Mud20/accounts/
Mud20/accounts/c/
Mud20/accounts/f/
Mud20/accounts/k/
Mud20/accounts/s/
Mud20/accounts/t/
Mud20/area_current/
Mud20/area_current/newareas/
Mud20/bin/
Mud20/clans/
Mud20/gods/
Mud20/old-sources/
Mud20/player/
Mud20/player/a/del/
Mud20/player/b/
Mud20/player/b/bak/
Mud20/player/b/del/
Mud20/player/f/
Mud20/player/f/bak/
Mud20/player/f/del/
Mud20/player/k/
Mud20/player/k/bak/
Mud20/player/k/del/
Mud20/player/k/dmp/
Mud20/player/m/
Mud20/player/m/bak/
Mud20/player/o/
Mud20/player/o/bak/
Mud20/player/p/
Mud20/player/s/
Mud20/player/s/bak/
Mud20/player/s/del/
Mud20/player/t/
Mud20/player/t/del/
Mud20/player/v/
Mud20/public_html/
Mud20/races/
Mud20/skilltables/
__MACOSX/Mud20/accounts/
__MACOSX/Mud20/accounts/c/
__MACOSX/Mud20/accounts/f/
__MACOSX/Mud20/accounts/k/
__MACOSX/Mud20/accounts/s/
__MACOSX/Mud20/area_current/
__MACOSX/Mud20/area_current/core_areas/
__MACOSX/Mud20/area_current/helps/
__MACOSX/Mud20/area_current/newareas/
__MACOSX/Mud20/backups/
__MACOSX/Mud20/bin/
__MACOSX/Mud20/clans/
__MACOSX/Mud20/gods/
__MACOSX/Mud20/log/
__MACOSX/Mud20/old-sources/
__MACOSX/Mud20/player/
__MACOSX/Mud20/player/a/del/
__MACOSX/Mud20/player/b/
__MACOSX/Mud20/player/b/bak/
__MACOSX/Mud20/player/f/
__MACOSX/Mud20/player/f/bak/
__MACOSX/Mud20/player/f/del/
__MACOSX/Mud20/player/k/
__MACOSX/Mud20/player/k/bak/
__MACOSX/Mud20/player/k/del/
__MACOSX/Mud20/player/k/dmp/
__MACOSX/Mud20/player/m/
__MACOSX/Mud20/player/m/bak/
__MACOSX/Mud20/player/o/
__MACOSX/Mud20/player/o/bak/
__MACOSX/Mud20/player/p/
__MACOSX/Mud20/player/s/
__MACOSX/Mud20/player/s/bak/
__MACOSX/Mud20/player/t/del/
__MACOSX/Mud20/player/v/
__MACOSX/Mud20/public_html/
__MACOSX/Mud20/races/
__MACOSX/Mud20/skilltables/
#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