#AREA The Air~ #AUTHORS Manwe~ #VERSION 3 #RANGES 10 50 10 99 #OLC_RANGES 9000 9099 #RESETMSG You feel the wind blowing through your hair.~ #FLAGS AFLAG_NOTELEPORT|AFLAG_NOCASTLE|AFLAG_NORIP|AFLAG_NOSUMMON #HELPS 0 MANWE~ {138} Manwe {308} Manwe is the Lord of the Winds, the skies fall under his command. In order to follow Manwe you must be between level 10 and 50 and venture high into the Air, which is located on the eastern continent. {128}(A) {058}The Air {a}'THE AIR' ~ 0 'THE AIR'~ {128} The Air {308} The Air is a peaceful sky, a sanctity for all Air followers. One will find a village and a helpful mayor who will be able to answer your questions. It is rumoured that seekers of Eru find solice here. {128}(-) {058}Return {-}MANWE ~ 0 MANWEGODCHAINCOMMANDS~ {058} Call-Wind -- for a restore once every 4 hours Warp -- for an instant teleportation to the Air Check-Wind -- to see if you can call upon the Power of Wind Show-Tick -- to see your gust of wind charging after each restore {308} ~ 0 $~ #MOBILES #9000 eru~ Eru Iluvatar~ Eru Iluvatar shimmers alone here.~ ~ ACT_SENTINEL|ACT_SMART AFF_FLYING|AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 5 mpechoat $n The sound of Eru fills your mind, your body... your very soul. mpechoaround $n $N is suddenly overwhelmed. say You are indeed well come, $N... say It is a turbulent time in the realms, as I am sure you will say agree. You were chosen to bear a simple torch and by doing say so, show your determination to follow through a task. mpechoat $n Eru Iluvator reaches deeper into your being for a moment. say And it is clear to me now that my faith was not misplaced. say You need only speak aloud the name of your lord to continue. mpmset $n quest 0 4 6 break endif if quest (0,4,$n) >= 6 mpechoat $n The sound of Eru in your mind asks again for the name of your lord... endif ~ >speech_prog p manwe~ if quest (0,4,$n) >= 6 nod mpquiet on cast 'fly' $n mpquiet off if quest (0,4,$n) == 6 mpechoat $n Find the lady of your lord and sing her name. endif mpechoat $n You float up the mountain face on a gust of wind! mptransfer $n 9029 mpat 9029 mpforce $n look mpat 9029 mpechoaround $n $N appears in a gust of wind. endif ~ | #9001 Manwe M9001~ Manwe Sulimo~ Manwe Sulimo sings with the wind here.~ The weight of responsibility placed upon this mighty ruler by his people is not evident in his appearance. Dressed in simple, tight-fitting jerkin and breeches, he looks very comfortable and at ease with himself. The gentle smile on his lips and wrinkles leave you feeling welcome and respected. ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT|AFF_FLYING 0 S 99 0 0 85d85+5000 10d10+95 0 0 POS_STANDING POS_STANDING SEX_MALE >social_prog shake~ if inroom ($i) == 9031 say The pleasure is all mine, $N. say You have met my wife, of course... smile M9002 mpforce $n say Yes, and I've met Ulmo at the docks! mpmset self quest 0 3 1 ~ >rand_prog 80~ if inroom ($i) == 9031 if quest (0,3,$i) == 1 say You have heard of the Three Themes from my wife, Varda. say One of our number have recently harmonised several new say variations. These songs of power have yet to be fully say understood by the council. mpecho Manwe Sulimo pauses for a moment. mpmadd self quest 0 3 1 break endif if quest (0,3,$i) == 2 say My estranged son, Melkor, has heard part of one of the say variations. Not enough to cause any serious damage. say Still, we cannot risk him gaining access before we say have a better understanding of what we sing. mpecho Manwe Sulimo pauses again as the room focuses. mpmadd self quest 0 3 1 break endif if quest (0,3,$i) == 3 say You are to perform one final task before you can be say inducted into our ranks as a loyal follower. say Are you ready to help us tame the variations? mpmadd self quest 0 3 1 break endif if quest (3,3,$i) == 1 mpecho Manwe Sulimo moves closer to his wife and begins a song. mpecho Varda Queen of Light harmonises with her husband. mpecho Ulmo of the waters joins them and raises the volume. mpmadd self quest 3 3 1 break endif if quest (3,3,$i) == 2 mpecho As the sound swells, the air about you is charged with power. mpmload 9019 mpforce M9019 say You will never get away with this, Manwe! growl M9019 slay M9019 mpmadd self quest 3 3 1 break endif if quest (3,3,$i) == 3 say Sorry you had to witness that little episode. mpecho Manwe Sulimo raises his hands and a glow forms about him. mpecho The harmony being weaved about you suddenly makes sense. mpmadd self quest 3 3 1 break endif if quest (3,3,$i) == 4 say If you still wish to follow me, repeat after me: say I pledge my soul to thee mpmadd self quest 3 3 1 break endif endif ~ >speech_prog sure yes yup ok nods~ if inroom ($i) == 9031 if quest (0,4,$n) == 9 say Then let us begin... mpmset self quest 3 3 1 mpmset $n quest 0 4 10 break endif endif ~ >speech_prog p I pledge my soul to thee~ if quest (0,4,$n) == 10 if whichgod ($n) != god_neutral say You have already chosen your path, $N. mpmset $n quest 0 4 0 slaughter $n break endif if level ($n) > 50 say Alas, $N, you are too great a level to join our ranks. say Please visit again in your next reincarnation. mpmset $n quest 0 4 0 break endif if level ($n) < 10 say Alas, $N, you are too low a level to join our ranks. say Level some more and come back soon! break endif mpquiet on mpoload 58 cast 'giant' $n mpquiet off give i58 $n echo {158}The air is charged with energy as $N adds his voice to the wind. mpmset $n quest 0 4 11 say Meet me in the Royal chambers, $n. mpecho Varda Queen of Light follows her husband and Ulmo out of the Council Hall. mppurge M9002 mppurge M9003 mppurge self endif ~ | #9002 varda M9002~ Varda Queen of Light~ Queen of the Light, Varda shines here.~ The stars themselves shine from her eyes as she returns your gaze and seems to reach into your soul. She smiles at you and looks down with a flush to her cheeks. You are a little overwhelmed in her presence, and the knowledge that she stands with Manwe on all things leaves you feeling content. ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT|AFF_SANCTUARY|AFF_FLYING 1000 S 99 0 0 85d85+5000 10d10+95 0 0 POS_STANDING POS_STANDING SEX_FEMALE >speech_prog varda~ if quest (0,4,$n) == 6 mpechoat $n The Queen of the Light and beloved of Manwe Sulimo looks up at you. say You have a beautiful voice, $N. say Have you ever thought of joining the Ainur? say It is of no matter... you are well come here. else smile $n endif ~ >speech_prog p Ainur~ if quest (0,4,$n) == 6 say The Ainur are spirits brought forth from the say consciousness of Eru and kindled with the say Flame Imperishable - much like your torch. else smile $n endif ~ >speech_prog p Flame Imperishable~ if quest (0,4,$n) == 6 say The flame was just the catalyst, for they say sang his Themes of Creation with such power say and harmony that it is said the very realms say themselves will end when they finish. shiver else smile $n endif ~ >speech_prog p Themes of Creation~ if quest (0,4,$n) == 6 mpecho Varda Queen of Light closes her eyes for a moment and smiles contentedly. say There are three themes: say - Arda Unmarred say - Arda Healed say The final Arda is that which is unsung. else smile $n endif ~ >speech_prog p Arda~ if quest (0,4,$n) == 6 say Ah... yes. That brings us to the reason you have say chosen to be here. My husband, Manwe Sulimo will say be with us shortly. We are meeting in the main say Council Hall when Ulmo arrives. say Would you greet him at the docks for me, please? mpmset $n quest 0 4 7 else smile $n endif ~ >speech_prog sure yes yup ok nods~ if quest (0,4,$n) == 7 nod $n say Thank you, $N. See you soon. endif if quest (0,4,$n) == 9 smile $n endif ~ >greet_prog 100~ if quest (0,4,$n) == 8 say I'll meet you down in the Council Hall, $n. mptransfer $n 9033 mpat 9033 mpechoaround $n $N stumbles down the stairs amidst some confusion. endif ~ | #9003 ulmo M9003~ Ulmo of the waters~ Lord of the Seas, Ulmo is here.~ This barrel-chested man strides about confidently and appears to be in good humour. He is dressed in a heavy cloak that covers a tunic as blue as the deepest ocean. His eyes reflect the sun and the bronzed colour of his skin tells you this man is more comfortable out of doors than inside. ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT|AFF_FLYING 0 S 99 0 0 85d85+5000 10d10+95 0 0 POS_STANDING POS_STANDING SEX_MALE >social_prog smile~ if quest (0,4,$n) >= 7 say Ola, $N! say My Lady of the Light suggested you would be here to say greet me. She did say that we should hurry, though. say I'll meet you in the Council Hall. nod $n endif ~ >rand_prog 80~ if inroom ($i) == 9027 mpmadd self quest 0 1 1 if quest (0,1,$i) == 0 mppurge self endif endif ~ >speech_prog p Yes, and I've met Ulmo at the docks!~ chuckle $n say Indeed, but we are here for a more serious matter. ~ | #9004 mayor head towns person~ the head towns person~ The head towns person looks about importantly.~ Full of importance and responsibility, this village elder struts about with all the pomp and self-importance of a civic official. He smiles a lot and has a word to say to everyone. You feel that he has kissed more babies and shaken more hands than anyone else for miles about. ~ ACT_SMART 0 351 S 25 0 0 10d20+400 4d5+5 0 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog eru~ if quest (0,4,$n) == 1 mpechoat $n The Mayor looks confused and gazes into the distance. say Oh... yes, he said to meet him on the mountain. say There was something else... I can't remember what! mpmset $n quest 0 4 2 ponder endif ~ >greet_prog 100~ if rand (75) if quest (0,4,$n) == 0 mpechoat $n The Mayor turns and looks up as you arrive. say You are indeed well come, $n. mpmset $n quest 0 4 1 say We have all been expecting you for some time now say Eru has provided some instructions for you... endif endif if quest (0,4,$n) == 3 mpechoat $n The Mayor looks a little out of breath as he notices you. say I'm sorry it took me so long, $n. say Eru instructed me to give you a ceremonial flame say that you were to carry to him. say I am afraid that I cannot find where we usually say store them! Would you be prepared to fetch the say materials to make a new one? mpmset $n quest 0 4 4 endif if quest (0,4,$n) == 4 if quest (4,4,$n) == 15 if quest (8,2,$n) == 0 say You have all the parts we need to proceed. mpechoat $n The Mayor looks at you expectantly - and waits patiently. mpechoaround $n The Mayor shifts about uncomfortably in $n's presence. mpmset $n quest 8 2 1 endif endif endif ~ >speech_prog materials yes~ if quest (0,4,$n) == 4 if quest (4,4,$n) < 15 nudge $n say Good for you, $N. say You will need to collect the following: say A length of wood, some pitch and some cloth. endif endif ~ >give_prog i9001~ if quest (8,2,$n) >= 1 mpechoat $n The Mayor looks closely at the pitch and smiles in satisfaction. mpechoaround $n The Mayor looks casually at the pitch and smiles grimly. if quest (10,1,$n) == 0 mpmset $n quest 10 1 1 mpjunk all else say I don't need this at the moment, $N. give i9001 $n mpquiet on drop all mpquiet off endif else say I don't need this at the moment, $N. give i9001 $n mpquiet on drop all mpquiet off endif if quest (10,3,$n) == 7 if quest (0,4,$n) == 4 mpecho The Mayor mumbles something and waves his hands arcanely for a moment. mpoload 9000 mpmset $n quest 0 4 5 mpmset $n quest 8 2 2 mpquiet on cast 'giant' $n mpquiet off give i9000 $n say Eru is waiting for you, $N. endif endif ~ >give_prog i9002~ if quest (8,2,$n) >= 1 mpechoat $n The Mayor looks closely at the length of wood and nods in satisfaction. mpechoaround $n The Mayor looks casually at the length of wood and nods grimly. if quest (11,1,$n) == 0 mpmset $n quest 11 1 1 mpjunk all else say I don't need this at the moment, $N. give i9001 $n mpquiet on drop all mpquiet off endif else say I don't need this at the moment, $N. give i9002 $n mpquiet on drop all mpquiet off endif if quest (10,3,$n) == 7 if quest (0,4,$n) == 4 mpecho The Mayor mumbles something and waves his hands arcanely for a moment. mpoload 9000 mpmset $n quest 0 4 5 mpmset $n quest 8 2 2 mpquiet on cast 'giant' $n mpquiet off give i9000 $n say Eru is waiting for you, $N. endif endif ~ >give_prog i9004~ if quest (8,2,$n) >= 1 mpechoat $n The Mayor runs his fingers through the wool and nods in satisfaction. mpechoaround $n The Mayor massages the wool through his fingers and nods grimly. if quest (12,1,$n) == 0 mpmset $n quest 12 1 1 mpjunk all else say I don't need this at the moment, $N. give i9001 $n mpquiet on drop all mpquiet off endif else say I don't need this at the moment, $N. give i9004 $n mpquiet on drop all mpquiet off endif if quest (10,3,$n) == 7 if quest (0,4,$n) == 4 mpecho The Mayor mumbles something and waves his hands arcanely for a moment. mpoload 9000 mpmset $n quest 0 4 5 mpmset $n quest 8 2 2 mpquiet on cast 'giant' $n mpquiet off give i9000 $n say Eru is waiting for you, $N. endif endif ~ >speech_prog proceed parts~ if quest (8,2,$n) == 1 say Yes... you have all the parts now. say Would you give them to me please? endif ~ >give_prog i9003~ say Hmmm... that's not quite what I meant. say See if the Weaver can help you make some cloth. give i9003 $n drop i9003 smile ~ | #9005 man townsman~ the townsman~ The townsman wanders here.~ This middle-aged man stands before you dressed in simple clothes and wearing moccasins on his feet. He looks busy, but after a while you realise he has nothing better to do than wander aimlessly around and around all day. ~ ACT_SMART 0 0 S 19 0 0 10d10+255 3d4+5 0 0 POS_STANDING POS_STANDING SEX_MALE #9006 woman townswoman~ the townswoman~ The townswoman bustles about here.~ Wearing a simple smock, this middle-aged woman has a fresh look about her. The smell of clean clothes and clean skin permeates the air about her and reminds you of wash day back home. She watches those about her as they pass in the street and smiles more often than not at those she passes. ~ ACT_SMART 0 0 S 19 0 0 8d11+234 3d5+6 0 0 POS_STANDING POS_STANDING SEX_FEMALE #9007 blacksmith smith M9007~ the blacksmith~ The blacksmith pounds metal here.~ His arms are the size of small tree trunks and as hairy as a sheep. This man has dedicated his life to his job of beating and contorting metal to do his bidding. As you glance at him, you glimpse beads of sweat dripping down his forehead. The scars on his hands are long healed, and he seems oblivious to the obvious heat from the forge as he works. ~ ACT_SENTINEL|ACT_SMART 0 450 S 22 0 0 8d21+300 5d5+10 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 4 if quest (4,1,$n) == 0 mpechoat $n The smith curses under his breath as he drops some pitch. mpechoaround $n The smith seems upset by something. mpquiet on mpoload 9001 drop i9001 mpmset $n quest 4 1 1 mpquiet off endif endif ~ >rand_prog 5~ if rand (50) mpecho The Blacksmith pounds some metal into submission. else mpecho Sweat pours off the Blacksmith as he plunges the metal into water. endif ~ | #9008 tree~ a tree~ A solitary tree struggles to exist here.~ The trunk of this small tree has been bent by the wind. The leaves are small and many are speckled in some kind of black rot. Whilst this tree is alive, it is not thriving and probably won't survive another winter. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_TRUESIGHT|AFF_SANCTUARY|AFF_HASTE 0 S 100 BODY_TWIG|BODY_TRUNK BODY_ROOT|BODY_TWIG|BODY_TRUNK 1d2500+5510 1d100+52 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ if quest (0,4,$n) == 4 if whichgod ($n) == god_neutral if level ($n) < 50 rescale self $n 200 berserk ~ >death_prog 50~ if quest (0,4,$n) == 4 if quest (5,1,$n) == 0 mpoload 9002 r mpmset $n quest 5 1 1 ~ | #9009 windRestoreEthereal M9009~ the windRestoreEthereal~ A windRestoreEthereal mob shimmers in the air here.~ This mob is used by the manwe god chain to cast the various spells on the player using the 'call-wind' command. The player is restored and some spells will be cast on them. There is also a very small chance that the players long description will be changed - this is just for a bit of fun, but if it does happen (and they have more than 1mil gp) then their gold may be set to zero. Following a god has it's rewards and it's costs! ~ ACT_SENTINEL|ACT_SMART AFF_FLYING|AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog p wind restore please~ mpgoto $n mpquiet on restore $n cast 'cure poison' $n cast 'cure blindness' $n cast 'cure critical' $n cast 'remove curse' $n if rand (80) cast 'bless' $n endif if rand (60) cast 'sanctuary' $n endif if rand (30) cast 'mirror' $n endif mpquiet off mpechoat $n You feel the Power of Wind singing through you! mpechoaround $n $N sings with the Wind! if rand (3) if rand (50) mpmset $n long (Avatar) $n embodies the glory of Manwe. else mpmset $n long (Prophet) $n sings the glory of Manwe. endif mpechoat $n You feel reborn as Manwe Sulimo touches your very soul!!! if rand (1) if gold ($n) >= 1000000 mpechoat $n You give of yourself completely and utterly. mpechoaround $n $N sacrifices all $s gold to Manwe Sulimo! mpmset $n gold 0 endif endif mpechoaround $n $N looks awe-struck as Manwe marks $m as his own. endif mppurge self ~ >rand_prog 100~ mpmadd self quest 0 1 1 if quest (0,1,$i) == 0 mppurge self endif ~ | #9010 etherealWindWarp M9010~ the ethereal wind warp~ The ethereal wind warp shimmers in the wind here.~ ~ ACT_SMART AFF_FLYING|AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >act_prog p wind warp please~ if inroom ($n) == 9035 mppurge self break endif mpgoto $n mpechoat $n A whirlwind carries you away. mpechoaround $n A whirlwind carries $n away. mptransfer $n 9035 mpat 9035 mpechoaround $n $N appears in a whirlwind. mppurge self ~ >rand_prog 100~ mpmadd self quest 0 1 1 if quest (0,1,$i) == 0 mppurge self endif ~ | #9011 sheep flossy~ a woolly sheep~ A woolly sheep bleats suspiciously here.~ Short, four-legged and covered in white fluffy wool, this beautiful animal stomps about eating grass and looks forward to the attentions of his friendly farmhand. ~ 0 0 1000 S 19 0 0 10d10+255 3d8+1 0 0 POS_STANDING POS_STANDING SEX_FEMALE >social_prog grope~ if rand (50) mpecho Flossy looks back and with a toss of her head breathes heavily. else mpecho Flossy flares her nostrils and concentrates for a moment. endif mpasound You hear muffled sounds of fumbling close by. ~ >all_greet_prog 25~ mpechoat $n The sheep stamps her foot aggressively at you. mpechoaround $n The sheep stamps her foot aggressively at $n. ~ >rand_prog 5~ mpecho The sheep baaaaaahhhhs... mpasound You hear a sheep moaning in the distance. ~ | #9012 Ulmo_eth~ an Ulmo loader~ An Ulmo loading ethereal sifts here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 7 mpechoat $n Just as you arrive at the dock, you see an important figure coming toward you. mpmload 9003 mpforce $n smile M9003 mpmset $n quest 0 4 8 endif ~ | #9013 Council_eth~ a Council loader~ A Council loading ethereal sifts here.~ ~ ACT_SENTINEL|ACT_SMART AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 8 mpmload 9001 mpmload 9002 mpmload 9003 mpforce $n shake M9001 mpmset $n quest 0 4 9 endif ~ | #9014 woman weaver~ a weaving woman~ An experienced weaver works steadily here. ~ This old woman has a wrinkled brow and leathery skin grown tough from years spend working with dyes and gathering wool from the fields. She has a look of intense concentration about her as she passes the shuttle from one hand, through a loom and to the other. ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT 680 S 25 0 0 10d20+350 3d7+5 0 0 POS_SITTING POS_SITTING SEX_FEMALE >greet_prog 100~ if quest (0,4,$n) == 4 if quest (6,2,$n) == 0 mpechoat $n The weaver looks up at you through murky eyes and judges you. mpechoaround $n The weaver leers at $N. say I know you are looking for some cloth, but without say the proper materials, I cannot make what you need. mpecho The weaver returns to her tedious labour. endif endif if hasobjnum ($n) == 9003 if quest (0,4,$n) == 4 if quest (6,2,$n) == 2 mpechoat $n The weaver looks up at you and smiles as she sees the wool you collected. mpechoaround $n The weaver smiles lewdly at $N. say If you give me that wool, $N... say I will make you the cloth you desire. endif endif endif ~ >speech_prog materials cloth~ if quest (0,4,$n) == 4 if quest (6,2,$n) == 0 say If you can find me some wool, I will be have no say problem making the special cloth you need. endif endif ~ >give_prog i9003~ if quest (0,4,$n) == 4 if quest (6,2,$n) == 2 mpechoat $n The weaver looks up at you with a smile. mpechoaround $n The weaver looks at $n with lust in her eyes. say You have done a fine job, $n. say I have kept my part of the bargain too. mpquiet on mpjunk all mpoload 9004 cast 'giant' $n mpquiet off give felt $n mpmset $n quest 6 1 1 say Now... if you don't mind? mpecho The weaver returns to her labours. else say What do I care for this? drop all endif else say What do I care for this? drop all endif ~ >give_prog i9004~ mpecho The weaver inspects the cloth closely. say A fine cloth indeed... you should keep it, though. give i9004 $n mpquiet on drop all mpquiet off ~ | #9015 farmhand~ a farmhand~ A wiry farmhand toils away in the fields.~ The weather has taken it's toll on this young man. His fingers are short and stumpy, and it appears that he has lost several already. He wears a pair of long overalls and nothing else (unless you count the straw clenched between his yellowing teeth). Rumour has it that he has a rather unhealthy relationship with his sheep. ~ ACT_SMART AFF_TRUESIGHT 0 S 19 0 0 10d11+240 3d4+6 0 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog wool~ if quest (0,4,$n) == 4 if quest (7,1,$n) == 0 if quest (6,1,$n) == 0 mpechoat $n The farmhand looks at you sideways. mpechoaround $n The farmhand sizes $N up. say Sure I got some wool on me. chuckle pat sheep say I'm sure flossy won't mind if you take some. mpquiet on mpoload 9003 cast 'giant' $n give wool $n mpmset $n quest 7 1 1 drop all mpquiet off mpechoat $n The farmhand gives you a tuft of wool and a greasy smile. mpecho The farmhand goes back to work with a longing glance at his sheep. endif endif endif ~ >speech_prog flossy~ chuckle say I respect her and she respects me. That's all. blush ~ >rand_prog 5~ if isnight () grope sheep endif ~ >entry_prog 20~ mpecho The farmhand licks his lips and looks around for stray sheep. ~ >greet_prog 100~ if quest (0,4,$n) == 4 if quest (7,1,$n) == 0 if quest (6,1,$n) == 0 say Hello, $n. I'm out collecting wool. You? endif endif endif ~ | #9016 mayor_eth~ a Mayor loader~ A Mayor loading ethereal sifts here.~ ~ ACT_SENTINEL|ACT_SMART AFF_FLYING|AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 2 mpechoat $n The head towns person rushes up to you, out of breath. mpechoat $n As he runs back to the village he beckons you follow him. mpechoaround $n The Mayor rushes around and heads back to town. mpmset $n quest 0 4 3 endif ~ | #9017 Torch_eth~ a torch blower~ A torch blowing ethereal mob sifts here.~ ~ ACT_SENTINEL|ACT_SMART AFF_FLYING|AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if hasobjnum ($n) == 9000 break else if quest (0,4,$n) >= 5 break endif mpechoat $n A force of air pushes you back down. mptransfer $n 9017 mpat 9017 mpechoaround $n $N returns looking rather startled! endif ~ | #9018 Pitch_eth~ a pitch loading mob~ A pitch loading ethereal sifts quietly here.~ ~ ACT_SENTINEL|ACT_SMART AFF_FLYING|AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 75~ if quest (0,4,$n) == 4 if quest (4,1,$n) == 0 mpechoat $n You notice the docks are covered with pitch from boat repairs. mpquiet on mpoload 9001 drop i9001 mpmset $n quest 4 1 1 mpquiet off endif endif ~ | #9019 melkor M9019~ a devotee of Melkor~ A twisted devotee of Melkor schemes here.~ This greasy individual has a scar on his face and looks weak and sickly. He has betrayed his master and followed the false promises of Manwe's estranged son, Melkor. His hooked nose and leering smile do nothing to instill trust and confidence. ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT|AFF_STEALTH -1000 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE #9020 Manwe_eth~ a Manwe loading ethereal~ A Manwe loading ethereal sifts about here.~ ~ ACT_SENTINEL|ACT_SMART AFF_FLYING|AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 11 mpechoat $n The voice of Manwe whispers 'Say my name, and you will access my chapel' endif ~ >speech_prog p Manwe~ if quest (0,4,$n) >= 11 mpechoaround $n $N glows with energy and is blown through the wall. mpechoat $n You are filled with energy as you are thrown through the wall! mptransfer $n 9035 mpat 9035 mpechoaround $n $N flies through the wall before your very eyes! endif ~ | #9021 priestess~ a Priestess of Manwe~ A Priestess of Manwe serves faithfully here.~ This gorgeous young woman stands before you clothed in a flowing gown made of pure white. She has devoted her life to serving the master that you both share. She can serve you in many ways if you were only to ask... ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT|AFF_SANCTUARY|AFF_FLYING 1000 S 99 0 0 85d85+5000 10d10+95 0 0 POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 100~ if whichgod ($n) != god_manwe mptransfer $n 9755 endif ~ >act_prog p looks at you.~ mpechoat $n The Priestess whispers 'How shall this humble servant of the' mpechoat $n The Priestess whispers 'Lord Manwe Sulimo serve you $n?' ~ >speech_prog serve~ mpechoaround $n The Priestess smiles at $n and whispers something in $s ear. mpechoat $n mpechoat $n The Priestess whispers 'Spells - to be gifted by magic' mpechoat $n The Priestess whispers 'Cursed - to get curses removed' mpechoat $n The Priestess whispers 'Dispel - to get spells removed' ~ >speech_prog spells~ if level ($n) < 31 mpquiet on cast 'restore' $n cast 'sanctuary' $n cast 'giant strength' $n cast 'bless' $n cast 'enhanced heal' $n cast 'enhanced rest' $n cast 'enhanced revive' $n mpquiet off ~ >speech_prog dispel~ mpquiet on cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n cast 'dispel magic' $n mpquiet off mpechoaround $n $n is cleansed by the sound of Air. mpechoat $n You are cleansed by the sound of Air. ~ >speech_prog cursed~ if isaffected ($n) == spell_curse mpechoat $n You feel better. endif if isaffected ($n) == spell_poison mpechoat $n A warm feeling runs through your body. endif if isaffected ($n) == spell_blindness mpechoat $n Your vision returns! endif mpquiet on cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'remove curse' $n cast 'cure poison' $n cast 'cure blindness' $n mpquiet off mpechoaround $n $n is filled with the harmony of Air. mpechoat $n You are filled with the harmony of Air. ~ >rand_prog 1~ mpecho A magical buffet appears before your eyes... a gift from Manwe himself. cast 'feast' ~ | #9022 undertaker~ the undertaker~ A dull and boring undertaker waits here.~ This dull and boring individual speaks in a monotone voice and looks flatly about as he fidgets with his work clothes. His skin is pale and almost translucent with all the time he has spent inside tending the dead about him. If it weren't for him blinking, you might assume that he had joined those who he works so hard to preserve. ~ ACT_SENTINEL|ACT_TRAIN AFF_TRUESIGHT|AFF_FLYING 0 S 10 0 0 8d12+35 2d5+4 0 0 POS_STANDING POS_STANDING SEX_MALE #9023 grim~ Grim the shop keep~ Grim the shop keep stands here keen to help.~ This efficient man is here to help you in any way he can. He looks up as you walk in and returns a smile as you look at him. A simple man with trusting eyes, he keeps himself as clean as he does the shop about him. ~ ACT_SENTINEL|ACT_PRACTICE AFF_TRUESIGHT|AFF_FLYING 0 S 10 0 0 8d12+35 2d5+4 19509 0 POS_STANDING POS_STANDING SEX_MALE #9024 godCheck_eth~ a gust of wind~ A gust of wind blocks access to the wrong followers here.~ ~ ACT_SENTINEL|ACT_SMART AFF_ETHEREAL 0 S 2 0 0 2d2+10 1d1+3 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if whichgod ($n) == god_neutral or whichgod ($n) == god_manwe break else mpechoat $n A force of air pushes you back. mptransfer $n 9755 mpat 9755 mpechoaround $n $N appears as is by magic! endif ~ | #9025 angel~ the guardian angel~ The Angel is protecting Manwe's domain.~ The Angel looks both terrific and beautiful, in more than one aspect does it resemble the power and nature of Manwe, God of Air. ~ ACT_SENTINEL|ACT_SMART AFF_TRUESIGHT|AFF_SANCTUARY|AFF_FLYING 0 S 99 0 0 85d85+5000 10d10+95 666 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ if name ($n) == Manwe hug Manwe shout His Holiness has arrived! mpechoaround $n The Angel sings, in a clear voice, the deeds of Manwe Sulimo. mpechoat $n The Angel sings, in a clear voice, of all your righteous deeds. endif ~ >fight_prog 100~ say You have forced my hand this day, $N. mpecho The Angel seeks inner guidance for a moment. slaughter $n restore self ~ | #0 #SHOPS 9023 ITEM_TYPE_ARMOR ITEM_TYPE_WEAPON ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_CONTAINER 100 50 0 23 0 #SPECIALS S #OBJECTS #9000 ceremonial flame~ the ceremonial flame~ The ceremonial flame splutters quietly here.~ A solid rod of dark wood has been fashioned into a torch. One end has been covered with a mixture of pitch and felt cloth, while the handle itself is engraved with figures of wind and images of music. The whole seems more than the parts, it appears. ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE 0 0 -1 0 0 0 0 0 1 100000 10 A APPLY_WIS 2 0 A APPLY_CON 2 0 A APPLY_INT 2 0 #9001 pitch~ some sticky pitch~ Some black sticky pitch lies in a blob here.~ There isn't much else that can describe this slowly oozing tar... it's black and sticky... and it doesn't smell very nice. ~ ITEM_TYPE_TRASH ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 10 #9002 stick wood~ a length of wood~ A straight branch of wood has dropped here.~ This branch of wood is particularly long and straight. The dark complexion of the wood and the fine grain of the bark suggest that this branch is destined to more than just the fire. ~ ITEM_TYPE_TRASH ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 10 #9003 wool tuft~ some wool~ A tuft of white wool has fallen here.~ The harsh fibre has tangled itself together forming a grey mass of wool. This wool has would probably be more at home attached to a thistle or fence wire. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 10 #9004 cloth felt absorbant~ some absorbant cloth~ A wad of absorbant felt cloth has been left here.~ Fine as well as heavy strands of wool fibre have been treated and molded in such a way as to provide a very dense and absorbant white cloth. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 10 #9005 wad tobacco~ a wad of tobacco~ A wad of dried leaves blows around here.~ Freshly shredded from a tall plant with broad aromatic leaves, this wad of tobacco leaves you feeling a strange desire. ~ ITEM_TYPE_FOOD ITEM_FLAG_MAGIC ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 10 A APPLY_INT -1 0 #9006 winegum gum~ a winegum~ A soft blob of gelatin has been dropped here.~ This pretty sweet is chewy and tastes of some kind of fruit. ~ ITEM_TYPE_PILL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE 19 SPELL_FLY SPELL_HASTE -1 0 0 0 0 1 1729 10 A APPLY_MOVE -10 0 #9007 rolling device~ a rolling device~ A small device with rollers rests here.~ A couple of long rollers and a loop of fine canvas form a basic means to roll cigarettes in a relatively standard fashion. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 0 0 0 0 0 0 0 0 1 1595 10 A APPLY_INT 1 0 #9008 paper rolling~ a rolling paper~ A thin sliver of white rice paper flaps about here.~ This paper is incredibly thin and appears too small to be of any practical use for anything at all. There are some fine lines that appear as a watermark when you put the paper to the light. You could try using this to {128}roll{308} a cigarette. ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE 17 -1 SPELL_HASTE -1 0 0 0 0 1 95 10 P 1 TRIG_UNKNOWN 100 roll OPROG_IF_HAS_OBJECT 9005 2 4 P 2 TRIG_VOID OPROG_IF_HAS_OBJECT 9007 3 5 P 3 TRIG_VOID OPROG_ECHO You insert the paper into the rolling device and roll a perfect cigarette!~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoaround self $I fumbles around for a while and produces a ragged cigarette. mpoload 9011 mpjunk i9005 mpjunk i9008~ P 4 TRIG_VOID OPROG_ECHO You don't have any tobacco to roll with. Have you checked your pouch?~ P 5 TRIG_VOID OPROG_ECHO You don't have the skill to roll without a rolling device.~ #9009 sweet fizzy~ a sweet fizzy drink~ A bottle of sweet fizzy drink has been forgotten here.~ This cleverly constructed bottle appears to have a colourful liquid with little bubbles in it. You wonder quietly at the point of such a thing. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE 19 -1 SPELL_HASTE -1 0 0 0 0 1 295 10 #9010 tobacco pouch~ a tobacco pouch~ A leather tobacco pouch flops about here.~ This is little more than a flap of deer skin folded and crudely stitched into a pouch. Some waterproofing has been added to the seams and the outside of this container. This would be ideal to store herbs and tobacco, with the opening flap allowing you to take out a small wad of {128}tobacco{308} without effort. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 201 CONT_CLOSEABLE 0 0 0 0 0 0 1 18818 15 A APPLY_STR 2 0 P 1 TRIG_UNKNOWN 100 tobacco OPROG_OBJECT_QUEST_IF 0 4 < 6 2 3 P 2 TRIG_VOID OPROG_ECHO You carefully take out a wad of tobacco.~ P 2 TRIG_VOID OPROG_QUEST_ADD 0 4 1 P 2 TRIG_VOID OPROG_GOD_COMMAND mpoload 9005~ P 3 TRIG_VOID OPROG_ECHO You check your tobacco pouch, but find it empty.~ #9011 cigarette~ a cigarette~ A small tube packed with leaves has been dropped here.~ Some shredded leaves have been carefully wrapped in a very thin paper and then somehow glued together in an almost seamless join. Both ends of the tube are open and you can clearly see the aromatic leaves within. This is a good example of cigarette. You might {128}light{308} one end or the other. ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 0 0 0 0 0 0 0 0 1 10 10 A APPLY_INT 2 0 P 1 TRIG_TICK 70 OPROG_OBJECT_QUEST_IF 0 4 > 0 4 99 P 2 TRIG_UNKNOWN 100 light OPROG_OBJECT_QUEST_IF 0 4 = 0 3 98 P 3 TRIG_VOID OPROG_ECHO You light the cigarette with a flourish - and inhale deeply.~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoaround self $i lights a cigarette and puffs some smoke at you. mpmset $i long (Buzzing) $ is smoking a cigarette casually here.~ P 3 TRIG_VOID OPROG_QUEST_SET 0 4 1 P 4 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 4 > 6 5 6 P 5 TRIG_VOID OPROG_ECHO You take a final drag on the cigarette - and flick the butt away.~ P 5 TRIG_VOID OPROG_GOD_COMMAND mpechoaround self $I takes a final puff and flicks the butt to the ground. mpmset self long NULL mpoload 9023 room~ P 5 TRIG_VOID OPROG_JUNK P 6 TRIG_VOID OPROG_ECHO You take another puff on your cigarette and blow smoke all about you.~ P 6 TRIG_VOID OPROG_GOD_COMMAND mpechoaround self $I takes another puff and is enveloped in white smoke.~ P 6 TRIG_VOID OPROG_QUEST_ADD 0 4 1 #9012 chain office~ a chain of office~ A gaudy gold chain rests heavily here.~ Heavy and cold, this simple chain of gold plated iron is a symbol of the weight of responsibility the wearer owes their community. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 6 0 0 0 0 0 0 0 5 500000 10 A APPLY_INT 1 0 A APPLY_WIS 1 0 #9013 brown jacket~ a brown jacket~ A plain brown jacket has been dropped here.~ This is a basic tweed style cloth jacket that has been hand dyed brown. A large oval patch of cloth has been sewn to each sleeve where the elbow would normally appear when worn. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_BODY 7 0 0 0 0 0 0 0 3 560 10 #9014 gown moonlight~ the gown of moonlight~ A silky gown that twinkles in the light rests here.~ Cool to the touch, this fine silky gown shimmers as you touch it. The folds of the gown create tiny shimmers of light that twinkles about you. This is a fine garment indeed. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_ABOUT 12 0 0 0 0 0 0 0 1 150000 50 A APPLY_MANA 50 0 P 1 TRIG_WEAR 100 OPROG_IF OIF_USER_SEX = SEX_MALE 2 3 P 2 TRIG_VOID OPROG_ECHO You feel that this is too feminine a garment for you to wear.~ P 2 TRIG_VOID OPROG_GOD_COMMAND remove i9014~ P 3 TRIG_VOID OPROG_ECHO You shiver a little as you suddenly feel more feminine.~ #9015 brown trousers~ some brown trousers~ A pair of smart looking brown trousers are creased here.~ A pair of work trousers have been spotlessly cleaned, hand dyed and pressed to appear almost formal. The crotch looks a little thin, and the hems have been let down recently. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 7 0 0 0 0 0 0 0 2 450 10 A APPLY_DEX 1 0 #9016 brown shoes~ some brown shoes~ A pair of polished brown shoes stands here.~ Dark brown leather has been used to form some very smart looking shoes. The scuffs at the toe of both shoes indicate some recent neglect. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 7 0 0 0 0 0 0 0 2 640 10 A APPLY_DAMROLL 1 0 #9017 anvil~ the anvil~ A large metal anvil is positioned here.~ Made from cast iron, this crude anvil has been beaten so many times that parts of it are shiny. A rounded area near one end makes it possible to create curves in metal if you know what you are doing. ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 2000 9017 101 #9018 loom~ the loom~ A large rack of strings stands here.~ This is a common type of loom made from hand cut wood and some crudely made hooks and nails. Many strings have been attached to it and you see several shuttles with different coloured wool somehow confused with the whole device. ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 900 9018 101 #9019 bench~ the bench~ A crude wooden bench waits patiently here.~ Made from hand cut wood, this bench was placed here for the benefit of the townsfolk and weary travellers. The seat has been polished by many years of constant use. ~ ITEM_TYPE_FURNITURE 0 0 2 0 FURNITURE_SLEEP_ON|FURNITURE_REST_ON|FURNITURE_SIT_ON 500 0 0 0 0 2000 9019 101 #9020 smock~ a brown smock~ A shapeless smock made from brown material is crumpled here.~ This simple work dress has been cut from hand dyed brown cloth. An attempt to add some embroidered flowers has created an unattractive splash of colour at the front of the dress. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 7 0 0 0 0 0 0 0 2 6500 10 A APPLY_HITROLL 1 0 #9021 apron leather~ a blacksmith's apron~ A heavy apron of blackened leather is settled here.~ This apron is stiff and covered in scorch marks from years of hard labour. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 7 0 0 0 0 0 0 0 5 10000 10 A APPLY_STR 1 0 #9022 airberry~ a delicious airberry~ A delicious looking sky blue airberry floats here.~ Moist and full of air, this tasty airberry desires nothing but to be eaten. ~ ITEM_TYPE_FOOD ITEM_FLAG_MAGIC|ITEM_FLAG_BLESS ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 48 0 0 0 0 0 0 0 1 10 1 A APPLY_AC 2 0 #9023 butt~ a cigarette butt~ A discarded cigarette butt has been flicked here.~ A small wad of compressed fabric has been used to filter cigarette smoke and then casually dropped after use. It has a brown stain on it and smells bad. ~ ITEM_TYPE_PILL ITEM_FLAG_DARK ITEM_WEAR_TAKE 10 SPELL_HASTE -1 -1 0 0 0 0 1 10 10 #9099 flag righteousness~ a flag of righteousness~ A flag of righteousness flaps in the wind here.~ A length of darkened wood has been polished to a perfectly smooth finish. Silver has been used to attach a hefty pommel to one end, whilst a flag of fine white silk is attached to the other end - flapping gently in the breeze. The flag seems to glow with purity and righteousness... almost making you feel righteous yourself! ~ ITEM_TYPE_LIGHT ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 -1 0 0 0 0 0 1 1000000 95 A APPLY_AC -15 0 A APPLY_MANA 40 0 #0 #ROOMS #9000 The approach~ As you approach the village, you realise how well protected this entrance is! There is no way past here save through the narrow pass before you. You look up and see a steep cliff face on one side and a sheer drop to the ground far below you. The wind breezes through your hair and makes your cloak flap. ~ 0 ROOM_NO_MOB SECT_HILLS DDIR_NORTH The village opens up ahead of you.~ ~ 0 -1 9001 DDIR_SOUTH A seldom used path to an altar.~ ~ 0 -1 3054 S #9001 The village~ Rough cobbles have been laid in the past to prevent too much mud from splashing around, although it looks like this was a fruitless exercise. Ruts in the road from carts and carriages have created an uneven surface that borders on just plain dangerous. The buildings about you are made from roughly finished stone, and most of the doors are shut firmly against strangers. ~ 0 0 SECT_CITY DDIR_NORTH The street enters the village.~ ~ 0 -1 9006 DDIR_EAST A quiet residential part of the village.~ ~ 0 -1 9002 DDIR_SOUTH The well guarded entrance to the village.~ ~ 0 -1 9000 S #9002 The village~ To the east you can see a long avenue of trees whilst to the west you see more of the village with cobbled road and bustling townsfolk. In the distance to the north you can see some fields and further away, a mountain. Most of the houses here are closed to strangers. ~ 0 0 SECT_CITY DDIR_NORTH The street continues into the village.~ ~ 0 -1 9005 DDIR_EAST An avenue of trees leading to a forest.~ ~ 0 -1 9003 DDIR_WEST The street leads to the village entrance.~ ~ 0 -1 9001 S #9003 The forest~ Nature has taken over somewhat here. The ground is muddy and many different weeds are jostling for position about you. You can still see the sky above you, but the canopy is definitely providing a lot of shelter here. You notice how peaceful it is here. ~ 0 ROOM_NO_MOB|ROOM_SOLITARY SECT_FOREST DDIR_EAST The forest gets thicker ahead.~ ~ 0 -1 9004 DDIR_WEST The forest ends abruptly as the village begins.~ ~ 0 -1 9002 S #9004 The forest~ The canopy above you has closed up almost forming a false ceiling way above you. You can hear the occasional bird winging through the trees, but the loudest thing you can hear is silence. The ground about you is uneven and the sparse vegetation at the forest floor is pale through lack of sun. ~ 0 ROOM_DARK|ROOM_SOLITARY SECT_FOREST DDIR_WEST The trees thin out and the forest ends.~ ~ 0 -1 9003 S #9005 The village~ This part of the village seems a lot less busy. There is a small civic park here with a crude bench to rest on. The ground about you appears to be more even and less muddy. You catch parts of conversations wafting through the air and blowing past you. To the west you can see an intersection. ~ 0 0 SECT_CITY DDIR_NORTH There is some activity at a building entrance ahead.~ ~ 0 -1 9010 DDIR_SOUTH A quiet residential part of the village.~ ~ 0 -1 9002 DDIR_WEST The street continues between some buildings ahead.~ ~ 0 -1 9006 S #9006 The village~ Rough cobbles have been laid in the past to prevent too much mud from splashing around, although it looks like this was a fruitless exercise. Ruts in the road from carts and carriages have created an uneven surface that borders on just plain dangerous. To the west is an winding street with several older houses leaning into one another. ~ 0 0 SECT_CITY DDIR_NORTH The street continues along the village.~ ~ 0 -1 9009 DDIR_EAST You can see a small civic park ahead.~ ~ 0 -1 9005 DDIR_SOUTH The street leads to the village entrance.~ ~ 0 -1 9001 DDIR_WEST The street dives off to the west.~ ~ 0 -1 9007 S #9007 The village~ Rough cobbles have been laid in the past to prevent too much mud from splashing around, although it looks like this was a fruitless exercise. Ruts in the road from carts and carriages have created an uneven surface that borders on just plain dangerous. You can hear banging and cursing from a large building to the north and you can see the main town centre to the east. ~ 0 0 SECT_CITY DDIR_NORTH A large building with an imposing courtyard.~ ~ 0 -1 9008 DDIR_EAST The street intersects with the village centre.~ ~ 0 -1 9006 S #9008 The smith~ The solid stone walls, hard backed floor and massive fire place in the middle of the room tell you immediately that this smithy has been here for a very long time. Bits of metal are stacked against the walls, the bellows are pumping and the heat is uncomfortable. An anvil has been placed close to the fire and a large bucket of water stands close by. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_SOUTH A brief courtyard opens onto the street.~ ~ 0 -1 9007 S #9009 The village~ The uneven road surface has given way to patches of muddy soil and straw from a nearby farm. There are less people about here, but you still see townsfolk wandering about doing their daily routines. To the north you can see some open fields and in the distance a mountain sits quietly. ~ 0 0 SECT_CITY DDIR_NORTH The village ends and the lowlands begin. ~ ~ 0 -1 9012 DDIR_EAST You see some activity outside one of the buildings.~ ~ 0 -1 9010 DDIR_SOUTH Several streets converge ahead.~ ~ 0 -1 9006 S #9010 The village~ The road has been covered here with straw to prevent people from slipping over. To the north you can see some open fields and to the east you hear the rattle of a loom and people working. The townsfolk wander about you and seem to pay little heed of you or your passage. The village continues to the south. ~ 0 0 SECT_CITY DDIR_NORTH The village ends and the lowlands begin.~ ~ 0 -1 9013 DDIR_EAST You see a low doorway leading into a large workshop.~ ~ 0 -1 9011 DDIR_SOUTH You can see a small civic park ahead. ~ ~ 0 -1 9005 DDIR_WEST The street continues along the village. ~ ~ 0 -1 9009 S #9011 The workshop~ Set against three of the walls are long benches and cupboards containing all manner of materials and half finished projects. This is a communal area where any crafts person can spend time creating both practical and artistic items. Set in the middle of the room is a large loom that is used to make most of the material and cloth for the local townsfolk. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You see a low doorway leading out into the street.~ ~ 0 -1 9010 S #9012 The fields~ To the south you see the outskirts of the village, and to the north more fertile fields. Far in the distance you can see the peak of a mountain. The fields around you are planted with grains, but the harvest won't be great this year you predict. You can hear the bleating of sheep being carried across the fields from a distant paddock. ~ 0 ROOM_NO_MOB SECT_FIELD DDIR_NORTH The low foothills and rolling fields. ~ ~ 0 -1 9014 DDIR_EAST The lowland foothills and crop fields.~ ~ 0 -1 9013 DDIR_SOUTH The village outskirts.~ ~ 0 -1 9009 S #9013 The fields~ To the south you see the outskirts of the village, and to the north more fertile fields and lowland foothills. The ground about it planted with a variety of vegetables in various stages of growth. It's not as green as you might expect for this time of year. ~ 0 ROOM_NO_MOB SECT_FIELD DDIR_NORTH The low foothills and rolling fields.~ ~ 0 -1 9015 DDIR_SOUTH The village outskirts.~ ~ 0 -1 9010 DDIR_WEST The lowland foothills and crop fields.~ ~ 0 -1 9012 S #9014 The fields~ To the south you can see some lowland crops and in the distance the outskirts of the village. All about you and to the north are foothills and small fields, with the mountain becoming more visible in the distant north. You notice the wind is a little stronger up here, and carries sounds a long way. ~ 0 0 SECT_FIELD DDIR_NORTH The foothills climb steadily up toward the mountain.~ ~ 0 -1 9016 DDIR_EAST The rolling low land fields continue.~ ~ 0 -1 9015 DDIR_SOUTH The lowland foothills and crop fields. ~ ~ 0 -1 9012 S #9015 The fields~ To the south you can see some lowland crops and in the distance the outskirts of the village. All about you are foothills and small fields, but judging by the condition of the dry stone walls, not much will be kept in. You notice the wind is a little stronger up here, and carries sounds a long way. ~ 0 0 SECT_FIELD DDIR_SOUTH The lowland foothills and crop fields.~ ~ 0 -1 9013 DDIR_WEST The rolling low land fields continue.~ ~ 0 -1 9014 S #9016 The fields~ You can look down upon the village from this height, surrounded as you are by rolling hills and valleys. There are a few sheep scattered around, but the rocks are certainly thriving. To the north you can see the base of the mountain at the end of this gulley. ~ 0 0 SECT_FIELD DDIR_NORTH The base plateau of the mountain.~ ~ 0 -1 9017 DDIR_SOUTH The rolling low land fields descend ahead.~ ~ 0 -1 9014 S #9017 The Base~ You have arrived at the base of a magnificent mountain. A recent rockfall has opened up a path that leads around the side of the mountain, whilst you see a path continuing up the mountainside and disappearing into the clouds. You can see the village far below you in the distance. ~ 0 ROOM_NO_MOB SECT_MOUNTAIN DDIR_SOUTH The foothills continue down a gulley.~ ~ 0 -1 9016 DDIR_WEST A tumble of rocks and boulders.~ ~ 0 -1 9021 DDIR_UP The path winds up the side of the mountain towards Eru himself.~ ~ 0 -1 9018 S #9018 The mountain~ The path hugs the mountain closely here, and as you peer over the edge you can see the village far below. Grasses and stunted shrubs cling to a bleak existance about you, slowly breaking down the mountain and scattering stones and dirt over the path. Below you is the beginning of the mountain path, whilst above you the path continues forever upward. ~ 0 0 SECT_MOUNTAIN DDIR_UP The path continues up the side of the mountain towards Eru himself.~ ~ 0 -1 9019 DDIR_DOWN The path descends the side of the mountain.~ ~ 0 -1 9017 S #9019 The mountain~ The rock walls about you seem ready to collapse at a moments notice. The crags and outcrops loom out of the clouds below you, and above you can see very little else. The path remains clearly defined and whilst the going is slow, the path looks like it levels off over the next ridge. ~ 0 0 SECT_MOUNTAIN DDIR_UP The path continues up the side of the mountain towards a plateau.~ ~ 0 -1 9020 DDIR_DOWN The path descends the side of the mountain.~ ~ 0 -1 9018 S #9020 The plateau~ You are on a flat plateau on one of the peaks of the mountain you have been climbing for so long. The ground is even and shows signs of recent visitors in the form of cooking fires and scattered ashes. You can see nothing but clouds far below you, and the horizon in the distance. If you wanted some peace and quiet, this would be the place to find it. ~ 0 ROOM_SAFE SECT_MOUNTAIN DDIR_DOWN The path descends the side of the mountain.~ ~ 0 -1 9019 S #9021 The rockfall~ The recent rockfall has left both and small rocks strewn carelessly about the path here. A gaping hole in the ground has formed and poses a very real danger to any travellers that get too close to the edge. To the east you can see the base of the mountain whilst to the west the lowlands continue with rolling hills. This place has an eerie feel to it. ~ 0 0 SECT_HILLS DDIR_EAST The base plateau of the mountain.~ ~ 0 -1 9017 DDIR_WEST Rolling lowlands and green pastures.~ ~ 0 -1 9023 DDIR_DOWN An open cave has been formed.~ ~ 0 -1 9022 S #9022 The pit~ The ground appears to have swallowed you whole! As you look about you, you see the walls are rough with minerals that reflect the light from above and below. There are flowing rivers of lava all about you and an uneasy feeling that you are being watched. Scattered rocks offer a way out of the pit above you. ~ 0 0 SECT_LAVA DDIR_UP ~ ~ 0 -1 9021 S #9023 Rolling hills~ The hills and rolling countryside about you bring back fond memories of walks with long lost friends. Moss and grasses grow together to form a thick mat of vegetation that is dotted by large rocks from time to time. To the east you can see a rockfall whilst to the west you see more hills into the distance. All about you the sounds of nature sing peacefully. ~ 0 0 SECT_HILLS DDIR_EAST A tumble of rocks and boulders.~ ~ 0 -1 9021 DDIR_WEST Rolling lowlands and green pastures.~ ~ 0 -1 9024 S #9024 Rolling hills~ The small valley begins here. To the east are lowland rolling hills that continue into the distance, whilst to the north you can see the beginnings of a small village nestled against the coast. The ground about you is covered in thick vegetation and light scrub. From time to time you can hear sounds drifting from the village on a light breeze. ~ 0 0 SECT_HILLS DDIR_NORTH An old trail leads to the village.~ ~ 0 -1 9025 DDIR_EAST Rolling lowlands and green pastures.~ ~ 0 -1 9023 S #9025 Fishing village~ The road is muddy and has many puddles across it caused by too little repair. Simple cottages line the road to either side, interspersed with a few larger stone dwellings. Some trees have been planted close to an old dock to the west. To the south you see rolling lowland foothills and the end of the valley, whilst to the north the village continues. ~ 0 0 SECT_CITY DDIR_NORTH The village continues along a rough path.~ ~ 0 -1 9026 DDIR_SOUTH A trail leads up to the rolling lowlands.~ ~ 0 -1 9024 DDIR_WEST A dock juts out into the ocean.~ ~ 0 -1 9028 S #9026 Fishing village~ The road is little more than a bog at this end of the village. Some small houses have been built opposite the dock to the west, many containing small gardens and ornate rockpools. To the south the village continues, and in the distance you can see the valley as it ends. Seagulls circle overhead, always on the lookout for something to eat, and you hear the echos of boats mooring. ~ 0 0 SECT_CITY DDIR_SOUTH The village continues along a rough path.~ ~ 0 -1 9025 DDIR_WEST A dock juts out into the ocean.~ ~ 0 -1 9027 S #9027 A dock~ You are standing on solid planks of wood supported by piles driven into the seabed many years ago. There are several small fishing boats tied up at the side of the dock, but most of the fishing fleet appear to be out. There are stacks of crayfish pots and piles of nets arranged in a random pattern along the side of the docks. If the smell doesn't get you, a cutpurse might. ~ 0 0 SECT_CITY DDIR_EAST The docks step down to the road.~ ~ 0 -1 9026 S #9028 A dock~ You are standing on solid planks of wood supported by piles driven into the seabed many years ago. There is evidence of recent repairs having been carried out on a ship docked here. You see caulking, pitch, extra planking and carpenter tools over to one side of the dock. The dock ends to the east and the village welcomes you. Several deckhands bustle about loading fish. ~ 0 0 SECT_CITY DDIR_EAST The docks step down to the road.~ ~ 0 -1 9025 S #9029 The foyer~ You are floating on a platform above the plateau. Below you the mountain tops peek out of the clouds and appear to float in nothingness. The ground is firm about you leading to a formal hallway in the north. There are seats arranged about and several potted plants that look very out of place. ~ 0 0 SECT_INSIDE DDIR_NORTH Some shallow steps lead up.~ ~ 0 -1 9030 DDIR_DOWN A cleared plateau far below.~ ~ 0 -1 9020 S #9030 The hallway~ The walls about you are covered with intricate drawings and delicate carving that tells stories long forgotten. The hallway continues to the north with several sideboards showing flower arrangements. To the east are the council chambers where Manwe himself is said to preside. ~ 0 0 SECT_INSIDE DDIR_NORTH The hallway continues.~ ~ 0 -1 9032 DDIR_EAST A plush looking room.~ ~ 0 -1 9031 DDIR_SOUTH A floating platform in the air.~ ~ 0 -1 9029 S #9031 Council Hall~ The ceiling of this room has been specifically lowered and covered in heavy tapestries to muffle any sounds from within. The tapestries show the sky and appear so real at you almost expect the clouds to move in the breeze. The room itself is large enough to accomodate a small gathering only, with some chairs already arranged in the middle of the room. ~ 0 ROOM_ALTAR_N|ROOM_SAFE SECT_INSIDE DDIR_WEST The hallway begins.~ ~ 0 -1 9030 S #9032 The hallway~ The floor has a firm feel to it, and glows as you imagine a cloud might. The royal chambers are to the east, whilst the hallway continues to the south. As you glance around the walls, you notice the delicate frescos above you. The very thought that Manwe himself has stood here quickens your heart a little more. You feel warmed and at peace here. ~ 0 0 SECT_INSIDE DDIR_EAST A comfortable looking suite of rooms.~ ~ 0 -1 9033 DDIR_SOUTH The hallway continues.~ ~ 0 -1 9030 S #9033 Royal chambers~ These well appointed chambers are well aired and appear bright. A large window has been set in the wall to the east, and looks out over a clear blue sky. The hallway starts to the west, and a small private outlook has been constructed above the chambers. You feel very comfortable here. ~ 0 0 SECT_INSIDE DDIR_WEST The hallway continues.~ ~ 0 -1 9032 DDIR_UP A winding stairway leading to a turret.~ ~ 0 -1 9034 S #9034 Private outlook~ This outlook provides a complete, uninterrupted view of the horizon. You can see the castle below you but can't stop marvelling at the view from this great height. You realise that this would be the perfect place to come and pray for guidence from Manwe. You can feel the breeze against your face and almost imagine you are able to fly. ~ 0 ROOM_PRIVATE SECT_INSIDE DDIR_DOWN The stairs lead down to the royal suite.~ ~ 0 -1 9033 S #9035 Chapel of Manwe~ You are standing in the middle of a small chapel. To the west and east the main chapel continues, whilst to the north an alcove with a private altar has been lit with candles. The ceiling above seems to disappear into the darkness and the ground no longer glows as strongly with light. You feel like you have come home after a long break. You are well come. ~ 0 ROOM_SAFE|ROOM_NOTE_BOARD SECT_INSIDE DDIR_NORTH A private altar set in an alcove.~ ~ 0 -1 9038 DDIR_EAST The east side of the chapel.~ ~ 0 -1 9037 DDIR_SOUTH A private set of rooms.~ ~ 0 -1 9033 DDIR_WEST The west side of the chapel.~ ~ 0 -1 9036 S #9036 Chapel of Manwe~ You are standing at the west end of a small chapel, which continues to the east. The walls are painted with simple colours, and the ceilings are plain wood and plaster that disappear into darkness above you. To the north you see the telltale signs of a morgue, whilst below you is a glowing portal to an arena. You are well come. ~ 0 ROOM_SAFE SECT_INSIDE DDIR_NORTH A gloomy room.~ ~ 0 -1 9039 DDIR_EAST The centre of the chapel.~ ~ 0 -1 9035 DDIR_DOWN A portal to the Arena.~ ~ 0 -1 10500 S #9037 Chapel of Manwe~ You are on the east side of the small chapel, which continues to the west. You notice an open door to the north and what looks to be a large storeroom of sorts. There is a glowing portal below you that leads to Roterodamum. A small table is here with a simple flower arrangement on it, the only real decoration you have seen in the whole place. You are well come. ~ 0 ROOM_SAFE SECT_INSIDE DDIR_NORTH A cluttered alcove.~ ~ 0 -1 9040 DDIR_WEST The centre of the chapel.~ ~ 0 -1 9035 DDIR_DOWN A portal to Roterodamum Square.~ ~ 0 -1 9755 S #9038 The Private Altar~ You stand in a small alcove surrounded by candles. There is space to kneel in introspection and prayer here, and to sit with the priestess if you wish. The walls are white plaster that reflects the candlelight and causes some shadows to flicker in the corners of your eyes. You feel very safe here, knowing that sanctuary is all around you. ~ 0 ROOM_ALTAR_N|ROOM_BANK|ROOM_SAFE SECT_INSIDE DDIR_SOUTH The centre of the chapel.~ ~ 0 -1 9035 S #9039 Morgue of Manwe~ Several caskets have been layed out in the room ready to show their hosts to the grieving relatives. The room has subdued lighting and quiet music playing from some kind of magical box. The whole scene is offset by the surgical steel gurney used to move the bodies back to the freezer. You feel that this may become a familiar place in the years to come. ~ 0 ROOM_NO_MOB|ROOM_SAFE|ROOM_MORGUE SECT_INSIDE DDIR_SOUTH The west side of the chapel.~ ~ 0 -1 9036 S #9040 Arkwright's General Store~ The walls are covered with shelves and stacks of cartons that seem to almost topple over one another. An assortment of bottles and sweets confront you at the counter, whilst to the south you see the beginnings of a small chapel. On closer inspection you notice several walls of shelves behind the counter and wonder how long it must have taken to carry all that here. ~ 0 0 SECT_INSIDE DDIR_SOUTH The east side of the chapel.~ ~ 0 -1 9037 S #0 #RESETS M 9002 100 9034 E 9014 1 WEAR_ABOUT M 9000 100 9020 M 9004 100 9006 E 9016 1 WEAR_FEET E 9015 1 WEAR_LEGS E 9013 1 WEAR_ABOUT E 9012 1 WEAR_NECK_A M 9006 100 9009 E 9020 20 WEAR_ABOUT M 9005 100 9009 E 9015 20 WEAR_LEGS M 9006 100 9010 E 9020 20 WEAR_ABOUT M 9006 100 9002 E 9020 20 WEAR_ABOUT M 9005 100 9001 E 9015 20 WEAR_LEGS M 9005 100 9005 E 9015 20 WEAR_LEGS O 9017 1 9008 M 9007 100 9008 E 9021 1 WEAR_WAIST M 9008 100 9004 M 9011 100 9016 M 9012 100 9027 M 9013 100 9031 M 9014 100 9011 E 9020 20 WEAR_ABOUT M 9015 100 9015 M 9017 100 9018 M 9016 100 9017 M 9018 100 9028 M 9020 100 9033 M 9022 100 9039 M 9023 100 9040 G 9000 100 0 G 9022 100 0 G 9010 100 0 G 9008 100 0 G 9007 100 0 G 9009 100 0 G 9006 100 0 M 9008 100 9003 M 9024 100 9000 M 9024 100 9019 M 9024 100 9033 M 9025 100 9000 M 9025 100 9038 M 9021 100 9038 O 9018 1 9011 O 9019 1 9005 M 9019 100 9022 S #$ XXXXXXXXXX #Savearea