#AREA Savant Village~ #AUTHORS Emperor~ #VERSION 3 #RANGES 40 70 0 99 #FLAGS AFLAG_NODEBUG #HELPS -1 SAVANT 'SAVANT VILLAGE'~ {128} Savant Village {308} This area was created by Emperor in 1997. It is the mystical (and protective) home of a cabal of scholars and their spiritual leader, the Great Savant. They follow their studies in a devout, sometimes crazed fashion. If you're interested, the word is that they are recruiting. Only one way to find out... {148} Created by Emperor, 1997 ~ 0 $~ #MOBILES #801 ethereal gatekeeper~ the ethereal gatekeeper~ The ethereal gatekeeper is here.~ This mob should be invisible to you. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE|ACT_UNDEAD AFF_TONGUES|AFF_ETHEREAL 0 S 90 BODY_HEAD BODY_LEG 1d10+10000 1d10+100 2510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >speech_prog ojprujco~ connect south 806 mpecho The heavy wooden portcullis begins to rise. mpecho The metal gate swings open! mpforce $n south connect south -1 mpecho The metal gate swings shut! mpecho The heavy wooden portcullis falls to the ground. ~ >speech_prog yabbah dabbah~ if quest (11,2,$n) == 1 mpecho The world shifts at $n's request. connect up 895 mpforce $n up connect up -1 mpecho The world becomes whole again. endif ~ | #802 scholar~ a scholar~ A scholar of the village is here, studying the sky.~ The scholar is cloaked and hooded in heavy garb. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 56 0 0 1d400+1641 1d40+24 93450 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #803 scholar~ a scholar~ A scholar of the village is here, reading some text.~ The scholar is cloaked and hooded in heavy garb. ~ ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 56 0 0 1d400+1641 1d40+24 103450 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #804 scholar~ a scholar~ A scholar of the village is here, recording his thoughts.~ The scholar is cloaked and hooded in heavy garb. ~ ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 56 0 0 1d400+1641 1d40+24 109811 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #805 savant~ a savant~ A savant of the village is here.~ The savant wears a cone shaped hat with flaps over the ears. He is old but his gaze is penetrating. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 97 0 0 2d10+10000 2d8+95 134682 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (0,4,$n) == 0 mpechoat $n The savant looks up at you. mpechoaround $n The savant looks up at $n. mpechoat $n The savant lowers his eyes at you. mpechoaround $n The savant lowers his eyes at $n. say You are not a citizen of this city say Are you here to study? endif ~ >speech_prog yes~ if level ($n) < 40 say Well then, return to me when you have grown older. break endif if quest (0,4,$n) == 0 mpmset $n quest 0 4 1 say Well then, you must visit the elder monk at once say Tell him: 'The savant sent me' ~ >speech_prog no~ if quest (0,4,$n) == 0 say Well then, thank you for visiting say but we prefer our privacy mpecho The savant utters the words 'cfocmkupo'. mpechoat $n The savant teleports you from the village! mpechoaround $n The savant teleports $n from the village! mptransfer $n 9755 endif ~ >fight_prog 50~ shake say fighting is foolish... mpquiet on cast 'faerie fire' $n mpquiet off ~ | #806 elder monk~ the elder monk~ An elder monk meditates here.~ Though this little monk is of venerable age, he seems unusually energetic and knowledgeable. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 97 BODY_HEAD BODY_LEG 2d10+10000 2d8+95 134469 RACE_DWARF POS_RESTING POS_RESTING SEX_MALE >speech_prog p the savant sent me~ if quest (0,4,$n) == 1 say He did? You must be here to study... stand say I have some questions for you to answer endif ~ >speech_prog questions~ if quest (0,4,$n) == 1 say Yes, they're not too hard say Are you ready? endif ~ >speech_prog yes~ if quest (0,4,$n) == 1 mpmset $n quest 0 4 2 nod if rand (35) mpmset $n quest 4 2 1 say What is the name of the by mice haunted say shopkeeper in Roterodamum? else if rand (60) mpmset $n quest 4 2 2 say Who is the traitor in the Red Knight's castle? else if rand (99) mpmset $n quest 4 2 3 say What secret magical being enchants say the severed Head of Medusa? endif endif endif endif ~ >speech_prog doogan~ if quest (0,4,$n) == 2 if quest (4,2,$n) == 1 mpmset $n quest 0 4 3 nod mpecho The elder monk lowers his eyes. say What did the undead Queen of Gahld lose? endif endif ~ >speech_prog advisor~ if quest (0,4,$n) == 2 if quest (4,2,$n) == 2 mpmset $n quest 0 4 3 nod mpecho The elder monk lowers his eyes. say What did the undead Queen of Gahld lose? endif endif ~ >speech_prog slave~ if quest (0,4,$n) == 2 if quest (4,2,$n) == 3 mpmset $n quest 0 4 3 nod mpecho The elder monk lowers his eyes. say What did the undead Queen of Gahld lose? endif endif ~ >speech_prog scarab~ if quest (0,4,$n) == 3 mpmset $n quest 0 4 4 nod say You have demonstrated your worthiness say to receive our teaching... say Proceed to the scribe for further study say Say to him: 'I passed the test'. endif ~ >fight_prog 50~ shake say fighting breeds ignorance... mpquiet on cast 'poison' $n mpquiet off ~ | #807 scribe~ the scribe~ A scribe stands here before you.~ The scribe is cloaked and hooded in thick garb that prevents you from seeing his true identity. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 97 BODY_HEAD BODY_LEG 2d10+10000 2d8+95 134255 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >speech_prog p I passed the test~ if quest (0,4,$n) == 4 nod say I see... say As a scholar of the village say you must learn to speak our language endif ~ >speech_prog language~ if quest (0,4,$n) == 4 mpmset $n quest 0 4 5 say To prove your mastery, translate the phrase: if rand (25) say pfo yiqo kuj iq u tupiojp ejo mpmset $n quest 6 3 1 else if rand (45) say pfo haparo iq tarcfuqob dw pfo troqojp mpmset $n quest 6 3 2 else if rand (65) say pfo lejgoqp nearjow dogijq yipf ejo qpot mpmset $n quest 6 3 3 else if rand (80) say dw beijg jepfijg kuj lourjq pe be ozil mpmset $n quest 6 3 4 else if rand (99) say cfujgo wear pfeagfpq ujb wear yerlb cfujgoq mpmset $n quest 6 3 5 endif endif endif endif endif endif ~ >speech_prog p the wise man is a patient one~ if quest (6,3,$n) == 1 if quest (0,4,$n) == 5 mpmset $n quest 0 4 6 say You are correct! say Your next step is with the priest say Go to him and say: 'I passed the lesson'. endif endif ~ >speech_prog p the future is purchased by the present~ if quest (6,3,$n) == 2 if quest (0,4,$n) == 5 mpmset $n quest 0 4 6 say You are correct! say Your next step is with the priest say Go to him and say: 'I passed the lesson'. endif endif ~ >speech_prog p the longest journey begins with one step~ if quest (6,3,$n) == 3 if quest (0,4,$n) == 5 mpmset $n quest 0 4 6 say You are correct! say Your next step is with the priest say Go to him and say: 'I passed the lesson'. endif endif ~ >speech_prog p by doing nothing man learns to do evil~ if quest (6,3,$n) == 4 if quest (0,4,$n) == 5 mpmset $n quest 0 4 6 say You are correct! say Your next step is with the priest say Go to him and say: 'I passed the lesson'. endif endif ~ >speech_prog p change your thoughts and your world changes~ if quest (6,3,$n) == 5 if quest (0,4,$n) == 5 mpmset $n quest 0 4 6 say You are correct! say Your next step is with the priest say Go to him and say: 'I passed the lesson'. endif endif ~ >fight_prog 50~ say fighting is for the weak of mind... point $n mpquiet on cast 'curse' $n mpquiet off ~ | #808 priest~ the priest~ The priest of the village is here, dusting off a book.~ The priest religiously protects and worships the knowledge inside the books. His demanding manner offends you. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 75 BODY_HEAD BODY_LEG 1d1406+2892 1d75+30 133086 RACE_DWARF POS_RESTING POS_RESTING SEX_MALE >speech_prog p I passed the lesson~ if quest (0,4,$n) == 6 stand say I see... say You must answer some more questions say if you are to proceed any further. endif ~ >speech_prog questions~ if quest (0,4,$n) == 6 say Yes... they're not too hard say Are you ready? endif ~ >speech_prog yes~ if quest (0,4,$n) == 6 mpmset $n quest 0 4 7 nod if rand (33) mpmset $n quest 9 2 1 say The city known as Refuge Tribe was settled say by refugees from what Kingdom? else if rand (50) mpmset $n quest 9 2 2 say What are the names of the two say Gods of Easter Eternal? else mpmset $n quest 9 2 3 say With whom does Julian patrol say the Forest of Arden? endif endif endif ~ >speech_prog p kingdom of dilemma~ if quest (0,4,$n) == 7 if quest (9,2,$n) == 1 mpmset $n quest 0 4 8 nod say You are indeed well-travelled $n say But if you are to proceed any further say you will need to prove your usefulness say Below this village lives an ugly orc say Bring me his head and you may continue say your studies... endif endif ~ >speech_prog p plague and famine~ if quest (0,4,$n) == 7 if quest (9,2,$n) == 2 mpmset $n quest 0 4 8 nod say You are indeed well-travelled $n say But if you are to proceed any further say you will need to prove your usefulness say Below this village lives an ugly orc say Bring me his head and you may continue say your studies... endif endif ~ >speech_prog morgenstern~ if quest (0,4,$n) == 7 if quest (9,2,$n) == 3 mpmset $n quest 0 4 8 nod say You are indeed well-travelled $n say But if you are to proceed any further say you will need to prove your usefulness say Below this village lives an ugly orc say Bring me his head and you may continue say your studies... endif endif ~ >give_prog I803~ if quest (0,4,$n) == 8 mpjunk i803 mpmset $n quest 0 4 9 say You have done well $n say Now you must go before the Great Savant say Find him and say: 'quest completed'. smile endif ~ | #809 great savant~ the Great Savant~ The Great Savant sits here in deep meditation.~ This unearthly being is hard to read. His utter silence is intimidating, he is enveloped by a wizened glow of supreme wisdom. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_TONGUES 0 S 99 BODY_HEAD BODY_LEG 1d2450+8326 1d10+120 92510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >speech_prog quest~ if quest (0,4,$n) == 9 mpmset $n quest 0 4 10 mpecho The Great Savant slowly awakens from his trance. say Ahhh... it seems you have studied properly $n say Do you wish to join our order? endif endif ~ >speech_prog yes~ if quest (0,4,$n) == 10 mpmset $n quest 0 4 11 say Tell me the final key to ultimate wisdom say and your studies will be complete endif endif ~ >speech_prog humility~ if quest (0,4,$n) == 11 mpmset $n quest 0 4 12 mpecho The Great Savant slowly awakens from his trance. smile shout I hereby induct $n into our order of savants! mpareaecho The village erupts in cheers and applause. mpecho The Great Savant gets something from a pouch. say Here is evidence of your membership among us. if class ($n) == CLASS_WARRIOR or class ($n) == CLASS_GLADIATOR mpoload 801 cast 'remove curse' give I801 $n endif if class ($n) == CLASS_DRUID or class ($n) == CLASS_SORCERER mpoload 802 cast 'remove curse' give I802 $n endif if class ($n) == CLASS_SHAMAN or class ($n) == CLASS_WARLOCK mpoload 817 cast 'remove curse' give I817 $n endif if class ($n) == CLASS_MARAUDER or class ($n) == CLASS_NINJA mpoload 818 cast 'remove curse' give I818 $n endif say You may enter our secret headquarters say by telling the Historian 'I am wise'. wiggle $n mpecho The Great Savant resumes his meditation. endif ~ >rand_prog 10~ mpecho The Great Savant utters the words, 'ohmmmmmmmmmmmmmmm'. mpasound The ground shakes momentarily. ~ | #810 historian~ an historian~ An historian is here, brooding over past events.~ The historian is old and grey-haired. He seems jovial and harmonious. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 60 BODY_HEAD BODY_LEG 1d900+1774 1d60+19 111917 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (0,4,$n) == 12 say Hey there $n! say Always good to see another scholar around! wink endif ~ >speech_prog p I am wise~ if quest (0,4,$n) == 12 nod $n mpechoat $n You vanish suddenly! mptransfer $n 833 mpecho $n vanishes suddenly! endif ~ | #811 alchemist~ the alchemist~ An alchemist stands here, brewing a concoction.~ The alchemist seems completely enveleoped in his work. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 60 BODY_HEAD BODY_LEG 1d900+1774 1d60+19 117028 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ mpecho The alchemist stirs a large spoon. cackle mpasound Hot fumes fill the air here. ~ >all_greet_prog 100~ if quest (0,4,$n) == 12 say Hello $n, my fellow scholar smile $n endif ~ >give_prog I803~ mpjunk head say Ohhhhhhh... grin say This will make my concoction complete! mpecho The alchemist puts the ugly orcish head in a large bowl. mpecho A BURST of blue light shoots into the sky!! mpecho The alchemist dips a small vial into the bowl. mpoload 816 give I816 $n cackle ~ | #812 cartographer~ a cartographer~ A cartographer stands here, pondering coordinates.~ The cartographer is young yet well-travelled and worldy. He goes about his work with extreme care. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 60 BODY_HEAD BODY_LEG 1d900+1774 1d60+19 112138 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ stare ~ >all_greet_prog 100~ if quest (0,4,$n) == 12 say Hello $n, you scholar you point $n smile $n endif ~ | #815 teacher~ a teacher~ A teacher is here for your practicing.~ The teacher seems capable of helping you practice the skills of any class. ~ ACT_SENTINEL|ACT_PRACTICE|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY 0 S 90 BODY_HEAD BODY_LEG 1d10+8000 1d10+85 172510 RACE_DWARF POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 10~ mpecho The teacher turns the page of her book. ~ | #816 field hand~ a field hand~ A field hand is here for your training.~ The field hand seems capable of helping you train any of your abilities. ~ ACT_SENTINEL|ACT_TRAIN|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY 0 S 90 0 0 1d10+8000 1d10+85 122510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ mpecho The field hand hauls a bale of hay. ~ | #817 mountain goat~ a mountain goat~ A mountain goat roams here.~ The mountain goat does not notice your entrance. It seems quite busy munching on the little grass that exists at these altitudes. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 20 BODY_HEAD BODY_HORN|BODY_FOOT 1d10+300 1d5+19 0 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ mpecho The mountain goat baaaaaahhhhs... mpasound You hear a mountain goat in the distance. ~ | #818 ugly orc~ an ugly orc~ An ugly orc is here, tired and dumb.~ The ugly orc is dirty and confused. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 70 0 0 2d90+3000 1d70+25 0 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ mpoload 803 mpquiet on drop head mpquiet off mpecho The ugly orc's head flies off! ~ | #819 shopkeeper~ the shopkeeper~ A shopkeeper is here to serve you.~ The shopkeeper wears a wide plaid tie with a flower in the lapel. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_TONGUES 0 S 90 BODY_HEAD BODY_LEG 1d10+8000 1d10+85 92510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ punch $i ~ | #820 orcish child~ an orcish child~ An orcish child is here, frantic and wild.~ The orcish child is dirty and confused. ~ ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 57 0 0 1d812+1587 1d57+17 40000 RACE_ORC POS_STANDING POS_STANDING SEX_MALE #821 class clown~ a class clown~ A class clown is here with a smirk on his face.~ ~ ACT_SENTINEL|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 0 S 67 0 0 1d1122+2256 1d67+23 95000 RACE_ORC POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (0,4,$n) != 12 if existsroom ($n) mpforce $n recall reset mptransfer $n 9755 mpecho $n disappears! endif endif ~ | #822 gypsy~ a gypsy~ A gypsy walks here.~ The gypsy looks back at you in an intimidating way. He looks hungry, and tired, and seems to take particular notice of your valuables. ~ ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 61 0 0 1d930+1838 1d61+19 114682 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #823 astronomer~ the astronomer~ An astronomer stands here, pondering space and time.~ The grey-haried man before you has glossy eyes that, you infer, have seen their share of astronomical wonder. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 60 BODY_HEAD BODY_LEG 1d900+1774 1d60+19 112138 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (0,4,$n) == 12 say Hello $n, you scholar you point $n endif ~ >rand_prog 10~ say The hermit is a friend of mine say I wonder how he's doing... ~ >speech_prog hermit~ say I heard he has nothing say No food, no valuables.... ~ >speech_prog valuables~ say No possessions, no music... ~ >speech_prog music~ say Not even the tattered rags say he wore when I last saw him cry $n say He could probably use them right now... ~ | #824 hermit~ the hermit~ A hermit sits here, poor and naked.~ The hermit walks around oblivious to your existence. You can see the outlines of his bones trhough his thin skin. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 20 BODY_HEAD BODY_LEG 1d10+300 1d5+19 0 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >give_prog I804~ if quest (11,2,$n) == 0 mpjunk rags mpmset $n quest 11 2 1 mpecho The hermit screams with joy!!! say You found them!!! My favorite rags!!! say I wish I could repay you... ponder say I know of a rare rift of space and time... say It appears only upon spoken command say Use the ancient words 'yabbah dabbah' say Speak this phrase at the Village Gate grin thank $n endif ~ | #825 gypsy child~ a gypsy child~ A gypsy child walks here.~ The child seems to eye your wallet. ~ ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 57 0 0 1d812+1587 1d57+17 40000 RACE_ORC POS_SLEEPING POS_SLEEPING SEX_MALE #826 duck~ the duck~ A duck swims here.~ The duck has brown feathers. It bobs around in the water. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES 0 S 20 BODY_HEAD BODY_LEG 1d10+300 1d5+19 0 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >rand_prog 12~ mpecho The duck quacks. ~ | #827 gypsy chief~ the gypsy chief~ The gypsy chief stands here.~ The gypsy chief is big and burly. He has a long grey beard and old crazed eyes that terrify you. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_SANCTUARY|AFF_TONGUES 0 S 65 BODY_HEAD BODY_LEG 1d1056+2111 2d8+49 101789 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #0 #SHOPS 819 ITEM_TYPE_TRASH ITEM_TYPE_FOOD ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 0 #SPECIALS S #OBJECTS #801 veteran band~ the veteran's band~ A band with historic embroidery lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_FINGER|ITEM_WEAR_WRIST 8 0 0 0 0 0 0 0 1 1200000 45 A APPLY_DAMROLL 5 0 A APPLY_HITROLL 5 0 A APPLY_DEX 2 0 #802 veteran helm~ the veteran's helm~ A heavy helm with historic runes lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 15 0 0 0 0 0 0 0 1 1200000 45 A APPLY_DAMROLL -5 0 A APPLY_WIS 2 0 A APPLY_INT 2 0 #803 ugly orcish head~ the ugly orcish head~ The head of an orc lies here, staring at you.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 40 E head~ The head opens it's eyes and says, 'Give me to the alchemist.' ~ #804 tattered rags~ some tattered rags~ Some tattered rags sit in a pile here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 3 0 0 0 0 0 0 0 1 200 45 A APPLY_CON 3 0 A APPLY_WIS 3 0 #805 moving potion~ the potion of moving~ A volatile potion sits here, vibrating.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 60 SPELL_ETHEREAL_TRAVEL SPELL_ASTRAL_PROJECTION -1 0 0 0 0 1 104592 47 #806 statue~ a statue~ An enormous statue of the Great Savant stands here.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 100 10 1 #807 statue~ a statue~ An enormous statue of a theologian stands here.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW 0 0 0 0 0 0 0 0 0 100 10 1 E statue~ On closer inspection, you notice it's the Great Savant... of course. ~ #808 savant map~ a map of Savant Village~ A large leafy map lies here.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 40 E map~ The map: _ _ ___| | | N _ _ |___ | | |_ _| |_|_| W---|---E _|_ _|_ | _| |_ _| |_ S | _ _ | |_| |_| |_| |_| | | /\/\/\/\/\/\/\/\/\/\/\/\/\ M O U N T A I N ~ #809 hand~ a hand~ A severed hand lies here.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 #810 round applause~ a round of applause~ A round object sits here.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 #811 grief~ some grief~ Some grief floats about here.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 4 0 0 0 0 0 0 0 1 10 10 #812 love~ some love~ Some love floats about here.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 7 0 0 0 0 0 0 0 1 10 10 #813 one ticket hell~ a one-way ticket to Hell~ A reddish ticket burns here.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 10 #814 noteboard~ the noteboard~ A noteboard stands here.~ ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 100 10 1 #815 fountain~ the fountain~ A fountain is here spraying water into the air.~ ~ ITEM_TYPE_FOUNTAIN ITEM_FLAG_GLOW 0 0 0 LIQ_WATER 0 0 0 0 0 100 10 1 #816 blue vial liquid~ a blue vial of liquid~ A blue vial sits here, overflowing with liquid.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 60 SPELL_FLY SPELL_CURE_CRITICAL -1 0 0 0 0 1 104592 41 #817 veteran bracer~ the veteran's bracer~ A heavy bracer with historic runes lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_WRIST 8 0 0 0 0 0 0 0 1 1200000 45 A APPLY_MANA 60 0 A APPLY_HIT 30 0 A APPLY_DEX 2 0 #818 veteran girth~ the veteran's girth~ A heavy girth with historic runes lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT|ITEM_WEAR_WAIST 10 0 0 0 0 0 0 0 1 1200000 45 A APPLY_DAMROLL 5 0 A APPLY_DEX 2 0 A APPLY_STR 2 0 #819 well~ the well~ A stone well is here.~ ~ ITEM_TYPE_FOUNTAIN ITEM_FLAG_GLOW 0 0 0 LIQ_WATER 0 0 0 0 0 100 10 1 #820 gypsy strap~ the gypsy strap~ A colorful strap of cloth lies here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NOREMOVE|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_ABOUT 12 0 0 0 0 0 0 0 1 67527 64 A APPLY_SAVING_SPELL -6 0 A APPLY_DAMROLL 4 0 #0 #ROOMS #800 ~ ~ 0 ROOM_NO_MOB SECT_INSIDE S #801 An Open Field~ Your path widens and rolls out into a small, devilish clearing. In the distance, you can see a small village lighted darkly by the red and yellow hues in the horizon. An earthly breeze lifts your vision to the surrounding mountain and you begin to gaze off in recollection of faint stories of crazed gypsies and revered wisemen. ~ 0 0 SECT_FIELD DDIR_NORTH ~ ~ 0 -1 17495 DDIR_SOUTH ~ ~ 0 -1 802 S #802 A Gravel Path~ You trek forth along a well-laid path. The noises of civilization can be heard faintly, gradually, lending to your thoughts about its meaning, and the sky above you stretches boundless and bare. ~ 0 0 SECT_FIELD DDIR_NORTH ~ ~ 0 -1 801 DDIR_EAST ~ ~ 0 -1 803 DDIR_WEST ~ ~ 0 -1 884 S #803 A Gravel Path~ Your foot sinks into the blue-grey gravel as dust rises around your path. Rocks are kicked by the music of your march, fewer and fewer in number as you make your way towards the green in the distance. ~ 0 0 SECT_FIELD DDIR_SOUTH ~ ~ 0 -1 804 DDIR_WEST ~ ~ 0 -1 802 E rocks~ The rocks are finely eroded. They gleam with a magical luster. ~ S #804 A Gravel Path~ You become focused on the task of reaching the distant world. What at one time was but a distant speck, now has grown into a magnificent scene: a small village, dwarfed by the majesty of the range in the horizon. ~ 0 0 SECT_FIELD DDIR_NORTH ~ ~ 0 -1 803 DDIR_SOUTH ~ ~ 0 -1 805 S #805 Before the Gate~ You stand and marvel at the architectural wonder before you. It is a large wooden portcullis, made entirely of a rare heavy lumber, with sharpened edges and an ornate steel patchwork unlike anything you've ever seen. You spy a strange symbol engraved artfully into it's fashioned surface. A wooden wall stretches as far east and west as you can see. There is a wooden sign here. There is a large rock here. ~ 0 0 SECT_FIELD DDIR_NORTH ~ ~ 0 -1 804 DDIR_EAST ~ ~ 0 -1 857 DDIR_WEST ~ ~ 0 -1 883 E large rock~ The rock: ______ _______/ 1997 \ / \ / E M P E R O R / \_______________/ ~ E markings~ The markings say 'Ojprujco'. ~ E harder~ You see tiny markings. ~ E symbol~ You would need to look harder to see any details. ~ E wooden sign~ The sign: ______________________ / Welcome to \ (_ Savant Village _) (_ _) (_ Yolceko pe _) ( Quzujp Zillugo ) \______________________/ || || || ~ S #806 Inside the Gate~ You can see the thick wire and leather cables which control the enormous portcullis at the entrance. It seems a complex contraption, controlled by wheels and pulleys, weights and wooden wedges, which you could never understand. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH ~ ~ 0 -1 805 DDIR_EAST ~ ~ 0 -1 807 DDIR_SOUTH ~ ~ 0 -1 809 DDIR_WEST ~ ~ 0 -1 808 S #807 A Dark House~ You stand inside a small, dark house off the main trail in the village. It is extremely sturdy and ornate, with marble walls and a large vaulted ceiling. Overall, the house is fairly barren and dimly lit. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_WEST ~ ~ 0 -1 806 E ceiling~ The darkness prevents you from seeing exactly how high the ceiling is. ~ S #808 A Stone House~ This medium-sized house looks sturdy and clean. Scrolls and books line neatly-crafted shelves against the walls. Boxes and chests are scattered about the room, overflowing with items of academic value. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 806 E boxes~ The boxes are wooden with metal hinges. ~ E chests~ The chests are steel and have no hinges. ~ S #809 A Path in the Village~ The cobblestone path beneath your feet is made up of small peculier stones which gleam in the sunlight. Numerous paths lead off in all directions but you only see a few houses in your direct vacinity. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 806 DDIR_EAST ~ ~ 0 -1 810 DDIR_SOUTH ~ ~ 0 -1 812 DDIR_WEST ~ ~ 0 -1 811 S #810 A Well Lit House~ You enter a large house off the main path in this small village. The room is circular-shaped, which causes your voice to echo strangely. Four pillars support a large white ceiling that bears an enormous painting of the realm. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST ~ ~ 0 -1 809 E caption~ The caption reads: "Humility is the final key to ultimate wisdom." ~ E couple~ The couple indeed look quite pleasant together. There is a caption to this painting. ~ E man woman~ They are a cute couple. ~ E painting~ The painting depicts a man and woman dressed in regal white raiment holding each other in a loving embrace. ~ S #811 A Large Grey Building~ This building appears to be the workshop of the alchemist of this small village. Tubes, containers and millions of other scientific tools clutter the room. Bubbling liquids emit noxious fumes which pervade the air and fog your view. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 809 S #812 A Path in the Village~ The village bustles with activity. Academia abounds in all tasks, acting as a form of peaceful government of scholarship. Around you, the buildings vary greatly in style and appearance. The atmosphere is open and free. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 809 DDIR_EAST ~ ~ 0 -1 813 DDIR_SOUTH ~ ~ 0 -1 815 DDIR_WEST ~ ~ 0 -1 814 S #813 A Small Building~ You enter a small structure with a flat wooden roof which slowly leaks water onto the floor. Ornate candles illuminate the room and release incense which pervades the air. Volumes of books line make-shift shelves attached to wooden planks. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST ~ ~ 0 -1 812 E candles~ The candles are red and purple. ~ S #814 Emperor's House~ You enter a small quaint dwelling off the main path furnished nicely with venerable, ivory statues. A checkered pattern is emblazoned on the floor beneath your feet. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 812 E pattern~ The pattern: _____________________________ | | | C h E c K m A t E | |_____________________________| ~ E statues~ The statues depict famous members of the ancient clan known as Checkmate. ~ S #815 The Base of the Mountain~ You stand under an enormous mountain, the apex of which is hidden in the thick, grey clouds. The road before you looks well travelled but steep and threatening. ~ 0 ROOM_ALTAR_N|ROOM_SAFE SECT_CITY DDIR_NORTH ~ ~ 0 -1 812 DDIR_EAST ~ ~ 0 -1 832 DDIR_SOUTH ~ ~ 0 -1 816 DDIR_WEST ~ ~ 0 -1 826 S #816 The Mountain Path~ You stand near the beginning of the mountain path, at the cusp of the tiny village at its base. The path is rocky yet easily passable and there are numerous tracks in the gravel around you. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 815 DDIR_SOUTH ~ ~ 0 -1 817 S #817 The Mountain Path~ The wind, which grows in intensity with your every careful step, brings the smell of mountain wildlife. There are ample flowers and vegetation along the sides of the rocky path to harbor bountiful life both here and at higher altitudes. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 816 DDIR_UP ~ ~ 0 -1 818 S #818 The Mountain Path~ You notice here the quintessential history that comprises the path you travel. The path is one of amazing age, the mountain itself formed from the fiery flows of ancient lava. The stones are green with moss and colored by centuries of gentle erosion. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 819 DDIR_DOWN ~ ~ 0 -1 817 S #819 The Mountain Path~ The path ahead is dark and misty, yet the path behind is wide and impressive. From your vantage you can now see the full village from which you came. You can see the gravel path leading to the village gate, as well as the extensive wooden wall which isolates the community from wandering gypsies. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 818 DDIR_SOUTH ~ ~ 0 -1 820 S #820 The Mountain Path~ With your every step along the soft terrain you come closer to your goal of discovery. The path grows narrower as you ascend higher and your concentration increases in strength. The air is crisp, the vegetation bountiful, and the weather fierce. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 819 DDIR_UP ~ ~ 0 -1 821 S #821 The Mountain Path~ The wind blows with strength and might. You are near the half-way point up the mountain, though you still fail to see the peak. You can only imagine the strength of the winds at the pinnacle. You can see frost atop the rocks ahead. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 822 DDIR_DOWN ~ ~ 0 -1 820 S #822 The Mountain Path~ The luster of the rocks here is such to reflect great age and eons of exposure to the harsh elements. There are few footprints in your direct vacinity and the foilage has begun to fade slowly. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 821 DDIR_UP ~ ~ 0 -1 823 S #823 The Mountain Platform~ A small clearing in your path seems to have evolved naturally here. Small rocks lie around, presumably placed by earlier travellers. The view is captivating. You can now see the canyons which surround the vacinity of the village community as well as the vast network of trails leading off into ports unknown. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 851 DDIR_WEST ~ door~ EX_ISDOOR|EX_CLOSED -1 896 DDIR_DOWN ~ ~ 0 -1 822 S #824 The End of the Path~ The path dead-ends here, the last plateau of the mountain. The vegetation has disappeared and the air has become thin. Above you floats a peculier peak, impassable by foot, which undulates with a magic you have never seen. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 856 DDIR_UP ~ ~ 0 -1 825 S #825 The Zenith~ The path beneath your feet has fallen away and you find yourself suspended by unknown power and uplifted by the supreme presence of pure wisdom and knowledge. Around you float small offerings and gifts, a collection of conspicuous books and magical instruments which play on their own. ~ 0 ROOM_SAFE SECT_AIR DDIR_DOWN ~ ~ 0 -1 824 S #826 West of the Fountain~ You are west of the village fountain, in the southeast corner of the tiny mountain town. You are intimidated by your location at the base of the mountain, wary of tumbling rocks that could fall from above. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 815 DDIR_SOUTH ~ ~ 0 -1 828 DDIR_WEST ~ ~ 0 -1 827 S #827 West of the Fountain~ The mountain looms above, enveloped in white clouds and snow. You cannot see the apex, but you imagine it is sharp and lofty, the highest point in the land. Paths lead off in various directions. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 829 DDIR_EAST ~ ~ 0 -1 826 DDIR_WEST ~ ~ 0 -1 830 S #828 A Small Temple~ The temple in which you stand exhibits enormous detail. Icons and sculptures are placed amongst fantastic paintings and statues made of unknown and intriguing substances. The motif is impressive and meant to inspire creativity. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 826 S #829 A Small Building~ As you walk into this strange room you immediately notice various astronomical devices, tools, large maps and ornate globes. A small hole in the ceiling allows an unobstructed view of the sky. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 827 E hole~ Through the hole you see: _______ / -* \ / --* -- \ \ ---*-- / \_______/ ~ S #830 West of the Fountain~ To the west you can see rows and rows of wooden houses, close in proximity. Smoke rises from their stone chimneys and it fills the sky with the fresh scent of cooked meat. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 827 DDIR_SOUTH ~ ~ 0 -1 831 S #831 The Library~ This small edifice emits the pungent odor of old parchment and dry ink. A small chalkboard is here, as well as some wooden chairs, candles, and row after row of ancient written classics. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 830 E chalkboard~ The chalkboard: _______________________________________ | | | A B C D E F G H . . . | | | | U D C B O H G F . . . | |_____________________________________| ~ S #832 East of the Fountain~ You are taken back by the great age of the buildings in your vacinity. Judging from the weight and size of some of the stone pillars, it seems apparent that these structures were created in ancient times, when gravity was rumored to be weaker. The architecture is flawless, perfectly engineered. ~ 0 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 834 DDIR_SOUTH ~ ~ 0 -1 850 DDIR_WEST ~ ~ 0 -1 815 S #833 The Room of Savants~ You enter a magical room high up in the mountain. Incense fills the air and numerous candles illuminate the cabin-like rooms. Easy chairs lined with animal fur, an enormous fireplace and running water make this room very hospitable. ~ 0 ROOM_INDOORS|ROOM_SAFE|ROOM_NOTE_BOARD SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 839 DDIR_EAST ~ ~ 0 -1 849 DDIR_SOUTH ~ ~ 0 -1 838 DDIR_WEST ~ ~ 0 -1 848 DDIR_UP ~ ~ 0 -1 897 DDIR_DOWN ~ ~ 0 -1 828 S #834 East of the Fountain~ You stand before the entrance to a very unique circular building. The masonry is smoothe and the form is unlike any you've ever seen. The sunlight reflects perfectly off it's domed roof. Paths lead off in different directions. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 835 DDIR_EAST ~ ~ 0 -1 836 DDIR_WEST ~ ~ 0 -1 832 S #835 A Small Domed Building~ You enter a cathedral-like structure with an oval foundation and center stage. On the stage is a pulpit of sorts consisting of a bench, a lecturn and a large oaken throne. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 834 DDIR_DOWN ~ lecturn~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 840 S #836 East of the Fountain~ To the south you see a small patch of fields, farmed by the citizens of the village, used as their source of food. A sturdy dam and acqueduct system seems to flow to your north, fueled by the run off from the enormous mountain. ~ 0 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 837 DDIR_WEST ~ ~ 0 -1 834 S #837 The Fields~ You stand amongst rows of unplowed crops, unprotected by the mountain's vast shadow. Much can be learned from an honest days toil in the fields. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 836 S #838 The Secret Store of Savant Humor~ You stand in a dense, formless room packed with props, dollar tricks and useless junk. A large poster of Krusty the clown hangs here prominently. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 833 S #839 A Detention Cell~ The sight before you is apalling. Books are strwen about carelessly, paintings destroyed, statues broken, instruments crushed, great works of literature are torn and half-eaten. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 833 S #840 Beneath the Village~ You are surrounded by damp rock, darkened with the heat of centuries of pressure. The air is foul and the ground is covered with muddy footprints. ~ 0 ROOM_DARK|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_EAST ~ ~ 0 -1 841 DDIR_UP ~ lecturn~ EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 835 S #841 Beneath the Village~ The rock seems to consist of a medley of solid granite and grey limestone. Veins of strange rock line the cavern walls, a dark yellow color. It is wet and shiny. Paths lead off in all directions. ~ 0 ROOM_DARK|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 846 DDIR_EAST ~ ~ 0 -1 842 DDIR_SOUTH ~ ~ 0 -1 847 DDIR_WEST ~ ~ 0 -1 840 S #842 Beneath the Village~ The upper wall of the cavern is the wettest. Small chunks of clay and dirt can be seen through the cracks which allow air to flow underground. More tunnels lead off in new directions, as if man-made, causing you to ponder how they came to exist. ~ 0 ROOM_DARK|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 845 DDIR_SOUTH ~ ~ 0 -1 843 DDIR_WEST ~ ~ 0 -1 841 S #843 A Dark Cavern~ The cavern is large and spacious. There are writings on the wall, barely legible, and old markings on the hard rocks. You begin to wonder if this cavern was used as a jail or prison at one time. ~ 0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 842 S #844 The Hole of Chaos~ Where breeds ignorance and confusion, thrives Chaos and his legion. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 843 S #845 A Dark Cavern~ You exist in the likeness of a dark underworld. Your every sounds echoes, carried along with a sewer-like scent reminiscent of a dank and magical prison in the depths of the Earth. ~ 0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 842 S #846 A Dark Cavern~ The world is dark, with shades of brown clay seeping through faint cracks in the structure in which you stand. The ground is hard and muddy and is stained with blood. ~ 0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 841 S #847 A Dark Cavern~ The rocks in your vacinity are large and bulky, larger than in the other caverns, and thus appears to be be more new. Fewer markings line the walls, though still enough exist for you to take notice. Gravel and small pebbles can be seen amongst chipped stones scattered around the chambers. ~ 0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 841 S #848 A Detention Cell~ This room appears to be trashed like the others, as if on purpose. There are holes in the walls, piles of dirt in the corners, and several annoying, naughty children running around at your knees. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 833 S #849 A Detention Cell~ You enter another sacced room. Most notable here is a large painting of the Great Savant, which has been torn and knocked from the wall. Miniature statues have been crushed and thrown on the floor. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST ~ ~ 0 -1 833 S #850 An Observatory~ A large telescope points out into the vast expanse of the lighted sky through a circular hole in the metallic roof. Charts and maps lie strewn about, portraits of heavenly movements and other galactic wonders. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 832 S #851 The Mountain Path~ The journey along the mountain path has begun to awaken your thoughts about life, nature and the universe. You begin to think about the mystery of civilization, religion and the process of change. All thoughts of the journey leave your crowded head. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 823 DDIR_UP ~ ~ 0 -1 852 S #852 The Mountain Path~ The world passes by with your every step up the mountain. The journey has become more than a simple excursion, but a trip into ultimate consciousness. Your feet wobble along the hard, rocky path, tired and soar. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 853 DDIR_DOWN ~ ~ 0 -1 851 S #853 The Mountain Path~ The path, much narrower, shows very few footprints at this altitude. Turning around to face the path downward, your view is panaoramic: in the distance you can see the rival peaks of Mount Kolvir, the hovering clouds of Olympus and the magical valleys of the Elemntal Canyon. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 852 DDIR_UP ~ ~ 0 -1 854 S #854 The Mountain Path~ The clouds seem to hover at eye-level as you look around, struggling to breathe. Snow covers the terrain and you begin to feel the intense pain of the cold on your feet. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 855 DDIR_DOWN ~ ~ 0 -1 853 S #855 The Mountain Path~ You have lost track of time. The sun is out of view, and you cannot tell for sure whether it's night or day. The snow is thicker at this altitude, making your journey more difficult: you must lift each foot high above the snow in order to trek higher. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 854 DDIR_UP ~ ~ 0 -1 856 S #856 The Mountain Path~ You have come within range of your goal: the apex of the mountain. Though you cannot tell for sure, it seems to be floating above the last mountain ridge, suspended by nothing but cold air and fierce winds. A warm spirit breathes life into your fading soul. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 824 DDIR_DOWN ~ ~ 0 -1 855 S #857 The Eastern Wall~ You walk along the extensive wall which borders the tiny village. Huge wooden pillars tied with enormous metal strings and thick nails give the wall a hefty and sturdy appearance. Grass grows along its edges but a small path has been worn away, following the contours of the barrier. It seems to lead towards the mountain. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 858 DDIR_WEST ~ ~ 0 -1 805 S #858 The Corner Wall~ You notice, as the path turns slightly towards the immense mountain, that the wooden posts are larger at the wall's corners. At the top of the center pole is a large rune of ancient appeal. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 859 DDIR_WEST ~ ~ 0 -1 857 S #859 The Eastern Wall~ Upon further examination, you notice tiny slits in the wooden barrier that surrounds the city, most likely for use by archers in times of seige or battle. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 858 DDIR_SOUTH ~ ~ 0 -1 860 S #860 The Eastern Wall~ The wall grows stronger and more thick as you draw closer to the mountain, most obviosuly for added protection from avalanches or falling rocks. The edges of each spoke are sharper and larger. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 859 DDIR_EAST ~ ~ 0 -1 861 S #861 The Corner Wall~ You can tell here that the wall is supported by additional beams which lean against the exterior from inside the village. They appear to sink deep into the rocky ground. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 862 DDIR_WEST ~ ~ 0 -1 860 S #862 The Eastern Wall~ The grass is a bit thicker here, but a discernable path still guides you along the village wall. You notice some small faded carvings on the wall, the work of small children, probably gypsy children who are known to inhabit the area. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 861 DDIR_EAST ~ ~ 0 -1 863 S #863 The Eastern Wall~ The dirt path sinks into the ground here. As you proceed towards the mountain you feel your first cold brush with the powerful winds which guard it's secrets. ~ 0 0 SECT_MOUNTAIN DDIR_SOUTH ~ ~ 0 -1 864 DDIR_WEST ~ ~ 0 -1 862 S #864 Outside the Cemetary~ You stand on the outskirts of a small cemetary, darkened by the looming mountain range in the distance. Large stone torches light the entrance and warn evil spirits from intrusion. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 863 DDIR_EAST ~ gate~ EX_ISDOOR|EX_CLOSED -1 893 DDIR_SOUTH ~ ~ 0 -1 865 S #865 The Eastern Wall~ You near the base of the mountain and stand close to a clump of trees to your east, a small unknown forest. The wind blows against your garb, making it hard to look up at the towering natural giant. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 864 DDIR_SOUTH ~ ~ 0 -1 866 S #866 The Corner Wall~ To your north, the long wall strecthes towards the village gates. To your west, the wall borders the southern end of the village and the northern cusp of the enormous mountain. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 865 DDIR_WEST ~ ~ 0 -1 867 S #867 The Southern Wall~ The wall here slants out over the interior of the village for additional protection from the mountain above. Though the path beneath your feet is damp, most of the mountain run-off is channeled into nearby aqueducts which help irrigate the town. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 866 DDIR_WEST ~ ~ 0 -1 868 S #868 The Southern Wall~ The air is thick here, filled with debris and dirt from the mountain directly behind you. Wind blows small rocks and leaves around at your feet. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 867 DDIR_WEST ~ ~ 0 -1 869 S #869 The Southern Wall~ The path is wide and shaded here by the large overhanging cliffs which sit just south of the village. A lookout can be seen here, high up atop a large wooden structure. It seems to be used not just as a lookout against intruding armies, but also as an early warning system against mountain avalanches. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 868 DDIR_WEST ~ ~ 0 -1 870 S #870 The Well~ The trail splits into a small circle which encompasses a stone well, used by savant citizens and the travelling gypsies native to the land. The water is sure to be fresh and clean, as it is most likely kept full by the melting mountain snow and rainwater. ~ 0 ROOM_NO_MOB|ROOM_ALTAR_N|ROOM_SAFE SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 869 DDIR_WEST ~ ~ 0 -1 871 S #871 The Southern Wall~ You realize now what tremendous protection the mountain provides for this tiny village against intruders. Attacking from the mountain would be tiresome, clumsy and slow. Attacking from the sides would require armies to travel upwards, unable to flank and flee for cover. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 870 DDIR_WEST ~ ~ 0 -1 872 S #872 The Southern Wall~ You notice totem carvings along the wall here, oddly placed, suggesting they weren't a part of the original construction. Small grooves in the wooden poles give a classical style to the sturdy wall. You notice now that it is also buffered by large boulders. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 871 DDIR_WEST ~ ~ 0 -1 873 S #873 Before a Small Cave~ You espy a small cave, formed by a large outcropping of rock, carved out of the mountain to your south. You hear the muffled sounds of gypsies and see hundreds of small footprints in the path on which you tread. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 872 DDIR_SOUTH ~ ~ 0 -1 888 DDIR_WEST ~ ~ 0 -1 874 S #874 The Corner Wall~ To your north, the wall continues to isolate the city from outside intrusion. The wooden pillars also continue on to your west, forming a kind of valley between the mountain's rocky edge and the tiny savant village. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 875 DDIR_EAST ~ ~ 0 -1 873 S #875 The Western Wall~ The wall here looks newer than elsewhere, suggesting it was once torn down and then rebuilt. The patchwork that binds the wooden pillars is made of a fine metal which you cannot identify. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 876 DDIR_SOUTH ~ ~ 0 -1 874 S #876 Before the Pond~ You stand outside a small pond, formed naturally by melting snow from the mountain. You begin to understand how the village lives by the resources of the peaks and cliffs in the range. The scene is bright and beautiful. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 877 DDIR_SOUTH ~ ~ 0 -1 875 DDIR_WEST ~ ~ 0 -1 894 S #877 The Western Wall~ As you trek along the path you begin to wonder why the village inhabitants choose to separate themselves from the surrounding world. Perhaps it is simple security the savants seek, or peace in the pursuit of ultimate wisdom. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 878 DDIR_SOUTH ~ ~ 0 -1 876 S #878 The Western Wall~ The sun slowly disappears behind the shadow of the mountain in your distance. It seems alive, commanding the heavens departure; it is immovable, ancient and mysterious. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 879 DDIR_WEST ~ ~ 0 -1 877 S #879 The Corner Wall~ The terrain surrounding the village slopes downward, making a western invasion difficult, if not impossible. Small holes are carved into the wall here, arrow slits for village archers, and you can make out the mouths of cannons along the top of the wall. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 880 DDIR_SOUTH ~ ~ 0 -1 878 S #880 The Western Wall~ The wood comprising the wall is a heavy oak with few cracks. The surface is shiny, as if coated by a strange unknown substance. A small bed of flowers has sprung up here along the path. They sway gently in the wind. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 881 DDIR_WEST ~ ~ 0 -1 879 E flowers~ The flowers are red, yellow and pink. They are in full blossom. ~ S #881 The Western Wall~ A wind directional sits high atop the wall here, testing the direction of the gusts. Smoke rises into the air from inside the village, rousing your curiosity and interest in the inhabitants. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 882 DDIR_SOUTH ~ ~ 0 -1 880 S #882 The Corner Wall~ The wall turns here and the path slowly continues along it's side. The corner pillar rises high into the sky and displays a strange and ancient rune. The edges of the surrounding pillars are jagged and sharp. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 883 DDIR_SOUTH ~ ~ 0 -1 881 S #883 The Western Wall~ You walk along a narrow grooved pathway along the exterior of the village. The path is lined with stones and dirt, a few muddy footprints point to recent traffic. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 805 DDIR_WEST ~ ~ 0 -1 882 S #884 The Stray Path~ A grassy trail leads off away from the fields. The terrain is wet and soft, and it glistens in the light that escapes over the mountain's back. Rocks and boulders border the path, natural blocks shed by the aging cliffs in the distance. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 802 DDIR_WEST ~ ~ 0 -1 885 S #885 The Stray Path~ The path is rich in plant life and grass and there are few, if any, tracks in on the ground. Large, high necked flowers sprout up amongst the rocks which lie strewn about, covered with moss and fungus. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 884 DDIR_WEST ~ ~ 0 -1 886 S #886 The Bend~ The path turns here towards a wooded path which leads away from the tiny mountain village. A small stream flows nearby. The sounds of animals can be heard faintly. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 885 DDIR_SOUTH ~ ~ 0 -1 887 S #887 The Wooded Path~ You enter a forray of trees and large plants, the abrupt beginning of a small forest. Despite the wooded setting, rocks abound, ancient and immovable. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 886 DDIR_SOUTH ~ ~ 0 -1 889 S #888 The Gypsy Camp~ You enter a small clearing, shielded from the elements by an enormous stone boulder that hangs forever in limbo above the mountain's base. Various colorful markings line the walls, a small fire burns in the center, and gypsy beads and jewelery lie scattered about. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 873 E fire~ The fire crackles softly. ~ S #889 By the Stream~ The clear water of s mall stream flows here, allowing you to see the muddy bottom. Crawfish line the banks of the clean water, which runs rapidly but which is easily crossed. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 887 DDIR_SOUTH ~ ~ 0 -1 890 DDIR_WEST ~ ~ 0 -1 19056 S #890 The Wooded Path~ Trees grow above you, extended high into the air towards the sun's heat. They are old and large but few in number. The trail is wide here put reclusive and quiet. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 889 DDIR_WEST ~ ~ 0 -1 891 S #891 Near An Enormous Tree~ Your path seems to near its end here at the base of a massive tree. From your vantage you can see the large breadth of the its enormous branches. Leaves litter the rocky ground. ~ 0 0 SECT_MOUNTAIN DDIR_EAST ~ ~ 0 -1 890 DDIR_SOUTH ~ ~ 0 -1 892 S #892 Beneath a Large Tree~ The grassy trail brings you to a dead end at the base of a steep mountain and enormous tree. Branches and leaves have been hung up in a make-shift fashion to create a primitive form of shelter. Bits and pieces of village garbage litter the ground. A fire smolders here. ~ 0 0 SECT_MOUNTAIN DDIR_NORTH ~ ~ 0 -1 891 E tree~ The tree is the width of forty men, and the height of four hundred. ~ S #893 The Cemetary~ Ancient tombs and gravestones fill the field in which you now stand, gleaming with a strange luster. They are methodically ordered in straight rows and columns. Large green weeds line their edges, though you can still see the markings on a few in your direct vacinity. ~ 0 0 SECT_FIELD DDIR_WEST ~ gate~ EX_ISDOOR|EX_CLOSED -1 864 E gravestones~ The gravestones are old yet well-crafted. ~ E markings~ The markings: Roqp Ij Touco __ -- / | ||-- () /\/\/ | | | | __ -- || \\ Rest In Peace ~ S #894 The Tiny Pond~ The water is only moderately deep but the halcyon waters are smoothe and serene. Your every movement causes tiny ripples in the cool water. It is spectacularly clear and fresh. ~ 0 0 SECT_OCEAN DDIR_EAST ~ ~ 0 -1 876 S #895 A Wrinkle in Space~ You are suspended in space, your body twisted and turned beyond your control. There is light, yet no source. There is no wind or weather, just the substance of a nothingness you have never experienced. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_EAST ~ ~ 0 -1 9755 DDIR_DOWN ~ ~ 0 -1 805 S #896 A Small Shack~ You enter a small shack fashioned from logs and covered in snow. Small jewels and beads hang from the walls, a thick rug covers the floor. There is a small fire here, a few chairs and a wooden table. It seems to be some sort of mountain refuge. ~ 0 ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_EAST ~ door~ EX_ISDOOR|EX_CLOSED -1 823 S #897 A Detention Cell~ Of the other cells, this one seems to be in the best condition. It is newer than the others, though you can tell it has been tarnished by the creatures walking around here. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_DOWN ~ ~ 0 -1 833 S #0 #RESETS M 801 100 805 M 802 100 809 M 802 100 812 M 802 100 818 M 802 100 830 M 803 100 815 M 803 100 827 M 803 100 826 M 804 100 836 M 804 100 822 M 804 100 834 M 804 100 886 M 804 100 889 M 803 100 870 M 803 100 881 M 805 100 807 M 806 100 828 M 807 100 810 M 808 100 813 M 809 100 825 M 810 100 808 M 811 100 811 M 812 100 829 E 808 999 WEAR_DUAL_WIELD M 815 100 831 M 816 100 837 M 817 100 823 M 817 100 819 M 818 100 842 E 804 999 WEAR_NECK_A M 819 100 838 G 809 100 0 G 810 100 0 G 811 100 0 G 812 100 0 G 813 100 0 M 820 100 841 M 820 100 841 M 820 100 846 M 820 100 846 M 820 100 847 M 820 100 847 M 820 100 845 M 820 100 845 M 820 100 845 M 820 100 842 M 821 100 839 M 821 100 839 M 821 100 848 M 821 100 848 M 821 100 849 M 821 100 849 M 821 100 849 M 821 100 897 M 821 100 897 M 822 100 818 M 822 100 860 M 822 100 860 M 825 100 861 M 822 100 861 M 822 100 862 M 822 100 863 M 825 100 864 M 822 100 864 M 822 100 865 M 825 100 865 M 822 100 866 M 822 100 868 M 825 100 869 M 825 100 869 M 822 100 871 M 822 100 871 M 822 100 872 M 822 100 873 M 822 100 874 M 822 100 875 M 822 100 876 M 822 100 878 M 822 100 878 M 822 100 880 M 825 100 881 M 825 100 881 M 822 100 882 M 822 100 883 M 822 100 884 M 822 100 885 M 822 100 886 M 825 100 888 M 822 100 888 M 822 100 888 M 822 100 891 M 823 100 850 M 824 100 892 M 826 100 894 M 827 100 888 E 820 150 WEAR_NECK_A D 835 DIR_DOWN DOOR_CLOSED D 840 DIR_UP DOOR_CLOSED D 864 DIR_EAST DOOR_CLOSED D 893 DIR_WEST DOOR_CLOSED D 823 DIR_WEST DOOR_CLOSED D 896 DIR_EAST DOOR_CLOSED O 806 1 828 O 807 1 828 O 814 1 833 O 815 1 815 O 819 1 870 S #$ XXXXXXXXXX #Savearea