#AREA Elven Empire~ #AUTHORS Rina~ #VERSION 3 #RANGES 40 70 1 99 #OLC_RANGES 3900 3999 #FLAGS AFLAG_NODEBUG|AFLAG_NOCASTLE|AFLAG_NORIP|AFLAG_NOSUMMON #HELPS 0 'ELVEN EMPIRE'~ {128} Elven Empire {300} The Elven Empire has been ruled wisely for many years by its kings. It has been helped by many loyal nobles doing their part to make the Empire run smoothly. These elves are always looking for young elves to join the empire and help them further the Empire throughout the realms. ~ 0 $~ #MOBILES #3900 chara~ Chara~ Chara looks expectantly at you.~ Chara is wearing a rose colored sundress with a white cotton apron tied around it. Her hands are callused attesting to the hard work that country life brings. Her countenance, however, leads you to believe that her life is rewarding as well. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 20 BODY_HEAD BODY_HAND|BODY_FOOT 1d100+301 5d5+10 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 100~ if quest (0,5,$n) == 0 say Oh how nice, just another elf who wants to join the say empire. If you don't know the secret Code to get say the gates opened, don't go asking me. endif ~ >speech_prog code~ if quest (0,5,$n) == 0 say Not that I don't want to Help you, but I won't be the one say punished for telling the wrong person the code. endif ~ >speech_prog help~ if quest (0,5,$n) == 0 say My husband Cole on the other hand might be persuaded to say help. He's out in the fields harvesting corn. You can say enter the field from here. mpmset $n quest 0 5 1 endif ~ | #3901 boy~ a boy~ A boy smiles sheepishly at you.~ He is wearing overalls and a cotton shirt. Looking at the bulging pockets you imagine they're filled with all manner of interesting items from frogs to brightly colored rocks. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 BODY_HEAD BODY_HAND|BODY_FOOT 1d25+81 1d10+6 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #3902 girl~ a girl~ A girl tries vainly to look older as she smiles.~ She looks to be about 13 and at the age that she wants to be a woman yet is still a girl. She is cute in her pigtails, but would prefer to wear her hair long and free as young women do. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 BODY_HEAD BODY_HAND|BODY_FOOT 1d25+81 1d10+6 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #3903 baby eempirebaby~ a baby~ A baby sleeps in a wicker crib.~ As all babies do, he looks innocent and peaceful snuggled up in a cotton blanket fast asleep. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 4 0 0 0d0+35 1d4+3 500 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE #3904 Cole~ Cole~ Cole is here, working in the field.~ Cole is a strong looking man. His face is weathered and taunt from the years of working outside but his greeting is cheerful and his handshake firm. He is clad in overalls and a long sleeved shirt. In this heat, you'd think that long-sleeves would be a bother, but they must protect his arms from the stalks. ~ ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 60 0 0 1d900+2400 1d60+20 10000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,5,$n) == 1 say So what can I do for you? I'm really rather busy with the say Harvest and all. else if quest (0,5,$n) == 2 if quest (5,5,$n) == 30 if level ($n) < 25 say You city brats don't know what work is, you haven't helped say enough for me to tell you the secret knock. say Get some bigger so you can work harder. else say You've done a good days work. The code is: 5 2 6 7 6. say You have to press in the numbers on the gate. say Good luck to ya. Go south to exit the field. mpecho Cole leaves north back into the field. mpmset $n quest 0 5 3 mpquiet on mpoload 3912 drop I3912 mpquiet off mppurge self endif endif endif endif ~ >speech_prog harvest~ say Yeah, I have to have these fields harvested for the fall say festival at the Empire. ~ >speech_prog empire~ say Ah I see, you're wanting to visit the empire. You must be say here to see me because you don't know the Knock and Chara say won't tell you. ~ >speech_prog knock~ if quest (0,5,$n) == 1 say Help me harvest for a while. If you do a good job, I'll say tell you how to get someone to answer the gate, after say that you're on your own though. mpmset $n quest 0 5 2 else say Knock what? endif ~ | #3905 corn stalks~ a Stalk of corn~ Stalks of corn wave here in the wind.~ The corn stalks seem to have a life of their own and do not wish to have their ears taken. ~ ACT_SENTINEL|ACT_RACE AFF_BLIND|AFF_SNEAK 0 S 40 0 0 1d400+746 8d8+8 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >death_prog 100~ if quest (5,5,$n) < 30 mpmadd $n quest 5 5 1 mpechoat $n You harvest an ear of corn. mpechoaround $n $n harvests an ear of corn. endif mppurge self ~ | #3906 disembodiedVoice~ a disembodied voice~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 10 0 0 1d25+81 1d10+6 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >speech_prog p 5 2 6 7 6~ mpecho {038}A disembodied voice says, 'You may enter.' mpechoat $n The gate opens and you step into a courtyard. mpechoaround $n $n walks through the gate and it shuts behind $m before you can mpechoaround $n follow. mptransfer $n 3970 mpquiet on mpat 3970 mpforce $n wake mpquiet off mpat 3970 mpforce $n north mpmset self quest 0 1 1 ~ >speech_prog 52676~ mpecho {038}A disembodied voice says, 'You may enter.' mpechoat $n The gate opens and you step into a courtyard. mpechoaround $n $n walks through the gate and it shuts behind $m before you can mpechoaround $n follow. mptransfer $n 3970 mpquiet on mpat 3970 mpforce $n wake mpquiet off mpat 3970 mpforce $n north mpmset self quest 0 1 1 ~ >speech_prog ~ if quest (0,1,$i) == 0 mpecho {038}A disembodied voice says 'That is incorrect!' mpechoat $n You are blasted by a wave of force and by the time you open your eyes you mpechoat $n are several hundred feet down the road. mpechoaround $n $n is flung away from the gate like a rag doll. mptransfer $n 3901 endif mpmset self quest 0 1 0 ~ | #3907 hector elf~ Hector~ Hector stands here solemnly.~ Hector seems to be eccentric in that his clothing does not match and he has various gadgets hanging from his clothing. He can't seem to stand in one spot for any given length of time. Most older elves are deliberate and slow decision makers, Hector seems to be an exception. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 75 0 0 0d0+5000 10d10+75 150000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if quest (0,5,$n) < 3 tell $n You are not authorized to enter! mpechoat $n You are blasted by a wave of force and by the time you open your eyes you mpechoat $n are several hundred feet down the road. mpechoaround $n $n is flung away through the gate like a rag doll. mptransfer $n 3901 endif if quest (0,5,$n) < 11 mpgoto 3914 connect north -1 else mpgoto 3914 cap $n emote opens the second gate. connect north 3915 if quest (24,4,$n) == 14 say Welcome citizen endif endif if quest (0,5,$n) == 3 say Hello, youngling. This must be your first trip to the say empire because I know everyone who comes and goes and say you've not been here before. mpechoat $n $I eyes you suspiciously. mpechoaround $n $I eyes $n suspiciously. mpmset self quest 0 3 1 else if quest (0,5,$n) == 4 say Where are my gifts? Give them to me. else if quest (0,5,$n) == 5 say Where are my gifts? Give them to me. endif endif endif ~ >speech_prog prove worth worthy gain entrance~ if quest (0,5,$n) == 3 if rand (50) say You can start by bringing me a few gifts for my wife. say I'll need some wild flowers, a teddy bear,and a bar say of dark chocolate. mpmset $n quest 0 5 4 else say You can start by bringing me a few gifts for my wife. say I'll want a bearskin cloak, a box of chocolates, and say a bottle of wine. mpmset $n quest 0 5 5 endif endif ~ >give_prog i304~ mpjunk all if quest (0,5,$n) == 4 say Those will do nicely. mpmset $n quest 10 1 1 if quest (10,3,$n) == 7 say Ah a start. It took you long enough though, to be worthy, say you must know your way in the world. I shall ask a few say questions of you to test your worth. mpmset $n quest 0 5 6 else say Where's the rest? endif else say You imbecile, I do not find you worthy. Don't come back say until you have the correct items. Scour the entire world say if you have to, but bring me what I asked for! endif ~ >give_prog i11505~ mpjunk i11505 if quest (0,5,$n) == 4 say This will do nicely. mpmset $n quest 11 1 1 if quest (10,3,$n) == 7 say Ah a start. It took you long enough though, to be worthy, say you must know your way in the world. I shall ask a few say questions of you to test your worth. mpmset $n quest 0 5 6 else say Where's the rest? endif else say You imbecile, I do not find you worthy. Don't come back say until you have the correct items. Scour the entire world say if you have to, but bring me what I asked for! endif ~ >give_prog i14645~ mpjunk i14645 if quest (0,5,$n) == 4 say This will do nicely. mpmset $n quest 12 1 1 if quest (10,3,$n) == 7 say Ah a start. It took you long enough though, to be worthy, say you must know your way in the world. I shall ask a few say questions of you to test your worth. mpmset $n quest 0 5 6 else say Where's the rest? endif else say You imbecile, I do not find you worthy. Don't come back say until you have the correct items. Scour the entire world say if you have to, but bring me what I asked for! endif ~ >give_prog i2388~ mpjunk i2388 if quest (0,5,$n) == 5 say This will do nicely. mpmset $n quest 13 1 1 if quest (13,3,$n) == 7 say Ah a start. It took you long enough though, to be worthy, say you must know your way in the world. I shall ask a few say questions of you to test your worth. mpmset $n quest 0 5 6 else say Where's the rest? endif else say You imbecile, I do not find you worthy. Don't come back say until you have the correct items. Scour the entire world say if you have to, but bring me what I asked for! endif ~ >give_prog i14652~ mpjunk i14652 if quest (0,5,$n) == 5 say This will do nicely. mpmset $n quest 14 1 1 if quest (13,3,$n) == 7 say Ah a start. It took you long enough though, to be worthy, say you must know your way in the world. I shall ask a few say questions of you to test your worth. mpmset $n quest 0 5 6 else say Where's the rest? endif else say You imbecile, I do not find you worthy. Don't come back say until you have the correct items. Scour the entire world say if you have to, but bring me what I asked for! endif ~ >give_prog i11419~ mpjunk i11419 if quest (0,5,$n) == 5 say This will do nicely. mpmset $n quest 15 1 1 if quest (13,3,$n) == 7 say Ah a start. It took you long enough though, to be worthy, say you must know your way in the world. I shall ask a few say questions of you to test your worth. mpmset $n quest 0 5 6 else say Where's the rest? endif else say You imbecile, I do not find you worthy. Don't come back say until you have the correct items. Scour the entire world say if you have to, but bring me what I asked for! endif ~ >rand_prog 100~ if quest (0,3,$i) > 0 mpmadd self quest 0 4 1 if quest (0,3,$i) == 3 say The fact that you knew the code is irksome. Must be say that meddlesome human again, one day he's gonna give say the code to the wrong person and we're gonna have to say throw him in the moat. mpecho Hector humphs. endif if quest (0,3,$i) == 6 say Now, back to you. To gain entrance to the empire you say must prove yourself worthy. Talking to a human is say beneath your station and was not the correct way to say gain entrance. mpmset self quest 0 3 0 endif break endif if quest (0,5,$r) == 7 if rand (5) say Well? Hurry up. What's the answer? endif else if quest (0,5,$r) == 9 if rand (5) say Well? Hurry up. What's the answer? endif endif endif if quest (0,5,$r) == 6 say Ok, here is your first question. mpmset $r quest 0 5 7 if rand (33) say What kind of bricks have been used to pave the road to Gahld? mpmset $r quest 16 2 1 else if rand (50) say What color are those despicable drows' hair? mpmset $r quest 16 2 2 else say What color is Abrum Assante's palace? mpmset $r quest 16 2 3 endif endif endif if inroom ($i) != 3914 mpgoto 3914 endif ~ >speech_prog european~ if quest (0,5,$n) == 7 if quest (16,2,$n) == 1 say You are correct! say Tell me when you are READY for the next question. mpmset $n quest 0 5 8 mpmset $n quest 16 2 0 else say That is incorrect! Were you born yesterday or something? endif endif ~ >speech_prog white~ if quest (0,5,$n) == 7 if quest (16,2,$n) == 2 say You are correct! say Tell me when you are READY for the next question. mpmset $n quest 0 5 8 mpmset $n quest 16 2 0 else say That is incorrect! Were you born yesterday or something? endif endif ~ >speech_prog pink~ if quest (0,5,$n) == 7 if quest (16,2,$n) == 3 say You are correct! say Tell me when you are Ready for the next question. mpmset $n quest 0 5 8 mpmset $n quest 16 2 0 else say That is incorrect! Were you born yesterday or something? endif endif ~ >speech_prog ready~ if quest (0,5,$n) == 8 say Ok, here is your next question. mpmset $n quest 0 5 9 if rand (33) say What is the name of that famous armorer in Waterdeep? mpmset $n quest 16 2 1 else if rand (50) say What is the name of the evil lord adept? mpmset $n quest 16 2 2 else say What's the name of the mage that resides in Valley of the Elves? mpmset $n quest 16 2 3 endif endif endif ~ >speech_prog jonathon johnathon~ if quest (0,5,$n) == 9 if quest (16,2,$n) == 1 say You are correct! mpmset $n quest 0 5 10 mpmset $n quest 16 2 0 say Now for your final question. if rand (33) say What is another name for deep gnomes that inhabit the Underdark? mpmset $n quest 16 2 1 else if rand (50) say What kind of creature inhabits the temple in Thalos? mpmset $n quest 16 2 2 else say What kind of creature is the cook for Sterling Silver? mpmset $n quest 16 2 3 endif endif else say That is wrong! Don't you ever get out? endif endif ~ >speech_prog maar ma'ar~ if quest (0,5,$n) == 9 if quest (16,2,$n) == 2 say You are correct! mpmset $n quest 0 5 10 mpmset $n quest 16 2 0 say Now for your final question. if rand (33) say What is another name for deep gnomes that inhabit the Underdark? mpmset $n quest 16 2 1 else if rand (50) say What kind of creature inhabits the temple in Thalos? mpmset $n quest 16 2 2 else say What kind of creature is the cook for Sterling Silver? mpmset $n quest 16 2 3 endif endif else say That is wrong! Don't you ever get out? endif endif ~ >speech_prog talemon~ if quest (0,5,$n) == 9 if quest (16,2,$n) == 3 say You are correct! mpmset $n quest 0 5 10 mpmset $n quest 16 2 0 say Now for your final question. if rand (33) say What is another name for deep gnomes that inhabit the Underdark? mpmset $n quest 16 2 1 else if rand (50) say What kind of creature inhabits the temple in Thalos? mpmset $n quest 16 2 2 else say What kind of creature is the cook for Sterling Silver? mpmset $n quest 16 2 3 endif endif else say That is wrong! Don't you ever get out? endif endif ~ >speech_prog svirfneblin~ if quest (0,5,$n) == 10 if quest (16,2,$n) == 1 say You are correct! say You may enter, may your travels be filled with adventure. mpmset $n quest 0 5 11 mpmset $n quest 16 2 0 mpgoto 3914 connect north 3915 else say That is incorrect! What kind of moron are you? endif endif ~ >speech_prog beholder~ if quest (0,5,$n) == 10 if quest (16,2,$n) == 2 say You are correct! say You may enter, may your travels be filled with adventure. mpmset $n quest 0 5 11 mpmset $n quest 16 2 0 mpgoto 3914 connect north 3915 else say That is incorrect! What kind of moron are you? endif endif ~ >speech_prog kobold~ if quest (0,5,$n) == 10 if quest (16,2,$n) == 3 say You are correct! say You may enter, may your travels be filled with adventure. mpmset $n quest 0 5 11 mpmset $n quest 16 2 0 mpgoto 3914 connect north 3915 else say That is incorrect! What kind of moron are you? endif endif ~ | #3908 fruit vendor gnome~ a fruit vendor~ A fruit vendor is trying to get your attention.~ The fruit vendor is a robust man of gnome origin. He bites into a piece of fruit to show you how good it tastes and juice runs down his chin. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 100 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #3909 vegetable vendor~ a vegetable vendor~ A vegetable vendor is here hawking her wares.~ The vendor wears an apron over an overly large dress that hangs to her ankles. She looks to be a peasant, but the vegetables she offers are exceptional. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE 0 0 S 10 0 0 1d25+81 1d10+6 100 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE #3910 cloth merchant~ the cloth merchant~ The cloth merchant appraises you.~ The cloth merchant seems concerned to have his wares so close to food and drink thats could damage them. He looks you up and down to judge the worth of his time spent on you when he could sell to others. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 100 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 10~ say When you buy my white cloth, I will dye it for you say for only a small charge. Just give me what you wish say to dye. ~ >give_prog boltquest~ if quest (0,2,$i) != 0 give 2.$o $n say I already have cloth, what color do you want it dyed? else if number ($o) == 3909 say I can dye this for 10000 gold. mpmset self quest 0 3 1 else if number ($o) == 3908 say I can dye this for 50000 gold. mpmset self quest 0 3 2 else if number ($o) == 3910 say I can dye this for 100000 gold. mpmset self quest 0 3 3 else say I already dyed this! give 2.$o $n break endif endif endif say Do you want it Black, or Green? endif mpjunk 2.$o ~ >speech_prog black~ if quest (0,3,$i) == 0 say What would you want dyed black? else if quest (0,3,$i) == 1 if gold ($n) > 9999 mpecho The merchant slips the cotton into the dye. A few moments later he hands it mpoload 3941 mpmset self quest 0 3 0 endif else if quest (0,3,$i) == 2 if gold ($n) > 49999 mpecho The merchant slips the wool into the dye. A few moments later he hands it mpoload 3940 mpmset self quest 0 3 0 endif else if quest (0,3,$i) == 3 if gold ($n) > 99999 mpecho The merchant slips the silk into the dye. A few moments later he hands it mpoload 3942 mpmset self quest 0 3 0 endif endif endif endif if quest (0,3,$i) > 0 say You do not have enough gold! else mpechoat $n {308}back to you. mpechoaround $n {308}back to $n. mpquiet on mpforce $n buy blackbolt mpquiet off endif endif ~ >speech_prog green~ if quest (0,3,$i) == 0 say What would you want dyed green? else if quest (0,3,$i) == 1 if gold ($n) > 9999 mpecho The merchant slips the cotton into the dye. A few moments later he hands it mpoload 3944 mpmset self quest 0 3 0 endif else if quest (0,3,$i) == 2 if gold ($n) > 49999 mpecho The merchant slips the wool into the dye. A few moments later he hands it mpoload 3943 mpmset self quest 0 3 0 endif else if quest (0,3,$i) == 3 if gold ($n) > 99999 mpecho The merchant slips the silk into the dye. A few moments later he hands it mpoload 3945 mpmset self quest 0 3 0 endif endif endif endif if quest (0,3,$i) > 0 say You do not have enough gold! else mpechoat $n {308}back to you. mpechoaround $n {308}back to $n. mpquiet on mpforce $n buy greenbolt mpquiet off endif endif ~ | #3911 wine vendor~ a wine vendor~ The wine merchant joyously offers you a bottle. For sale of course.~ He is a jovial elf and definitely seems to enjoy his job, since he can drink himself into a stupor if he so wishes. Judging by the crowd around him, he is a popular elf. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 100 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE #3912 aria woman~ Aria~ Aria stands here smiling.~ Aria is clad in a stunning multicolored dress that is covered by a simple white apron. The apron has needles randomly attached in various places. A tape measurer is around her neck and though she seems to like her work, she has no problem taking the time to welcome you. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 100 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 10~ say Why hello there, I haven't seen you around before. say Are you new to the empire? ~ >speech_prog yes new~ say That's what I thought. mpecho Aria smiles. say Well, if you need any clothing made, I'm the girl for you. say But I don't sell cloth here, you'll have to buy it from say the merchant and have him dye it for you say I can make cloaks, minstrel's hats, and hunting jackets. ~ >give_prog boltquest~ if quest (0,4,$i) != 0 give boltquest $n say I already have cloth, what do you want it made into? else if hasobjnum ($i) == 3909 say I can make something from this for 10000 gold. mpmset self quest 0 4 1 endif if hasobjnum ($i) == 3908 say I can make something from this for 50000 gold. mpmset self quest 0 4 2 endif if hasobjnum ($i) == 3910 say I can make something from this for 100000 gold. mpmset self quest 0 4 3 endif if hasobjnum ($i) == 3941 say I can make something from this for 10000 gold. mpmset self quest 0 4 4 endif if hasobjnum ($i) == 3940 say I can make something from this for 50000 gold. mpmset self quest 0 4 5 endif if hasobjnum ($i) == 3942 say I can make something from this for 100000 gold. mpmset self quest 0 4 6 endif if hasobjnum ($i) == 3944 say I can make something from this for 10000 gold. mpmset self quest 0 4 7 endif if hasobjnum ($i) == 3943 say I can make something from this for 50000 gold. mpmset self quest 0 4 8 endif if hasobjnum ($i) == 3945 say I can make something from this for 100000 gold. mpmset self quest 0 4 9 endif say Do you want an elven cloak, a hunting jacket or a minstrel's hat? endif mpjunk all ~ >speech_prog cloak~ if quest (0,4,$i) == 0 say You have to give me some cloth first. else if quest (0,4,$i) == 1 or quest (0,4,$i) == 4 or quest (0,4,$i) == 7 if gold ($n) > 9999 if quest (0,4,$i) == 1 mpoload 3916 endif if quest (0,4,$i) == 4 mpoload 3932 endif if quest (0,4,$i) == 7 mpoload 3935 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) == 2 or quest (0,4,$i) == 5 or quest (0,4,$i) == 8 if gold ($n) > 49999 if quest (0,4,$i) == 2 mpoload 3930 endif if quest (0,4,$i) == 5 mpoload 3933 endif if quest (0,4,$i) == 8 mpoload 3936 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) == 3 or quest (0,4,$i) == 6 or quest (0,4,$i) == 9 if gold ($n) > 99999 if quest (0,4,$i) == 3 mpoload 3931 endif if quest (0,4,$i) == 6 mpoload 3934 endif if quest (0,4,$i) == 9 mpoload 3937 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) > 0 say You do not have enough gold! else mpecho The tailor enters the back room and returns a short while later. mpechoat $n Aria gives you an elven cloak. mpechoaround $n Aria gives $n an elven cloak. mpquiet on mpforce $n buy cloak mpquiet off endif mpmset self quest 0 4 0 endif ~ >speech_prog hat~ if quest (0,4,$i) == 0 say You have to give me some cloth first. else if quest (0,4,$i) == 1 or quest (0,4,$i) == 4 or quest (0,4,$i) == 7 if gold ($n) > 9999 if quest (0,4,$i) == 1 mpoload 3918 endif if quest (0,4,$i) == 4 mpoload 3948 endif if quest (0,4,$i) == 7 mpoload 3951 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) == 2 or quest (0,4,$i) == 5 or quest (0,4,$i) == 8 if gold ($n) > 49999 if quest (0,4,$i) == 2 mpoload 3946 endif if quest (0,4,$i) == 5 mpoload 3949 endif if quest (0,4,$i) == 8 mpoload 3952 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) == 3 or quest (0,4,$i) == 6 or quest (0,4,$i) == 9 if gold ($n) > 99999 if quest (0,4,$i) == 3 mpoload 3947 endif if quest (0,4,$i) == 6 mpoload 3950 endif if quest (0,4,$i) == 9 mpoload 3953 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) > 0 say You do not have enough gold! else mpecho The tailor enters the back room and returns a short while later. mpechoat $n Aria gives you a minstrel's hat. mpechoaround $n Aria gives $n a minstrel's hat. mpquiet on mpforce $n buy hat mpquiet off endif endif ~ >speech_prog jacket~ if quest (0,4,$i) == 0 say You have to give me some cloth first. else if quest (0,4,$i) == 1 or quest (0,4,$i) == 4 or quest (0,4,$i) == 7 if gold ($n) > 9999 if quest (0,4,$i) == 1 mpoload 3913 endif if quest (0,4,$i) == 4 mpoload 3956 endif if quest (0,4,$i) == 7 mpoload 3959 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) == 2 or quest (0,4,$i) == 5 or quest (0,4,$i) == 8 if gold ($n) > 49999 if quest (0,4,$i) == 2 mpoload 3914 endif if quest (0,4,$i) == 5 mpoload 3957 endif if quest (0,4,$i) == 8 mpoload 3960 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) == 3 or quest (0,4,$i) == 6 or quest (0,4,$i) == 9 if gold ($n) > 99999 if quest (0,4,$i) == 3 mpoload 3915 endif if quest (0,4,$i) == 6 mpoload 3958 endif if quest (0,4,$i) == 9 mpoload 3961 endif mpmset self quest 0 4 0 endif endif if quest (0,4,$i) > 0 say You do not have enough gold! else mpecho The tailor enters the back room and returns a short while later. mpechoat $n Aria gives you a hunting jacket. mpechoaround $n Aria gives $n a hunting jacket. mpquiet on mpforce $n buy jacket mpquiet off endif endif ~ | #3913 ranarok elf~ Ranarok~ Ranarok sharpens a weapon on a stone.~ Ranarok is not the friendliest of elves. Mainly, this is due to his preoccupation to his work and the immense details that he requires to consider his pieces finished. Behind his shop is a testing area and he has a standing bet that any who can best his son can have the weapon that he carries. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 100 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 10~ if quest (0,18,$n) == 0 say How can I help you today, or are say you here to Challenge my son? endif ~ >speech_prog challenge~ mpecho Ranarok smirks. mpecho Ranarok looks you up and down. say Well, you don't look like much of a fighter but if you want say to give him a try be my guest. Just say, 'I challenge thee. say Unless you've had second thoughts that is. ~ | #3914 cobey son~ Cobey~ Cobey, son of Ranarok, awaits you.~ Cobey is muscular and strong. His elven features are unmistakable, but he is much broader of shoulder than the normal elf. He uses only a knife, but it looks like it has a wicket curve and is deadly sharp. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 75 0 0 1d1406+4580 10d10+75 100000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >speech_prog p I challenge thee.~ if quest (18,1,$n) == 0 say Very well, but do not blame me for your death. mpkill $n else say Revenge! mpkill $n endif ~ >act_prog p disarms~ emote rearms himself!!! mpquiet on cast 'cure blindness' wear I3924 mpquiet off ~ >death_prog 100~ if quest (18,1,$n) == 0 mpecho {038}Cobey gasps, 'Who could imagine someone so powerful?!?' mpecho Then dies. mpquiet on cast 'remove curse' mpquiet off mpmset $n quest 18 1 1 else mpjunk I3924 endif ~ | #3915 herbalist~ a herbalist~ A herbalist sells her magics here.~ She stands behind a small wooden counter full of bottles and keeps a wary eye out for thieves. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 0 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE #3916 butler~ the butler~ The butler stands here.~ He stands in one corner waiting for a signal to move. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (24,4,$n) == 8 or quest (24,4,$n) == 9 say Madam Avir will see you now. mptransfer $n 3970 mpat 3970 mpforce $n west else say Begone, Madam does not allow riffraff to enter her manor. mpforce $n south mpat $n mpecho $I slams the door shut behind you. mpat $n mpechoaround $n $I slams the door shut behind $n. mpquiet on close door mpquiet off endif ~ | #3917 julia avir juliaavirmob~ Julia Avir~ Julia Avir stands here elegantly.~ Julia is clad in a sky blue gown and has violet eyes and long corn-silk blonde hair. She is one of the most beautiful elf maidens you have ever seen, but she is not as demure as she looks. Her temperment is one of modest aggression and she seems to always get what she wants even though people leave her thinking they got the upper hand. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 50 BODY_HEAD BODY_HAND|BODY_FOOT 1d625+1947 1d50+38 50000 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 100~ if quest (24,4,$r) == 8 mpecho Julia Avir walks elegantly into the room. mpechoat $r Julia smiles at you. say I wanted to thank you properly for helping me say I have brought a gift for you. Will you accept it? mpmset $r quest 24 4 9 endif ~ >speech_prog yes yep sure ok yeah~ if quest (24,4,$n) == 2 say The duke won't give me permission, but I know that the say drow ambassador is corrupt. I have a way to prove it. say I need your help though, for my plan to work. if sex ($n) == 1 mpechoat $n Julia takes a deep breath, which accentuates her features, and you mpechoat $n momentarily forget to listen to her. mpechoat $n Julia sees your gaze and laughs. endif say I need you to steal the signet ring that the ambassador say wears. At night, he removes it and places it on the say bedside table in his room. If you are quiet and dressed say in black armor, you can slip in and steal it for me. wink $n say Bring it to me tomorrow, I'll be in the garden with Her say Majesty. You should bring her a gift when you visit. mpechoat $n Julia smiles at you then walks elegantly from the room. mpechoaround $n Julia smiles at $n then walks elegantly from the room. mpmset $n quest 24 4 3 mpgoto 3932 else if quest (24,4,$n) == 9 mpjunk all mpoload 3929 give i3929 $n say If you call, a falcon will come to you. The gift of a say familiar is one very few elves enjoy, so do not treat say it lightly. mpechoat $n Julia kisses your cheek as she says farewell. mpecho The butler comes to show you out. mpmset $n quest 24 4 10 mptransfer $n 3970 mpquiet on mpforce $n wake mpquiet off mpat 3970 mpforce $n south endif endif ~ >give_prog I3917~ mpjunk I3917 if quest (24,4,$n) == 7 if quest (28,1,$n) == 1 mpechoat $n Julia smiles at you and leaves without another word. mpmset $n quest 24 4 8 mpgoto 3932 endif endif ~ | #3918 falcon giant M3918~ a giant falcon~ A giant falcon circles above its master's head here.~ It appears to be a giant falcon, standing before you with its wings folded calmly at its sides. It stares at you almost defiantly, waiting for its master to command it. Golden brown feathers cover its body from head to toe, hiding rippling muscles. Around the beasts neck is an amulet with the symbol of the Elven empire etched in silver. ~ ACT_SENTINEL|ACT_RACE AFF_FLYING 0 S 50 0 0 0d0+1500 10d10+10 0 RACE_PHOENIX POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 100~ mpmadd self quest 0 1 1 if quest (0,1,$i) == 0 mppurge self endif ~ | #3921 teklar~ Teklar~ Teklar stands before you in a battle crouch.~ His hands are calloused and attest to his numerous years training the elves of the empire. He looks like he enjoys what he does, but who wouldn't like to kick cocky arrogant elves into the dirt and be paid to do it? ~ ACT_SENTINEL|ACT_TRAIN|ACT_SMART|ACT_BODY|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 50 0 BODY_HAND|BODY_FOOT 1d625+1947 10d10+10 10000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #3922 azhure1~ Azhure~ Azhure awaits your choice of spells to practice.~ Azhure is clad in a blue robe. His visage does not betray his age though his eyes seem to have a deep wisdom embedded deep within even though they look virtually ageless. He does not look like a person to be crossed and power seems to radiate from him. ~ ACT_SENTINEL|ACT_PRACTICE|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_SNEAK|AFF_TONGUES 0 S 50 0 0 1d625+1947 1d50+38 100000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if class ($n) == 1 or level ($n) == 99 if pcsinroom (3948) > 2 or level ($n) == 99 mpjunk all mpoload 3969 mposet i3969 short $n say Druids have always been my favorite of all classes, say so I am a bit partial to them, so I offer you say this challenge, $n. I will create an image of say myself for you to fight, if you and your friends say can successfully destroy it, then I will reward you say handsomely. mpecho Azhure waves his hands and an image in his likeness appears. mpecho Azhure goes to sit in a box high atop the dome to watch the battle unfold. mpmload 3930 mpquiet on give i3969 azhure2 mpgoto 3975 endif endif ~ | #3923 servant~ a servant~ A servant waits on his majesty's pleasure.~ He wears a simple black livery with green highlights. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 50 BODY_HEAD BODY_HAND|BODY_FOOT 1d625+1947 10d10+10 20000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,1,$i) == 0 if quest (24,4,$n) == 0 mpecho A servant enters the room and beckons the noble woman to stay. say Julia Avir, the advisor will see you now. mpecho Julia gracefully stands and walks into the room. mpecho The servant closes the door behind her. mpmset $n quest 24 4 1 mpmset self quest 0 1 1 endif if quest (24,4,$n) == 10 say Wait a moment, the Advisor may have time to talk now. mpechoat $n The servant ushers you into the presence of the Advisor. mpechoaround $n $n walks into the room of the advisor. mptransfer $n 3970 mpat 3970 mpforce $n east else if quest (24,4,$n) == 12 or quest (24,4,$n) == 13 if quest (23,1,$n) == 1 mpechoat $n The servant ushers you into the presence of the Advisor. mpechoaround $n $n walks into the room of the advisor. mptransfer $n 3970 mpat 3970 mpforce $n east endif else if quest (24,4,$n) < 13 say I'm sorry the Advisor is still busy, come back later. else bow $n endif endif endif endif ~ >rand_prog 50~ if quest (24,4,$r) == 1 mpecho Moments later, Julia storms out of the room, her expression angered. mpecho The servant walks out behind her and closes the door, guarding the mpecho entrance back in. mpmset $r quest 24 4 2 mptransfer juliaavirmob mpecho {038}Julia Avir says 'You there, will you help me?' mpforce juliaavirmob wink $r else if quest (24,4,$r) == 3 mpecho {038}A page says, 'If you're here to see the advisor, you'll have' mpecho {038}A page says, 'to give your name to the servant over there and' mpecho {038}A page says, 'formally request an audience by saying: ' mpecho {038}A page says, 'I wish an audience with the advisor.' mpmset $r quest 24 4 4 endif endif mpmset self quest 0 1 0 ~ >speech_prog p I wish an audience with the advisor.~ if quest (24,4,$n) == 4 say I will add you to the list, but I'm afraid today will say not be the best time. Come back tomorrow afternoon say and you may be able to see him then. mpmset $n quest 24 4 5 endif ~ | #3924 princess lebra~ Princess Lebra~ Princess Lebra works in her flowers.~ Princess Lebra is wearing a pink chiffon dress and has a small diamond tiara upon her head. Her hair is curled in ringlets and she looks innocent and naive. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 50 0 0 1d625+1947 10d10+10 10000 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 100~ if quest (24,4,$n) == 5 if quest (28,1,$n) == 1 if quest (22,1,$n) == 1 mptransfer juliaavirmob mpecho {038}Julia Avir says 'Ah, your Highness, $n has come like I said $e' mpecho {038}Julia Avir says 'would, and $e's brought you a present.' mpecho {038}Julia Avir says 'Give her Majesty your gift $n.' mpmset $n quest 24 4 6 else mpecho {058}Julia Avir stands here elegantly. mpecho {038}Julia Avir says 'I can't believe you didn't bring an appropriate gift.' mpecho {038}Julia Avir says 'You're so insensitive. Come back when you're better' mpecho {038}Julia Avir says 'prepared to be in the presence of Ladies.' mpecho Julia turns her back on you. endif endif endif ~ >give_prog i3955~ if quest (24,4,$n) == 6 if quest (22,1,$n) == 1 mpjunk i3955 mpecho {038}Julia Avir says 'How lovely! You absolutely must plant it with the other' mpecho {038}Julia Avir says 'orchids Majesty! It would look so wonderful there.' mpecho The princess goes to plant the orchid. mpecho {038}Julia leans close and whispers, 'Give me the ring now, then later today mpecho {038}come by my house and I'll reward you.' mpmset $n quest 24 4 7 if sex ($n) == 1 mpecho Julia peers at you through lowered lashes with a mysteriously compelling mpecho expression on her face. endif endif endif ~ | #3925 drow-guard~ a drow guard~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 10 0 0 1d25+81 1d10+6 0 0 POS_STANDING POS_STANDING SEX_MALE >all_greet_prog 100~ if actorwearsobjnum (3932) or actorwearsobjnum (3933) or actorwearsobjnum (3934) if actorwearsobjnum (3948) or actorwearsobjnum (3949) or actorwearsobjnum (3950) if actorwearsobjnum (3956) or actorwearsobjnum (3957) or actorwearsobjnum (3958) if quest (28,1,$n) == 0 mpmset $n quest 28 1 1 mpechoat $n Spying the signet ring lying on a bedside table, you snatch it. mpquiet on mpoload 3917 give I3917 $n mpquiet off endif break endif endif endif mpecho You are escorted to the door by a drow guard. mptransfer $n 3939 ~ | #3926 kings advisor~ the king's advisor~ The king's advisor sits regally at the head of the chamber.~ He is clad in royal blue and red. He looks comfortable with his position and seems as if the great power that he wields has not corrupted him. ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 10 0 0 1d25+81 1d10+6 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (24,4,$n) == 10 mpecho The advisor smiles warmly at you to put you at ease. say Greetings fellow elf. You wish to petition to join say the empire? else if quest (24,4,$n) == 12 mpecho The advisor looks up from the scroll he was reading. say Ah the youngling. Have you found a breach in our walls? endif endif ~ >speech_prog yes yeah yep sure ok~ if quest (24,4,$n) == 10 say Very well, I know Hector tested your knowledge with say his entrance examination so I won't bore you with say another test of that manner. mpmset $n quest 24 4 11 else if quest (24,4,$n) == 12 say Where is the location of the damaged wall? mpmset $n quest 24 4 13 endif endif ~ >rand_prog 50~ if quest (24,4,$r) == 11 say We do however have a problem. There have been reports say of drows in the empire. I know Hector would never let say them past him so there must be a breech in our walls say somewhere. say I would like you to examine the walls and see if you say can find anything amiss. Report back here when you say have found something. mpechoat $r The advisor dismisses you with a wave of his hand and turns his attention to mpechoat $r the elders. mpmset $r quest 24 4 12 endif ~ >speech_prog riding trail~ if quest (24,4,$n) == 13 if quest (23,1,$n) == 1 say My page will follow you back to the location. He say will then report back to me. I'd like you to explore say the passage that you found while my magicians try to say find a spell to close it. Good luck to you citizen say of the empire. mpoload 3962 mposet i3962 short an elven statue of $n mposet i3962 name statue elven $n i3962 give i3962 $n mpecho The advisor turns to the scribe seated next to the elders. say Hence forth, let it be known that $n is a citizen say of the Elven Empire and is entitled to all benefits say and conditions which that citizenship entitles $m if sex ($n) == 1 mpmset $n long Sir $n the citizen of the Elven Empire stands here. else mpmset $n long Lady $n the citizen of the Elven Empire stands here. endif mpmset $n quest 24 4 14 endif endif ~ | #3928 scout master~ the scout master~ The scout master blends into the shadows here.~ If he didn't want to be seen, it's likely that you wouldn't have noticed him. He's always up for a spar if you're interested. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_UNDERSTAND|AFF_TONGUES 0 S 75 BODY_HEAD BODY_HAND|BODY_FOOT 1d1406+4580 10d10+50 100000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >fight_prog 100~ if quest (24,4,$n) < 14 say You are not worth my sword practice $n. mpecho The scout master slips away into the shadows. mppurge self break endif if quest (24,4,$r) < 14 if position ($r) == pos_fighting say You are not worth my sword practice $r. mpecho The scout master slips away into the shadows. mppurge self break endif endif ~ >death_prog 100~ if quest (24,4,$n) < 14 mpjunk all endif ~ | #3930 azhure2~ Azhure~ Azhure awaits your choice of spells to practice.~ He is clad in a blue robe and has a white beard that nearly reaches his waist. He does not look like a person to be crossed and power seems to radiate from him. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES 0 S 75 0 BODY_HAND|BODY_FOOT 1d1406+4580 10d10+40 100000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ if hasobjnum ($i) == 3969 mpechoat $C Azhure chuckles and appears before you again. mpechoaround $C Azhure chuckles and appears before again. say Your fighting skills definitely need some practice $C, say but as promised, here is the reward I offered. mpoload 3954 give i3954 $C mptransfer Azhure1 mppurge self endif ~ | #3931 climb~ a climb ethereal~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 10 0 0 1d25+81 1d10+6 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog climbs~ if hasobjnum ($i) == 3955 mpechoat $n It is a hard climb but as you get closer to the orchid it was well worth it. mpquiet on give I3955 $n mpquiet off mpmset $n wait 12 else mpechoat $n After climbing all the way to the top you notice nothing is there. endif ~ | #3932 M3932~ ~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 10 0 0 1d25+81 1d10+6 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog p orders a falcon.~ mpmload 3918 mpquiet on mpforce $n cast 75 illusion falcon mpquiet off mppurge M3918 if existsroom (falcon^) mpechoat $n Your falcon figurine comes to life and flies from your hand. mpechoaround $n $N summons a magnificien falcon. else mpechoat $n You failed to bring your figurine to life. endif mppurge self ~ | #0 #SHOPS 3908 ITEM_TYPE_FOOD ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 3909 ITEM_TYPE_FOOD ITEM_TYPE_DRINK_CON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 3910 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 3911 ITEM_TYPE_TREASURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 3912 ITEM_TYPE_TREASURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 3913 ITEM_TYPE_ARMOR ITEM_TYPE_WEAPON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 3915 ITEM_TYPE_POTION ITEM_TYPE_SCROLL ITEM_TYPE_STAFF ITEM_TYPE_WAND ITEM_TYPE_PILL 100 50 0 23 0 #SPECIALS S #OBJECTS #3900 wooden rocking horse~ a wooden rocking horse~ A wooden rocking horse has been left here.~ It is a bit faded from overuse and the features are barely recognizable. It must have had lots of love. ~ ITEM_TYPE_FURNITURE 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 100 10 1 #3901 dial numbers~ a dial of numbers~ A dial of numbers is here.~ If you know the code you can Press the correct sequence of numbers. ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 10 10 1 #3902 apple deep red shiny~ an apple~ A deep red shiny apple lays here.~ The apple is a deep red and its surface is shiny. It does not look marred in any way, only deliciously tasty. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 20 0 0 0 0 0 0 0 1 50 10 #3903 pear golden~ a pear~ A golden pear lies in the dirt.~ The pear is a deep gold in color and looks delightful. Your mouth waters in expectation of the first bite. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 20 0 0 0 0 0 0 0 1 80 10 #3904 grapes bunch~ a bunch of grapes~ A bunch of grapes has been dropped here.~ The grapes are a rich green and look tart. A sharp image hits your mind of a beautifully clad woman feeding them to you. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 20 0 0 0 0 0 0 0 1 100 10 #3905 potato brown~ a potato~ The potato is brown and still somewhat dirty.~ Sticking a potato in the coals of a campfire is a welcome treat from normal travel rations. This one is fairly large and would be an entire meal of itself. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 20 0 0 0 0 0 0 0 1 50 10 #3906 mushrooms~ Mushrooms~ Some mushrooms are growing here.~ This variety of mushroom is one of the most rarest of finds. Besides adding the most wonderful flavor to dishes it is also a cure for many types of poison. ~ ITEM_TYPE_PILL 0 ITEM_WEAR_TAKE 30 SPELL_CURE_POISON -1 -1 0 0 0 0 1 100 30 #3907 carrot orange bright~ Carrot~ A bright orange carrot catches your attention.~ The carrot still has its green stalk attached. You and others of your kin, have always preferred the unique taste of fruits and vegetables to that of meat. ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 20 0 0 0 0 0 0 0 1 100 10 #3908 woolbolt boltquest whitebolt~ a bolt of wool~ A bolt of wool is here.~ It has been bleached white. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 50000 45 #3909 cottonbolt boltquest whitebolt~ a bolt of cotton~ A bolt of cotton is here.~ It has been bleached white. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10000 40 #3910 silkbolt boltquest whitebolt~ a bolt of silk~ A bolt of silk is here.~ It has been bleached white. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 100000 60 #3911 fey wine burgundy~ Fey wine~ A burgundy colored wine in a glass bottle is here.~ The expensive fey wine is a burgundy color and seems to draw your attention to it. A table full of the richest food and drink slips into your mind and you savor the moment. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 12 0 0 0 0 0 0 0 1 10000000 45 A APPLY_INT 2 0 A APPLY_WIS 2 0 A APPLY_CON 2 0 #3912 door pass~ a door pass~ A door pass has been left here.~ It is a slim piece of paper with some mystical elven symbols on it. You make out the following numbers: 5 2 6 7 6 ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 100 30 P 1 TRIG_UNKNOWN 100 press OPROG_IF OIF_USER_ROOM_NUM = 3913 2 3 P 2 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {038}As you press the number pad, a disembodied voice echos in your head, mpechoat self {038}'Speak the five number sequence aloud.' mpechoaround self $I presses the number pad, and jumps slightly then looks around. say 5 2 6 7 6~ P 3 TRIG_VOID OPROG_ECHO Press what?~ #3913 jacket hunting~ a hunting jacket~ A hunting jacket in a rich white is here.~ The hunting jacket is made of cotton and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 13 0 0 0 0 0 0 0 1 10000 40 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3914 jacket hunting~ a hunting jacket~ A hunting jacket in a rich white is here.~ The hunting jacket is made of wool and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 14 0 0 0 0 0 0 0 1 50000 45 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3915 jacket hunting~ a hunting jacket~ A hunting jacket in a rich white is here.~ The hunting jacket is made of silk and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 16 0 0 0 0 0 0 0 1 100000 60 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3916 cloak elven~ an elven cloak~ A cloak in a rich white is here.~ This elven cloak is made of cotton and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 13 0 0 0 0 0 0 0 1 10000 40 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3917 signet ambassador's ring~ the ambassador's signet ring~ A signet ring is here~ It is a signet ring. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 14 0 0 0 0 0 0 0 1 100 45 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3918 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich white is here.~ The minstrel's hat is made of cotton and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 13 0 0 0 0 0 0 0 1 10000 40 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3919 elven longbow~ an elven longbow~ The elven longbow seems to vibrate of its own accord.~ The longbow is made of poplar wood to have durable strength yet be yielding enough to draw. Its workmanship is excellent and is the best you have seen. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_LONGBOW 6 6 WEAPON_SLICE 0 0 0 0 3 30000 55 #3920 crossbow metal~ a metal crossbow~ A crossbow made of metal.~ The crossbow is made of metal instead of wood. It is strangely light. A crosshair for sighting is built into the frame and it is all made from one piece of iron. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_CROSSBOW 7 7 WEAPON_STAB 0 0 0 0 5 70000 65 C crush~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA|FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_SHAMAN|FLAG_CLASS_WARLOCK #3921 arrow elven~ an elven arrow~ An elven arrow lies here.~ It is a long shaft made of yew with a steel arrowhead and fletched with the feathers of a bird you do not recognise. ~ ITEM_TYPE_AMMO 0 ITEM_WEAR_TAKE 11 10 10 10 0 0 0 0 1 50 50 #3922 metal arrow~ a metal arrow~ A metal arrow lies here.~ It is a short shaft made of glinstering metal and fletched with the feathers of a bird you do not recognise. ~ ITEM_TYPE_AMMO 0 ITEM_WEAR_TAKE 12 15 5 15 0 0 0 0 1 1000 65 #3923 blade double edged~ a double edged blade~ A double edged blade is lying here.~ The blade is sharpened on both sides and comes with a metal scabbard since the blade would slice open a leather one. ~ ITEM_TYPE_WEAPON ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 8 9 WEAPON_SLICE 0 0 0 0 1 50000 75 #3924 blade enchanted elven~ an enchanted elven blade~ An enchanted blade lies here.~ The blade is sharpened on both sides and comes with a metal scabbard since the blade would slice open a leather one. It seems to be enchanted, cause elven magic radiates around it. ~ ITEM_TYPE_WEAPON ITEM_FLAG_ANTI_EVIL|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 11 6 WEAPON_STAB 0 0 0 0 1 50000 65 P 1 TRIG_DAMAGE 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {028}Your elven blade glows a soft green, filling you with warmth. mpmadd self currhp 50~ #3925 potion travel~ a potion of travel~ A potion of travel lies here.~ It is a small glass flask full of viscous fluid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 50 SPELL_HASTE SPELL_FLY SPELL_PASS_DOOR 0 0 0 0 1 10000 50 #3926 scroll travel~ a scroll of travel~ A scroll of travel lies here.~ It is a small strip of paper with spidery writting on it. ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 50 SPELL_HASTE SPELL_FLY SPELL_PASS_DOOR 0 0 0 0 1 10000 50 #3927 potion aura~ an aura potion~ An aura potion lies here.~ It is a small glass flask full of viscous fluid. ~ ITEM_TYPE_POTION 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 SPELL_SHIELD SPELL_STONE_SKIN SPELL_SANCTUARY 0 0 0 0 1 20000 70 #3928 scroll aura~ an aura scroll~ An aura scroll lies here.~ It is a small strip of paper with spidery writting on it. ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 70 SPELL_SHIELD SPELL_STONE_SKIN SPELL_SANCTUARY 0 0 0 0 1 20000 70 #3929 figurine falcon~ a falcon figurine~ A figurine of a magnificient falcon is here.~ It is a small amber statuette of an exotic bird. It is resting on a small branch, wings unfurrowed, neck craned back and beak open as it stares upwards, ready to leap into life. You can make out a small inscription at the base of the figurine. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 14 0 0 0 0 0 0 0 1 1000000 50 E inscription~ You see some fine elven script, you make out the words 'nommus-noclaf'. ~ A APPLY_HIT 40 0 A APPLY_DAMROLL -5 0 A APPLY_HITROLL -5 0 P 1 TRIG_UNKNOWN 100 nommus-noclaf OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 10 P 2 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 5 ! 0 3 4 P 3 TRIG_VOID OPROG_ECHO Your falcon has not recovered from its last visit yet.~ P 4 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_FIGHTING 5 6 P 5 TRIG_VOID OPROG_ECHO You cannot concentrate enough to summon a falcon.~ P 6 TRIG_VOID OPROG_QUEST_SET 0 5 30 P 6 TRIG_VOID OPROG_GOD_COMMAND mpmload 3932 mpechoat M3932 $I orders a falcon.~ P 7 TRIG_TICK 10 OPROG_OBJECT_QUEST_IF 0 5 ! 0 8 0 P 8 TRIG_VOID OPROG_QUEST_ADD 0 5 -1 P 9 TRIG_VOID OPROG_ECHO Your elven figurine hums softly.~ P 10 TRIG_VOID OPROG_ECHO You must wear the figurine in order to use it.~ #3930 cloak elven~ an elven cloak~ A cloak in a rich white is here.~ The cloak is made of wool and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 14 0 0 0 0 0 0 0 1 10000 45 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3931 cloak elven~ an elven cloak~ A cloak in a rich white is here.~ The cloak is made of silk and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 16 0 0 0 0 0 0 0 1 100000 60 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3932 cloak elven~ an elven cloak~ A cloak in a rich black is here.~ The cloak is made of cotton and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 8 0 0 0 0 0 0 0 1 10000 40 A APPLY_DAMROLL 4 0 #3933 cloak elven~ an elven cloak~ A cloak in a rich black is here.~ The cloak is made of wool and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 10 0 0 0 0 0 0 0 1 50000 45 A APPLY_DAMROLL 5 0 #3934 cloak elven~ an elven cloak~ A cloak in a rich black is here.~ The cloak is made of silk and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 12 0 0 0 0 0 0 0 1 100000 60 A APPLY_DAMROLL 6 0 #3935 cloak elven~ a green cotton cloak~ A cloak in a rich green is here.~ The cloak is made of cotton and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 10 0 0 0 0 0 0 0 1 10000 40 A APPLY_MANA 20 0 A APPLY_HIT 20 0 #3936 cloak elven~ an elven cloak~ A cloak in a rich green is here.~ The cloak is made of wool and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 10 0 0 0 0 0 0 0 1 50000 45 A APPLY_MANA 30 0 A APPLY_HIT 30 0 #3937 cloak elven~ an elven cloak~ A cloak in a rich green is here.~ The cloak is made of silk and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK 10 0 0 0 0 0 0 0 1 100000 60 A APPLY_HIT 50 0 A APPLY_MANA 50 0 #3938 shelf~ a shelf~ A shelf full of books stands here.~ There are books about almost everything, but one on the history of Elven society catches your eye. ~ ITEM_TYPE_CONTAINER 0 0 500 0 0 0 0 0 0 0 10 10 50 #3939 book~ a book~ A book on elven history is here.~ There are three chapters: History, The Great War and Legend. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 E legend~ Chapter 3 Legend Most of the knowledge of the Sithi died out centuries ago, but what little remains states that the Sithi imbibed objects with vast power and after the Great War, many of these objects were destroyed to keep the each other from having it. What may be legend or may be a clue is that the city of Ascarle was destroyed by a great tidal wave and still sits under the sea. An object of great power is rumored to be hidden there and would be of great value to either race: Drow or Elves. ~ E great war~ Chapter 2 The Great War When Chaos first came to the land and fought his terrible battle with Order, several of the Sithi were turned. They chose the path of disharmony, which eventually led to the evolution of two distinct types of Sithi which were the terms Elf and Drow. Elf represented beauty, light, order and intelligence. Drow represented cunning, dexterity, chaos and darkness. Over multiple generations, the knowledge of Sithi died out and the two types merged into distinct races. ~ E history~ Chapter 1 History Modern elf society began after the rift with what we commonly call Drow or dark elves occurred. Before that both races were part of the same culture and were known as Sithi. As a people, the Sithi, were long lived, in tune with nature and in touch with their spiritual selves. They were the best rangers and magic users of any living creature and legend states that though very naive, the Sithi were very powerful because of the immense knowledge they shared. Communication between the Sithi was a common thought process in which one could think at a specific person or the group as a whole. ~ #3940 woolbolt boltquest blackbolt~ a bolt of wool~ A bolt of wool is here.~ It has been dyed black. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 50000 45 #3941 cottonbolt boltquest blackbolt~ a bolt of cotton~ A bolt of cotton is here.~ It has been dyed black. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10000 40 #3942 silkbolt boltquest blackbolt~ a bolt of silk~ A bolt of silk is here.~ It has been dyed black. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 100000 60 #3943 woolbolt boltquest greenbolt~ a bolt of wool~ A bolt of wool is here.~ It has been dyed green. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 50000 45 #3944 cottonbolt boltquest greenbolt~ a bolt of cotton~ A bolt of cotton is here.~ It has been dyed green. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10000 40 #3945 silkbolt boltquest greenbolt~ a bolt of silk~ A bolt of silk is here.~ It has been dyed green. ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 100000 60 #3946 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich white is here.~ The minstrel's hat is made of wool and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 14 0 0 0 0 0 0 0 1 50000 45 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3947 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich white is here.~ The minstrel's hat is made of silk and is a deep white. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 16 0 0 0 0 0 0 0 1 500 60 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 #3948 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich black is here.~ The minstrel's hat is made of cotton and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 8 0 0 0 0 0 0 0 1 10000 40 A APPLY_DAMROLL 4 0 #3949 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich black is here.~ The minstrel's hat is made of wool and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 10 0 0 0 0 0 0 0 1 50000 45 A APPLY_DAMROLL 5 0 #3950 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich black is here.~ The minstrel's hat is made of silk and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 12 0 0 0 0 0 0 0 1 100000 60 A APPLY_DAMROLL 6 0 #3951 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich green is here.~ The minstrel's hat is made of cotton and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 10 0 0 0 0 0 0 0 1 10000 40 A APPLY_MANA 20 0 A APPLY_HIT 20 0 #3952 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich green is here.~ The minstrel's hat is made of wool and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 10 0 0 0 0 0 0 0 1 50000 45 A APPLY_MANA 30 0 A APPLY_HIT 30 0 #3953 hat minstrel's~ a minstrel's hat~ A minstrel's in a rich green is here.~ The minstrel's hat is made of silk and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 10 0 0 0 0 0 0 0 1 100000 60 A APPLY_HIT 50 0 A APPLY_MANA 50 0 #3954 enchanted fighting staff~ an enchanted fighting staff~ An enchanted fighting staff is here.~ It looks very breakable but is not as delicate as it appears. The wood is polished from years of handling. It feels comfortable and light in your hands. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_BLESS|ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 15 0 0 0 0 0 0 0 5 10 60 A APPLY_WIS 1 0 A APPLY_CON 1 0 A APPLY_INT 1 0 P 1 TRIG_DAMAGE 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_FIGHTING 3 0 P 3 TRIG_VOID OPROG_APPLY OAPPLY_MANA 50 P 3 TRIG_VOID OPROG_ECHO Your staff aids in your spell casting.~ #3955 orchid~ an orchid~ The orchid smells beautifully and reminds you of summer.~ It is a soft purple in color and the innermost petals are yellow. The roots are still attached so it'd be best to plant it as soon as possible since it can not get water from the tree anymore. ~ ITEM_TYPE_TREASURE ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 50 #3956 jacket hunting~ a hunting jacket~ A hunting jacket in a rich black is here.~ The hunting jacket is made of cotton and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 8 0 0 0 0 0 0 0 1 100 40 A APPLY_DAMROLL 4 0 #3957 jacket hunting~ a hunting jacket~ A hunting jacket in a rich black is here.~ The hunting jacket is made of wool and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 10 0 0 0 0 0 0 0 1 100 45 A APPLY_DAMROLL 5 0 #3958 jacket hunting~ a hunting jacket~ A hunting jacket in a rich black is here.~ The hunting jacket is made of silk and is a deep black. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 12 0 0 0 0 0 0 0 1 100000 60 A APPLY_DAMROLL 6 0 #3959 jacket hunting~ a hunting jacket~ A hunting jacket in a rich green is here.~ The hunting jacket is made of cotton and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 10 0 0 0 0 0 0 0 1 10000 40 A APPLY_HIT 20 0 A APPLY_MANA 20 0 #3960 jacket hunting~ a hunting jacket~ A hunting jacket in a rich green is here.~ The hunting jacket is made of wool and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 10 0 0 0 0 0 0 0 1 100 45 A APPLY_HIT 30 0 A APPLY_MANA 30 0 #3961 jacket hunting~ a hunting jacket~ A hunting jacket in a rich green is here.~ The hunting jacket is made of silk and is a deep green. It looks comfortable and fashionable. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 10 0 0 0 0 0 0 0 1 100 60 A APPLY_HIT 50 0 A APPLY_MANA 50 0 #3962 elven statue~ an elven statue~ An elven statue of exquisite detail stands here.~ The elven statue is wooden and delicately carved. Looking closely at it leaves you with an astonished feeling; it eerily resembles your likeness perfectly. A magical pack is attached to the back of the figure, it allows you to place items of value inside. ~ ITEM_TYPE_CONTAINER ITEM_FLAG_INVENTORY|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1200 0 -1 150 0 0 0 0 1 10 70 #3963 lamp oil~ an oil lamp~ An oil lamp burns brightly here.~ The lamp is full of burning oil and during a fight its likely you could splash your opponent with it. ~ ITEM_TYPE_LIGHT ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE 0 0 -1 0 0 0 0 0 1 100 65 A APPLY_DAMROLL 7 0 A APPLY_INT 3 0 A APPLY_AC -8 0 #3964 helmet shadows~ a helmet of shadows~ A helmet of shadows blends with its environment.~ This helmet takes on the color of its environment making it virtually undetectable. Too bad the rest of your equipment does not do the same. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 10 0 0 0 0 0 0 0 1 100 65 A APPLY_DEX 2 0 A APPLY_DAMROLL 7 0 #3967 fountain~ a fountain~ A fountain gushes forth water here.~ It is made of rose quartz and emeralds swirled into a collage of shapes. ~ ITEM_TYPE_FOUNTAIN 0 0 0 0 LIQ_WATER 0 0 0 0 0 1 100 1 #3968 cloak shadows~ a cloak of shadows~ A cloak of shadows blends with its environment.~ This cloak takes on the color of its environment making it virtually undetectable. Too bad the rest of your equipment does not do the same. ~ ITEM_TYPE_ARMOR ITEM_FLAG_DARK|ITEM_FLAG_MAGIC|ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_ABOUT 8 0 0 0 0 0 0 0 1 100 65 A APPLY_HITROLL 3 0 A APPLY_DAMROLL 7 0 A APPLY_STR 2 0 #3969 chronometer~ ~ is here.~ ~ ITEM_TYPE_TRASH ITEM_FLAG_NODROP|ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #3970 ethereal tree~ an ethereal tree~ ~ ~ ITEM_TYPE_TRASH ITEM_FLAG_ETHEREAL 0 0 0 0 0 0 0 0 0 1 10 1 P 1 TRIG_ROOM_UNKNOWN 100 climb OPROG_GOD_COMMAND mpechoaround self $I climbs up into a tree. mpmset self questr 3900 22 1 1~ #3971 ethereal hole~ ~ ~ ~ ITEM_TYPE_TRASH ITEM_FLAG_ETHEREAL 0 0 0 0 0 0 0 0 0 1 10 1 P 1 TRIG_ROOM_COMMAND 100 enter OPROG_PLAYER_QUEST_IF 23 1 = 0 2 3 P 2 TRIG_VOID OPROG_GOD_COMMAND mpechoat self Shouldn't you tell the advisor of its existance first? mpmset self questr 3900 23 1 1 ~ P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You enter the tunnel. mpechoaround self $I enters the tunnel. mpgoto 3965 look auto ~ #0 #ROOMS #3900 A well traveled road~ The wind whipping forcefully through the waving grain, lining the roadside gives a musical almost ethereal scream to the air. The land itself seems to radiate power. Testing the feel of the air with your tongue reveals that the power stems from abundant life and your tongue is thick with the taste of it. Your soul hungers for this power so strongly that your body aches to cry out. ~ 0 0 SECT_FIELD DDIR_NORTH You see a road leading through the corn fields.~ ~ 0 -1 3901 DDIR_SOUTH You see the great northern road.~ ~ 0 -1 17142 S #3901 A well traveled road~ The fields of grain continue as does your growing feeling that there is a fundamental power at work here. The ordered patterns of nature emerge alongside the mortal patchwork of farms and tillage that can be seen in the distance. Ahead lies the gate to the empire of the elves. ~ 0 0 SECT_FIELD DDIR_NORTH You see a road leading through the corn fields.~ ~ 0 -1 3902 DDIR_SOUTH You see a road leading through the corn fields.~ ~ 0 -1 3900 S #3902 A well traveled road~ A small path waves its way east as the road continues north to the gates beyond. Looking east a small farmhouse dots the horizon and faint sounds of children at play carry through the musical crescendo of the crops. North the wall around the empire looks threatening as its massive size is revealed more fully. ~ 0 0 SECT_FIELD DDIR_NORTH You see a massive gate blocking your path.~ ~ 0 -1 3913 DDIR_EAST You look out over a small path.~ ~ 0 -1 3903 DDIR_SOUTH You see a road leading through the corn fields.~ ~ 0 -1 3901 S #3903 A small path~ The path is a well-beaten foot trail through the golden waves of grain and corn that reach chest level in height. You can get a better look at the farmhouse now and see several children playing in the grass. A call from a woman's voice sends them scurrying back inside. You must have been spotted. ~ 0 0 SECT_FIELD DDIR_EAST You look out over a clearing.~ ~ 0 -1 3904 DDIR_WEST You look out over a small path.~ ~ 0 -1 3902 S #3904 A clearing~ A woman of human descent walks outside wiping her hands slowly on her apron. Various toys; corncob dolls and a carved wooden horse, lay in the grass abandoned when the children were called inside. The farmhouse is quaint but looks habitable. ~ 0 ROOM_NO_MOB SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3907 DDIR_EAST You see a farmhouse.~ ~ 0 -1 3905 DDIR_WEST You look out over a small path.~ ~ 0 -1 3903 S #3905 A farmhouse~ The farmhouse is homey and decorated with flowers and carved wooden furniture. The room is sectioned into a kitchen, living room and cots line the far wall for the children. A separate bedroom is through a small hallway across the room from where you stand. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You look out over a clearing.~ ~ 0 -1 3904 E bedroom~ The door is closed and you should respect the privacy of your host and not try to enter. ~ E cots cot~ It is made of wicker and stuffed with corn shucks. Rough woolen sheets lay atop one of softer cotton. ~ S #3906 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3909 DDIR_EAST Rows of corn stretch out before your eyes.~ ~ 0 -1 3907 S #3907 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3910 DDIR_EAST Rows of corn stretch out before your eyes.~ ~ 0 -1 3908 DDIR_SOUTH You look out over a clearing.~ ~ 0 -1 3904 DDIR_WEST Rows of corn stretch out before your eyes.~ ~ 0 -1 3906 S #3908 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3911 DDIR_WEST Rows of corn stretch out before your eyes.~ ~ 0 -1 3907 S #3909 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3962 DDIR_EAST Rows of corn stretch out before your eyes.~ ~ 0 -1 3910 DDIR_SOUTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3906 S #3910 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3963 DDIR_EAST Rows of corn stretch out before your eyes.~ ~ 0 -1 3911 DDIR_SOUTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3907 DDIR_WEST Rows of corn stretch out before your eyes.~ ~ 0 -1 3909 S #3911 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3964 DDIR_SOUTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3908 DDIR_WEST Rows of corn stretch out before your eyes.~ ~ 0 -1 3910 S #3912 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_NORTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3963 DDIR_EAST Rows of corn stretch out before your eyes.~ ~ 0 -1 3911 DDIR_SOUTH You look out over a small clearing.~ ~ 0 -1 3907 DDIR_WEST Rows of corn stretch out before your eyes.~ ~ 0 -1 3909 S #3913 Gate~ Intricate metalwork patterns adorn the face of the gate. You feel the presence of a strong warding and realize that the shapes molded into the gate are the cause. A dial of numbers is located where a handle should be. No one answers your summons as you knock at the gate and you succeed only in hurting your hand. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_SOUTH You see a road leading through a corn field.~ ~ 0 -1 3902 S #3914 Inner courtyard~ You are on a cobblestone bridge across a moat that you did not realize existed. Warriors trying to scale the outer wall would be in for a shock. A second wall stands a short distance ahead. An older wizened elf stands here. He must have been the one to open the outer gate, but he doesn't look nearly strong enough to have done it himself. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_SOUTH You see a massive gate blocking your path.~ ~ 0 -1 3913 S #3915 Inner wall~ The inner wall is lined with rocks of assorted colors and the sun's reflection off of them is a lively display. Looking more closely you see that it would not be as easy to scale them as you first thought because there is a crystalline substance in the cracks and footholds that looks sharp and possibly deadly. The gate swings open with a life of its own and you pass through with an eerie feeling that if you were not a welcome guest entrance would not be granted so easily. ~ 0 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 3916 DDIR_SOUTH ~ ~ 0 -1 3914 E gate~ The gate is remarkable only in the fact that it opened of its own accord. ~ E rocks rock~ It looks to be of common origin. It was probably stacked up when the fields were first ploughed then later found to be useful here. ~ S #3916 Courtyard~ Directly ahead is a fountain made from a combination of rose quartz and emeralds. It looks to be a common meeting place as several elves are milling around there. Behind it the keep towers majestically. East is an open-air market and to the west lie the more affluent shops and a scattering of noble homes. ~ 0 0 SECT_CITY DDIR_NORTH You look out over the courtyard.~ ~ 0 -1 3933 DDIR_EAST You look out over the courtyard.~ ~ 0 -1 3917 DDIR_SOUTH You see the inner wall.~ ~ 0 -1 3915 DDIR_WEST You look out over the courtyard.~ ~ 0 -1 3922 S #3917 Courtyard~ This is the edge of the courtyard a small distance from the swirling crowd of the open-air market. Brightly colored wares are displayed in a robust manner to the elves gathered. Very few of the merchants seem to be of elven descent. The majority seems to be human or halfling lineage. ~ 0 0 SECT_CITY DDIR_EAST You look out over the market.~ ~ 0 -1 3918 DDIR_WEST You look out over the courtyard.~ ~ 0 -1 3916 S #3918 Market~ The hustle and bustle of the crowd is more apparent here as you are jarred and jabbed with a quick apologetic smile as the face disappears from view. This section of the market has fruit vendors lining the street side. Further east is vegetable vendors then a short distance farther is the fabric makers. ~ 0 0 SECT_CITY DDIR_EAST You look out over the market.~ ~ 0 -1 3919 DDIR_WEST You look out over the courtyard.~ ~ 0 -1 3917 S #3919 Market~ Carts of various vegetables line both sides of the street as merchants call out prices and try to catch your eye. Behind you the fruit vendors continue their call and ahead is a swirling tent of various cloths. Past that lies the end of the road where the crowd is so thick you cannot tell what is being sold there ~ 0 0 SECT_CITY DDIR_EAST You look out over the market.~ ~ 0 -1 3920 DDIR_WEST You look out over the market.~ ~ 0 -1 3918 S #3920 Market~ A tent has been erected here to protect the beautiful merchandise from the weather. Silk, cotton and wool bolts of fabric are being sold here. Once you've picked the style, the merchant can dip them in various vats of color to give you the shade you desire. ~ 0 0 SECT_CITY DDIR_EAST You look out over the market.~ ~ 0 -1 3921 DDIR_WEST You look out over the market.~ ~ 0 -1 3919 S #3921 Market~ Pushing your way through the crowd has brought you to a man selling bottles of wine. He smiles at you mysteriously and asks if you've ever had a taste of fey wine before. You are intrigued and think that the fey wine must really be something to have drawn such a crowd of elves. ~ 0 0 SECT_CITY DDIR_WEST You look out over the market.~ ~ 0 -1 3920 S #3922 Courtyard~ At the western edge of the courtyard a smooth cobblestone road leads to several buildings. The roadway circles around the courtyard and on the eastern end, the market vendors block access to the road. This section of the courtyard is quieter and more affluent. The atmosphere seems aloof, but also inviting. ~ 0 0 SECT_CITY DDIR_EAST You look out over the courtyard.~ ~ 0 -1 3916 DDIR_WEST You look out over the main street.~ ~ 0 -1 3923 S #3923 Main Street~ Shops are on both sides of this street. The storefronts are meticulously clean and orderly and passersby smile in greeting as they stroll past. North is a tailor shop and south is an armory. Further west more cheerful storefronts greet you. ~ 0 0 SECT_CITY DDIR_NORTH You see a tailor shop.~ ~ 0 -1 3924 DDIR_EAST You look out over the courtyard.~ ~ 0 -1 3922 DDIR_SOUTH You see an armory.~ ~ 0 -1 3925 DDIR_WEST You look out over the main street.~ ~ 0 -1 3927 S #3924 Tailor shop~ Clothing in various stages of completion greet your entrance. A lovely elven maid looks up as you enter then bobs her head in greeting. A price sheet is on the counter. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You look out over the main street.~ ~ 0 -1 3923 E price list~ {078} Articles made from Cotton: 10000 gold Articles made from Wool : 50000 gold Articles made from Silk : 100000 gold ~ S #3925 Armory~ Weapons of exquisite craftsmanship line the walls. Everything from daggers to double-bladed swords, crossbows to battle-axes, can be found here. Not all of the work is for sale, but those items that are have been listed on the price sheet that is behind the counter. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the main street.~ ~ 0 -1 3923 DDIR_SOUTH You see a training area.~ ~ 0 -1 3926 S #3926 The testing area~ The training ground is carpeted with a thick mat of grass. Several chairs sit against the back of the store and it looks as if spectators have watched in awe at matches in the past. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see an armory.~ ~ 0 -1 3925 S #3927 Main street~ The cobblestone road continues east and west. A strange oddity that you have noticed is the sounds of footsteps are muted and does not have the usual clatter associated with a cobblestone street. It must be a feature of the coating that makes them smooth. North is a herbalist and south is the mortuary. ~ 0 0 SECT_CITY DDIR_NORTH You see a herbalist shop.~ ~ 0 -1 3928 DDIR_EAST You look out over the main street.~ ~ 0 -1 3923 DDIR_SOUTH You see a mortuary.~ ~ 0 -1 3929 DDIR_WEST You look out over the main street.~ ~ 0 -1 3930 S #3928 Herbalist~ An elderly elf mixes potions here. The shop itself is neat and tidy, but is cluttered. Every available counter spot has been used. Contraptions and testing equipment look well worn with use. A counter holding finished products is ahead and a price list is on the wall behind. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You look out over the main street.~ ~ 0 -1 3927 S #3929 Mortuary~ Five elves clad in white robes sit in a circle chanting. They reunite souls with bodies and are very good at their job. The mortuary is a holy place and the atmosphere is very solemn. A list of the prices for services is on the counter, written in a flowery calligraphy. ~ 0 ROOM_INDOORS|ROOM_SAFE|ROOM_MORGUE SECT_INSIDE DDIR_NORTH You look out over the main street.~ ~ 0 -1 3927 S #3930 Main street~ The houses of nobles are all that remain on this street. Unless invited it is best not to snoop around in this area of the city. The houses are beautiful and you aspire to have one just as grand some day. ~ 0 0 SECT_CITY DDIR_NORTH The home of the house of Avir.~ door~ EX_ISDOOR -1 3931 DDIR_EAST You look out over the main street.~ ~ 0 -1 3927 E w we wes west~ The home of the house of Talyn. ~ E s so sou sout south~ The home of the house of Laurn. ~ S #3931 Foyer~ The lavishly decorated house assaults your senses and you are overwhelmed. The butler frowns slightly at your display of emotion and shows you to the sitting room to await Julia. He quietly closes the door. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_SOUTH You look out over the main street.~ door~ EX_ISDOOR -1 3930 S #3932 Sitting room~ It is plushly decorated with pillows of silk and whicker furnishings. Incense is burning on a table nearby and a breeze seems to be blowing but you cannot fathom where it comes from. The smell of the incense reminds you of your first trip to the ocean and you take comfort in the remembered thoughts. ~ 0 ROOM_NO_MOB SECT_INSIDE DDIR_SOUTH The Foyer.~ ~ 0 -1 3931 S #3933 Courtyard~ The fountain gushes the most flavorful spring water from a tapped geyser. At every third hour the pressures from the geyser builds up, and water jets into the air. During these times, no one is even sprinkled with water, it simply flows into the fountain. It is a magnificent site to behold, though it does not rival the craftsmanship of the fountain itself. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH You see the manor house.~ ~ 0 -1 3934 DDIR_SOUTH You look out over the courtyard.~ ~ 0 -1 3916 S #3934 Manor house~ The manor house, belonging to the king's advisor and often visited by the king himself, is an expert work of architecture. It shows the world that elven craft is the most sought after, exceptional work to be had. The entrance is open for any that wishes to enter to do so, but you think that it must be a lot harder to see the advisor himself. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH You look through the entrance of the Manor house.~ ~ 0 -1 3935 DDIR_SOUTH You look out over the courtyard.~ ~ 0 -1 3933 S #3935 Entrance~ Spiral staircases wind their way up several stories. They are made of marble and shine due to a recent polish. The foyer is large and open and paintings of the royal family are displayed. Pages run eagerly to do as they were bid, barely stopping long enough to bob their head in greeting to you. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a hall.~ ~ 0 -1 3943 DDIR_EAST You see the entrance to the dining room.~ ~ 0 -1 3936 DDIR_SOUTH You look through the entrance out over the courtyard.~ ~ 0 -1 3934 DDIR_WEST You see the entrance to a library.~ ~ 0 -1 3938 DDIR_UP You look up along a spiraling staircase.~ ~ 0 -1 3939 S #3936 Dining room~ The formal dining room, with seating to accommodate over one hundred guests, looks like it is used often. Though polished, the large carved wooden tables are slightly worn with use. The upholstered chairs, however, look like they are new. Cooks are setting up dinnerware which proves that there will be a meal fairly soon. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the kitchen.~ ~ 0 -1 3937 DDIR_WEST You see the entrance to the manor house.~ ~ 0 -1 3935 S #3937 Kitchen~ The kitchen is hot and steamy but the smells are delicious and make your mouth water. The cooks do not look happy about your disturbance but decide to ignore you rather than say anything. Food is in various stages of preparation, but it looks as if the cooks have it completely under control. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the dining room.~ ~ 0 -1 3936 S #3938 Library~ Volume upon volume of hand written books line the shelves of this enormous room. Wooden desks with chairs and a section of couches are long one wall. A large window and multiple lamps make the room bright and cheerful. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the entrance to the manor house.~ ~ 0 -1 3935 S #3939 Hallway~ The first floor of the manor house leads to various guest bedrooms. There are over fifty, but only three are currently in use. The others have been tightly sealed to keep down on dust and the need to clean them. Before a guest arrives, a closed room is opened and aired out in plenty of time for the arrival of said guest. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see a bedroom.~ ~ 0 -1 3940 DDIR_SOUTH You see a bedroom.~ ~ 0 -1 3941 DDIR_WEST You see a bedroom.~ ~ 0 -1 3942 DDIR_UP You look up along a spiraling staircase.~ ~ 0 -1 3958 DDIR_DOWN You look down along a spiraling staircase.~ ~ 0 -1 3935 S #3940 Bedroom~ Decorated mainly in tones of blue, this room gives a distinctly masculine feel. The poster bed is the highlight of the room and grabs the most attention. A desk and chair sit in the corner and piles of paper are strewn haphazardly upon it. Judging by the feel of the room, this is the drow negotiator room. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You look out over the first floor of the manor house.~ ~ 0 -1 3939 E desk~ There are papers laying everywhere. One catches your eye. ~ E paper papers~ We are closer now and may not need information from them, continue stalling. S. ~ S #3941 Bedroom~ Pastels highlight the soft matte colors of this room. It is definitely a feminine tone. The only female you know who is currently a guest of the manor house is the daughter of the King himself. You realize that you would be severely punished if caught here and best leave immediately. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the first floor of the manor house.~ ~ 0 -1 3939 S #3942 Bedroom~ Rich greens and deep browns remind you of the forest as you enter this room. The bed is low to the ground and looks firm. It is not as lavish as the rest of the house has been. This one must belong to the head scouts master. You remember hearing whispers of his being in town. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You look out over the first floor of the manor house.~ ~ 0 -1 3939 S #3943 Hall of gods~ Carved statues of artist's representations fail to do justice to the powerful magnetism of lord Chaos and lord Order but stand majestically along the walls. The statue of Order is of a man, incredibly tall, lounged comfortably on a sofa eating grapes. Lord Chaos is represented as a boy child with a swirling mass of the void around his feet. The statue of Chaos seems to move slightly under your gaze, Order's statue looks peaceful and incredibly appealing. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over the outer courtyard.~ ~ 0 -1 3946 DDIR_EAST You see the shrine of Order.~ ~ 0 -1 3945 DDIR_SOUTH You see the entrance to the manor house.~ ~ 0 -1 3935 DDIR_WEST You see the shrine of Chaos.~ ~ 0 -1 3944 S #3944 Shrine of Chaos~ Swirling colors dizzy your senses as you enter the shine. After a few minutes you become reoriented and are able to look around. Chaotic does seem to be a good term for what you see. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_EAST You see a hall.~ ~ 0 -1 3943 S #3945 Shrine of Order~ A very asymmetrical approach was taken to adorn this room. Patterns, like in nature, are very structured and flow in an orderly array. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_WEST You see a hall.~ ~ 0 -1 3943 S #3946 Outer Courtyard~ Polished rocks of various colors pave the ground and make the walk smooth. Ahead are the stables and you can see a riding trail weaving its way in the distance. Looking to each side reveals training facilities. You remember hearing someone in the crowd mention that the advisor likes to have all citizens of the empire prepared for an attack and will gladly train them for free. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_NORTH You see the stables.~ ~ 0 -1 3949 DDIR_EAST You see the practise dome.~ ~ 0 -1 3948 DDIR_SOUTH You see a hall.~ ~ 0 -1 3943 DDIR_WEST You see the training field.~ ~ 0 -1 3947 S #3947 Training field~ Several elves are sparring enthusiastically and are being watched from the practiced eye of the master trainer, so it comes as a surprise when he walks towards you and ignores the mock battle taking place. ~ 0 ROOM_NO_MOB SECT_CITY DDIR_EAST You look out over the outer courtyard.~ ~ 0 -1 3946 S #3948 Practice dome~ Blackened walls and stained tiles show that not all spells tried the first time work out perfectly. There is even an elf holding a blanket to put out any fires accidentally created while practicing. An older wizened elf in a blue robe ushers you to stand in the center of the dome and awaits your instructions of what you wish to practice today. ~ 0 ROOM_INDOORS SECT_CITY DDIR_WEST You look out over the outer courtyard.~ ~ 0 -1 3946 S #3949 Stables~ Some of the finest horses you have ever laid eyes upon are housed in the stables. You immediately recognize the years of work that has been spent breeding the line of horses that you see here. They seem oblivious to your scrutiny and in an indifferent manner they ignore you. There is an exit north that is the start of the riding trail, south will take you back the way you came. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You look out over a riding trail.~ ~ 0 -1 3950 DDIR_SOUTH You look out over the outer courtyard.~ ~ 0 -1 3946 S #3950 Riding trail~ The trail is narrow and not more than two horses could walk abreast of each other here. The trail weaves in between trees and occasionally there is a jump, made of wood, for the horses. A bird chirps happily in the distance and squirrels chase one another merrily. The inner wall of the empire can been seen through the trees. ~ 0 0 SECT_FIELD DDIR_EAST You look out over a riding trail.~ ~ 0 -1 3955 DDIR_SOUTH You see the stables.~ ~ 0 -1 3949 DDIR_WEST You look out over a riding trail.~ ~ 0 -1 3951 E wall~ It looks sturdy and strong. ~ S #3951 Riding trail~ A jump is in this section of the trail. It is approximately three feet tall and looks sturdy. There is room to walk around it at the side of the trail. The wall can be clearly seen from where you are standing. ~ 0 0 SECT_FIELD DDIR_EAST You look out over a riding trail.~ ~ 0 -1 3950 DDIR_WEST You look out over a riding trail.~ ~ 0 -1 3952 E base~ You can push your hand through the wood here, it must be some kind of magic passage which you might be able to Enter. ~ E wall~ The wall seems to have caved in a small amount. There must be a tunnel under the wall, but where does it come out? Maybe you should take a look at the ground. ~ E ground~ The ground is slightly raised around the edge of the wall and remains so slightly and heads in the direction of the trees. ~ E trees~ You see four trees standing along the wall. ~ E tree 1.tree~ This tree looks normal. Maybe check out the second tree. ~ E 2.tree~ This tree looks normal. ~ E 3.tree~ This tree looks normal. ~ E 4.tree~ There is something strange about this tree. There is something weird at the base of the tree. ~ S #3952 Riding trail~ The trail is narrow and not more than two horses could walk abreast of each other here. The trail weaves in between trees and occasionally there is a jump, made of wood, for the horses. A bird chirps happily in the distance and squirrels chase one another merrily. The inner wall of the empire can been seen through the trees. ~ 0 0 SECT_FIELD DDIR_EAST You look out over a riding trail.~ ~ 0 -1 3951 DDIR_WEST You look out over a riding trail.~ ~ 0 -1 3953 E wall~ It looks sturdy and strong. ~ S #3953 Riding trail~ This area of the trail seems very peaceful and the smell of wild flowers drifts lazily to you. The trees are older in this part and have a high canopy. Looking up you see an orchid plant. Maybe if you climbed the tree you could fetch it. It would make a pretty gift. ~ 0 0 SECT_FIELD DDIR_EAST You look out over a riding trail.~ ~ 0 -1 3952 DDIR_WEST You look out over a riding trail.~ ~ 0 -1 3954 E tree~ There are branches low enough to allow you to climb the tree. ~ E wall~ It looks sturdy and strong. ~ S #3954 Riding trail~ A jump is in this section of the trail. It is approximately three feet tall and looks sturdy. There is room to walk around it at the side of the trail. The wall can be clearly seen from where you are standing. ~ 0 0 SECT_FIELD DDIR_EAST You look out over a riding trail.~ ~ 0 -1 3953 DDIR_WEST You look out over a riding trail.~ ~ 0 -1 3955 E wall~ It looks sturdy and strong. ~ S #3955 Riding trail~ The trail is narrow and not more than two horses could walk abreast of each other here. The trail weaves in between trees and occasionally there is a jump, made of wood, for the horses. A bird chirps loudly in the distance. The inner wall of the empire can been seen through the trees. ~ 0 ROOM_MAZE SECT_FIELD DDIR_EAST You look out over a riding trail.~ ~ 0 -1 3954 DDIR_WEST You look out over a riding trail.~ ~ 0 -1 3956 E wall~ It looks sturdy and strong. ~ S #3956 Riding trail~ A jump is in this section of the trail. It is approximately three feet tall and looks sturdy. There is room to walk around it at the side of the trail. The wall can be clearly seen from where you are standing. ~ 0 0 SECT_FIELD DDIR_EAST You look out over a riding trail.~ ~ 0 -1 3955 DDIR_WEST You look out over a riding trail.~ ~ 0 -1 3950 E wall~ It looks sturdy and strong. ~ S #3957 Waiting room~ Stylish couches made of crushed velvet line both sides of the room. A noble woman lounges impatiently upon one. Various pages are standing around waiting patiently for their chance to see the advisor to give him a message from their employer. ~ 0 ROOM_INDOORS|ROOM_SOLITARY SECT_INSIDE DDIR_NORTH You look out over the second floor of the manor house.~ ~ 0 -1 3958 S #3958 Staircase~ The second floor of the manor house contains the advisor's private chambers as well as an audience hall and waiting room. The view of the rooms below shows the elegant craftmanship and exquisite details that went into creating this showcase home. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the waiting room.~ ~ 0 -1 3957 DDIR_UP You look up along a spiraling staircase.~ ~ 0 -1 3959 DDIR_DOWN You look down along a spiraling staircase.~ ~ 0 -1 3939 S #3959 Top of the staircase~ Glass doors protect the stairs from the weather yet allow an uninhibited view of the garden. The garden looks like a miniature rain forest that has been besieged with flowers. Two elven maidens are in the garden working with the flowers. ~ 0 ROOM_NO_MOB|ROOM_SOLITARY SECT_INSIDE DDIR_NORTH You look out over the rooftop garden.~ ~ 0 -1 3960 DDIR_DOWN You look down along a spiraling staircase.~ ~ 0 -1 3958 S #3960 The rooftop garden~ The garden is even lovelier now that you've entered within. The smells are exquisite and the colors are bright and pure. The flowers are shrouded in a mist that keeps them watered and sunlight shines down upon them. ~ 0 ROOM_SAFE|ROOM_SOLITARY SECT_FOREST DDIR_SOUTH You look out over the third floor of the manor house.~ ~ 0 -1 3959 S #3961 Audience chambers~ The chambers are large and elegant. A stately group of elven elders are assembled to hold court. On the dais at the head of the chambers sits the advisor. A feeling of great power is in this room and it makes you feel somewhat nervous but also very eager to see what lies in store. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH You see the waiting room.~ ~ 0 -1 3957 S #3962 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_EAST Rows of corn stretch out before your eyes.~ ~ 0 -1 3963 DDIR_SOUTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3909 S #3963 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_EAST Rows of corn stretch out before your eyes.~ ~ 0 -1 3964 DDIR_SOUTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3910 DDIR_WEST Rows of corn stretch out before your eyes.~ ~ 0 -1 3962 S #3964 Field~ Rows and rows of corn are growing in this section of the field. They are orderly and spaced evenly but the erratic growth has made traversing the rows harder than it would first appear to be. ~ 0 0 SECT_FIELD DDIR_SOUTH Rows of corn stretch out before your eyes.~ ~ 0 -1 3911 DDIR_WEST Rows of corn stretch out before your eyes.~ ~ 0 -1 3963 S #3965 A Tunnel~ You are crawling through a tunnel. It leads north and southwards. ~ 0 ROOM_INDOORS SECT_UNDER_GROUND DDIR_NORTH ~ ~ 0 -1 5100 DDIR_SOUTH You look out over a riding trail.~ ~ 0 -1 3951 S #3970 Portal Room~ Used by several mprogs to move players around. ~ 0 ROOM_NO_RECALL SECT_CITY DDIR_NORTH Used by Hector~ ~ 0 -1 3914 DDIR_EAST Used by Servant~ ~ 0 -1 3961 DDIR_SOUTH Used by Butler~ ~ 0 -1 3930 DDIR_WEST Used by Butler~ ~ 0 -1 3932 DDIR_DOWN Used by Controller~ ~ 0 -1 3912 S #3975 Control Center~ An elf sits behind a control panel here. Several lights flicker, but they are all green, seems like everything is under control. You see a sign. ~ 0 ROOM_NO_MOB|ROOM_NO_RECALL SECT_FIELD E sign~ {078} Scandum Technology ~ S #0 #RESETS M 3900 100 3904 M 3901 100 3905 M 3902 100 3905 M 3903 100 3905 M 3904 100 3912 M 3906 100 3913 M 3907 100 3914 M 3908 100 3918 G 3902 99 0 G 3903 99 0 G 3904 99 0 M 3909 100 3919 G 3905 99 0 G 3906 99 0 G 3907 99 0 M 3910 100 3920 G 3909 99 0 G 3908 99 0 G 3910 99 0 M 3911 100 3921 G 3911 99 0 M 3912 100 3924 M 3913 100 3925 G 3919 99 0 G 3920 99 0 G 3921 99 0 G 3922 99 0 G 3923 99 0 M 3914 100 3926 E 3924 99 WEAR_WIELD M 3915 100 3928 G 3925 99 0 G 3926 99 0 G 3927 99 0 G 3928 99 0 M 3916 100 3931 M 3917 100 3932 M 3921 100 3947 M 3922 100 3948 M 3923 100 3957 M 3924 100 3960 M 3925 100 3940 M 3926 100 3961 M 3928 100 3942 E 3963 99 WEAR_LIGHT E 3964 99 WEAR_HEAD E 3968 99 WEAR_ABOUT E 3962 99 WEAR_HOLD M 3931 100 3953 G 3955 99 0 O 3900 1 3904 O 3901 1 3913 O 3938 1 3938 P 3939 99 3938 O 3967 1 3933 O 3970 100 3953 M 3905 15 3962 M 3905 15 3962 M 3905 15 3962 M 3905 15 3962 M 3905 15 3963 M 3905 15 3963 M 3905 15 3963 M 3905 15 3963 M 3905 15 3964 M 3905 15 3964 M 3905 15 3964 M 3905 15 3964 M 3905 15 3911 M 3905 15 3911 M 3905 15 3911 M 3905 15 3911 M 3905 15 3910 M 3905 15 3910 M 3905 15 3910 M 3905 15 3910 M 3905 15 3909 M 3905 15 3909 M 3905 15 3909 M 3905 15 3909 M 3905 15 3906 M 3905 15 3906 M 3905 15 3906 M 3905 15 3906 M 3905 15 3907 M 3905 15 3907 M 3905 15 3907 M 3905 15 3907 M 3905 15 3908 M 3905 15 3908 M 3905 15 3908 M 3905 15 3908 O 3971 100 3951 S #$ XXXXXXXXXX #Savearea