emud/area_current/
emud/area_current/castle/
emud/area_current/newareas/
emud/area_current/nwcentral/
emud/area_current/scontinent/
emud/clans/
emud/player/
emud/player/d/e/bak/
emud/player/e/m/
emud/player/e/m/bak/
#AREA Elven City~
#AUTHORS Deadblt~
#VERSION 3
#RANGES 20 40 0 99


#HELPS
0 Elven City~
{138}
                                 Elven City
{300}
The elven council claims to have discovered new forms of magic never
seen in the Realms before.  Their City is intended to be a center of 
commerce, so that all the sub-races of the Realms can buy their goods.
~

0 $~


#MOBILES
#12100
forest_breeze~
~
~
~
ACT_BODY|ACT_RACE
AFF_ETHEREAL
0 S
1 BODY_HEAD BODY_HEAD 1d1+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 25~
mpecho You feel refreshed by a cool breeze.
~
|
#12101
forest_chirp~
~
~
~
ACT_BODY|ACT_RACE
AFF_ETHEREAL
0 S
1 BODY_HEAD BODY_HEAD 1d1+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 25~
mpecho You hear a cricket chirping.
~
|
#12102
elf desert scout~
a desert elf scout~
An elf in sandy brown robes is studiously avoiding the plants.~
The elf wears sandy brown clothing.  You notice that his skin
and hair are deep black.  "No, we are not related to the drow",
he responds to your unspoken question.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick $n
    else
      emote calls out to the gods!
      cast 'cure critical' $i
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12103
elf desert scout~
a desert elf scout~
An elf in sandy brown robes is studiously avoiding the plants.~
The elf wears sandy brown clothing.  You notice that her skin
and hair are deep black.  "No, we are not related to the drow",
she responds to your unspoken question.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_FEMALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick 
    else
      emote calls out to the gods!
      cast 'cure critical' $i
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12104
elf sylvan ranger~
a sylvan elf ranger~
An elf in brown and green leathers can just be made out.~
The sylvan elf of the well known 'woodlands rangers' batallion is
making his way quietly through the woods.  He smiles in greeting.
His skin is pale and his hair is blonde.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_FOOT 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick 
    else
      emote calls out to the gods!
      cast 'cure critical' $i
    endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12105
elf sylvan ranger~
a sylvan elf ranger~
An elf in brown and green leathers can just be made out.~
The sylvan elf of the well known 'woodlands rangers' batallion is
making his way quietly through the woods.  She smiles in greeting.
Her skin is pale and her hair is blonde.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_FOOT 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_FEMALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick 
    else
      emote calls out to the gods!
      cast 'cure critical' $i
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12106
elf faerie wizard~
a faerie elf wizard~
An elf in colorful robes makes his way along the path.~
The faerie elf wears robes with bright clashing colors.  His bright
robes robes stand out in the quiet forest.  His hair is silver and
his skin pale, with a golden cast.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS
500 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    cast 'burning hands'
  else
    if rand (50)
      cast 'chill touch'
    else
      cast 'lightning bolt' 
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12107
elf faerie wizard~
a faerie elf wizard~
An elf in colorful robes makes his way along the path.~
The faerie elf wears robes with bright clashing colors.  Her bright
robes robes stand out in the quiet forest.  Her hair is silver and
her skin pale, with a golden cast.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_INVISIBLE|AFF_DETECT_INVIS
500 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_FEMALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    cast 'burning hands'
  else
    if rand (50)
      cast 'chill touch'
    else
      cast 'lightning bolt' $n
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12108
elf valley valleyrunner~
a valleyrunner elf~
An elf from the nearby valley walks confidently through the forest.~
The valley elf wears silvery armor and brown cloak and boots.  A patch
declares him a member of the 'valleyrunners' battalion.  He seems to 
know the area well, why not, he lives here.  His hair is brown and 
his skin is tan.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_FOOT 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick 
    else
      emote calls out to the gods!
      cast 'cure critical'
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12109
elf valley valleyrunner~
a valleyrunner elf~
An elf from the nearby valley walks confidently through the forest.~
The valley elf wears silvery armor and brown cloak and boots.  A patch
declares her a member of the 'valleyrunners' battalion.  Her hair is 
brown and her skin is tan.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
20 BODY_HEAD BODY_HEAD|BODY_HAND|BODY_FOOT 1d100+250 4d7+3
5000 RACE_ELF
POS_STANDING POS_STANDING SEX_FEMALE
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick 
    else
      emote calls out to the gods!
      cast 'cure critical' $i
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12110
elf merchant~
an elven merchant~
An elven merchant is in a hurry to get somewhere or another.~
The elven merchant wears loose functional clothing, you can see
that he is quite well off.  An acquisitive gleam seems to shine in
his eyes.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3
15000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 25~
emote screams for assistance!
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12111
elf bodyguard~
an elven bodyguard~
An elven bodyguard stands here watching you carefully.~
The elven bodyguard from the nearby valley seems to be protecting
one of the merchants here.  Protective spells surround her body.
She was obviously hired for her sorcerous abilities.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_SANCTUARY|AFF_FLYING
500 S
30 BODY_HEAD|BODY_LEG|BODY_ARM BODY_TORSO 1d100+500 6d7+3
500 RACE_ELF
POS_STANDING POS_STANDING SEX_FEMALE
>fight_prog 75~
if rand (50)
  cast 'lightning bolt'
else
  if rand (50)
    cast 'fireball'  
  else
    emote marshals her energy.
  endif
endif
~
|
#12112
elf salesman~
an elven salesman~
An elven salesman stands here, proudly displaying his products.~
The elven salesman smiles brightly, eager to cut a deal.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3
15000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n has killed me!
mpmset $n quest 0 1 1
~
|
#12113
dwarf merchant~
a dwarven merchant~
A dwarven merchant stands here, frowning at the elven salesman.~
The dwarven merchant watches as the elves display their wares.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3
15000 RACE_DWARF
POS_STANDING POS_STANDING SEX_MALE
#12114
gnome merchant~
a gnomish merchant~
A gnomish merchant stands here, writing down the details.~
The gnomish merchant watches as the elves display their wares.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3
15000 RACE_GNOME
POS_STANDING POS_STANDING SEX_MALE
#12115
minotaur merchant~
a minotaur merchant~
A minotaur merchant stands here, trying to take it all in.~
The minotaur merchant watches as the elves display their wares.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3
15000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#12116
human merchant~
a human merchant~
A human merchant stands here, looking for new products.~
The human merchant watches as the elves display their wares.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3
15000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#12117
elf cityguard~
an elven cityguard~
An elven cityguard looks you over carefully.~
The cityguard is from the nearby valley.  He wears silqver and brown
armor.  He looks ready to send you back down to the forest, the hard
way if necessary. BP
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
40 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d400+746 7d7+4
1500 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 75~
if quest (0,1,$n) == 1
  emote screams $n is and enemy of the elves!
  mpkill $n
endif
~
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick 
    else
      emote calls out to the gods!
      cast 'cure critical' $i
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12118
elf cityguard~
an elven cityguard~
An elven cityguard looks you over carefully.~
The cityguard is from the nearby valley.  She wears silver and brown
armor.  She looks ready to send you back down to the forest, the hard
way if necessary. AP
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
40 BODY_HEAD BODY_HEAD|BODY_HAND|BODY_FOOT 1d400+746 7d7+4
1500 RACE_ELF
POS_STANDING POS_STANDING SEX_FEMALE
>greet_prog 75~
if quest (0,1,$n) == 1
  emote screams $n is and enemy of the elves!
  mpkill $n
endif
~
>fight_prog 15~
if rand (25)
  emote glares at you, in fury.
else
  if rand (33)
    emote crouches spins and tries to trip you.
    trip 
  else
    if rand (50)
      emote twists and kicks you in the midsection.
      kick 
    else
      emote calls out to the gods!
      cast 'cure critical' $i
    endif
  endif
endif
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#12119
salesman hawkbow~
Hawkbow~
Hawkbow bows deeply, and welcomes you to his store.~
Hawkbow stops counting his gold and looks up, wondering what you want.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
#12120
salesman Starshadow~
Starshadow~
Starshadow bows deeply, and welcomes you to his store.~
Starshadow stops counting his gold and looks up, wondering what you want.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
#12121
salesman lightharp~
Lightharp~
Lightharp bows deeply, and welcomes you to his store.~
Lightharp stops counting his gold and looks up, wondering what you want.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
#12122
salesman sylvanflute~
Sylvanflute~
Sylvanflute bows deeply, and welcomes you to his store.~
Sylvanflute stops counting his gold and looks up, wondering what you want.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d10+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
#12123
salesman brightwing~
Brightwing~
Brightwing bows deeply, and welcomes you to his store.~
Brightwing stops counting his gold and looks up, wondering what you want.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d10+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
#12124
salesman goldhart~
Goldhart~
Goldhart bows deeply, and welcomes you to his store.~
Goldhart stops counting his gold and looks up, wondering what you want.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1
0 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
#12125
angel statuette~
an angel~
There is an angel here, hovering just above the ground.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
1000 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d6+27 1d1+5
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 100~
if rand (25)
  cast 'feast'
else
  if rand (33)
    cast 'remove curse' $r
  else
    if rand (50)
      cast 'cure blind' $r
    else
      cast 'cure poison' $r
    endif
  endif
endif
if rand (5)
  mppurge self
endif
~
|
#12126
panther statuette~
a glowing panther~
There is a glowing panther growling here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
-1000 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH 1d6+27 1d1+5
0 RACE_DWARF
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 100~
if rand (33)
  cast 'enhanced revive' $r
else
  if rand (50)
    cast 'enhanced rest' $r
  else
    cast 'enhanced heal' $r
  endif
endif
endif
if rand (5)
  mppurge self
endif
~
|
#12127
tree-spirit statuette~
the tree-spirit~
A living tree is rooted here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_ARM 1d6+27 1d1+5
0 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 100~
if rand (25)
  cast 'create food'
else
  if rand (33)
    cast 'create spring'
  else
    if rand (50)
      cast 'faerie fog't'
    else
      cast 'continual light'
    endif
  endif
endif
if rand (5)
  mppurge self
endif
~
|
#12128
rot creeper~
a rot creeper~
There is a rot creeper her gnawing on a tree.~
The rot creeper will never bother the realm again once killed.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
30 BODY_TENTACLE BODY_TENTACLE 1d100+500 6d7+3
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_NEUTRAL
>death_prog 100~
shout $n has killed me!
mpmset $n quest 0 1 0
if hasobjnum ($n) == 30900
or hasobjnum ($n) == 30966
or hasobjnum ($n) == 30967
or hasobjnum ($n) == 30968
or hasobjnum ($n) == 30969
  if quest (30,1,$n) == 0
    mpmset $n quest 30 1 1
    mpoload 30914
    mpforce $n HELP GUILDTOKEN
    mpquiet on
    cast 'giant strength' $n
    give i30914 $n
    mpquiet off
  endif
endif
~
|
#12129
BACKDOOR_ETHER~
~
~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_ETHEREAL
0 S
40 BODY_HEAD BODY_HEAD 1d400+1225 1d40+29
0 RACE_ELF
POS_STANDING POS_STANDING SEX_NEUTRAL
#12130
elven councilman~
an elven councilman~
An elven councilman is here.~
He is richly dressed in the finest clothes this city has to offer.
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_TONGUES
0 S
40 0 0 1d400+746 1d1+39
80000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
if race ($n) == RACE_ELF
  if quest (1,2,$n) == 0
    say Greetings $n.  The elven council has a job for you.
    mpoload 12143
    give i12143 $n
    say Wear this as our representative and talk to our spy
    say in the Orc Village for further orders.
    mpmset $n quest 1 2 1
  endif
endif
~
>give_prog i2813~
if race ($n) == RACE_ELF
  if quest (1,2,$n) == 1
    say You have done well $n.
    say Take this for your faithful service to the People.
    mpjunk all
    if level ($n) < 40
      mpoload 12144
      give i12144 $n
    else
      mpoload 12145
      give i12145 $n
    endif
    mpmset $n quest 1 2 2
  endif
else
  mpechoat $n The councilman sniffs at you in distain
  mpechoaround $n The councilman sniffs at $n in distain
  say Where did you find that?
  say Go away and leave elven business to the elves.
endif
~
>fight_prog 25~
emote screams for assistance!
~
>death_prog 50~
if hasobjnum ($n) == 2800
  mpoload 12142
endif
shout $n is an enemy of the elves!
mpmset $n quest 0 1 1
~
|
#0


#SHOPS
12119 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  150  50  1 23
12120 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  150  50  1 23
12121 ITEM_TYPE_WEAPON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  150  50  1 23
12122 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  150  50  1 23
12123 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  150  50  1 23
12124 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING  150  50  1 23
0


#SPECIALS
S


#OBJECTS
#12100
sand belt~
a sand belt~
A sandy colored belt is underfoot.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
7 0 0 0 0 0 0 0
5 5000 17
A APPLY_STR 1 0
A APPLY_INT 1 0
#12101
sand boots~
some sand boots~
Some sandy colored boots are underfoot.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
7 0 0 0 0 0 0 0
5 5000 17
A APPLY_CON 1 0
A APPLY_HITROLL 3 0
#12102
sylvan half-plate~
sylvan half-plate armor~
There is a suit of half-plate armor abandoned here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
7 0 0 0 0 0 0 0
10 5000 17
A APPLY_HIT 12 0
A APPLY_DAMROLL 1 0
#12103
sylvan half-plate leggings~
sylvan half-plate leggings~
There are some half-plate leggings abandoned here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
7 0 0 0 0 0 0 0
10 5000 17
A APPLY_HIT 12 0
A APPLY_STR 1 0
#12104
cloak brown valleyrunner~
a brown valleyrunner cloak~
There is a brown cloak in the dirt.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
7 0 0 0 0 0 0 0
5 5000 17
A APPLY_HITROLL 3 0
A APPLY_DEX 2 0
#12105
greatsword valleyrunner~
a valleyrunner greatsword~
There is a sharp blade lying here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 4 5 WEAPON_SLICE 0 0 0 0
5 5000 17
A APPLY_DAMROLL 2 0
A APPLY_AC 4 0
C
slash~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR
#12106
robe faerie shimmering~
a shimmering faerie robe~
There is some shimmering cloth here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
7 0 0 0 0 0 0 0
5 5000 17
A APPLY_SAVING_SPELL -2 0
A APPLY_MANA 25 0
#12107
belt faerie shimmering~
a shimmering faerie belt~
There is some shimmering cloth here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
7 0 0 0 0 0 0 0
5 5000 17
A APPLY_MANA 25 0
#12108
book crystals~
a book on crystals~
There is a book on the use of crystals here.~
The book explains how to use crystals.
You must hold them, and 'shine' the crystal.
Only illusionists, necromancers, and elementalists
can use crystals.

The rose crystal.  If the user is of good alignment, they
can open a doorway to a realm of peace and healing.

The black crystal.  If the user is of evil alignment, they
will open a doorway to the nether realms, there to gain
power and escape from their enemies.

The clear crystal.  If the user is of neutral alignment,
they can open a doorway to a realm of unity and balance,
there to rest from their many trials.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 10000 15
#12109
rose crystal~
a rose crystal~
A large pink crystal stone is lying here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 shine
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 8
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 8
P 6
TRIG_VOID
OPROG_IF OIF_USER_ALIGNMENT > 200 7 8
P 7
TRIG_VOID
OPROG_GOD_COMMAND
mpecho An angel appears and carries $ away.
mpgoto 12191~
P 7
TRIG_VOID
OPROG_JUNK
P 8
TRIG_VOID
OPROG_ECHO
The pink crystal does not respond.~
#12110
black crystal~
a black crystal~
A large black crystal stone is lying here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 shine
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 8
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 8
P 6
TRIG_VOID
OPROG_IF OIF_USER_ALIGNMENT < -200 7 8
P 7
TRIG_VOID
OPROG_GOD_COMMAND
mpecho A grinning devil appears and carries $ away.
mpgoto 12192~
P 7
TRIG_VOID
OPROG_JUNK
P 8
TRIG_VOID
OPROG_ECHO
The black crystal does not respond.~
#12111
clear crystal~
a clear crystal~
A large clear crystal stone is lying here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 shine
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 9
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 9
P 6
TRIG_VOID
OPROG_IF OIF_USER_ALIGNMENT < 200 7 9
P 7
TRIG_VOID
OPROG_IF OIF_USER_ALIGNMENT > -200 8 9
P 8
TRIG_VOID
OPROG_GOD_COMMAND
mpecho An elemental appears and carries $ away.
mpgoto 12193~
P 8
TRIG_VOID
OPROG_JUNK
P 9
TRIG_VOID
OPROG_ECHO
The clear crystal does not respond.~
#12112
book salves~
a book on salves~
There is a book on the use of salves here.~
The book explains how to use salves.
You must hold them, and 'apply' the salves.
Only rangers and clerics can use salves.

Pungent salve.  Applying this salve will heal the user's 
various wounds and bruises.

Slimy salve.  Applying this salve will darken the user's
alignment, making magically more aware.

Aromatic salve.  Applying this salve will improve the user's
stamina allowing one to walk farther.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 10000 15
#12113
jar pungent salve~
a jar of pungent salve~
A jar of salve is resting here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 apply
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 6
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARRIOR 5 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 5 6
P 5
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 15
P 5
TRIG_VOID
OPROG_GOD_COMMAND
emote applies some salve.~
P 5
TRIG_VOID
OPROG_JUNK
P 6
TRIG_VOID
OPROG_ECHO
You fail to apply the pungent salve.~
#12114
jar slimy salve~
a jar of slimy salve~
A jar of salve is resting here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 apply
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 6
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARRIOR 5 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 5 6
P 5
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 20
P 5
TRIG_VOID
OPROG_GOD_COMMAND
emote applies some salve.~
P 5
TRIG_VOID
OPROG_JUNK
P 6
TRIG_VOID
OPROG_ECHO
You fail to apply the slimy salve.~
#12115
jar aromatic salve~
a jar of aromatic salve~
A jar of salve is resting here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 apply
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 6
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARRIOR 5 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 5 6
P 5
TRIG_VOID
OPROG_APPLY OAPPLY_MOVE 125
P 5
TRIG_VOID
OPROG_GOD_COMMAND
emote applies some salve.~
P 5
TRIG_VOID
OPROG_JUNK
P 6
TRIG_VOID
OPROG_ECHO
You fail to apply the pungent salve.~
#12116
book weapons~
a book on elven weapons~
There is a book on the use of elven weapons here.~
The book explains how to use the weapons sold here.

The blood-bow is a living weapon.  The bow is able to
use some of the wielder's blood, and create its own arrows.  
The command 'draw' will cause the bow to create arrows.

The blood-sword.  The sword will drink the blood of the
users opponents, transferring some of that health to
the wielder.

The blood-dagger.  See blood-sword.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 10000 15
#12117
blood bow121~
an elven blood-bow~
There is a red bow lying here, making strange noises.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_LONGBOW 4 4 WEAPON_GREP 0 0 0 0
8 9000 25
A APPLY_DAMROLL 2 0
A APPLY_HITROLL 2 0
C
punch~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA
P 0
TRIG_UNKNOWN 75 draw
OPROG_ECHO
Your blood-bow creates an arrow.  You feel a bit weaker.~
P 0
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -15
P 0
TRIG_VOID
OPROG_GOD_COMMAND
mpoload 12118~
P 1
TRIG_TICK 5
OPROG_IF OIF_USER_PERCENT_HITPT < 50 2 3
P 2
TRIG_VOID
OPROG_ECHO
You feel a blood bow begin to sink its fangs into you and you drop it quickly.~
P 2
TRIG_VOID
OPROG_GOD_COMMAND
remove i12117
drop i12117~
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -20
P 3
TRIG_VOID
OPROG_ECHO
Your blood-bow draws some blood!~
#12118
arrow blood~
a blood arrow~
There is a red arrow here.~
~
ITEM_TYPE_AMMO
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
11 13 10 3 0 0 0 0
2 50 25
C
pierce~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_NINJA
#12119
sword blood~
the blood-sword~
A red sword is lying here, making strange noises.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 5 4 WEAPON_SLASH 0 0 0 0
10 7500 25
A APPLY_DAMROLL 3 0
A APPLY_AC 6 0
C
slash~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_NINJA
P 1
TRIG_DAMAGE 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_ECHO
Your blood-sword gives you some strength.~
P 2
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 10
P 3
TRIG_TICK 1
OPROG_ECHO
Your blood-sword gets thirsty and drains you!~
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -25
#12120
dagger blood~
the blood-dagger~
A red dagger is lying here, making strange noises.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 5 4 WEAPON_STAB 0 0 0 0
10 7500 25
A APPLY_DAMROLL 2 0
A APPLY_HITROLL -2 0
C
stab~
FLAG_CLASS_MARAUDER|FLAG_CLASS_SORCERER|FLAG_CLASS_WARLOCK
P 1
TRIG_DAMAGE 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_ECHO
Your blood-dagger gives you some strength.~
P 2
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 10
P 3
TRIG_TICK 1
OPROG_ECHO
Your blood-dagger gets thirsty and drains you!~
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -20
#12121
book armor~
a book on elven armor~
There is a book on the use of elven armor here.~
The book explains how to use the armor sold here.

Layered-armor.  When the user is struck by a weapon, the 
armor automatically shifts its' plates, or grows new ones, 
to better protect the wearer.

Layered-leggings.  See layered-armor.

Layered-sleeves.  See layered-leggings.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 10000 15
#12122
armor layered-armor~
layered-armor~
There is some plate armor lying here.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
7 0 0 0 0 0 0 0
12 7000 20
P 1
TRIG_HIT 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 < 7 3 0
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 10
P 3
TRIG_VOID
OPROG_QUEST_ADD 0 3 1
P 3
TRIG_VOID
OPROG_ECHO
Your layered-armor shifts a bit to protect you.~
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 = 7 4 0
P 4
TRIG_VOID
OPROG_ECHO
Your armor spasms and falls apart!!!!!!!!!!!!!!~
P 4
TRIG_VOID
OPROG_JUNK
P 5
TRIG_TICK 5
OPROG_OBJECT_QUEST_IF 0 3 > 0 6 0
P 6
TRIG_VOID
OPROG_QUEST_ADD 0 3 -1
P 6
TRIG_VOID
OPROG_ECHO
Your layered-armor shifts to a more comfortable position.~
#12123
leggings layered-leggings lleggings121~
layered-leggings~
There are some plate leggings lying here.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_LEGS
7 0 0 0 0 0 0 0
12 7000 20
P 1
TRIG_HIT 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 < 7 3 0
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 10
P 3
TRIG_VOID
OPROG_QUEST_ADD 0 3 1
P 3
TRIG_VOID
OPROG_ECHO
Your layered-leggings shift a bit to protect you.~
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 = 7 4 0
P 4
TRIG_VOID
OPROG_ECHO
Your armor spasms and falls apart!!!!!!!!!!!!!!~
P 4
TRIG_VOID
OPROG_JUNK
P 5
TRIG_TICK 5
OPROG_OBJECT_QUEST_IF 0 3 > 0 6 0
P 6
TRIG_VOID
OPROG_QUEST_ADD 0 3 -1
P 6
TRIG_VOID
OPROG_ECHO
Your layered-leggings shift to a more comfortable position.~
#12124
sleeves layered-sleeves lsleeves121~
layered-sleeves~
There are some plate sleeves lying here.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_ARMS
7 0 0 0 0 0 0 0
12 7000 20
P 1
TRIG_HIT 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 < 7 3 0
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 10
P 3
TRIG_VOID
OPROG_QUEST_ADD 0 3 1
P 3
TRIG_VOID
OPROG_ECHO
Your layered-sleeves shift a bit to protect you.~
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 = 7 4 0
P 4
TRIG_VOID
OPROG_ECHO
Your armor spasms and falls apart!!!!!!!!!!!!!!~
P 4
TRIG_VOID
OPROG_JUNK
P 5
TRIG_TICK 5
OPROG_OBJECT_QUEST_IF 0 3 > 0 6 0
P 6
TRIG_VOID
OPROG_QUEST_ADD 0 3 -1
P 6
TRIG_VOID
OPROG_ECHO
Your layered-sleeves shift to a more comfortable position.~
#12125
manual~
manual on songbooks~
There is a manual on the use of elven songbooks here.~
The manual explains how to use the songbooks sold here.

You must hold the songbook, then 'sing' the song therein.
Only illusionists, elementalists, and monks may use songbooks.

Sylvan songbook. Singing this melody will improve the user's
alignment, bringing health into one's heart. 

Desert songbook.  Singing this melody will improve the
user's stamina so they may traverse the deserts easily.

Faerie songbook.  Singing this melody will improve the user's
mana, giving them more ability to cast spells.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 10000 15
#12126
songbook sylvan~
a book of sylvan songs~
There is a songbook resting here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
3 4000 15
P 2
TRIG_UNKNOWN 50 sing
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 20
P 6
TRIG_VOID
OPROG_GOD_COMMAND
emote sings an elven song.~
P 6
TRIG_VOID
OPROG_JUNK
P 7
TRIG_VOID
OPROG_ECHO
Your voice cracks, and you fail to sing the sylvan song.~
#12127
songbook desert~
a book of desert songs~
There is a songbook resting here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
3 4000 15
P 2
TRIG_UNKNOWN 50 sing
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_MOVE 125
P 6
TRIG_VOID
OPROG_GOD_COMMAND
emote sings an elven song.~
P 6
TRIG_VOID
OPROG_JUNK
P 7
TRIG_VOID
OPROG_ECHO
Your voice cracks, and you fail to sing the desert song.~
#12128
songbook faerie~
a book of faerie songs~
There is a songbook resting here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
3 4000 15
P 2
TRIG_UNKNOWN 50 sing
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 25
P 6
TRIG_VOID
OPROG_GOD_COMMAND
emote sings an elven song.~
P 6
TRIG_VOID
OPROG_JUNK
P 7
TRIG_VOID
OPROG_ECHO
Your voice cracks, and you fail to sing the faerie song.~
#12129
statuette book~
book on statuettes~
There is a book on the use of elven statuettes here.~
The book explains how to use the statuettes sold here.

You must hold the statuette, then 'conjure' the creature trapped
within.  Only illusionists, elementalists, and necromancers may 
use statuettes.

An angel statuette.  Using the statuette conjures an angel
to call the blessings of heaven upon all in the room.

A panther statuette.  Using the statuette will conjure the
powerful war-spirit of a panther to prepare warriors for battle.

A woodlands statuette.  An enchanted tree spirit will appear
to grant the blessings of nature on the users.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 10000 15
#12130
statuette angel~
an angel statuette~
There is a small statuette of an angel here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 conjure
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7
P 6
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 12125
mpecho A statuette shatters as an Angel appears to serve $~
P 6
TRIG_VOID
OPROG_JUNK
P 7
TRIG_VOID
OPROG_ECHO
You fail to conjure with the angel statuette.~
#12131
statuette panther~
a panther statuette~
There is a small statuette of a panther here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 conjure
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7
P 6
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 12126
mpecho A statuette shatters as a Panther appears to serve $I~
P 6
TRIG_VOID
OPROG_JUNK
P 7
TRIG_VOID
OPROG_ECHO
You fail to conjure with the panther statuette.~
#12132
statuette woodlands~
a woodlands statuette~
There is a small statuette of a tree here.~
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
5 3000 15
P 2
TRIG_UNKNOWN 100 conjure
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7
P 3
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4
P 4
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 5
P 5
TRIG_VOID
OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7
P 6
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 12127
mpecho A statuette shatters as a Wood-Spirit appears to serve $~
P 6
TRIG_VOID
OPROG_JUNK
P 7
TRIG_VOID
OPROG_ECHO
You fail to conjure with the wood-spirit statuette.~
#12133
cloak shadow~
the shadow cloak~
There is a dark cloak here.~
There is a tag near the neck...

Anyone wearing this cloak will never be killed by the elements.

- The Elven Council =]
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
10 0 0 0 0 0 0 0
7 7500 30
P 1
TRIG_HIT 50
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_POSITION = POS_SITTING 0 3
P 3
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_HITPT < 25 4 0
P 4
TRIG_VOID
OPROG_ECHO
Your cloak transports you to a place of safety~
P 4
TRIG_VOID
OPROG_GOD_COMMAND
mpgoto 12194~
#12134
stone load121~
a load stone~
There is a small stone lying here.~
There is an engraving on the stone..

After you 'activate' the stone, it will become very heavy.

- The Elven Council =]
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_MACE 3 3 WEAPON_POUND 0 0 0 0
10 7000 30
C
pound~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA
P 1
TRIG_UNKNOWN 100 activate
OPROG_QUEST_SET 0 3 7
P 2
TRIG_TICK 50
OPROG_OBJECT_QUEST_IF 0 3 > 0 3 0
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 = 1 5 4
P 4
TRIG_VOID
OPROG_QUEST_ADD 0 3 -1
P 4
TRIG_VOID
OPROG_ECHO
You shift your weight a bit.~
P 5
TRIG_VOID
OPROG_IF OIF_RANDOM_PERCENT < 33 6 7
P 6
TRIG_VOID
OPROG_ECHO
You are exhausted and drop something.~
P 6
TRIG_VOID
OPROG_GOD_COMMAND
drop potion~
P 7
TRIG_VOID
OPROG_IF OIF_RANDOM_PERCENT < 50 8 9
P 8
TRIG_VOID
OPROG_ECHO
You are exhausted and drop something.~
P 8
TRIG_VOID
OPROG_GOD_COMMAND
drop scroll~
P 9
TRIG_VOID
OPROG_ECHO
You are exhausted and drop something.~
P 9
TRIG_VOID
OPROG_GOD_COMMAND
drop pill~
#12135
net-thrower crossbow~
a net-thrower crossbow~
There is a strange looking crossbow here.~
There is an inscription on the side of the thrower

Reminder, your crossbow will automatically load a net when
you 'cock' the net thrower.  Fire quickly.

- The Elven Council =]
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_CROSSBOW 4 5 WEAPON_GREP 0 0 0 0
8 9000 30
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 3 0
C
pound~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA
P 1
TRIG_UNKNOWN 100 cock
OPROG_GOD_COMMAND
mpoload 12136~
P 1
TRIG_VOID
OPROG_ECHO
A net is loaded in the net-thrower.~
#12136
net throwing~
a small throwing net~
There is a net on the ground.~
~
ITEM_TYPE_AMMO
0
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
12 15 10 3 0 0 0 0
2 50 30
C
net~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA
P 1
TRIG_TICK 25
OPROG_IF OIF_WEAR_LOC = WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_ECHO
You are ENSNARED by a throwing net.~
P 2
TRIG_VOID
OPROG_GOD_COMMAND
wear i12136~
#12137
blade extending eblade121~
an extending blade~
There is an average looking longsword here.~
There is an engraving near the pommel..

The command `fold` turns the blade into a dagger.

- The Elven Council =]
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_WEAPON 6 4 WEAPON_GREP 0 0 0 0
8 9000 30
A APPLY_DAMROLL 4 0
A APPLY_AC 8 0
C
quick-draw~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA
P 1
TRIG_UNKNOWN 100 fold
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mposet eblade121 value3 2
mposet eblade121 value1 6~
P 2
TRIG_VOID
OPROG_ECHO
Your extending blade becomes shorter.~
P 3
TRIG_DAMAGE 10
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 4 0
P 4
TRIG_VOID
OPROG_GOD_COMMAND
mposet eblade121 value3 3
mposet eblade121 value1 7~
P 4
TRIG_VOID
OPROG_ECHO
Your blade extends to full length.~
#12138
shield blood-shield bshield121~
a blood-shield~
There is a red shield lying here.~
There is an engraving on the inside edge..

The blood shield will grow in size offering better protection
when fed blood on a regular basis. Exercise caution when 
commanding the shield to 'draw' your blood. Blood loss can 
kill you.

- The Elven Council =]
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
12 0 0 0 0 0 0 0
12 7000 30
#12139
robe formless-robe~
a formless-robe~
There is a heap of cloth here.~
There is a tag near the bottom of the robe..

If you wear the cloak and 'shroud' yourself, no one will 
be able to recognize you.  

- The Elven Council =]
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
9 0 0 0 0 0 0 0
12 7000 30
P 1
TRIG_UNKNOWN 100 shroud
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ long A hooded figure stands here.~
P 2
TRIG_VOID
OPROG_ECHO
You are shrouded.~
P 2
TRIG_VOID
OPROG_QUEST_SET 0 1 1
P 3
TRIG_REMOVE 100
OPROG_GOD_COMMAND
mpmset $ long NULL~
#12140
rope entanglement erope121~
a rope of entanglement~
There is a rope twisting and squirming here.~
There is a tag on the rope..

A reminder .. after 'activate'ing the rope, you have
only 30 seconds to plant the rope on your victim.

- The Elven Council =]
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
0 0 0 0 0 0 0 0
5 7500 40
A APPLY_DEX -5 0
A APPLY_STR -5 0
P 1
TRIG_UNKNOWN 100 activate
OPROG_QUEST_SET 0 3 7
P 2
TRIG_TICK 100
OPROG_OBJECT_QUEST_IF 0 3 > 0 3 0
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 3 = 1 5 4
P 4
TRIG_VOID
OPROG_QUEST_ADD 0 3 -1
P 4
TRIG_VOID
OPROG_ECHO
The rope twitches as if about to come alive...~
P 5
TRIG_VOID
OPROG_IF OIF_WEAR_LOC = WEAR_NONE 6 0
P 6
TRIG_VOID
OPROG_GOD_COMMAND
wear erope121~
P 6
TRIG_VOID
OPROG_ECHO
A rope of entanglement HAS YOU!~
#12141
boots striding~
boots of striding~
There are some very fast boots here.~
The boots function automatically to invigorate the wearer.

- The Elven Council =]
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
9 0 0 0 0 0 0 0
2 7500 30
P 0
TRIG_TICK 50
OPROG_APPLY OAPPLY_MOVE 10
#12142
elven ear~
an elven ear~
An elven ear lies on the ground.~
It was once a part of some sort of elf.  It has since been severed and it
is still a bit bloody.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 1
#12143
elven city signet ring~
an elven city signet ring~
A ring from elven city lies here.~
It is a small gold ring embossed with the seal of elven city.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
6 0 0 0 0 0 0 0
1 10000 20
E
seal~
{008}. {028} _____
  /{038}.  ..{028}\
 ({038} . .  .{028})
 ({038}. . .. {028})
  \_{038}.{028}_{038}.{028}_/
    )_({308}
~
A APPLY_HITROLL 4 0
P 1
TRIG_WEAR 100
OPROG_IF OIF_USER_RACE ! RACE_ELF 3 0
P 2
TRIG_VOID
OPROG_ECHO
The elven ring disolves in your hand.~
P 2
TRIG_VOID
OPROG_JUNK
#12144
elven chainmail~
elven chainmail~
A suit of elven chainmail lies here.~
It is a tunic of exquisitly crafted chainmail.  The links are smaller than
you have ever seen in any chain and for all that they look incredibly strong.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
5 0 0 0 0 0 0 0
5 100000 20
A APPLY_DAMROLL 3 0
A APPLY_HITROLL 4 0
P 1
TRIG_WEAR 100
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_RACE ! RACE_ELF 3 0
P 3
TRIG_VOID
OPROG_ECHO
As you attempt to wear the chainmail it falls apart around you.~
P 3
TRIG_VOID
OPROG_JUNK
#12145
elven chainmail~
elven chainmail~
A suit of elven chainmail lies here.~
It is a tunic of exquisitly crafted chainmail.  The links are smaller than
you have ever seen in any chain and for all that they look incredibly strong.
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
8 0 0 0 0 0 0 0
5 100000 40
A APPLY_DAMROLL 4 0
A APPLY_HITROLL 5 0
P 1
TRIG_WEAR 100
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_RACE ! RACE_DARKELF 3 0
P 3
TRIG_VOID
OPROG_ECHO
As you attempt to wear the chainmail it falls apart around you.~
P 3
TRIG_VOID
OPROG_JUNK
#0


#ROOMS
#12100
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
A rope hangs down from the trees here.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12101
DDIR_SOUTH
~
~
0 -1 12108
DDIR_UP
~
~
0 -1 12150
S
#12101
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12102
DDIR_SOUTH
~
~
0 -1 12109
DDIR_WEST
~
~
0 -1 12100
S
#12102
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12110
DDIR_WEST
~
~
0 -1 12101
S
#12103
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12104
DDIR_SOUTH
~
~
0 -1 12111
S
#12104
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12112
DDIR_WEST
~
~
0 -1 12103
S
#12105
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 2800
DDIR_EAST
~
~
0 -1 12106
DDIR_SOUTH
~
~
0 -1 12113
S
#12106
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12114
DDIR_WEST
~
~
0 -1 12105
S
#12107
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12116
S
#12108
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12100
DDIR_EAST
~
~
0 -1 12109
S
#12109
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12101
DDIR_SOUTH
~
~
0 -1 12118
DDIR_WEST
~
~
0 -1 12108
S
#12110
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12102
DDIR_SOUTH
~
~
0 -1 12119
S
#12111
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12103
DDIR_EAST
~
~
0 -1 12112
DDIR_SOUTH
~
~
0 -1 12120
S
#12112
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12104
DDIR_EAST
~
~
0 -1 12113
DDIR_WEST
~
~
0 -1 12111
S
#12113
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12105
DDIR_SOUTH
~
~
0 -1 12122
DDIR_WEST
~
~
0 -1 12112
S
#12114
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12106
DDIR_EAST
~
~
0 -1 12115
S
#12115
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12124
DDIR_WEST
~
~
0 -1 12114
S
#12116
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12107
DDIR_EAST
~
~
0 -1 12117
S
#12117
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12118
DDIR_WEST
~
~
0 -1 12116
S
#12118
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12109
DDIR_WEST
~
~
0 -1 12117
S
#12119
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12110
DDIR_EAST
~
~
0 -1 12120
DDIR_SOUTH
~
~
0 -1 12128
S
#12120
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12111
DDIR_WEST
~
~
0 -1 12119
S
#12121
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12122
DDIR_SOUTH
~
~
0 -1 12130
S
#12122
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12113
DDIR_EAST
~
~
0 -1 12123
DDIR_SOUTH
~
~
0 -1 12131
DDIR_WEST
~
~
0 -1 12121
S
#12123
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12124
DDIR_WEST
~
~
0 -1 12122
S
#12124
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12115
DDIR_SOUTH
~
~
0 -1 12133
DDIR_WEST
~
~
0 -1 12123
S
#12125
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12126
S
#12126
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12134
DDIR_WEST
~
~
0 -1 12125
S
#12127
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12128
DDIR_SOUTH
~
~
0 -1 12135
S
#12128
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12119
DDIR_EAST
~
~
0 -1 12129
DDIR_SOUTH
~
~
0 -1 12136
DDIR_WEST
~
~
0 -1 12127
S
#12129
Heart of the Elven Taig~
A single great tree rises from the forest here.  An overwhelming
ancient presence presses on your mind.  You feel your identity 
slipping away, replaced by peace and certainty and permanence.  
You shake your head and blink rapidly trying to clear your senses.  
You feel that soon you will have no desire to leave.
~
0 0 SECT_FOREST
DDIR_WEST
~
~
0 -1 12128
S
#12130
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12121
DDIR_EAST
~
~
0 -1 12131
DDIR_SOUTH
~
~
0 -1 12138
S
#12131
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12122
DDIR_WEST
~
~
0 -1 12130
S
#12132
The Elven Taig~
You near the heart of a great forest.  Everything around you is very
alive.  It seems that the trees above you merge into a single great
tree.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12133
DDIR_SOUTH
~
~
0 -1 12140
S
#12133
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12124
DDIR_WEST
~
~
0 -1 12132
S
#12134
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
A rope hangs down from the trees here.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12126
DDIR_EAST
~
~
0 -1 12135
DDIR_UP
~
~
0 -1 12184
S
#12135
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12127
DDIR_EAST
~
~
0 -1 12136
DDIR_WEST
~
~
0 -1 12134
S
#12136
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12128
DDIR_WEST
~
~
0 -1 12135
S
#12137
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12138
S
#12138
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12130
DDIR_EAST
~
~
0 -1 12139
DDIR_WEST
~
~
0 -1 12137
S
#12139
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_WEST
~
~
0 -1 12138
S
#12140
Fringes of the Elven Taig~
You are on the outskirts of a great forest.  Sylvan wildlife is 
in extraordinary abundance.  Birds and squirrels gather in the
trees watching as you go by.  As if they had no fear of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12132
DDIR_SOUTH
~
~
0 -1 12141
S
#12141
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12140
DDIR_SOUTH
~
~
0 -1 12142
S
#12142
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12141
DDIR_WEST
~
~
0 -1 12143
S
#12143
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12142
DDIR_SOUTH
~
~
0 -1 12144
S
#12144
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12143
DDIR_SOUTH
~
~
0 -1 12145
S
#12145
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12144
DDIR_SOUTH
~
~
0 -1 12146
S
#12146
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12145
DDIR_SOUTH
~
~
0 -1 12147
S
#12147
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12146
DDIR_EAST
~
~
0 -1 12148
S
#12148
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12149
DDIR_WEST
~
~
0 -1 12147
S
#12149
A Wooded Path~
You are walking along a quiet path.  The forest grows denser to the
east.  Small woodlands animals peer quizically from the dense growth,
then scamper away.  Something is scratched into a tree here.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 16008
DDIR_EAST
~
~
0 -1 17608
DDIR_WEST
~
~
0 -1 12148
E
tree scratch~
Someone passing by has scratched a message into the tree...
                       __._..____..__.___.__
             __.._._ /                       \ __
       ___ /                                      \ ____
     /           This area created by Deadbolt.          \ ______
   /                                                              \ 
  |  Back in the old days, when I played D&D rather than mudding,  \
  | the DM roleplayed elven merchants as greedy money-grubbers who  |
  |  traded magical trinkets with the 'lesser races' of the world.  |
  |                                                                /
   \         This area was created to showcase the           ___ /
     \ _     new 'OBJECT_PROGRAM' code on Mortal Realms.   /
         \ ____                                          /
                \ __.__.._                  ___.___.__ / 
                           \ __..___.____ /
~
S
#12150
Capitol Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
A rope stretches down into the forest here.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12151
DDIR_SOUTH
~
~
0 -1 12158
DDIR_DOWN
~
~
0 -1 12100
S
#12151
Capitol Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12152
DDIR_WEST
~
~
0 -1 12150
S
#12152
Capitol Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12153
DDIR_SOUTH
~
~
0 -1 12160
DDIR_WEST
~
~
0 -1 12151
S
#12153
Capitol Tree~
A wooden ledge allows you to walk around the trunk of 'Capitol 
Tree' which extends large branches to the east and west.  Elven 
merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12154
DDIR_SOUTH
~
~
0 -1 12161
DDIR_WEST
~
~
0 -1 12152
S
#12154
Capitol Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12155
DDIR_SOUTH
~
~
0 -1 12162
DDIR_WEST
~
~
0 -1 12153
S
#12155
Capitol Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12156
DDIR_WEST
~
~
0 -1 12154
S
#12156
Capitol Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12164
DDIR_WEST
~
~
0 -1 12155
S
#12157
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new 
products.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12166
S
#12158
Capitol Limb West~
Several small limbs of 'Capitol Tree' have been woven together to form
a stable area to walk on.  It almost looks like a city street, though
it sags and creaks a bit as you make your way along.  Elven merchants
pass by without taking much notice of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12150
DDIR_SOUTH
~
~
0 -1 12167
S
#12159
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new
products.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12168
S
#12160
Hawkbow's Crystals~
Everything looks bright and colorful.  Kind of like a fairy elf went
rampant with a few hunderd buckets of paint.  Tropical plants, obvious
illusions, almost hide the walls.  There is a sign here.
~
0 ROOM_SAFE SECT_FOREST
DDIR_NORTH
~
~
0 -1 12152
E
sign~
The elven council thanks you for your business.
We welcome commerce with the lower races of the Realms.
~
S
#12161
Currency Mainbranch~
Two large branches from Capitol Tree to the north and Mercantile
tree to the south have been extended and joined in the middle to
create a single large branch, flat on talk, which serves as a
street.  Elven merchants pass you by without taking much notice.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12153
DDIR_SOUTH
~
~
0 -1 12170
S
#12162
Starshadow's Salves~
Everything looks bright and colorful.  Kind of like a fairy elf went
rampant with a few hunderd buckets of paint.  Tropical plants, obvious
illusions, almost hide the walls.  There is a sign here.
~
0 ROOM_SAFE SECT_FOREST
DDIR_NORTH
~
~
0 -1 12154
E
sign~
The elven council thanks you for your business.
We welcome commerce with the lower races of the Realms.
~
S
#12163
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new 
products.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12172
S
#12164
Capitol Limb East~
Several small limbs of 'Capitol Tree' have been woven together to form
a stable area to walk on.  It almost looks like a city street, though
it sags and creaks a bit as you make your way along.  Elven merchants
pass by without taking much notice of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12156
DDIR_SOUTH
~
~
0 -1 12173
S
#12165
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new 
products.
~
0 0 SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12174
S
#12166
A Subbranch~
Dense foliage and limbs from several smaller trees have been woven
together to form a stable platform to walk upon.  The structure is
a bit like a rope bridge, and sways alarmingly when the wind gusts.
Elven merchants pass you by, a gleam of avarice in their eyes.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12157
DDIR_EAST
~
~
0 -1 12167
DDIR_SOUTH
~
~
0 -1 12175
S
#12167
Joined Limbs West~
Several small limbs of 'Capitol Tree' and 'Mercantile Tree' have been 
woven together to form a stable area to walk on.  It almost looks like
a city street, though it sags and creaks a bit as you make your way 
along.  Elven merchants pass by without taking much notice of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12158
DDIR_EAST
~
~
0 -1 12168
DDIR_SOUTH
~
~
0 -1 12176
DDIR_WEST
~
~
0 -1 12166
S
#12168
A Subbranch~
Dense foliage and limbs from several smaller trees have been woven
together to form a stable platform to walk upon.  The structure is
a bit like a rope bridge, and sways alarmingly when the wind gusts.
Elven merchants pass you by, a gleam of avarice in their eyes.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12159
DDIR_SOUTH
~
~
0 -1 12177
DDIR_WEST
~
~
0 -1 12167
S
#12169
Lightharp's Weapons~
Everything looks bright and colorful.  Kind of like a fairy elf went
rampant with a few hunderd buckets of paint.  Tropical plants, obvious
illusions, almost hide the walls.  There is a sign here.
~
0 ROOM_SAFE SECT_FOREST
DDIR_EAST
~
~
0 -1 12170
E
sign~
The elven council thanks you for your business.
We welcome commerce with the lower races of the Realms.
~
S
#12170
Center Court~
Large branches from the two main trees supporting the city, Capitol
Tree and Mercantile Tree, meet here.  A beautiful pool of water has
been sculpted at the joining.  In a thoughtful moment, you ponder
how far the elves have slipped from their basic sylvan nature, in
their quest for the almighty goldpiece.  The moment passes.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12161
DDIR_EAST
~
~
0 -1 12171
DDIR_SOUTH
~
~
0 -1 12179
DDIR_WEST
~
~
0 -1 12169
S
#12171
Sylvanflute's Armors~
Everything looks bright and colorful.  Kind of like a fairy elf went
rampant with a few hunderd buckets of paint.  Tropical plants, obvious
illusions, almost hide the walls.  There is a sign here.
~
0 ROOM_SAFE SECT_FOREST
DDIR_WEST
~
~
0 -1 12170
E
sign~
The elven council thanks you for your business.
We welcome commerce with the lower races of the Realms.
~
S
#12172
A Subbranch~
Dense foliage and limbs from several smaller trees have been woven
together to form a stable platform to walk upon.  The structure is
a bit like a rope bridge, and sways alarmingly when the wind gusts.
Elven merchants pass you by, a gleam of avarice in their eyes.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12163
DDIR_EAST
~
~
0 -1 12173
DDIR_SOUTH
~
~
0 -1 12181
S
#12173
Joint Limbs East~
Several small limbs of 'Capitol Tree' and 'Mercantile Tree' have been 
woven together to form a stable area to walk on.  It almost looks like
a city street, though it sags and creaks a bit as you make your way 
along.  Elven merchants pass by without taking much notice of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12164
DDIR_EAST
~
~
0 -1 12174
DDIR_SOUTH
~
~
0 -1 12182
DDIR_WEST
~
~
0 -1 12172
S
#12174
A Subbranch~
Dense foliage and limbs from several smaller trees have been woven
together to form a stable platform to walk upon.  The structure is
a bit like a rope bridge, and sways alarmingly when the wind gusts.
Elven merchants pass you by, a gleam of avarice in their eyes.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12165
DDIR_SOUTH
~
~
0 -1 12183
DDIR_WEST
~
~
0 -1 12173
S
#12175
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new 
products.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12166
S
#12176
Mercantile Limb West~
Several small limbs of 'Mercantile Tree' have been woven together 
to form a stable area to walk on.  It almost looks like a city 
street, though it sags and creaks a bit as you make your way along.  
Elven merchants pass by without taking much notice of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12167
DDIR_SOUTH
~
~
0 -1 12184
S
#12177
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new 
products.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12168
S
#12178
Brightwing's Songbooks~
Everything looks bright and colorful.  Kind of like a fairy elf went
rampant with a few hunderd buckets of paint.  Tropical plants, obvious
illusions, almost hide the walls.  There is a sign here.
~
0 ROOM_SAFE SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12186
E
sign~
The elven council thanks you for your business.
We welcome commerce with the lower races of the Realms.
~
S
#12179
Currency Mainbranch~
Two large branches from Capitol Tree to the north and Mercantile
tree to the south have been extended and joined in the middle to
create a single large branch, flat on talk, which serves as a
street.  Elven merchants pass you by without taking much notice.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12170
DDIR_SOUTH
~
~
0 -1 12187
S
#12180
Goldhart's Statuettes~
Everything looks bright and colorful.  Kind of like a fairy elf went
rampant with a few hunderd buckets of paint.  Tropical plants, obvious
illusions, almost hide the walls.  There is a sign here.
~
0 ROOM_SAFE SECT_FOREST
DDIR_SOUTH
~
~
0 -1 12188
E
sign~
The elven council thanks you for your business.
We welcome commerce with the lower races of the Realms.
~
S
#12181
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new 
products.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12172
S
#12182
Mercantile Limb East~
Several small limbs of 'Mercantile Tree' have been woven together 
to form a stable area to walk on.  It almost looks like a city 
street, though it sags and creaks a bit as you make your way along.  
Elven merchants pass by without taking much notice of you.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12173
DDIR_SOUTH
~
~
0 -1 12190
S
#12183
A Display Tree~
Elven vendors have set up display tables here.  A crowd gathers
as the salesmen lie outrageously about the wonders of their new 
products.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12174
S
#12184
Mercantile Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
Elven craftsmen and artisans walk back and forth along the streets.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12176
DDIR_EAST
~
~
0 -1 12185
DDIR_DOWN
~
~
0 -1 12134
S
#12185
Mercantile Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12186
DDIR_WEST
~
~
0 -1 12184
S
#12186
Mercantile Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12178
DDIR_EAST
~
~
0 -1 12187
DDIR_WEST
~
~
0 -1 12185
S
#12187
Mercantile Tree~
A wooden ledge allows you to walk around the trunk of 'Mercantile 
Tree' which extends large branches to the east and west.  Elven 
merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12179
DDIR_EAST
~
~
0 -1 12188
DDIR_WEST
~
~
0 -1 12186
S
#12188
Mercantile Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12180
DDIR_EAST
~
~
0 -1 12189
DDIR_WEST
~
~
0 -1 12187
S
#12189
Mercantile Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_EAST
~
~
0 -1 12190
DDIR_WEST
~
~
0 -1 12188
S
#12190
Mercantile Branch~
A large tree branch has been flattened on the top to create a
comfortable area to walk on.  Your throat tightens a bit as you
notice how far it is possible to fall, and that there are no 
rails.  Elven merchants pass you by without much notice.
~
0 0 SECT_FOREST
DDIR_NORTH
~
~
0 -1 12182
DDIR_WEST
~
~
0 -1 12189
S
#12191
The Upper Realms~
You are in a sanctuary of peace and light, somewhere in the upper
realms.  Small clouds float in the distance.  Goodness and peace
permeate your being.  You feel as if you could stay here forever.
~
0 ROOM_NO_MOB SECT_FOREST
S
#12192
A Room in HELL~
You find yourself in a dark cave, an awful reddish light glimmers
from pools of lava below you.  Small devils chitter and giggle
along the edges of the room.
~
0 ROOM_NO_MOB SECT_LAVA
S
#12193
Nirvana~
You are in a nicely decorated room somewhere on the plane of law.
Strange beings move by outside the window.  They all seem to have
urgent business somewhere else in the realm.
~
0 ROOM_NO_MOB SECT_FOREST
S
#12194
Realm of Shadow~
You have been sucked into the realm of shadow by your shadow cloak.
Strange shadows appear and laugh and taunt you.  You feel quite 
nervous, perhaps you should attempt to recall.
~
0 ROOM_NO_MOB SECT_FOREST
S
#0


#RESETS
M 12100 100 12105
G 12142 500 0
M 12100 100 12102
M 12100 100 12138
M 12100 100 12134
M 12100 100 12117
M 12101 100 12105
M 12101 100 12102
M 12101 100 12138
M 12101 100 12134
M 12101 100 12117
M 12102 100 12105
E 12100   1 WEAR_WAIST
E 12101   1 WEAR_FEET
M 12103 100 12105
E 12100   1 WEAR_WAIST
E 12101   1 WEAR_FEET
M 12102 100 12105
E 12100   1 WEAR_WAIST
E 12101   1 WEAR_FEET
M 12103 100 12105
E 12100   1 WEAR_WAIST
E 12101   1 WEAR_FEET
M 12104 100 12102
E 12102   1 WEAR_BODY
E 12103   1 WEAR_LEGS
M 12105 100 12102
E 12102   1 WEAR_BODY
E 12103   1 WEAR_LEGS
M 12104 100 12102
E 12102   1 WEAR_BODY
E 12103   1 WEAR_LEGS
M 12105 100 12102
E 12102   1 WEAR_BODY
E 12103   1 WEAR_LEGS
M 12106 100 12138
E 12106   1 WEAR_ABOUT
G 12107   1 0
M 12107 100 12138
E 12106   1 WEAR_ABOUT
E 12107   1 WEAR_WAIST
M 12106 100 12138
E 12106   1 WEAR_ABOUT
E 12107   1 WEAR_WAIST
M 12107 100 12138
E 12106   1 WEAR_ABOUT
E 12107   1 WEAR_WAIST
M 12108 100 12134
E 12104   1 WEAR_NECK_A
E 12105   1 WEAR_WIELD
M 12109 100 12134
E 12104   1 WEAR_NECK_A
E 12105   1 WEAR_WIELD
M 12108 100 12134
E 12104   1 WEAR_NECK_A
E 12105   1 WEAR_WIELD
M 12109 100 12134
E 12104   1 WEAR_NECK_A
E 12105   1 WEAR_WIELD
M 12128 100 12107
M 12110 100 12151
M 12110 100 12155
M 12110 100 12189
M 12110 100 12185
M 12111 100 12151
M 12111 100 12155
M 12111 100 12189
M 12111 100 12185
M 12112 100 12157
E 12133   1 WEAR_DUAL_WIELD
M 12113 100 12157
M 12114 100 12157
M 12115 100 12157
M 12116 100 12157
M 12112 100 12159
E 12134   1 WEAR_DUAL_WIELD
M 12113 100 12159
M 12114 100 12159
M 12115 100 12159
M 12116 100 12159
M 12112 100 12163
E 12135   1 WEAR_DUAL_WIELD
G 12136   1 0
M 12113 100 12163
M 12114 100 12163
M 12115 100 12163
M 12116 100 12163
M 12112 100 12165
E 12137   1 WEAR_DUAL_WIELD
M 12113 100 12165
M 12114 100 12165
M 12115 100 12165
M 12116 100 12165
M 12112 100 12175
E 12138   1 WEAR_DUAL_WIELD
M 12113 100 12175
M 12114 100 12175
M 12115 100 12175
M 12116 100 12175
M 12112 100 12177
E 12139   1 WEAR_DUAL_WIELD
M 12113 100 12177
M 12114 100 12177
M 12115 100 12177
M 12116 100 12177
M 12112 100 12181
E 12140   1 WEAR_DUAL_WIELD
M 12113 100 12181
M 12114 100 12181
M 12115 100 12181
M 12116 100 12181
M 12112 100 12183
E 12141   1 WEAR_DUAL_WIELD
M 12113 100 12183
M 12114 100 12183
M 12115 100 12183
M 12116 100 12183
M 12117 100 12150
M 12118 100 12150
M 12117 100 12184
M 12118 100 12184
M 12119 100 12160
G 12108 100 0
G 12109 100 0
G 12110 100 0
G 12111 100 0
M 12120 100 12162
G 12112 100 0
G 12113 100 0
G 12114 100 0
G 12115 100 0
M 12121 100 12169
G 12116 100 0
G 12117 100 0
G 12119 100 0
G 12120 100 0
M 12122 100 12171
G 12121 100 0
G 12122 100 0
G 12123 100 0
G 12124 100 0
M 12123 100 12178
G 12125 100 0
G 12126 100 0
G 12127 100 0
G 12128 100 0
M 12124 100 12180
G 12129 100 0
G 12130 100 0
G 12131 100 0
G 12132 100 0
M 12130 100 12170
S


#$

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#Savearea