, probably the busiest street in the city. To the north lies Rainbow Street and to the south you see the southern gate. ~ 0 ROOM_CLANSTOREROOM|ROOM_SAFE SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9724 0 0 0 DDIR_EAST ~ ~ 0 -1 9720 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9730 0 0 0 DDIR_WEST ~ ~ 0 -1 9718 0 0 0 S #9720 Tornado Alley~ The hustle and bustle of Tornado Alley takes your breath away. The citizenry of Valmorgen hurry in and out of shops, and vendors and marketpeople do their best to lure customers into their store. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9801 0 0 0 DDIR_EAST ~ ~ 0 -1 9721 0 0 0 DDIR_WEST ~ ~ 0 -1 9719 0 0 0 S #9721 Tornado Alley~ This is probably the busiest street in Valmorgen. People hurry in and out of the heavily stocked shops. Vendors and marketpeople do their best to lure new customers into their store. Kyntel's Weapons is to the north and Gouden's Jewelry is to the south. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9736 0 0 0 DDIR_EAST ~ ~ 0 -1 9722 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9797 0 0 0 DDIR_WEST ~ ~ 0 -1 9720 0 0 0 S #9722 Corner of Hailstone Lane and Tornado Alley ~ This is the corner of Hailstone Lane and Tornado Alley. Going north takes one up Hailstone Lane and going west leads down Tornado Alley. Directly east is the main bank of Valmorgen. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9714 0 0 0 DDIR_EAST ~ ~ 0 -1 9700 0 0 0 DDIR_WEST ~ ~ 0 -1 9721 0 0 0 DDIR_UP ~ ~ 0 -1 9780 0 0 0 S #9723 Rainbow Street~ {078}You are standing on a highly traversed street in the city. People are milling all about with merchandise and wares. Selling or buying, there is much to be found here. To the west you hear a busy tavern, and there is a stable to the east. Up a starwell beside the stables is another establishment of some sort. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9755 0 0 0 DDIR_EAST ~ ~ 0 -1 9820 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9724 0 0 0 DDIR_WEST ~ ~ 0 -1 9787 0 0 0 DDIR_UP ~ ~ 0 -1 9817 0 0 0 S #9724 Rainbow Street~ You are walking through a highly traversed street in the city. People are milling all around with merchandise and wares. Selling or buying, you can do it all here on this little street. You smile at the busy hustle and bustle. ~ 0 0 SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9723 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9719 0 0 0 DDIR_UP ~ ~ 0 -1 30930 0 0 0 S #9725 The Western Gate~ This is the western gate of the city of Valmorgen. These massive gates protect the city at night from bandits and robbers, while during the day they are watched over by city guards. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9711 0 0 0 DDIR_WEST ~ ~ 0 -1 9726 0 0 0 S #9726 Outside the City~ You are walking outside the city. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9725 0 0 0 DDIR_WEST ~ ~ 0 -1 6000 0 0 0 S #9727 The Eastern Gate~ This is the eastern gate of the city of Valmorgen. These massive gates protect the city at night from bandits and robbers, while during the day they are watched over by city guards. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9728 0 0 0 DDIR_WEST ~ ~ 0 -1 9710 0 0 0 S #9728 Outside the City~ The noise of the city is quieter here. There is a narrow gravel path stretching to the east, and in the distance looms a large forest. To the west stand the tall, wrought-iron gates of Valmorgen, the ancient city. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9729 0 0 0 DDIR_WEST ~ ~ 0 -1 9727 0 0 0 S #9729 Outside the City~ The sounds of the city are in the distance, and a small gravel path leads both east and west. To the south you see an important looking Guild. ~ 0 ROOM_NO_MOB|ROOM_DYNAMIC SECT_ROAD 0 0 0 DDIR_EAST ~ ~ 0 -1 17225 0 0 0 DDIR_SOUTH ~ ~ 0 -1 30910 0 0 0 DDIR_WEST ~ ~ 0 -1 9728 0 0 0 S #9730 The Southern Gate~ This is the southern gate of the city of Valmorgen. These massive gates protect the city at night from bandits and robbers, while during the day they are watched over by city guards. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9719 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9731 0 0 0 S #9731 Path in the forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. To the north lies Valmorgen. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9730 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9750 0 0 0 DDIR_WEST ~ ~ 0 -1 9741 0 0 0 S #9732 Shadow's Path. ~ This is the school of the unseen. Only monks are allowed here. There is a large practice yard here and a fighting ring in the center of the room. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY 0 0 0 DDIR_UP ~ ~ 0 -1 9736 0 0 0 S #9733 Sorcerer's Guildhall~ This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9717 0 0 0 S #9734 Monkey's School of Mystical Healing.~ This is the Guild of Clerics. Here a cleric can profit and learn from the wisdom gained by Monkey in his long life. Although Monkey always followed the way of healing he also wanders on the path of Harming. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9718 0 0 0 S #9735 In the forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 43000 0 0 0 DDIR_WEST ~ ~ 0 -1 9701 0 0 0 S #9736 Kyntel's Weapons~ Various weapons hang on the walls in here. Sunlight streams in through the large window, causing the countertop to gleam softly. Behind the big counter stands an impressive looking fellow sharpening a shortsword. You see a sign on the southern wall. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9721 0 0 0 DDIR_DOWN ~ ~ 0 -1 9732 0 0 0 E sign~ . {148}School of the unseen, invitations only. ~ S #9737 The fighters guild hall~ You are standing in the fighter's guildhall. Here people talk about their adventures or about their times as a mercenary for hire. Small decorative chairs and tables fill the room as well as a practice and training hall in the back. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9708 0 0 0 S #9738 Tanner's Leather Goods~ An acidic smell fills this large shop. Along the walls are numerous shelves containing various types of animal hide, and a large iron pot, filled with boiling water, hangs in the crackling fireplace. In the middle of the shop is a large oak table. A wooden sign is hanging above the fireplace. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9707 0 0 0 E sign~ . {128}Welcome to Tanner's Leather Goods {078}Type 'list' to see what is for sale. {078}Type 'buy item' to purchase an item. {078}Type 'sell item' to sell an item. {078}Type 'value item' to ask Tanner to give you a price. {128}- The Management ~ S #9739 Shelan's Wizardry and Potions~ The power here overwhelms you. The shelves are filled with many exotic and powerful potions. Crystal balls glow with soft, magical auras, and there is a delightful scent in the air. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9706 0 0 0 DDIR_UP ~ ~ 0 -1 9789 0 0 0 S #9740 Doogan's Bread and Delicacies~ You are standing in the bakery of Doogan, known for his excellent bread rolls and iced cakes. A huge counter is set in the middle of the shop. There are a lot of different types of bread being sold here. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9706 0 0 0 S #9741 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9731 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9743 0 0 0 S #9742 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9745 0 0 0 S #9743 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_NORTH ~ ~ 0 -1 9741 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9747 0 0 0 DDIR_WEST ~ ~ 0 -1 9744 0 0 0 S #9744 An Oasis of Peace and Silence~ In this place surrounded by plants and animals a druid can completely train his skills and spells to maximum capacity. An old druid stands here helping and guiding your practicing. ~ 0 ROOM_NO_MOB|ROOM_SAFE SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9743 0 0 0 S #9745 A Path in the Forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. It is probably the main connection from Valmorgen and the land of Durdania. To the south lies an immense forest and to the north is the city of Valmorgen. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9742 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9751 0 0 0 DDIR_WEST ~ ~ 0 -1 9750 0 0 0 S #9746 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9751 0 0 0 DDIR_WEST ~ ~ 0 -1 9747 0 0 0 S #9747 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_NORTH ~ ~ 0 -1 9743 0 0 0 DDIR_EAST ~ ~ 0 -1 9746 0 0 0 S #9748 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_NORTH ~ ~ 0 -1 9749 0 0 0 DDIR_SOUTH ~ ~ 0 -1 30920 0 0 0 DDIR_WEST ~ ~ 0 -1 9751 0 0 0 S #9749 Western River Bank~ You are now on the western side of the river, south of the city. You hear creatures rustling in the bushes surrounding you. A small porcupine walks nearby, looking at you curiously. A small path leads to the south. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9764 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9748 0 0 0 S #9750 Path in the forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. It is probably the main connection from Valmorgen and the land of Durdania. To the south lies an immense forest and to the north is the city of Valmorgen. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9731 0 0 0 DDIR_EAST ~ ~ 0 -1 9745 0 0 0 S #9751 A Path in the Forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. It is probably the main connection from Valmorgen and the land of Durdania. To the south lies an immense forest and to the north is the city of Valmorgen. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9745 0 0 0 DDIR_EAST ~ ~ 0 -1 9748 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9756 0 0 0 DDIR_WEST ~ ~ 0 -1 9746 0 0 0 S #9752 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9756 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9757 0 0 0 S #9753 A Path in the Forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. It is probably the main connection from Valmorgen and the land of Durdania. To the south lies an immense forest and to the north is the city of Valmorgen. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9756 0 0 0 DDIR_EAST ~ ~ 0 -1 9754 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9762 0 0 0 S #9754 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_NORTH ~ ~ 0 -1 9701 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9761 0 0 0 DDIR_WEST ~ ~ 0 -1 9753 0 0 0 S #9755 Valmorgen Square~ You are standing on a stone tiled square in the center of this ancient city. To the east and west you see bustling Thunder Road and to the south lies Rainbow Street. To the north lies the Temple and a Tower rising high into the skies. ~ 0 ROOM_NO_MOB|ROOM_SAFE SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9702 0 0 0 DDIR_EAST ~ ~ 0 -1 9707 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9723 0 0 0 DDIR_WEST ~ ~ 0 -1 9705 0 0 0 S #9756 A Path in the Forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. It is probably the main connection from Valmorgen and the land of Durdania. To the south lies an immense forest and to the north is the city of Valmorgen. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9751 0 0 0 DDIR_EAST ~ ~ 0 -1 9701 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9753 0 0 0 DDIR_WEST ~ ~ 0 -1 9752 0 0 0 S #9757 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_NORTH ~ ~ 0 -1 9752 0 0 0 DDIR_WEST ~ ~ 0 -1 9758 0 0 0 S #9758 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. the bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9757 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9759 0 0 0 S #9759 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_NORTH ~ ~ 0 -1 9758 0 0 0 DDIR_EAST ~ ~ 0 -1 9760 0 0 0 DDIR_WEST ~ gate~ EX_ISDOOR -1 9776 0 0 0 S #9760 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_EAST ~ ~ 0 -1 9762 0 0 0 DDIR_WEST ~ ~ 0 -1 9759 0 0 0 S #9761 In the Forest~ You are walking in the forest, trees are looming over your head and the air is buzzing with insects. The howling of creatures and rustling of critters are constantly filling the air. The bushes are thick and difficult to get through. ~ 0 0 SECT_FOREST 0 0 0 DDIR_NORTH ~ ~ 0 -1 9754 0 0 0 S #9762 A Path in the Forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. It is probably the main connection from Valmorgen and the land of Durdania. To the south lies an immense forest and to the north is the city of Valmorgen. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9753 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9763 0 0 0 DDIR_WEST ~ ~ 0 -1 9760 0 0 0 S #9763 A Path in the Forest~ This path seems highly traveled. Soft pine needles cushion your feet as you walk, and tall trees and fields of barley surround you. It is probably the main connection from Valmorgen and the land of Durdania. To the south begins a long, paved road leading to the lands of Durdania. ~ 0 ROOM_NO_MOB SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9762 0 0 0 DDIR_SOUTH ~ ~ 0 -1 17232 0 0 0 S #9764 Above the Waterfall~ You are standing above a waterfall. The water flows quickly past and you can feel its strength trying to suck you under. Perhaps it would be best if you kept walking along. ~ 0 ROOM_NO_MOB SECT_LAKE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9766 0 0 0 DDIR_EAST ~ ~ 0 -1 9765 0 0 0 DDIR_WEST ~ ~ 0 -1 9749 0 0 0 DDIR_DOWN ~ ~ 0 -1 9768 0 0 0 E waterfall~ The raging waterfall is pouring down from here, maybe it is not a good idea to keep standing here. ~ S #9765 Eastern River Bank~ You are on the eastern river bank on the south side of the city of Valmorgen. Birds are singing cheerfully in the trees around you. Above you is a ledge that leads to a cave. ~ 0 0 SECT_FOREST 0 0 0 DDIR_WEST ~ ~ 0 -1 9764 0 0 0 DDIR_UP ~ ~ EX_CLIMB -1 9784 0 10 0 S #9766 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_LAKE 0 0 0 DDIR_EAST ~ ~ 0 -1 9767 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9764 0 0 0 S #9767 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_LAKE 0 0 0 DDIR_WEST ~ ~ 0 -1 9766 0 0 0 S #9768 Halfway up the Waterfall~ The rocks here are not only sharp, but slippery from the constant barrage of water upon them. As you pause to wonder how you could have possibly gotten this far, you can feel your grip giving way. ~ 0 0 SECT_LAKE 0 0 0 DDIR_UP ~ ~ 0 -1 9764 0 0 0 DDIR_DOWN ~ ~ 0 -1 9769 0 0 0 S #9769 Under the Waterfall~ You just tumbled down the waterfall and the heavy water crashes down upon you. A rainbow arcs in the mists and escape seems almost impossible with such high cliffs and steep rocks blocking your ascent into the upper level of the forest. ~ 0 0 SECT_LAKE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9770 0 0 0 DDIR_UP ~ ~ 0 -1 9768 0 0 0 E waterfall~ Water is raging downwards as you try to figure out a way to get topside again. ~ S #9770 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_OCEAN 0 0 0 DDIR_NORTH ~ ~ 0 -1 9769 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9771 0 0 0 S #9771 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_LAKE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9770 0 0 0 DDIR_EAST ~ ~ 0 -1 9772 0 0 0 S #9772 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_LAKE 0 0 0 DDIR_EAST ~ ~ 0 -1 9773 0 0 0 DDIR_WEST ~ ~ 0 -1 9771 0 0 0 S #9773 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_LAKE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9774 0 0 0 DDIR_WEST ~ ~ 0 -1 9772 0 0 0 S #9774 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_LAKE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9773 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9775 0 0 0 S #9775 The River Aneel~ This river is the main source of water for the city. It also provides sufficient water to tend the forests located downstream. ~ 0 0 SECT_LAKE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9774 0 0 0 S #9776 Southern Park~ Walking through the park, feeling in touch with nature and breathing the fresh air, you feel delighted. To the west is the center and east is the gate. ~ 0 0 SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9795 0 0 0 DDIR_EAST ~ gate~ EX_ISDOOR -1 9759 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9794 0 0 0 DDIR_WEST ~ ~ 0 -1 9777 0 0 0 S #9777 Center of Southern Park~ Walking through the park, feeling in touch with nature and breathing the fresh air, you feel delighted. The park stretches out all around you. ~ 0 ROOM_SAFE SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9791 0 0 0 DDIR_EAST ~ ~ 0 -1 9776 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9778 0 0 0 DDIR_WEST ~ ~ 0 -1 9779 0 0 0 S #9778 Southern Park~ Walking through the park, feeling in touch with nature and breathing the fresh air, you feel delighted. To the north is the center. ~ 0 0 SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9777 0 0 0 DDIR_EAST ~ ~ 0 -1 9794 0 0 0 DDIR_WEST ~ ~ 0 -1 9793 0 0 0 S #9779 Southern Park~ Walking through the park, feeling in touch with nature and breathing the fresh air, you feel delighted. To the east is the center. ~ 0 0 SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9792 0 0 0 DDIR_EAST ~ ~ 0 -1 9777 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9793 0 0 0 S #9780 Guard Post~ Here is one of Valmorgen's guard posts. These guards have been placed to spot any enemies as they approach the city, and to defend its citizens in time of need. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_DOWN ~ ~ 0 -1 9722 0 0 0 S #9781 Guard Post~ Here is one of Roterdamum's Guard Posts. These guards have been placed to spot any enemies as they approach the city, and to defend its citizens in time of need. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_DOWN ~ ~ 0 -1 9716 0 0 0 S #9782 Guard Post~ Here is one of Roterdamum's Guard Posts. These guards have been placed to spot any enemies as they approach the city, and to defend its citizens in time of need. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_DOWN ~ ~ 0 -1 9711 0 0 0 S #9783 Guard Post~ Here is one of Valmorgen's guard posts. These guards have been placed to spot any enemies as they approach the city, and to defend its citizens in time of need. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_DOWN ~ ~ 0 -1 9710 0 0 0 S #9784 Entrance to a Cave~ The walls here are scorched black. The ashes on the floor reveal a heavy fire has recently raged through this cave. Farther on down, you can hear the song of some birds and you spy a large hole on the eastern ledge. ~ 0 0 SECT_MOUNTAIN 0 0 0 DDIR_EAST ~ ~ 0 -1 9785 0 0 0 DDIR_DOWN ~ ~ EX_CLIMB -1 9765 0 10 0 S #9785 A large Cave~ You are standing in a very large cave. The lack of light, as well as the smoke, makes it difficult for you to see. All sorts of bones are scattered around. You hear the distinct, soft rumbling of some kind of creature in the distance. ~ 0 ROOM_DARK SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ 0 -1 9784 0 0 0 S #9786 The General Store~ This is a rather small, but cozy, shop. Over in the corner is a very attractive shopkeeper stocking the shelves with new items. Over the counter you notice a sign. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9717 0 0 0 S #9787 Boar's Head Pub~ You are standing in the city's most popular tavern. The bar itself is set up against the western wall, old archaic writing, carvings and symbols covering its top. A hearth is built inside the northern wall, and through the southeastern windows you can see Valmorgen Square. The hospitality of this tavern makes you wish to perhaps sit and stay awhile. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_EAST ~ ~ 0 -1 9723 0 0 0 DDIR_UP ~ ~ 0 -1 9819 0 0 0 E bottle coke ~ The bottle seems big enough to hold a couple of gallons of the dark brown juice it is filled with. A price tag reads 'collectors item 500000 coins' (please put the money in a bag) ~ S #9788 In the Basement~ oo oo, you got stuck in the basement, bummer.. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 S #9789 wizard Tower~ You are standing in a large foyer, at least 50 feet wide, with an amazingly large spiral staircase rising into the meticulously painted ceiling. Statues of all the dead sons and daughters of Hypnos surround the chamber in recessed alcoves. The stairs lead down into Shelan's shop. There is a large checkered area on the floor, with small figures moving about. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ 0 -1 30940 0 0 0 DDIR_UP ~ ~ 0 -1 9790 0 0 0 DDIR_DOWN ~ ~ 0 -1 9739 0 0 0 S #9790 The Chamber of the High wizard~ The high wizard sits in judgment of all those that study the black arts. There are a few scrolls on the wall, with a large desk here. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_DOWN ~ ~ 0 -1 9789 0 0 0 E scrolls~ {068} One of the scrolls explains: {078} "... The shouts can be heard faintly even by an unshielded wizard. However when a shield against magic is erected the magical screams are amplified by resonance with the shield. The screams emanate from the souls of the dead, screaming for relief from the eternal torment and suffering they must endure. To prompt their shouting, scream loudly. Their wails will then be heard..." ~ E tomes~ {068} One of the tomes reads: {078} "The song of the dead may be sung to gain entrance to the home and origin of the ancient wizard's art of necromancy. The song's words are written in the tongue of our trade, the subject of this tome. The letter A in the common tongue corresponds to the necromancer's Z. The letter B corresponds to the necromancer's letter A. The letter C corresponds to the necromancer's let..." {388}The rest of the document is illegible. ~ E parchments~ {068} One of the parchments reads: {078} "JDX QSGW SC JDX BXZB XKVF QSPFQ, FVKXQ SC FPQJ PGBXZB DSFX SC XZIJDXG YIPQJ BVIJ, YSCCVG, ASGX, BPQJ SHXG GSO ZQ V QZN NSP TPQJ" ~ E desk~ The desk is covered with scattered parchments with a few heavy tomes weighing them down. ~ S #9791 Southern Park~ Walking through the park, feeling in touch with nature and breathing the fresh air, you feel delighted. To the south is the center. ~ 0 0 SECT_FIELD 0 0 0 DDIR_EAST ~ ~ 0 -1 9795 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9777 0 0 0 DDIR_WEST ~ ~ 0 -1 9792 0 0 0 S #9792 Corner of Southern Park~ You are standing in one of the corners of the Southern Park of Valmorgen. The cheerful chirping of birds and rustling in the bushes almost makes them seem to be alive. ~ 0 0 SECT_FIELD 0 0 0 DDIR_EAST ~ ~ 0 -1 9791 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9779 0 0 0 S #9793 Corner of Southern Park~ You are standing in one of the corners of the Southern Park of Valmorgen. The cheerful chirping of birds and rustling in the bushes almost makes them seem to be alive. ~ 0 0 SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9779 0 0 0 DDIR_EAST ~ ~ 0 -1 9778 0 0 0 S #9794 Corner of Southern Park~ You are standing in one of the corners of the Southern Park of Valmorgen. The cheerful chirping of birds and rustling in the bushes almost makes them seem to be alive. ~ 0 0 SECT_FIELD 0 0 0 DDIR_NORTH ~ ~ 0 -1 9776 0 0 0 DDIR_WEST ~ ~ 0 -1 9778 0 0 0 S #9795 Corner of Southern Park~ You are standing in one of the corners of the Southern Park of Valmorgen. The cheerful chirping of birds and rustling in the bushes almost makes them seem to be alive. ~ 0 0 SECT_FIELD 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9776 0 0 0 DDIR_WEST ~ ~ 0 -1 9791 0 0 0 S #9796 The Magistrate Halls of the Temple of Dauros~ {178}This is a large forum where the matters of law and justice for the city are administered in the name of the God of Law and Commerce, Dauros. Large columns support the marble architecture here, and the forum is perfectly neat and orderly, with clerks and scribes going this way and that. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ 0 -1 9702 0 0 0 S #9797 Gouden's Jewelry~ You are in a small, beautifully furnished room. The warm light emanating from the small oil lamps on the walls is reflected in the hard, polished surface of the big mahogany desk that stands in the center of the room. A small sign with golden letters stands on the desk. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9721 0 0 0 E oil lamps~ They are made from polished gold and looks as if they are securely fastened to the smooth stone walls. ~ E desk~ Your face is reflected in its surface. ~ E sign~ . {138}Welcome to Gouden's Jewelry {078}Type 'list' to see what is in the store, {078}Type 'buy item' to purchase an item, {078}Type 'sell item' to try to sell an item and {078}Type 'value item' to ask us to appraise an item. {138}-The Management ~ S #9798 The Shrine of Waiting Death - Temple to Krypta~ {108}The front chambers of this temple look more like a morge than a temple. This is no accident, as it is Valmorgen's temple to Krypta. Here is where lost souls who find themselves dead after a hard fought battle can retrieve their remains. An altar to the Goddess of Death stands here sadly as a monument to the dead, many of which wait their final destiny in the rooms in the back of the mortuary. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_MORGUE SECT_INSIDE 0 0 0 DDIR_EAST ~ ~ 0 -1 9702 0 0 0 S #9799 Thief's Guildhall~ Once upon a time this place was beautifully furnished, but now it seems almost empty. It has turned into a place where you can lose both your life and money. Above you is the entrance to the Pet Shop. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_UP ~ ~ 0 -1 9801 0 0 0 S #9800 The Armory~ This is Valmorgen's finest armory. Smoke floats inside through the entrance to the Blacksmith Guild to the west. ~ 0 0 SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ 0 -1 9704 0 0 0 S #9801 Robert's Pet Shop~ This is a small, yet very clean, pet shop. The animals available for purchase here are of the very finest quality, and softly rattle their cages to get your attention. ~ 0 ROOM_INDOORS|ROOM_SAFE|ROOM_PET_SHOP SECT_INSIDE 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9720 0 0 0 DDIR_DOWN ~ ~ 0 -1 9799 0 0 0 S #9802 Pets for Robert's Shop~ Dangerous creatures have been locked up in cages here, waiting for a boss. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_PRIVATE|ROOM_SAFE SECT_INSIDE 0 0 0 S #9803 Guild of the Ranger~ You have entered the Guild of the Rangers, where the mighty come to train and practice. It is spotlessly clean, and has two walls hung with weaponry to test your skills on. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ 0 -1 9713 0 0 0 S #9804 The Northern Pass~ A quiet path leads you north. To the south lies the beginning of a dark alley. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9805 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9816 0 0 0 S #9805 The Northern Pass~ This serene path leads north to the Northern Gate or south back to the city. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9806 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9804 0 0 0 S #9806 The Northern Gate~ Here lies the Northern Gate of the city Valmorgen. Taking this path south leads to the city of Valmorgen. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9807 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9805 0 0 0 S #9807 Outside the City~ You are walking outside of the city. ~ 0 ROOM_NO_MOB SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 17224 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9806 0 0 0 S #9808 Sewers~ You are in one of the nastiest smelling places that you have ever been. Rats and large insects can be seen moving about. Several small snakes brush up on your leg. A strange noise can be heard from the west. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_NORTH ~ ~ EX_HIDDEN -1 30960 0 0 0 DDIR_EAST ~ ~ 0 -1 9811 0 0 0 DDIR_WEST ~ ~ 0 -1 9809 0 0 0 DDIR_UP ~ ~ 0 -1 9815 0 0 0 S #9809 Sewers~ This is a very dark section of the nasty sewers. You really should not be down here, as the snakes get larger in this direction. A loud strange noise can be heard from the west. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9808 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9812 0 0 0 DDIR_WEST ~ ~ 0 -1 9810 0 0 0 S #9810 Sewers~ This is a very dark section of these very nasty sewers. You have run into a large mound of dirty blocking the slowly moving cess-pool. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_EAST ~ ~ 0 -1 9809 0 0 0 DDIR_WEST ~ ~ 0 -1 10500 0 0 0 S #9811 Sewers~ You are blocked from going further by a large mound of debris. The stench is awful. You have mud, and what looks like mud, but smells worse, sticking to your boots. There is a soft moaning sound from the west. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_WEST ~ ~ 0 -1 9808 0 0 0 S #9812 Sewer~ This section of the sewer system does not smell bad at all, and you can see some light coming from the east. There is a small table set here in the center of the corridor. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9809 0 0 0 DDIR_EAST ~ ~ 0 -1 9813 0 0 0 S #9813 Sewer~ This is a well lit, and well aired, section of the underground sewer system. You almost think that this section is habitable, if you got rid of the oversized goons guarding the door. ~ 0 0 SECT_CITY 0 0 0 DDIR_WEST ~ ~ 0 -1 9812 0 0 0 DDIR_DOWN ~ ~ 0 -1 7030 0 0 0 S #9814 A dark passage between buildings~ You stand in a dark narrow alley which connects Thunder Road with the Northern Gates of Valmorgen. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9815 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9708 0 0 0 S #9815 A dark alley~ You stand in a dark narrow alley which leads south back into the city. Some stairs lead down into some kind of tunnel from which a dirty stench rises. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9816 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9814 0 0 0 DDIR_DOWN ~ ~ 0 -1 9808 0 0 0 S #9816 A dark alley~ You are standing in a dark, narrow alley which connects Thunder Road with the Northern Gates of Valmorgen. ~ 0 ROOM_DARK SECT_CITY 0 0 0 DDIR_NORTH ~ ~ 0 -1 9804 0 0 0 DDIR_SOUTH ~ ~ 0 -1 9815 0 0 0 S #9817 Revelatory Oasis~ This is a small room, with walls painted a dark midnight blue, and a glass ceiling which lets in the sunshine and moonglow. A handsome elf sits on a beautifully carved chair in front of a fireplace and turns to look at you as you enter, his dark eyes staring into yours. ~ 0 ROOM_NO_MOB|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_DOWN ~ ~ 0 -1 9723 0 0 0 E chair~ It is carved with beautiful twining leaves and flowers. ~ E fireplace~ Sometimes lit, in the cold weather, empty in the warm weather, the fireplace is tall enough to stand in, and built of heavy quarry stone and timber from the forests surrounding Valmorgen. ~ S #9818 The Testing Chamber~ The floor is covered with the bones of adventurers who failed the test. ~ 0 ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE 0 0 0 DDIR_DOWN ~ ~ 0 -1 9703 0 0 0 S #9819 On the landing~ {038}The stairs lead to a landing and a small hallway here. Small iron sconces keep the hallway lit day and night. Sturdy wooden doors lead into the private rooms along the hallway. The door to the east is labeled with a '1', the door to the south with a '2', the door to the west with a '3', and the door to the north with a '4'. ~ 0 ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9825 0 0 0 DDIR_EAST ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9822 0 0 0 DDIR_SOUTH ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9823 0 0 0 DDIR_WEST ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9824 0 0 0 DDIR_DOWN ~ ~ 0 -1 9787 0 0 0 S #9820 The Boar's Head Stables~ {038}This place smells like a barnyard, with good reason. This is where the mounts and pets of the patrons of the Boar's Head get a rest of their own. The stalls are well kept, and there is a small tack at the southern end of the building. ~ 0 0 SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ 0 -1 9723 0 0 0 S #9821 Storge room for boar's head stable~ This is the storage room for the boar's head stable, and you shouldn't be here. If you are CHAT for an imm immediately for help. ~ 0 ROOM_INDOORS|ROOM_NO_ASTRAL|ROOM_NO_RECALL|ROOM_INN SECT_INSIDE 0 0 0 S #9822 A room above the Boar's Head~ {038}The room seems cozy enough, with a comfy bed tucked over into one corner. A small chest rests at the foot of the bed for storage of a guest's belongings, and a small wash stand with a basin sits in the opposite corner. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_INN SECT_INSIDE 0 0 0 DDIR_WEST ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9819 0 0 0 S #9823 A room above the Boar's Head~ {038}The room seems cozy enough, with a comfy bed tucked over into one corner. A small chest rests at the foot of the bed for storage of a guest's belongings, and a small wash stand with a basin sits in the opposite corner. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_INN SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9819 0 0 0 S #9824 A room above the Boar's Head~ {038}The room seems cozy enough, with a comfy bed tucked over into one corner. A small chest rests at the foot of the bed for storage of a guest's belongings, and a small wash stand with a basin sits in the opposite corner. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_INN SECT_INSIDE 0 0 0 DDIR_EAST ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9819 0 0 0 S #9825 A room above the Boar's Head~ {038}The room seems cozy enough, with a comfy bed tucked over into one corner. A small chest rests at the foot of the bed for storage of a guest's belongings, and a small wash stand with a basin sits in the opposite corner. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_INN SECT_INSIDE 0 0 0 DDIR_SOUTH ~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED -1 9819 0 0 0 S #0 #SHOPS 9700 ITEM_TYPE_SCROLL ITEM_TYPE_POTION ITEM_TYPE_NONE ITEM_TYPE_NONE 0 100 50 0 23 ; a priestess 9704 ITEM_TYPE_DRINK_CON ITEM_TYPE_FOOD ITEM_TYPE_NONE ITEM_TYPE_NONE 0 100 50 0 23 ; Mortgar the Innkeeper 9710 ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE 0 100 50 0 23 ; Robert 9711 ITEM_TYPE_ARMOR ITEM_TYPE_BOAT ITEM_TYPE_LIGHT ITEM_TYPE_NONE 0 100 50 0 23 ; Olaf the Black Smith 9712 ITEM_TYPE_ARMOR ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE 0 100 50 0 23 ; Tanner the Leather Worker 9732 ITEM_TYPE_WEAPON ITEM_TYPE_AMMO ITEM_TYPE_NONE ITEM_TYPE_NONE SHOP_IDENTIFY 100 50 0 23 ; Kyntel 9733 ITEM_TYPE_FOOD ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE 0 100 50 0 23 ; Doogan 9734 ITEM_TYPE_WAND ITEM_TYPE_SCROLL ITEM_TYPE_STAFF ITEM_TYPE_NONE 0 100 50 0 23 ; Shelan 9735 ITEM_TYPE_TREASURE ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_LIGHT 0 100 50 0 23 ; the jeweller 9739 ITEM_TYPE_CONTAINER ITEM_TYPE_DRINK_CON ITEM_TYPE_LIGHT ITEM_TYPE_NONE 0 100 50 0 23 ; Tresia 9740 ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE 0 100 50 0 23 ; Citral 9753 ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE ITEM_TYPE_NONE 0 100 50 0 23 ; Haldir 0 #INNS 9704 9822 9823 9824 9825 -1 100 123 172 158 0 -1 0 23 0 ; Mortgar the Innkeeper 0 #STABLES 9701 9821 0 50 0 23 ; a stableboy 0 #RESETS M 9702 100 9782 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9702 100 9782 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9702 100 9783 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9702 100 9783 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9702 100 9781 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9702 100 9781 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9702 100 9780 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9702 100 9780 ; a city guard in Guard Post E 9748 100 WEAR_WIELD ; equip a standard issue sword E 9749 100 WEAR_BODY ; equip standard issue chainmail M 9705 100 9737 ; Agnus the Recruiter in The fighters guild hall M 9707 100 9764 ; the ethereal waterfall in Above the Waterfall M 9708 100 9744 ; Dalin the druid in An Oasis of Peace and Sil M 9709 100 9703 ; a strange voice in The Citadel of the Sun - M 9712 100 9738 ; Tanner the Leather Worker in Tanner's Leather Goods G 9737 100 0 ; carries a leather jerkin G 9742 100 0 ; carries a pair of leather sleeves G 9744 100 0 ; carries a small leather bracer G 9739 100 0 ; carries a pair of leather pants G 9740 100 0 ; carries a pair of leather boots G 9741 100 0 ; carries a pair of leather gloves M 9713 100 9790 ; High wizard in The Chamber of the High w M 9724 100 9725 ; a Valmorgen city guard in The Western Gate M 9724 100 9725 ; a Valmorgen city guard in The Western Gate M 9724 100 9727 ; a Valmorgen city guard in The Eastern Gate M 9724 100 9727 ; a Valmorgen city guard in The Eastern Gate M 9724 100 9730 ; a Valmorgen city guard in The Southern Gate M 9724 100 9730 ; a Valmorgen city guard in The Southern Gate M 9729 100 9796 ; the magistrate in The Magistrate Halls of t M 9732 100 9736 ; Kyntel in Kyntel's Weapons G 9703 100 0 ; carries a Keldon spear G 9704 100 0 ; carries a steel warhammer G 9754 100 0 ; carries a yew light crossbow G 9755 100 0 ; carries a light crossbow bolt G 9721 100 0 ; carries a steel dagger G 9762 100 0 ; carries a sharpening stone M 9733 100 9740 ; Doogan in Doogan's Bread and Delica G 9757 100 0 ; carries a caviar sandwich G 9758 100 0 ; carries a loaf of bread G 9764 100 0 ; carries a slice of cheese M 9735 100 9797 ; the jeweller in Gouden's Jewelry G 9712 100 0 ; carries a diamond wedding ring M 9737 100 9700 ; the banker in The Bank M 9716 100 9723 ; an alley cat in Rainbow Street M 9716 100 9714 ; an alley cat in Hailstone Lane M 9717 100 9713 ; a noble lady in Hailstone Lane M 9718 100 9741 ; a small chipmunk in In the Forest M 9718 100 9747 ; a small chipmunk in In the Forest M 9719 100 9745 ; a porcupine in A Path in the Forest M 9720 100 9706 ; a thug in Thunder Road M 9721 100 9721 ; a bird in Tornado Alley M 9721 100 9742 ; a bird in In the Forest M 9722 100 9743 ; a snake in In the Forest M 9722 100 9746 ; a snake in In the Forest M 9723 100 9717 ; a foreigner in Tornado Alley M 9726 100 9715 ; a hustler in Lightning Blvd M 9727 100 9712 ; a beggar in Lightning Blvd M 9719 100 9750 ; a porcupine in Path in the forest M 9721 100 9751 ; a bird in A Path in the Forest M 9755 100 9754 ; a horse in In the Forest M 9721 100 9754 ; a bird in In the Forest M 9755 100 9761 ; a horse in In the Forest M 9718 100 9761 ; a small chipmunk in In the Forest M 9721 100 9762 ; a bird in A Path in the Forest M 9711 100 9704 ; Olaf the Black Smith in The Blacksmith Guild G 9743 100 0 ; carries a small metal shield G 9745 100 0 ; carries an iron bracer G 9749 100 0 ; carries standard issue chainmail G 9750 100 0 ; carries a standard issue shield G 9751 100 0 ; carries a standard issue cloak G 9734 100 0 ; carries a bronze breast plate G 9735 100 0 ; carries a scale mail jacket M 9700 100 9798 ; a priestess in The Shrine of Waiting Dea M 9755 100 9701 ; a horse in The Misty Forest of Valmo M 9718 100 9701 ; a small chipmunk in The Misty Forest of Valmo M 9704 100 9787 ; Mortgar the Innkeeper in Boar's Head Pub G 9716 100 0 ; carries a small barrel G 9717 100 0 ; carries a bronze tankard G 9718 100 0 ; carries a small flask G 9719 100 0 ; carries a dark glass bottle M 9734 100 9739 ; Shelan in Shelan's Wizardry and Pot G 9720 100 0 ; carries a scroll G 9728 100 0 ; carries a scroll G 9729 100 0 ; carries a yellow potion bottle G 9731 100 0 ; carries a scroll G 9732 100 0 ; carries a blue potion bottle G 9733 100 0 ; carries a crystal potion bottle M 9739 100 9786 ; Tresia in The General Store G 9725 100 0 ; carries a hooded brass lantern G 9726 100 0 ; carries a bag G 9727 100 0 ; carries a box G 9747 100 0 ; carries a buffalo water skin M 9740 100 9799 ; Citral in Thief's Guildhall G 9759 100 0 ; carries a beginner's lockpick M 9742 100 9740 ; an ethereal mouse in Doogan's Bread and Delica M 9710 100 9801 ; Robert in Robert's Pet Shop M 9743 100 9803 ; Herzog the Trainer in Guild of the Ranger M 9749 100 9802 ; a tigress in Pets for Robert's Shop M 9747 100 9802 ; a wolf in Pets for Robert's Shop M 9748 100 9802 ; a dragonette in Pets for Robert's Shop M 9746 100 9802 ; a skunk in Pets for Robert's Shop M 9745 100 9802 ; a rattlesnake in Pets for Robert's Shop M 9744 100 9802 ; a trained falcon in Pets for Robert's Shop M 9724 100 9806 ; a Valmorgen city guard in The Northern Gate M 9724 100 9806 ; a Valmorgen city guard in The Northern Gate M 9706 100 9732 ; Darnak in Shadow's Path. M 9736 100 9734 ; Monkey in Monkey's School of Mystic M 9741 100 9733 ; Xavier in Sorcerer's Guildhall M 9750 100 9810 ; a large frog in Sewers O 9705 100 9719 ; a statue of a fighter in Rainbow Square O 9706 100 9703 ; the altar to Helia in The Citadel of the Sun - O 9707 100 9736 ; a wooden sign in Kyntel's Weapons O 9707 100 9786 ; a wooden sign in The General Store O 9700 100 9779 ; a split oak tree in Southern Park P 9701 100 9700 ; a pearl necklace in a split oak tree O 9708 100 9777 ; a fountain in Center of Southern Park O 9713 100 9797 ; nothing in Gouden's Jewelry O 9709 100 9755 ; a dolphin fountain in Valmorgen Square O 9746 100 9749 ; the bench in Western River Bank O 9769 100 9702 ; a black obelisk in The Temple Quarter M 9753 100 9817 ; Haldir in Revelatory Oasis M 9755 100 9735 ; a horse in In the forest M 9756 100 9735 ; a strawberry roan horse in In the forest M 9757 100 9819 ; a tavern guard in On the landing M 9701 100 9820 ; a stableboy in The Boar's Head Stables S #SPECIALS M 9702 spec_guard M 9703 spec_guard M 9720 spec_thief M 9724 spec_guard S #$ XXXXXXXXXX #Savearea