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