emud/area_current/
emud/area_current/castle/
emud/area_current/newareas/
emud/area_current/nwcentral/
emud/area_current/scontinent/
emud/clans/
emud/player/
emud/player/d/e/bak/
emud/player/e/m/
emud/player/e/m/bak/
#AREA 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


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