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 Calimarra~
#AUTHORS Deadblt~
#VERSION 3
#RANGES 50 95 0 99


#HELPS
0 calimarra~
{128}
                                  Calimarra
{308}
Land trade routes to the city of City of calimarra have now
been re-opened by brave dwarven explorers.  The route lies 
through the great eastern desert.  

The city of Calimarra was captured in a daring sea raid
by the famous Ofcol Foreign Legions over 30 years ago.
Before that time the city was ruled by a Theocracy dedicated
to the demon lord Malphas.  A small but persistent rebel
group calling themselves Phoenix is rumored to be working 
to overthrow the foreign rulers.
~

0 $~


#MOBILES
#15300
legionaire ofcol~
an ofcol legionaire~
A foreign legionaire from Ofcol stands here, patrolling the walls.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8
2000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 10~
emote spits over the side of the wall.
sigh 
~
>fight_prog 50~
if rand (25)
  emote leans on his polearm, and kicks out.
  kick 
else
  if rand (33)
    emote prays to the great dragon!
  else
    if rand (50)
      emote growls angrily.
    else
      emote yells intruders on the wall!
    endif
  endif
endif
~
|
#15301
legionaire ofcol captain~
a legionaire captain~
A captain of the Ofcol legions walks around, yelling at the troops.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9
100000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 50~
if rand (25)
  emote plants his sword in the ground, and kicks out.
  kick 
else
  if rand (33)
    emote prays to the great dragon!
  else
    if rand (50)
      emote growls angrily.
    else
      mpecho An ofcol legionaire arrives briskly.
      mpmload 15300
    endif
  endif
endif
~
|
#15302
patrolman ofcol~
a patrolman~
A patrolman, working for Ofcol, is walking his beat here.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6
500 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 50~
if rand (25)
  emote yells 'help, $n is a cop killer!'
else
  if rand (33)
    mpecho A ofcol legionaire arrives briskly.
    mpmload 15300
  endif
endif
~
|
#15303
child~
a small child~
A small child is running around naked.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH 1d6+27 1d5+3
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 100~
mpforce man153 rescue $i
~
>rand_prog 10~
mpechoat $r A small child runs around your legs, giggling.
~
|
#15304
girl teenage~
a teenage girl~
A teenage girl is standing here, pouting.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
2 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>fight_prog 100~
mpforce man153 rescue $i
~
>rand_prog 10~
sigh 
emote picks up a small child.
~
|
#15305
boy young~
a young boy~
A young boy is standing here, looking bored.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
2 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 100~
mpforce man153 rescue $i
~
>rand_prog 10~
mpechoat $r A young boy looks admiringly at your armor.
~
|
#15306
woman calimarrite~
a calimarrite woman~
A calimarrite woman is cleaning up around the house.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
2 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>fight_prog 100~
mpforce man153 rescue $i
~
>greet_prog 100~
if hasobjnum ($n) == 15341
  say oh, Zouki!
  mpechoat $n A calimarrite woman holds out her arms to you.
endif
~
>give_prog I15341~
mpoload 15342
say Oh, thank you! Thank you!
say My husband found something in the desert,
say back when he was in the army, it may be
say of some value to you.
give diamond $n
mpforce man153 nod
mpjunk child153
~
|
#15307
calimarrite man153~
a calimarrite man~
A calimarrite man is standing here, nervous at your intrusion.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6
2 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 50~
emote screams 'Why cant you people leave us alone!'
~
|
#15308
man middle153 son~
general Bel-sidek's son~
A middle aged calimarrite man is tending to his father.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9
100000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 50~
if rand (25)
  emote shifts his fighting stance.
  kick 
else
  if rand (33)
    emote screams "Assassins!"
  else
    if rand (50)
      emote spins around on his hind leg, and tries to trip you.
      trip 
    else
      mpkill $r
    endif
  endif
endif
~
>range_prog 100~
rangecast east earthquake
close door
~
|
#15309
old man general153 bel-sidek~
general Bel-sidek~
A old man is resting here, sick in his bed.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
940 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>death_prog 100~
mpforce middle153 say what the... goddammit!
mpforce middle153 mpkill $r
~
|
#15310
old lady~
a old lady~
A old lady is sitting here, tending the hearth.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
2 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#15311
salesman market~
a market salesman~
A market salesman stands next to his table, trying to interest some customers.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
574 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 5~
emote looks at you appraisingly.
if rand (25)
  say You look like you could use a refreshing drink.
  emote hands you a small sample glass of spiced wine.
else
  if rand (33)
    say Surely you have some young relative 
    say who wold like a nice gift?
  else
    if rand (50)
      say I can get you a special deal 
      say on some furniture made in Mahn Tor.
    else
      mpecho Someone brushes by, you check your coins quickly.
    endif
  endif
endif
~
|
#15312
teamster~
a teamster~
A teamster from the local docks carries his burden to the warehouses.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
15 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d20+180 2d7+9
2000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 10~
say move it bub.
emote shoulders by you.
~
|
#15313
charger desert large warhorse horse~
a desert charger~
A large swift warhorse is stabled here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
75 BODY_HEAD|BODY_LEG BODY_FOOT 2d1000+3000 18d7+7
0 RACE_DWARF
POS_STANDING POS_STANDING SEX_NEUTRAL
#15314
mercenary nomad153~
a nomad mercenary~
A nomad mercenary dressed in black garments rests here.~
~
ACT_SENTINEL|ACT_AGGRESSIVE|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8
150000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#15315
lieutenant153 nomad~
a nomad lieutenant~
A nomad mercenary dressed in white garments is standing guard here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8
150000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
if hasobjnum ($n) == 15323
  mpechoat $n A nomad sentry peers at you... and nods.
else
  mpat 15390 mpforce nomad153 west 
  mpat 15390 mpforce nomad153 west 
  mpat 15392 mpforce nomad153 west 
  mpat 15392 mpforce nomad153 west 
  mpkill $n
endif
~
>rand_prog 5~
mpforce nomad153 east
~
|
#15316
captain153 nomad Fa'taad~
the nomad captain Fa'taad~
A nomad mercenary captain rests here conferring with his lieutenants.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9
148582 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
mpechoat $n The nomad general Fa'taad looks up at you.
mpechoat $n The nomad general Fa'taad motions to his lieutennants.
mpforce lieutenant153 mpkill $n
mpforce 2.lieutenant153 mpkill $n
mpkill $n
endif
~
>fight_prog 50~
if rand (25)
  emote curses loudly in some human dialect.
else
  if rand (33)
    cast 'fireball'
  else
    if rand (50)
      cast 'heal'
      cast 'heal'
    else
      emote calls out for assistance!
      mptransfer nomad153
      mpforce nomad153 mpkill $r
    endif
  endif
endif
~
|
#15317
resident153 shu~
a shu resident~
A barely human form, resident of the shu, is trying to hide here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_HIDE
-500 S
75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+3000 18d7+7
500 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
#15318
crimeboss shu~
a shu crimeboss~
A barely human form, resident of the shu, is stealthing around here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_STEALTH
-500 S
85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+7
162974 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
if hasobjnum ($n) == 15327
  mpechoat $n You feel someone watching you.
else
  backstab $n
  knife $n
  mpforce resident153 mpkill $n
  mpforce 2.resident153 mpkill $n
  mpforce 3.resident153 mpkill $n
endif
~
|
#15319
crimelord153 shu~
the shu crimelord~
A large hulking man, dressed in finery, stands here.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_STEALTH
-500 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+7
181143 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 15~
if quest (0,1,$i) == 1
  give 1000000 coins $r
  say please, thats all I have, go please.
  mpmset $i quest 0 1 0
else
  if inroom ($r) == 15413
    emote looks you over, and smiles slightly.
    say ahem, what can I do to.. uh, for you?
  endif
endif
~
>fight_prog 50~
if rand (25)
  cast 'acid blast'
else
  if rand (33)
    mpkill $r
  else
    if rand (50)
      emote begs and offers you money!
      say please, please don't kill me!
      mpmset quest $i 0 1 1
    else
      emote shifts his grip on his weapon and lunges violently.
      knife 
    endif
  endif
endif
~
>death_prog 100~
emote dumps all his coins down a drain!
emote gives you the finger, just before dying.
mpmset $i gold 0
~
|
#15320
bouncer153~
a bouncer~
A hulking bouncer leans against the wall here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+3000 18d7+7
10000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 25~
mpechoat $n A bouncer looks you over appraisingly.
~
|
#15321
patron~
a patron~
A patron stands sipping a drink and watching the action.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
500 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 10~
emote sips his drink.
~
|
#15322
wench serving~
a serving wench~
A serving wench makes her way through the crowd with some drinks.~
She says "Food and drinks are 5gp, additional services negotiable."
A serving wench winks at you suggestively.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d6+27 1d5+3
500 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>bribe_prog 500~
mpmset $i quest 0 2 1
mpechoat $n A serving wench leads you to a private room.
mpgoto 15434
mptransfer $n
mpforce $n west
west 
if inroom ($r) != 15433
  say oh, the room is taken.
  emote pouts.
  say later sweetie, ok?
  mpmset $i quest 0 2 0
  mpforce $n look
  mpgoto 15437
else
  mpecho A serving wench says 'whats your pleasure sweetie?'
  mpecho A serving wench says 'bondage, tickling, or plain old hanky-panky?'
endif
~
>bribe_prog 5~
mpoload 15330
mpoload 15331
give ale $n
give apples $n
~
>rand_prog 5~
if quest (0,2,$i) == 1
  say times up sweetie, I have to go back to work.
  mpgoto 15437
  mpmset $i quest 0 2 0
endif
~
>rand_prog 15~
if quest (0,2,$i) == 1
  say whats your pleasure $r?
  mpecho {038}A serving wench says 'bondage, tickling, or good old hanky-panky?'
endif
~
>speech_prog bondage~
if inroom ($r) == 15433
  emote giggles.
  say you've been very naughty haven't you!
  if rand (33)
    emote pulls out a riding crop and spanks your bottom.
  else
    if rand (50)
      emote changes into a leather outfit and poses for you.
    else
      emote ties you to the bed and spanks you.
    endif
  endif
endif
~
>speech_prog tickling~
if inroom ($r) == 15433
  emote winks.
  emote say thats my favorite
  if rand (33)
    emote pulls out a large feather, and tickles you.
  else
    if rand (50)
      emote mercilessly tickles your toes.
    else
      emote comes close and blows into your ear.
    endif
  endif
endif
~
>speech_prog hanky-panky~
if inroom ($r) == 15433
  emote chuckles.
  say you're naughty!
  if rand (33)
    emote does a strip tease, slowly, seductively.
  else
    if rand (50)
      emote jumps your bones, right there on the floor.
    else
      emote gives you a bubble bath.
    endif
  endif
endif
~
|
#15323
mobattar gentleman businessman~
the businessman Mo'battar~
There is a richly dressed gentleman standing here, smiling impishly.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
0 S
15 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d56+172 1d15+9
500 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>death_prog 100~
mpecho A bouncer runs into the room, red in the face.
mptransfer bouncer153 
mpforce bouncer153 mpkill $n
~
>give_prog I15318~
emote looks at the paper.
say Ahh, very well, wait here if you will.
emote gives the paper to a young boy, who runs out of the room quickly.
mpjunk paper
mpmset $i quest 0 1 2
~
>rand_prog 50~
if quest (0,1,$i) > 0
  if quest (0,1,$i) == 1
    mptransfer rose153
    mpmset $i quest 0 1 0
  else
    mpmset $i quest 0 1 1
  endif
endif
~
|
#15324
palace guard153~
a palace guard~
A palace guard in bright new armor stands here, inspecting passes.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8
100000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
if hasobjnum ($n) == 15301
  mpechoat $n A palace guard inspects your pass.
  mpechoat $n A palace guard nods.
else
  mpkill $n
endif
~
|
#15325
secretary~
a secretary~
A slim man wearing spectacles is sitting behind a desk here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6
1000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 10~
emote shuffles some papers and tries to look busy.
if inroom ($r) == 15439
  say his excellency the governor is not taking visitors today.
else
  if inroom ($r) == 15450
    say the general is not taking visitors today.
  endif
endif
~
|
#15326
clerk~
a clerk~
A slim man with ink stained fingers sits writing behind a desk.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6
1000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
#15327
governor sullo man fat~
governor sullo~
An enormously fat man wearing silks is lying on some pillows.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
0 S
10 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d25+81 1d10+6
1000 RACE_ELF
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
mpmset $i quest 0 5 5
~
>rand_prog 100~
if quest (0,5,$i) > 0
  if quest (0,5,$i) == 1
    emote yells 'guards! guards! attend me!'
    mptransfer guard153
    mpforce guard153 mpkill $r
  endif
  if quest (0,5,$i) == 2
    emote yells 'guards! guards! attend me!'
    mpforce witch153 emote smirks.
  endif
  if quest (0,5,$i) == 3
    emote yells 'guards! guards! attend me!'
  endif
  if quest (0,5,$i) == 4
    say why have you disturbed my rest!
  endif
  if quest (0,5,$i) > 0
    mpmadd $i quest 0 5 -1
  endif
endif
~
>death_prog 100~
if hasobjnum ($n) == 30900
or hasobjnum ($n) == 30966
or hasobjnum ($n) == 30967
or hasobjnum ($n) == 30968
or hasobjnum ($n) == 30969
  if quest (30,1,$n) == 0
    mpmset $n quest 30 1 1
    mpoload 30914
    mpforce $n HELP GUILDTOKEN
    mpquiet on
    cast 'giant strength' $n
    give i30914 $n
    mpquiet off
  endif
endif
~
|
#15328
witch153 amberite~
an amberite witch~
A woman wearing the robes of a witch from amber city stands patiently.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 2d1000+10000 22d7+9
10000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 10~
if inroom ($r) != 0
  say shut up Sullo
endif
~
>fight_prog 50~
if rand (25)
  cast 'acid blast'
else
  if rand (33)
    cast 'tremor'
  else
    if rand (50)
      cast 'fireball'
    else
      cast 'energy drain'
    endif
  endif
endif
~
>death_prog 100~
emote whispers "my lord, I have failed you, Malphas's wife still lives."
~
|
#15329
general153 kato~
general Kato~
A man wearing the uniform of an Ofcol foreign legion General rests here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+10000 22d7+9
10000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 50~
mpechoat $n General Kato grumbles.
mpechoat $n General Kato says 'goddam secretary, not worth a damn'
~
>fight_prog 50~
if rand (25)
  emote Jumps high into the air, and slashes down at you!
else
  if rand (33)
    emote swings his heavy sword, and tries to take off your ankles.
  else
    if rand (50)
      cast heal
    else
      mpechoat $r You cant help admiring the man's skill.
      mpechoat $r You remember your own early training...
      mpechoat $r ...Ouch! You are reminded to pay attention!
    endif
  endif
endif
~
|
#15330
servant malphas man fanatical~
a servant of Malphas~
An aging and malnourished man here has a fanatical look in his eyes.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
-500 S
75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+3000 18d7+7
111164 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>greet_prog 100~
say hehe we're all gonna die!
if rand (25)
  north 
  shoot south $n
else
  if rand (33)
    south 
    shoot north $n
  else
    if rand (50)
      east 
      shoot west $n
    else
      west 
      shoot east $n
    endif
  endif
endif
~
|
#15331
eunich torgo fat servant man~
the eunich Torgo~
An extremely large man wearing the robes of a eunich servant stands here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
-500 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HIP|BODY_HAND 2d1000+10000 22d7+9
146268 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>fight_prog 50~
if rand (25)
  emote tries out his body-slam.  
  mpquiet on
  cast 'tremor'
else
  if rand (33)
    emote stomps the ground at your feet.
    mpquiet on
    cast 'earthquake'
  else
    if rand (50)
      kick 
    else
      emote gets a wild look in his eyes.
      berserk 
    endif
  endif
endif
~
|
#15332
child screaming~
a small child~
A small child is here, he is screaming and crying.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
500 S
5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH 1d6+27 1d5+3
0 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
>rand_prog 50~
emote sniffs and wipes his eyes.
~
>fight_prog 50~
flee 
flee 
flee 
~
|
#15333
devil153 barbed grey~
a grey barbed devil~
A small hideous devil with wicked barbs on it is grinning evilly.~
~
ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_FLYING
-1000 S
75 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HORN|BODY_CLAW 2d1000+3000 18d7+7
148279 RACE_ELF
POS_STANDING POS_STANDING SEX_NEUTRAL
#15334
witch153 lady~
the Witch~
A beautiful young woman wearing deep red gowns stands here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS
-1000 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 2d1000+10000 22d7+9
138971 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>rand_prog 5~
mppurge devil153
~
>greet_prog 100~
mpechoat $n The witch looks up from her carving, and snarls angrily.
mpmload 15333
mpforce devil153 mpkill $n
mpkill $n
~
>fight_prog 100~
cast 'acid blast'
~
|
#15335
ether postern outside~
~
~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_ETHEREAL
0 S
95 BODY_HEAD BODY_HEAD 2d1000+10000 22d7+9
0 RACE_DWARF
POS_STANDING POS_STANDING SEX_NEUTRAL
>speech_prog avernus~
mptransfer $n 15463
mpecho $n fades out of existence.
mpat 15463 mpforce $n look
mpat 15463 mpechoat $n You feel as if you have passed some sort of insubstantial barrier.
mpat 15463 mpecho $n fades into existence.
~
|
#15336
ether postern inside~
~
~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_ETHEREAL
0 S
95 BODY_HEAD BODY_HEAD 2d1000+10000 22d7+9
0 RACE_DWARF
POS_STANDING POS_STANDING SEX_NEUTRAL
>speech_prog avernus~
mptransfer $n 15374
mpecho $n fades out of existence.
mpat 15374 mpforce $n look
mpat 15374 mpechoat $n You feel as if you have passed some sort of insubstantial barrier.
mpat 15374 mpecho $n fades into existence.
~
|
#15337
rose153 mysterious figure~
the Rose~
A mysterious figure in a grey cloak is here.~
You barely catch a glimpse of her.  A few strands of flame red hair
peek out from under her cloak.  She glances your way seeming to notice
your attention.  A hard look crosses her beautiful face.  Then she
melts smoothly into the crowd, as if she had never been.
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_HIDDEN|AFF_SNEAK|AFF_PASS_DOOR|AFF_STEALTH|AFF_HASTE
0 S
140 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 1d5000+18000 1d200+100
270000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_FEMALE
>greet_prog 100~
if quest (0,1,$n) == 1
  tell $n im getting really tired of seeing your face!
  backstab $n
  knife $n
  mpkill $n
endif
~
>entry_prog 100~
if quest (0,1,$r) == 1
  tell $r im getting really tired of seeing your face!
  backstab $r
  knife $r
  mpkill $r
endif
~
>fight_prog 100~
if rand (33)
  emote shifts her grip on her weapon, and lunges violently.
  knife 
else
  if rand (33)
    mpechoat $r The Rose looks you over, studying your face.
    mpmset $r quest 0 1 1
  else
    emote pulls something out of her cloak.
    mpecho Some sort of powder gets in your face, you cough and gag.
    mpquiet on
    cast 'tremor'
    mpquiet off
~
>hitprcnt_prog 15~
if inroom ($r) != 15470
  emote pulls something out of her cloak.
  mpecho There is a blinding flash of fire.
  mpecho when you can see again, the Rose isnt there.
  mpgoto 15470
  mpmset $i quest 0 1 1
endif
~
>hitprcnt_prog 35~
if inroom ($r) != 15453
  emote pulls something out of her cloak.
  mpecho There is a blinding flash of fire.
  mpecho when you can see again, the Rose isnt there.
  mpgoto 15453
endif
~
>rand_prog 25~
switch numberrange (1,9)
  case 1
    mpgoto 15454
  case 2
    mpgoto 15455
    south 
  case 3
    mpgoto 15450
    north 
  case 4
    mpgoto 15439
    south 
  case 5
    mpgoto 15432
    south 
    say beer, and fried mushrooms
  case 6
    mpgoto 15414
    west 
  case 7
    mpgoto 15394
    east 
  case 8
    mpgoto 15352
    west 
  case 9
    mpgoto 15385
    west 
~
|
#15348
spell153 effect~
(a white aura)~
~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_DETECT_HIDDEN
0 S
95 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 0d0+10000 7d7+70
0 RACE_ELF
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 100~
mpgoto 15330
mppurge self
~
>fight_prog 100~
mpgoto 15301
mppurge self
~
|
#15349
plague153 effect~
~
~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_ETHEREAL
0 S
50 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d625+1947 1d1+50
0 RACE_ELF
POS_STANDING POS_STANDING SEX_NEUTRAL
>rand_prog 50~
if rand (90)
  mpecho You sense a sickness hanging in the air.
  if level ($r) > 50
    mpechoat $r You dont feel very well suddenly.
    mpquiet on
    cast 'poison' $r
    cast 'poison' $r
    cast 'poison' $r
    cast 'poison' $r
    cast 'poison' $r
    mpquiet off
    mppurge self
    break
  endif
else
  mpecho The air is now clear of sickness.
  mppurge self
endif
~
|
#15350
leader man rebel~
a rebel leader~
A middle aged calimarrite man dressed in dark robes stands here.~
~
ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE
AFF_DETECT_INVIS|AFF_HIDE
0 S
85 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 2d1000+5000 20d7+8
100000 RACE_HUMAN
POS_STANDING POS_STANDING SEX_MALE
#0


#SHOPS
15311 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_CONTAINER  125  50  5 20
0


#SPECIALS
S


#OBJECTS
#15300
halberd golden~
a holden halberd~
There is a long golden polearm lying here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SPEAR 6 6 WEAPON_SLICE 0 0 0 0
12 400 65
A APPLY_HITROLL 5 0
A APPLY_DAMROLL 3 0
C
chop~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA
#15301
paper153 ofcol~
a piece of paper~
There is a piece of paper with some writing on it lying here.~
It appears to be some sort of official document, you wish that you
could read the language of Ofcol. There is a seal on the paper.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 10 1
E
seal~
You can see that it is the seal of the regional civilian governors office.
~
#15302
sword long amber~
an amber long sword~
There is a long sword made of amber lying here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 7 5 0 0 0 0 0
9 10000 65
#15303
claymore sword huge~
a huge claymore~
You see an extremely large sword lying here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 9 4 WEAPON_SLICE 0 0 0 0
9 13000 65
#15304
cutlass blue~
a blue cutlass~
There is a cutlass made of blue steel lying here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 7 7 WEAPON_SLICE 0 0 0 0
7 11000 65
#15305
sword broadsword chakkoran~
a Chakkoran broadsword~
There is a broad sword made of tempered Chakkoran yellow steel left here.~
~
ITEM_TYPE_WEAPON
0
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 5 10 WEAPON_SLICE 0 0 0 0
8 13000 65
#15306
squid blue stick~
blue squid on a stick~
There is a nasty looking blue squid treat being trampled here.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
10 0 0 0 0 0 0 0
1 10 1
#15307
ball mist~
a puffball of sugar mist~
There is a ball of light mist being blown across the room.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
10 0 0 0 0 0 0 0
1 10 1
#15308
ribs cow~
sauced cows ribs~
There is some sort of meat dish sitting here.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
10 0 0 0 0 0 0 0
1 10 1
#15309
horn pastry~
a pastry horn~
There is a bread treat in the shape of a horn lying here.~
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
10 0 0 0 0 0 0 0
1 10 1
#15310
keg amber dwarven~
a keg of dwarven amber~
There is a keg full of beer on the ground.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
20 20 LIQ_BEER 0 0 0 0 0
10 1000 1
#15311
keg manh-tor dark~
a keg of minotaur dark~
There is a keg full of beer on the ground.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
20 20 LIQ_BEER 0 0 0 0 0
10 100 1
#15312
keg sylvan wine~
a keg of sylvan green~
There is a keg full of beer on the ground.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
20 20 LIQ_BEER 0 0 0 0 0
10 100 1
#15313
keg ofcol pale~
a keg of Ofcol pale~
There is a keg full of beer on the ground.~
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
20 20 LIQ_BEER 0 0 0 0 0
10 100 1
#15314
spices yinnish~
a bunch of yinnish spice~
There are some leaves and herbs lying on the ground here.~
~
ITEM_TYPE_PILL
0
ITEM_WEAR_TAKE
30 SPELL_ARMOR SPELL_TELEPORT -1 0 0 0 0
1 22000 45
#15315
wafer yellow seaweed~
a yellow seaweed wafer~
There is a yellow wafer being stepped on here.~
~
ITEM_TYPE_PILL
0
ITEM_WEAR_TAKE
30 SPELL_HEAL SPELL_CHANGE_SEX -1 0 0 0 0
1 22000 45
#15316
bar black spice~
a black spice bar~
There is a bar of compressed spices and herbs lying here.~
~
ITEM_TYPE_PILL
0
ITEM_WEAR_TAKE
30 SPELL_DEMON SPELL_WEAKEN -1 0 0 0 0
1 22000 45
#15317
rock glowing~
a glowing rock~
There is a rock here, lit by an internal glow.~
~
ITEM_TYPE_PILL
0
ITEM_WEAR_TAKE
35 SPELL_FLY -1 -1 0 0 0 0
1 22000 45
#15318
list153 paper~
a piece of paper~
There is a paper with some writing on it lying here.~
The name Mo'battar is on the outside of the folded paper.

The paper is a long list of other names, none of which
carry any meaning to you... 

There is a seal on the bottom of the paper.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE
0 0 0 0 0 0 0 0
1 10 1
E
seal bottom~
@
   |,
  `|
~
#15319
pin153 small silver~
a small silver pin~
There is a small pin lying in the dirt here.~
There is a symbol of some sort on the pin.
~
ITEM_TYPE_TREASURE
0
ITEM_WEAR_TAKE|ITEM_WEAR_NECK
0 0 0 0 0 0 0 0
1 100 1
E
symbol~
It's something you remember seeing before.
A red bird and the words "From the Ashes".
~
#15320
shield153 trinitite~
a trinitite shield~
There is a shield made of green glass resting here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD
17 0 0 0 0 0 0 0
15 3000000 85
A APPLY_HITROLL 5 0
P 0
TRIG_TICK 100
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 1 3
P 1
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 1 = 0 2 0
P 2
TRIG_VOID
OPROG_QUEST_SET 0 1 1
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 15348 
 mpforce spell153 mpquiet on 
 mpforce spell153 cast 'giant strength' $ 
 mpforce spell153 mppurge spell153~
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 1 = 1 4 0
P 4
TRIG_VOID
OPROG_QUEST_SET 0 1 0
#15321
robes desert white~
white desert robes~
There are some white robes in a pile here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
15 0 0 0 0 0 0 0
10 100 70
A APPLY_HITROLL 5 0
#15322
scimitar nomads~
a nomads' scimitar~
There is a rather plain steel scimitar lying here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 17 2 WEAPON_SLASH 0 0 0 0
9 1000 75
A APPLY_STR 3 0
#15323
horse153 hair loop~
a horse hair loop~
There is a small loop of braided hair lying here.~
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 10 1
#15324
banda153 commanders nomad~
a nomad commanders banda~
There is a band of red checkered cloth lying here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HEAD
15 0 0 0 0 0 0 0
2 100000 75
A APPLY_INT 4 0
#15325
life water orb153~
an orb of life water~
There is an orb of water floating mysteriously above the ground.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
17 0 0 0 0 0 0 0
5 3000000 85
A APPLY_HITROLL 3 0
P 1
TRIG_COMMAND 20 drink
OPROG_ECHO
You drink from the orb of life water.
You are no longer thirsty or hungry.~
P 1
TRIG_VOID
OPROG_GOD_COMMAND
mpmset $ thirst 50 
 mpmset $ full 50~
#15326
knife serrated~
a serrated knife~
There is a knife with a serrated blade resting here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 7 5 WEAPON_STAB 0 0 0 0
5 3000 65
A APPLY_INT -3 0
A APPLY_DAMROLL 5 0
#15327
rag153 red cloth blood~
a red rag~
There is a blood red piece of cloth lying here.~
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
1 10 1
#15328
jacket neon smoking~
a neon smoking jacket~
There is a brightly colored jacket lying here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
15 0 0 0 0 0 0 0
7 20000 85
A APPLY_MANA 90 0
#15329
spiral153 golden wire~
a golden wire spiral~
There is a short spiral of golden wire resting here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_NECK|ITEM_WEAR_WRIST
17 0 0 0 0 0 0 0
1 3000000 85
A APPLY_STR 2 0
P 0
TRIG_TICK 100
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 1 3
P 1
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 1 = 0 2 0
P 2
TRIG_VOID
OPROG_QUEST_SET 0 1 1
P 2
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 15348 
 mpforce spell153 mpquiet on 
 mpforce spell153 cast 'fly' $ 
 mpforce spell153 mppurge spell153~
P 3
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 1 = 1 4 0
P 4
TRIG_VOID
OPROG_QUEST_SET 0 1 0
#15330
ale mug~
a mug of ale~
There is a tall mug of ale spilled here.~
The mug says "Property of Mo'battars"
~
ITEM_TYPE_DRINK_CON
0
ITEM_WEAR_TAKE
2 2 LIQ_ALE 0 0 0 0 0
1 10 1
#15331
apples spiced fried~
a slice of fried spiced apple~
There is some sort of food on the ground here.~
It's hot and looks yummy.
~
ITEM_TYPE_FOOD
0
ITEM_WEAR_TAKE
3 0 0 0 0 0 0 0
1 10 1
#15332
knuckle dusters iron rod~
iron knuckle dusters~
There is a small iron rod with leather straps here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_MACE 6 7 WEAPON_POUND 0 0 0 0
9 100 75
A APPLY_HITROLL -7 0
A APPLY_DAMROLL 6 0
C
punch~
FLAG_CLASS_SHAMAN
#15333
robes amber~
amber robes~
A pile of amber cloth is lying here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
15 0 0 0 0 0 0 0
7 50000 75
A APPLY_WIS 4 0
#15334
cube153 magicians~
a magicians cube~
There is a bright cube resting here.~
You see on 3 sides of the cube a rune...

'yasats' for fire
'dritok' for acid
'ungurt' for life energy
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_STAFF 3 3 WEAPON_POUND 0 0 0 0
5 3000000 85
A APPLY_AC -16 0
C
crush~
FLAG_CLASS_DRUID|FLAG_CLASS_SORCERER|FLAG_CLASS_WARLOCK
P 1
TRIG_UNKNOWN 100 yasats
OPROG_IF OIF_USER_POSITION = POS_FIGHTING 2 16
P 2
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 17
P 3
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA > 10 4 18
P 4
TRIG_VOID
OPROG_IF OIF_MCLASS_DRUID > 29 5 19
P 5
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 5
P 5
TRIG_VOID
OPROG_GOD_COMMAND
cast 'fireball'~
P 6
TRIG_UNKNOWN 100 dritok
OPROG_IF OIF_USER_POSITION = POS_FIGHTING 7 16
P 7
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 8 17
P 8
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA > 10 9 18
P 9
TRIG_VOID
OPROG_IF OIF_MCLASS_SORCERER > 29 10 19
P 10
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 5
P 10
TRIG_VOID
OPROG_GOD_COMMAND
cast 'acid blast'~
P 11
TRIG_UNKNOWN 100 ungurt
OPROG_IF OIF_USER_POSITION = POS_FIGHTING 12 16
P 12
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 13 17
P 13
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA > 10 14 18
P 14
TRIG_VOID
OPROG_IF OIF_MCLASS_WARLOCK > 29 15 19
P 15
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 5
P 15
TRIG_VOID
OPROG_GOD_COMMAND
cast 'energy drain'~
P 16
TRIG_VOID
OPROG_ECHO
You aren't fighting!~
P 17
TRIG_VOID
OPROG_ECHO
You aren't using the sorcerers cube!~
P 18
TRIG_VOID
OPROG_ECHO
You don't have enough mana to use that!~
P 19
TRIG_VOID
OPROG_ECHO
You cant channel the energy!~
#15335
claymore golden sword153~
a golden claymore~
A very large sword is lying here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 7 8 WEAPON_SLICE 0 0 0 0
13 300000 75
A APPLY_AC 15 0
A APPLY_DAMROLL 7 0
#15336
blade berserker153 dented~
a berserker blade~
There is a dented blade lying here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC|ITEM_FLAG_ANTI_GOOD
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_SWORD 8 8 WEAPON_SLASH 0 0 0 0
8 3000000 85
A APPLY_INT -5 0
A APPLY_WIS -5 0
A APPLY_DAMROLL 5 0
C
slash~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR
P 1
TRIG_COMMAND 90 flee
OPROG_IF OIF_USER_PERCENT_HITPT < 50 2 4
P 2
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 4
P 3
TRIG_VOID
OPROG_ECHO
You are too pumped up, you don't wanna flee!
~
P 4
TRIG_VOID
OPROG_GOD_COMMAND
flee~
P 5
TRIG_COMMAND 90 recall
OPROG_IF OIF_USER_PERCENT_HITPT < 50 6 8
P 6
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 7 8
P 7
TRIG_VOID
OPROG_ECHO
You are too pumped up, you don't wanna recall!
~
P 8
TRIG_VOID
OPROG_GOD_ARGUMENT
recall~
P 9
TRIG_COMMAND 90 /
OPROG_IF OIF_USER_PERCENT_HITPT < 50 10 12
P 10
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 11 12
P 11
TRIG_VOID
OPROG_ECHO
You are too pumped up, you don't wanna recall!
~
P 12
TRIG_VOID
OPROG_GOD_COMMAND
/~
P 13
TRIG_DAMAGE 25
OPROG_IF OIF_USER_PERCENT_HITPT < 50 14 0
P 14
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 1 = 0 15 0
P 15
TRIG_VOID
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 16 0
P 16
TRIG_VOID
OPROG_QUEST_SET 0 1 1
P 16
TRIG_VOID
OPROG_GOD_COMMAND
emote foams at the mouth and growls! 
 mposet berserker153 value2 11~
P 17
TRIG_TICK 25
OPROG_IF OIF_USER_PERCENT_HITPT > 50 18 0
P 18
TRIG_VOID
OPROG_OBJECT_QUEST_IF 0 1 = 1 19 0
P 19
TRIG_VOID
OPROG_QUEST_SET 0 1 0
P 19
TRIG_VOID
OPROG_GOD_COMMAND
emote stops foaming at the mouth and growling. 
 mposet berserker153 value2 8~
#15337
bolt demon red~
a demon bolt~
There is a red crossbow bolt, lying here screaming.~
~
ITEM_TYPE_AMMO
0
ITEM_WEAR_TAKE
12 24 15 4 0 0 0 0
1 15000 75
#15338
crossbow demon~
a demon crossbow~
There is a deep red crossbow with a spiked tip, lying here screaming.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_CROSSBOW 7 5 WEAPON_STAB 0 0 0 0
7 50 75
A APPLY_DAMROLL 5 0
#15339
club lead~
an enormous lead club~
There is a great length of lead resting here.~
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_MACE 9 9 WEAPON_CRUSH 0 0 0 0
17 1000 75
A APPLY_WIS -5 0
A APPLY_DEX -5 0
C
titanic crush~
FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_DRUID
#15340
knife153 kindness~
the knife of kindness~
There is a small black knife here.~
You see a rune on the edge of the blade..

'yinuss' the rune for plague.
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 5 5 WEAPON_PIERCE 0 0 0 0
2 1000000 75
A APPLY_MANA 75 0
A APPLY_INT -2 0
P 1
TRIG_UNKNOWN 100 yinuss
OPROG_IF OIF_USER_SECTOR ! SECT_CITY 2 4
P 2
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA > 45 3 5
P 3
TRIG_VOID
OPROG_GOD_COMMAND
mpmload 15349~
P 3
TRIG_VOID
OPROG_APPLY OAPPLY_MANA -200
P 4
TRIG_VOID
OPROG_ECHO
The gods prevent your plague from infecting the city.~
P 5
TRIG_VOID
OPROG_ECHO
You don't have enough mana to complete the effect.~
#15341
child153 small~
a small child~
There is a small child, tied up, screaming and crying here.~
The child is completely oblivious to his surroundings, screaming,
his face red as a beet.  Only his mother could bring him around.
~
ITEM_TYPE_TRASH
0
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 0 0 0 0 0 0
9 10 1
#15342
vial153 diamond light~
a diamond vial of light~
A small vial glows with a bright light here.~
~
ITEM_TYPE_LIGHT
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HOLD
0 0 -1 0 0 0 0 0
2 3000000 85
A APPLY_AC -16 0
#15343
streets knife153~
the knife of the streets~
There is a small rusted and dented knife lying here.~
There are some runes on the blade...

'urspin' for deception
~
ITEM_TYPE_WEAPON
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WIELD
WEAPONTYPE_DAGGER 9 8 WEAPON_STAB 0 0 0 0
5 5000000 90
A APPLY_DAMROLL 5 0
A APPLY_WIS -5 0
A APPLY_INT -5 0
C
knife~
FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA
P 1
TRIG_UNKNOWN 100 urspin
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 2
P 2
TRIG_VOID
OPROG_ECHO
You realize you aren't wielding the knife of the streets.~
P 3
TRIG_VOID
OPROG_GOD_ARGUMENT
mpasound $~
#15344
quicksilver armor silver153~
quicksilver armor~
A suit of brightly shining armor is lying here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_BODY
12 0 0 0 0 0 0 0
100 5000000 90
A APPLY_DAMROLL 7 0
A APPLY_HITROLL 4 0
P 1
TRIG_TICK 25
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_USER_WHICH_GOD = GOD_NEUTRAL 3 0
P 3
TRIG_VOID
OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 4 0
P 4
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY > 5 5 0
P 5
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY < 18 6 0
P 6
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_HITPT < 100 7 0
P 7
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 75
P 7
TRIG_VOID
OPROG_ECHO
Your quicksilver armor shines brightly in the sun.~
#15345
darkness gloves153~
gloves of darkness~
Something dark, almost too dark to be seen, is on the ground here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_DARK|ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_HANDS
15 0 0 0 0 0 0 0
25 5000000 90
A APPLY_HIT 75 0
P 1
TRIG_TICK 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY < 5 4 3
P 3
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY > 18 4 0
P 4
TRIG_VOID
OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0
P 5
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 15
P 6
TRIG_VOID
OPROG_ECHO
Your gloves draw power from the night.~
#15346
darkness boots153~
boots of darkness~
Something dark, almost too dark to be seen, is on the ground here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_FEET
15 0 0 0 0 0 0 0
25 5000000 90
A APPLY_HIT 75 0
P 1
TRIG_TICK 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY < 5 4 3
P 3
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY > 18 4 0
P 4
TRIG_VOID
OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0
P 5
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 15
P 6
TRIG_VOID
OPROG_ECHO
Your boots draw power from the night.~
#15347
darkness belt153~
a belt of darkness~
Something dark, almost too dark to be seen, is on the ground here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_WAIST
15 0 0 0 0 0 0 0
25 5000000 90
A APPLY_HIT 75 0
P 1
TRIG_TICK 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY < 5 4 3
P 3
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY > 18 4 0
P 4
TRIG_VOID
OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0
P 5
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 15
P 6
TRIG_VOID
OPROG_ECHO
Your belt draws power from the night.~
#15348
darkness cloak153~
a cloak of darkness~
Something dark, almost too dark to be seen, is on the ground here.~
~
ITEM_TYPE_ARMOR
ITEM_FLAG_MAGIC
ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT
15 0 0 0 0 0 0 0
25 5000000 90
A APPLY_HIT 75 0
P 1
TRIG_TICK 15
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY < 5 4 3
P 3
TRIG_VOID
OPROG_IF OIF_TIME_OF_DAY > 18 4 0
P 4
TRIG_VOID
OPROG_IF OIF_USER_SECTOR ! SECT_INSIDE 5 0
P 5
TRIG_VOID
OPROG_IF OIF_USER_PERCENT_MANA < 100 6 0
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_MANA 15
P 6
TRIG_VOID
OPROG_ECHO
Your cloak draws power from the night.~
#15349
regeneration ring153~
a ring of regeneration~
A small copper ring has been left here.~
~
ITEM_TYPE_ARMOR
0
ITEM_WEAR_TAKE|ITEM_WEAR_FINGER
1 0 0 0 0 0 0 0
25 5000000 90
P 1
TRIG_HIT 100
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0
P 2
TRIG_VOID
OPROG_ECHO
Your ring of regeneration glows brightly, and melts off your finger.~
P 2
TRIG_VOID
OPROG_APPLY OAPPLY_HIT -100
P 2
TRIG_VOID
OPROG_JUNK
P 3
TRIG_TICK 90
OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 4 0
P 4
TRIG_VOID
OPROG_IF OIF_USER_POSITION = POS_SLEEPING 6 0
P 6
TRIG_VOID
OPROG_APPLY OAPPLY_HIT 75
P 6
TRIG_VOID
OPROG_ECHO
A warm feeling fills your body.~
#0


#ROOMS
#15300
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15301
DDIR_SOUTH
~
~
0 -1 15308
S
#15301
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15302
DDIR_WEST
~
~
0 -1 15300
S
#15302
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15303
DDIR_WEST
~
~
0 -1 15301
S
#15303
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15304
DDIR_WEST
~
~
0 -1 15302
S
#15304
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15305
DDIR_WEST
~
~
0 -1 15303
S
#15305
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15306
DDIR_WEST
~
~
0 -1 15304
S
#15306
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_SOUTH
~
~
0 -1 15309
DDIR_WEST
~
~
0 -1 15305
S
#15307
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15308
DDIR_SOUTH
~
~
0 -1 15311
S
#15308
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15300
DDIR_WEST
~
~
0 -1 15307
S
#15309
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15306
DDIR_EAST
~
~
0 -1 15310
S
#15310
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_SOUTH
~
~
0 -1 15312
DDIR_WEST
~
~
0 -1 15309
S
#15311
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15307
DDIR_SOUTH
~
~
0 -1 15313
S
#15312
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15310
DDIR_SOUTH
~
~
0 -1 15316
S
#15313
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15311
DDIR_EAST
~
~
0 -1 15314
DDIR_SOUTH
~
~
0 -1 15317
S
#15314
The Western Strut~
The wall extends east into the city.  The apparent purpose of this
construction is to brace the walls.  At the end of the strut, stairs
lead down to the city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_WEST
~
~
0 -1 15313
DDIR_DOWN
~
~
0 -1 15333
S
#15315
The Eastern Strut~
The wall extends west into the city.  The apparent purpose of this
construction is to brace the walls.  At the end of the strut, stairs
lead down to the city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 15316
DDIR_DOWN
~
~
0 -1 15341
S
#15316
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15312
DDIR_SOUTH
~
~
0 -1 15318
DDIR_WEST
~
~
0 -1 15315
S
#15317
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15313
DDIR_SOUTH
~
~
0 -1 15319
S
#15318
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15316
DDIR_SOUTH
~
~
0 -1 15320
S
#15319
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15317
DDIR_SOUTH
~
~
0 -1 15321
S
#15320
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15318
DDIR_SOUTH
~
~
0 -1 15322
S
#15321
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15319
DDIR_SOUTH
~
~
0 -1 15323
S
#15322
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15320
DDIR_SOUTH
~
~
0 -1 15326
S
#15323
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15321
DDIR_EAST
~
~
0 -1 15324
DDIR_SOUTH
~
~
0 -1 15327
S
#15324
The Western Strut~
The wall extends east into the city.  The apparent purpose of this
construction is to brace the walls.  At the end of the strut, stairs
lead down to the city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_WEST
~
~
0 -1 15323
DDIR_DOWN
~
~
0 -1 15376
S
#15325
The Eastern Strut~
The wall extends west into the city.  The apparent purpose of this
construction is to brace the walls.  At the end of the strut, stairs
lead down to the city.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 15326
DDIR_DOWN
~
~
0 -1 15383
S
#15326
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15322
DDIR_SOUTH
~
~
0 -1 15328
DDIR_WEST
~
~
0 -1 15325
S
#15327
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.  To the south you are able to look out over the
bay of Calimarra.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15323
S
#15328
The Calimarra City Wall~
You stand atop a defensive wall at least 15 feet thick.  Crenellations
on either side would allow you to plink arrows or other nasty objects
at your enemies below.  To the south you are able to look out over the
bay of Calimarra.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15326
S
#15329
Northern Road~
The road struggles with the desert, the desert seems to be winning.  
To the north is the Great Eastern Desert.  To the south is the city of
Calimarra.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 17725
DDIR_SOUTH
~
~
0 -1 15331
S
#15330
The Shining River~
The Shining river appears from the desert, apparently emerging from
the sand to form a broad muddy expanse, that flows south toward the 
city of Calimarra.
~
0 0 SECT_OCEAN
DDIR_SOUTH
~
~
0 -1 15332
S
#15331
Northern Road~
The road struggles with the desert, the desert seems to be winning.  
To the north is the Great Eastern Desert.  To the south is the city of
Calimarra.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15329
DDIR_SOUTH
~
~
0 -1 15336
S
#15332
The Shining River~
The road struggles with the desert, the desert seems to be winning.  
To the north is the Great Eastern Desert.  To the south is the city of
Calimarra.
~
0 0 SECT_OCEAN
DDIR_NORTH
~
~
0 -1 15330
DDIR_SOUTH
~
~
0 -1 15345
S
#15333
Holy Road~
The road runs east and west along the north wall.  To the south the
city spreads out before you as the ground slopes gently down a hill.
The poor section to the north, nearby.  Government house to the west
and south.  The marketplace and docks just east of that.  And the 
Citadel of Malphas the Abomination to the east of the docks.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15334
DDIR_SOUTH
~
~
0 -1 15342
DDIR_UP
~
~
0 -1 15314
S
#15334
Holy Road~
The road runs east and west along the north wall.  To the south the
city spreads out before you as the ground slopes gently down a hill.
The poor section to the north, nearby.  Government house to the west
and south.  The marketplace and docks just east of that.  And the 
Citadel of Malphas the Abomination to the east of the docks.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15335
DDIR_WEST
~
~
0 -1 15333
S
#15335
Holy Road~
The road runs east and west along the north wall.  To the south the
city spreads out before you as the ground slopes gently down a hill.
The poor section to the north, nearby.  Government house to the west
and south.  The marketplace and docks just east of that.  And the 
Citadel of Malphas the Abomination to the east of the docks.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15336
DDIR_SOUTH
~
~
0 -1 15344
DDIR_WEST
~
~
0 -1 15334
S
#15336
Holy Road~
The road runs east and west along the north wall.  To the south the
city spreads out before you as the ground slopes gently down a hill.
The poor section to the north, nearby.  Government house to the west
and south.  The marketplace and docks just east of that.  And the 
Citadel of Malphas the Abomination to the east of the docks.  To your
north is the gate of winter.  On the gate you see scrawled a symbol
in red paint, some sort of bird.  The words "From the Ashes" is
painted underneath.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15331
DDIR_EAST
~
~
0 -1 15337
DDIR_WEST
~
~
0 -1 15335
S
#15337
Holy Road~
The road runs east and west along the north wall.  To the south the
bulk of the Shu maze can be seen.  One of the poorest slums of the 
city, it is built house upon house over tens of generations.  It is
said that some of the residents never see the light of day.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 15338
DDIR_SOUTH
~
~
0 -1 15398
DDIR_WEST
~
~
0 -1 15336
S
#15338
Holy Road~
The road runs east and west along the north wall.  To the south the
bulk of the Shu maze can be seen.  One of the poorest slums of the 
city, it is built house upon house over tens of generations.  It is
said that some of the residents never see the light of day.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15339
DDIR_WEST
~
~
0 -1 15337
S
#15339
Bridge Over The Shining River~
Dark waters rush south to the gulf, carrying the accumulated trash
of the city.  You think you see a body caught in a grate along the
east bank.  This is definately not a nice place to be.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 15340
DDIR_WEST
~
~
0 -1 15338
DDIR_DOWN
~
~
0 -1 15332
S
#15340
Holy Road~
The road runs east and west along the north wall.  To the south the
city spreads out before you as the ground slopes gently down a hill.
The poor section to the north, nearby.  Government house to the west
and south.  The marketplace and docks just east of that.  And the 
Citadel of Malphas the Abomination to the east of the docks.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15341
DDIR_WEST
~
~
0 -1 15339
S
#15341
Holy Road~
The road runs east and west along the north wall.  To the south the
city spreads out before you as the ground slopes gently down a hill.
The poor section to the north, nearby.  Government house to the west
and south.  The marketplace and docks just east of that.  And the 
Citadel of Malphas the Abomination to the east of the docks.
~
0 0 SECT_CITY
DDIR_WEST
~
~
0 -1 15340
DDIR_UP
~
~
0 -1 15315
S
#15342
Stables~
You see fine looking horses stabled here, attended by the youngest 
nomads and the oldest, most knowledgable.
~
0 ROOM_NO_MOB SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15333
DDIR_SOUTH
~
~
0 -1 15388
S
#15343
A One-Room House~
It seems an extended family lives in this house, there is a hearth
and several beds along the walls.
~
0 0 SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15344
S
#15344
Flame Road~
The road traverses the western side of the city.  You are currently in
the slums west of the Shu maze.  Young children and old ladies sit
outside several houses, some of them hawking wares, or fruits to
passers by.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15335
DDIR_SOUTH
~
~
0 -1 15348
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15343
S
#15345
The Shining River~
The accumulated garbage of a large city moves slowly along headed
south to the bay.  What this river needs is a good rain to really
clean out the sewage.
~
0 ROOM_NO_MOB SECT_OCEAN
DDIR_NORTH
~
~
0 -1 15332
DDIR_EAST
~
~
0 -1 15346
DDIR_SOUTH
~
~
0 -1 15349
S
#15346
A Docks on the River~
Several boats are pulled up to a small docks in front of what once was
a stately manor, and is now a house of ill repute of some sort.  Jazz
music drifts out of the windows.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15430
DDIR_WEST
~
~
0 -1 15345
S
#15347
A One-Room House~
It seems an extended family lives in this house, there is a hearth
and several beds along the walls.
~
0 0 SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15348
S
#15348
Flame Road~
The road traverses the western side of the city.  You are currently in
the slums west of the Shu maze.  Young children and old ladies sit
outside several houses, some of them hawking wares, or fruits to
passers by.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 15344
DDIR_EAST
~
~
0 -1 15401
DDIR_SOUTH
~
~
0 -1 15352
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15347
S
#15349
The Shining River~
The accumulated garbage of a large city moves slowly along headed
south to the bay.  What this river needs is a good rain to really
clean out the sewage.
~
0 0 SECT_OCEAN
DDIR_NORTH
~
~
0 -1 15345
DDIR_EAST
~
~
0 -1 15350
S
#15350
The Shining River~
The accumulated garbage of a large city moves slowly along headed
south to the bay.  What this river needs is a good rain to really
clean out the sewage.
~
0 0 SECT_OCEAN
DDIR_SOUTH
~
~
0 -1 15353
DDIR_WEST
~
~
0 -1 15349
S
#15351
A One-Room House~
It seems an extended family lives in this house, there is a hearth
and several beds along the walls.
~
0 0 SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15352
S
#15352
Flame Road~
The road traverses the western side of the city.  You are currently in
the slums west of the Shu maze.  Young children and old ladies sit
outside several houses, some of them hawking wares, or fruits to
passers by.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15348
DDIR_SOUTH
~
~
0 -1 15354
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15351
S
#15353
The Shining River~
The accumulated garbage of a large city moves slowly along headed
south to the bay.  What this river needs is a good rain to really
clean out the sewage.
~
0 0 SECT_OCEAN
DDIR_NORTH
~
~
0 -1 15350
DDIR_SOUTH
~
~
0 -1 15359
S
#15354
Flame Road~
The road traverses the western side of the city.  You are currently in
the slums west of the Shu maze.  Young children and old ladies sit
outside several houses, some of them hawking wares, or fruits to
passers by.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15352
DDIR_EAST
~
~
0 -1 15355
DDIR_SOUTH
~
~
0 -1 15362
S
#15355
South River Road~
This road runs east and west just south of the center of the city,
separating the slums from the more prosperous sections of town.  You
don't see any river nearby though.  Hmm.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15356
DDIR_SOUTH
~
~
0 -1 15363
DDIR_WEST
~
~
0 -1 15354
S
#15356
South River Road~
This road runs east and west just south of the center of the city,
separating the slums from the more prosperous sections of town.  You
don't see any river nearby though.  Hmm.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 15408
DDIR_EAST
~
~
0 -1 15357
DDIR_WEST
~
~
0 -1 15355
S
#15357
South River Road~
This road runs east and west just south of the center of the city,
separating the slums from the more prosperous sections of town.  You
don't see any river nearby though.  Hmm.
~
0 0 SECT_CITY
DDIR_SOUTH
~
~
0 -1 15365
DDIR_WEST
~
~
0 -1 15356
S
#15358
The Shining River~
The accumulated garbage of a large city moves slowly along headed
south to the bay.  What this river needs is a good rain to really
clean out the sewage.
~
0 0 SECT_OCEAN
DDIR_EAST
~
~
0 -1 15359
DDIR_SOUTH
~
~
0 -1 15373
S
#15359
The Shining River~
The accumulated garbage of a large city moves slowly along headed
south to the bay.  What this river needs is a good rain to really
clean out the sewage.
~
0 0 SECT_OCEAN
DDIR_NORTH
~
~
0 -1 15353
DDIR_WEST
~
~
0 -1 15358
S
#15360
Eastwall Road~
The road hugs the eastern walls of the city.  Around you are burnt 
out buildings and houses.  This part of town was never rebuilt after
the war with Ofcol.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_SOUTH
~
~
0 -1 15368
S
#15361
Flame Road~
The road traverses the western side of the city.  The road runs between
government house and the bazaar.  Carts loaded with goods move north
and south, from the docks to the bazaar or north to Chakkor.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15362
DDIR_SOUTH
~
~
0 -1 15369
DDIR_WEST
~
~
0 -1 15446
S
#15362
Flame Road~
The road traverses the western side of the city.  The road runs between
government house and the bazaar.  Carts loaded with goods move north
and south, from the docks to the bazaar or north to Chakkor.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15354
DDIR_WEST
~
~
0 -1 15361
S
#15363
The Wharf Bazaar~
This has to be the most crowded shopping bazaar you have ever seen.
Goods from all over the realms have made their way to this spot.
You careful check your purse as you move along.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15355
DDIR_EAST
~
~
0 -1 15364
DDIR_SOUTH
~
~
0 -1 15371
S
#15364
The Wharf Bazaar~
This has to be the most crowded shopping bazaar you have ever seen.
Goods from all over the realms have made their way to this spot.
You carefully check your purse as you move along.
~
0 0 SECT_CITY
DDIR_SOUTH
~
~
0 -1 15372
DDIR_WEST
~
~
0 -1 15363
S
#15365
South River Road~
This road runs east and west just south of the center of the city,
separating the slums from the more prosperous sections of town.  You
don't see any river nearby though.  Hmm.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15357
DDIR_EAST
~
~
0 -1 15366
S
#15366
Bridge Over the Shining River~
Below you the accumulated filth of a large city moves south to the
bay.  It seems extremely generous to call what you see below you a
river.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15367
DDIR_WEST
~
~
0 -1 15365
DDIR_DOWN
~
~
0 -1 15358
S
#15367
South River Road~
This road runs east and west just south of the center of the city,
separating the slums from the more prosperous sections of town.  You
don't see any river nearby though.  Hmm.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15368
DDIR_WEST
~
~
0 -1 15366
S
#15368
Eastwall Road~
The road hugs the eastern walls of the city.  Around you are burnt 
out buildings and houses.  This part of town was never rebuilt after
the war with Ofcol.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15360
DDIR_SOUTH
~
~
0 -1 15375
DDIR_WEST
~
~
0 -1 15367
S
#15369
Flame Road~
The road traverses the western side of the city.  The road runs between
government house and the bazaar.  Carts loaded with goods move north
and south, from the docks to the bazaar or north to Chakkor.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_NORTH
~
~
0 -1 15361
DDIR_EAST
~
~
0 -1 15370
S
#15370
Flame Road~
The road traverses the western side of the city.  The road runs between
government house and the bazaar.  Carts loaded with goods move north
and south, from the docks to the bazaar or north to Chakkor.
~
0 0 SECT_CITY
DDIR_SOUTH
~
~
0 -1 15377
DDIR_WEST
~
~
0 -1 15369
S
#15371
The Wharf Bazaar~
This has to be the most crowded shopping bazaar you have ever seen.
Goods from all over the realms have made their way to this spot.
You carefully check your purse as you move along.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15363
DDIR_EAST
~
~
0 -1 15372
S
#15372
The Wharf Bazaar~
This has to be the most crowded shopping bazaar you have ever seen.
Goods from all over the realms have made their way to this spot.
You carefully check your purse as you move along.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15364
DDIR_SOUTH
~
~
0 -1 15379
DDIR_WEST
~
~
0 -1 15371
S
#15373
The Shining River~
The accumulated garbage of a large city moves slowly along headed
south to the bay.  What this river needs is a good rain to really
clean out the sewage.
~
0 0 SECT_OCEAN
DDIR_NORTH
~
~
0 -1 15358
DDIR_SOUTH
~
~
0 -1 15386
S
#15374
The Postern of Fate~
A large column, surrounded by strange glowing inscriptions in the floor,
rises to dominate this small plaza.  To your west is the bulk of the
citadel of Malphas the Abomination.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15375
E
column postern inscriptions~
The inscriptions say 
"Speak my faithful servant, the name of the city I call home."
~
S
#15375
Eastwall Road~
The road hugs the eastern walls of the city.  Around you are burnt 
out buildings and houses.  This part of town was never rebuilt after
the war with Ofcol.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15368
DDIR_SOUTH
~
~
0 -1 15383
DDIR_WEST
~
~
0 -1 15374
S
#15376
Waterfront Road~
Docks and shipping houses crowd every available foot of access to the 
bay.  To your south are warehouses to store imports or exports waiting
for the next ship out.  Muscular teamsters carry packs back and forth
across the street.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15377
DDIR_SOUTH
~
~
0 -1 15385
DDIR_UP
~
~
0 -1 15324
S
#15377
Waterfront Road~
Docks and shipping houses crowd every available foot of access to the 
bay.  To your south are warehouses to store imports or exports waiting
for the next ship out.  Muscular teamsters carry packs back and forth
across the street.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15370
DDIR_EAST
~
~
0 -1 15378
DDIR_WEST
~
~
0 -1 15376
S
#15378
Waterfront Road~
Docks and shipping houses crowd every available foot of access to the 
bay.  To your south are warehouses to store imports or exports waiting
for the next ship out.  Muscular teamsters carry packs back and forth
across the street.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15379
DDIR_WEST
~
~
0 -1 15377
S
#15379
Waterfront Road~
Docks and shipping houses crowd every available foot of access to the 
bay.  To your south are warehouses to store imports or exports waiting
for the next ship out.  Muscular teamsters carry packs back and forth
across the street.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15372
DDIR_EAST
~
~
0 -1 15380
DDIR_WEST
~
~
0 -1 15378
S
#15380
Waterfront Road~
Docks and shipping houses crowd every available foot of access to the 
bay.  To your south are warehouses to store imports or exports waiting
for the next ship out.  Muscular teamsters carry packs back and forth
across the street.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15381
DDIR_WEST
~
~
0 -1 15379
S
#15381
Bridge Over the Shining River~
Just to the south the river empties into the bay of Calimarra.  It
looks like everyone in the city dumped everything they didnt want
into the river.
~
0 ROOM_NO_MOB SECT_CITY
DDIR_EAST
~
~
0 -1 15382
DDIR_WEST
~
~
0 -1 15380
DDIR_DOWN
~
~
0 -1 15386
S
#15382
Waterfront Road~
Docks and shipping houses crowd every available foot of access to the 
bay.  To your south are warehouses to store imports or exports waiting
for the next ship out.  Muscular teamsters carry packs back and forth
across the street.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15383
DDIR_WEST
~
~
0 -1 15381
S
#15383
Eastwall Road~
The road hugs the eastern walls of the city.  Around you are burnt 
out buildings and houses.  This part of town was never rebuilt after
the war with Ofcol.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15375
DDIR_SOUTH
~
~
0 -1 15387
DDIR_WEST
~
~
0 -1 15382
DDIR_UP
~
~
0 -1 15325
S
#15384
The Jetty~
A water break extends west here and circles out into the bay.
You can only go a little ways before the piled rocks become too
slippery to walk on.
~
0 0 SECT_CITY
DDIR_EAST
~
~
0 -1 15385
S
#15385
Waterfront Road~
Docks and shipping houses crowd every available foot of access to the 
bay.  To your south are warehouses to store imports or exports waiting
for the next ship out.  Muscular teamsters carry packs back and forth
across the street.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15376
DDIR_WEST
~
~
0 -1 15384
S
#15386
Mouth of the Shining River~
The river empties into the bay here, most of what the residents hoped
to get rid of by dumping in the river, gets washed up along the shore
and stains the water a cloudy brown color.
~
0 0 SECT_OCEAN
DDIR_NORTH
~
~
0 -1 15381
S
#15387
Eastwall Road~
The road hugs the eastern walls of the city.  Around you are burnt 
out buildings and houses.  This part of town was never rebuilt after
the war with Ofcol.
~
0 0 SECT_CITY
DDIR_NORTH
~
~
0 -1 15383
S
#15388
Nomad Barracks~
Sleeping rugs with a locker on the end of each are lined up along
each wall.  Which are covered with tapestries, the effect being much
like the inside of a tent.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15342
DDIR_SOUTH
~
~
0 -1 15389
S
#15389
Nomad Barracks~
Sleeping rugs with a locker on the end of each are lined up along
each wall.  Which are covered with tapestries, the effect being much
like the inside of a tent.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15388
DDIR_EAST
~
~
0 -1 15390
DDIR_SOUTH
~
~
0 -1 15391
S
#15390
Nomad Barracks~
Sleeping rugs with a locker on the end of each are lined up along
each wall.  Which are covered with tapestries, the effect being much
like the inside of a tent.
~
0 0 SECT_INSIDE
DDIR_WEST
~
~
0 -1 15389
S
#15391
Nomad Barracks~
Sleeping rugs with a locker on the end of each are lined up along
each wall.  Which are covered with tapestries, the effect being much
like the inside of a tent.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15389
DDIR_EAST
~
~
0 -1 15392
DDIR_SOUTH
~
~
0 -1 15393
S
#15392
Nomad Barracks~
Sleeping rugs with a locker on the end of each are lined up along
each wall.  Which are covered with tapestries, the effect being much
like the inside of a tent.
~
0 0 SECT_INSIDE
DDIR_WEST
~
~
0 -1 15391
S
#15393
Nomad Barracks~
Sleeping rugs with a locker on the end of each are lined up along
each wall.  Which are covered with tapestries, the effect being much
like the inside of a tent.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15391
DDIR_EAST
~
~
0 -1 15394
S
#15394
Nomad Barracks~
Sleeping rugs with a locker on the end of each are lined up along
each wall.  Which are covered with tapestries, the effect being much
like the inside of a tent.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15395
DDIR_WEST
~
curtains~
EX_ISDOOR|EX_CLOSED -1 15393
S
#15395
Officers Quarters~
Several cushions are arranged around a low table.  There is a shelf
with many rolled up maps, one held down with someone's dagger.
~
0 0 SECT_INSIDE
DDIR_WEST
~
curtains~
EX_ISDOOR|EX_CLOSED -1 15394
S
#15396
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15397
DDIR_SOUTH
~
~
0 -1 15401
S
#15397
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15398
DDIR_WEST
~
~
0 -1 15396
S
#15398
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15337
DDIR_EAST
~
~
0 -1 15399
DDIR_SOUTH
~
~
0 -1 15403
DDIR_WEST
~
~
0 -1 15397
S
#15399
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15400
DDIR_WEST
~
~
0 -1 15398
S
#15400
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15405
DDIR_WEST
~
~
0 -1 15399
S
#15401
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15396
DDIR_EAST
~
~
0 -1 15402
DDIR_SOUTH
~
~
0 -1 15406
DDIR_WEST
~
~
0 -1 15348
S
#15402
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15407
DDIR_WEST
~
~
0 -1 15401
S
#15403
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15398
DDIR_EAST
~
~
0 -1 15404
DDIR_SOUTH
~
~
0 -1 15408
S
#15404
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15405
DDIR_SOUTH
~
~
0 -1 15409
DDIR_WEST
~
~
0 -1 15403
S
#15405
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15400
DDIR_SOUTH
~
~
0 -1 15410
DDIR_WEST
~
~
0 -1 15404
DDIR_DOWN
~
~
0 -1 15349
S
#15406
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15401
DDIR_EAST
~
~
0 -1 15407
S
#15407
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15402
DDIR_EAST
~
~
0 -1 15408
DDIR_WEST
~
~
0 -1 15406
S
#15408
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15403
DDIR_EAST
~
~
0 -1 15409
DDIR_SOUTH
~
~
0 -1 15356
DDIR_WEST
~
~
0 -1 15407
S
#15409
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15404
DDIR_WEST
~
~
0 -1 15408
S
#15410
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15405
DDIR_UP
~
~
0 -1 15425
S
#15411
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15412
DDIR_SOUTH
~
~
0 -1 15416
S
#15412
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15417
DDIR_WEST
~
~
0 -1 15411
S
#15413
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
stone wall~
EX_ISDOOR|EX_CLOSED -1 15414
S
#15414
The Shu Maze~
You see some strange glowing inscriptions on the wall here.
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15415
DDIR_SOUTH
~
~
0 -1 15419
DDIR_WEST
~
stone wall~
EX_ISDOOR|EX_CLOSED|EX_HIDDEN|EX_PICKPROOF -1 15413
E
inscriptions wall~
The inscriptions say:
"To my faithful servant Azel, also known as the Rose,
 may you work my will in this world and the next."
~
S
#15415
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15420
DDIR_WEST
~
~
0 -1 15414
S
#15416
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15411
DDIR_EAST
~
~
0 -1 15417
S
#15417
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15412
DDIR_EAST
~
~
0 -1 15418
DDIR_SOUTH
~
~
0 -1 15422
DDIR_WEST
~
~
0 -1 15416
S
#15418
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15419
DDIR_SOUTH
~
~
0 -1 15423
DDIR_WEST
~
~
0 -1 15417
S
#15419
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15414
DDIR_EAST
~
~
0 -1 15420
DDIR_WEST
~
~
0 -1 15418
S
#15420
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15415
DDIR_SOUTH
~
~
0 -1 15425
DDIR_WEST
~
~
0 -1 15419
S
#15421
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15422
S
#15422
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15417
DDIR_EAST
~
~
0 -1 15423
DDIR_WEST
~
~
0 -1 15421
S
#15423
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15418
DDIR_WEST
~
~
0 -1 15422
S
#15424
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
~
0 -1 15425
S
#15425
The Shu Maze~
Dark alleyways extend in almost every direction.  You hear water
dripping somewhere in the distance.  Trash and filth is strewn about
everywhere, you think you see some human refuse about too.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15420
DDIR_WEST
~
~
0 -1 15424
DDIR_DOWN
~
~
0 -1 15410
S
#15426
Bouncer's Hangout~
A small table is here, with a tea server on it.  A few chairs and a
pack of tonk cards is here too.
~
0 0 SECT_INSIDE
DDIR_EAST
~
room divider~
EX_ISDOOR -1 15427
DDIR_SOUTH
~
room divider~
EX_ISDOOR -1 15431
S
#15427
A Hallway~
Patched plaster covers the walls of this short east west hallway.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15428
DDIR_WEST
~
room divider~
EX_ISDOOR -1 15426
S
#15428
A Hallway~
Patched plaster covers the walls of this short east west hallway.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15429
DDIR_WEST
~
~
0 -1 15427
S
#15429
A Hallway~
Patched plaster covers the walls of this short east west hallway.
~
0 ROOM_NO_MOB SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15434
DDIR_WEST
~
~
0 -1 15428
S
#15430
Entrance to "Mobattar's Place"~
A ragged red carpet, much patched and burned in some spots, indicates
that you are welcome at 'Mobatar's Place'.  There are a few comfy
chairs to rest your bones and have a smoke in.
~
0 ROOM_NO_MOB SECT_INSIDE
DDIR_EAST
~
~
0 -1 15431
DDIR_WEST
~
~
0 -1 15346
S
#15431
A Gambling Parlor~
There is a game of roulette here.  Serving wenches make their way
back and forth with drinks and food for the patrons.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
room divider~
EX_ISDOOR -1 15426
DDIR_EAST
~
~
0 -1 15432
DDIR_SOUTH
~
~
0 -1 15435
DDIR_WEST
~
~
0 -1 15430
S
#15432
A Gambling Parlor~
There is a game of high stakes tonk going on here.  Serving 
wenches make their way back and forth with drinks and food 
for the patrons.
~
0 0 SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15436
DDIR_WEST
~
~
0 -1 15431
S
#15433
A Private Room~
A large bed fills most of the room.  There is a latch on the door so
that you wont be disturbed.
~
0 ROOM_PRIVATE SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15434
S
#15434
A Hallway~
Patched plaster covers the walls of this short north south hallway.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15429
DDIR_SOUTH
~
~
0 -1 15438
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15433
S
#15435
A Gambling Parlor~
A game of 'bones' is going on here.  Serving wenches make their 
way back and forth with drinks and food for the patrons.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15431
DDIR_EAST
~
~
0 -1 15436
S
#15436
A Gambling Parlor~
A gambling wheel is set up here.  Serving wenches make their 
way back and forth with drinks and food for the patrons.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15432
DDIR_WEST
~
~
0 -1 15435
S
#15437
A Private Room~
A large bed fills most of the room.  There is a latch on the door so
that you wont be disturbed.
~
0 ROOM_PRIVATE SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15438
S
#15438
A Hallway~
Patched plaster covers the walls of this short north south hallway.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15434
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15437
S
#15439
The Governor's Reception Room~
There is a small but neat desk here.  No windows allow a view of the
outside.  The clerks desk is covered with papers, stacked in piles 
labeled 'in' and 'out'.  A flag of ofcol is the only decoration in the
room.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15440
DDIR_SOUTH
~
door~
EX_ISDOOR|EX_CLOSED -1 15442
S
#15440
Hallway~
You are in a bare white hallway with marble floors.  Lanterns are
spaced along the walls.  The place seems clean and much nicer than
most building you have seen lately.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15441
DDIR_WEST
~
~
0 -1 15439
S
#15441
Hallway~
You are in a bare white hallway with marble floors.  Lanterns are
spaced along the walls.  The place seems clean and much nicer than
most building you have seen lately.
~
0 0 SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15444
DDIR_WEST
~
~
0 -1 15440
S
#15442
The Governor's Office~
You are in an opulent room.  Beautiful silk cushions are placed in the
center of the room.  A large feather fan is attached to the ceiling.
A painting of what must be the Governor's wife, possibly mistress, is
on the wall, along with a painting of the grand-dragon of Ofcol.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
door~
EX_ISDOOR|EX_CLOSED -1 15439
S
#15443
A Clerk's Office~
You are in a bare but functional room with a desk in the center.  A
flag of Ofcol is on the wall.  The desk and most bare surfaces are
covered with papers.
~
0 0 SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15444
S
#15444
Hallway~
You are in a bare white hallway with marble floors.  Lanterns are
spaced along the walls.  The place seems clean and much nicer than
most building you have seen lately.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15441
DDIR_SOUTH
~
~
0 -1 15446
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15443
S
#15445
A Clerk's Office~
You are in a bare but functional room with a desk in the center.  A
flag of Ofcol is on the wall.  The desk and most bare surfaces are
covered with papers.
~
0 0 SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15446
S
#15446
Hallway~
You are in a bare white hallway with marble floors.  Lanterns are
spaced along the walls.  The place seems clean and much nicer than
most building you have seen lately.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15444
DDIR_EAST
~
~
0 -1 15361
DDIR_SOUTH
~
~
0 -1 15449
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15445
S
#15447
Military Commander's Office~
There is a large desk with a comfortable chair behind it.  A flag of
Ofcol is on the wall.  Along with a map of the city.  A large but
broken claymore is hung on the wall behind the desk.
~
0 0 SECT_INSIDE
DDIR_SOUTH
~
door~
EX_ISDOOR|EX_CLOSED -1 15450
S
#15448
A Clerk's Office~
You are in a bare but functional room with a desk in the center.  A
flag of Ofcol is on the wall.  The desk and most bare surfaces are
covered with papers.
~
0 0 SECT_INSIDE
DDIR_EAST
~
door~
EX_ISDOOR|EX_CLOSED -1 15449
S
#15449
Hallway~
You are in a bare white hallway with marble floors.  Lanterns are
spaced along the walls.  The place seems clean and much nicer than
most building you have seen lately.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15446
DDIR_SOUTH
~
~
0 -1 15452
DDIR_WEST
~
door~
EX_ISDOOR|EX_CLOSED -1 15448
S
#15450
Military Commander's Waiting Room~
A small and clean desk is tucked away against the wall.  There are
several chairs where you may sit and await the commanders leisure.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
door~
EX_ISDOOR|EX_CLOSED -1 15447
DDIR_EAST
~
~
0 -1 15451
S
#15451
Hallway~
You are in a bare white hallway with marble floors.  Lanterns are
spaced along the walls.  The place seems clean and much nicer than
most building you have seen lately.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15452
DDIR_WEST
~
~
0 -1 15450
S
#15452
Hallway~
You are in a bare white hallway with marble floors.  Lanterns are
spaced along the walls.  The place seems clean and much nicer than
most building you have seen lately.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15449
DDIR_WEST
~
~
0 -1 15451
S
#15453
A Dark Room~
The small room is filled with dust, you see that is hasn't been used
in many years, perhaps decades.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
panel~
EX_ISDOOR -1 15454
S
#15454
Altar Room of Malphas~
Red marble covers the floor of this ceremonial room.  A deep red glow
emminates from the northeast somewhere.  You smell old blood and dust.
And you feel as if deep evil has seeped into the floor and walls.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15455
DDIR_SOUTH
~
~
0 -1 15459
DDIR_WEST
~
panel~
EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15453
S
#15455
Altar Room of Malphas~
Red marble covers the floor of this ceremonial room.  A deep red glow
emminates from the northeast somewhere.  You smell old blood and dust.
And you feel as if deep evil has seeped into the floor and walls.
~
0 0 SECT_INSIDE
DDIR_EAST
~
~
0 -1 15456
DDIR_SOUTH
~
~
0 -1 15460
DDIR_WEST
~
~
0 -1 15454
S
#15456
A Wrecked Ballroom~
A marble floor and gold trimmed walls adorn what must have once been
a beautiful room where social functions were held.  Now the general
impression is of a much treasured memory of greatness.
~
0 ROOM_NO_MOB SECT_INSIDE
DDIR_EAST
~
~
0 -1 15457
DDIR_SOUTH
~
~
0 -1 15461
DDIR_WEST
~
~
0 -1 15455
S
#15457
A Wrecked Ballroom~
A marble floor and gold trimmed walls adorn what must have once been
a beautiful room where social functions were held.  Now the general
impression is of a much treasured memory of greatness.
~
0 0 SECT_INSIDE
DDIR_SOUTH
~
~
0 -1 15462
DDIR_WEST
~
~
0 -1 15456
S
#15458
A Dark Crawlspace~
The back of a wardrobe forms one wall of a secret crawlspace meant
to allow escape or secret entrance into all parts of the citadel.
~
0 ROOM_DARK SECT_INSIDE
DDIR_EAST
~
wardrobe~
EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15459
DDIR_SOUTH
~
~
0 -1 15464
S
#15459
The Altar Room of Malphas~
Red marble covers the floor of this ceremonial room.  A deep red glow
emminates from the northeast somewhere.  You smell old blood and dust.
And you feel as if deep evil has seeped into the floor and walls.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15454
DDIR_EAST
~
~
0 -1 15460
DDIR_WEST
~
wardrobe~
EX_ISDOOR|EX_HIDDEN|EX_PICKPROOF -1 15458
S
#15460
The Altar Room of Malphas~
Red marble covers the floor of this ceremonial room.  You smell 
old blood and dust.  And you feel as if deep evil has seeped into 
the floor and walls.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15455
DDIR_WEST
~
~
0 -1 15459
S
#15461
A Wrecked Ballroom~
A marble floor and gold trimmed walls adorn what must have once been
a beautiful room where social functions were held.  Now the general
impression is of a much treasured memory of greatness.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15456
DDIR_EAST
~
~
0 -1 15462
DDIR_SOUTH
~
~
0 -1 15465
S
#15462
Entrance to the Citadel of Malphas~
A shimmering gold glow highlights the walls and entryways, making the
faded old adornments look new and bright.  A faded tapestry depicting
a powerful young lord, and his lady is placed on the north wall.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15457
DDIR_EAST
~
~
0 -1 15463
DDIR_SOUTH
~
~
0 -1 15466
DDIR_WEST
~
~
0 -1 15461
S
#15463
The Postern of Fate~
A large column, surrounded by strange glowing inscriptions in the floor,
rises to dominate this small plaza.  To your west is the bulk of the
citadel of Malphas the Abomination.
~
0 0 SECT_INSIDE
DDIR_WEST
~
~
0 -1 15462
E
column postern inscriptions~
The inscriptions say 
"Speak my faithful servant, the name of the city which I call home."
~
S
#15464
A Dark Crawlspace~
You are in a dark stone walled crawlspace.  It feels a bit cramped.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15458
DDIR_SOUTH
~
~
0 -1 15467
S
#15465
A Wrecked Ballroom~
A marble floor and gold trimmed walls adorn what must have once been
a beautiful room where social functions were held.  Now the general
impression is of a much treasured memory of greatness.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15461
DDIR_EAST
~
~
0 -1 15466
S
#15466
A Wrecked Ballroom~
A marble floor and gold trimmed walls adorn what must have once been
a beautiful room where social functions were held.  Now the general
impression is of a much treasured memory of greatness.
~
0 0 SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15462
DDIR_WEST
~
~
0 -1 15465
S
#15467
A Dark Crawlspace~
You are in a dark stone walled crawlspace.  It feels a bit cramped.
~
0 ROOM_DARK SECT_INSIDE
DDIR_NORTH
~
~
0 -1 15464
DDIR_UP
~
~
0 -1 15468
S
#15468
A Tight Chimney~
Metal rungs allow you to climb up and down the chimmney.  The room is
quite cramped and you have to hold your arms close to your body.
~
0 ROOM_DARK SECT_INSIDE
DDIR_UP
~
~
0 -1 15469
DDIR_DOWN
~
~
0 -1 15467
S
#15469
A Tight Chimney~
Metal rungs allow you to climb up and down the chimmney.  The room is
quite cramped and you have to hold your arms close to your body.
~
0 ROOM_DARK SECT_INSIDE
DDIR_UP
~
hatch~
EX_ISDOOR -1 15470
DDIR_DOWN
~
~
0 -1 15468
S
#15470
Atop the Citadel of Malphas~
You are treated to a spectacular view of the city of Calimarra.  This 
small tower on top of the citadel has a railing to prevent anyone from
accidentally falling off.
~
0 0 SECT_CITY
DDIR_DOWN
~
hatch~
EX_ISDOOR -1 15469
S
#0


#RESETS
M 15300 100 15328
E 15300 100 WEAR_WIELD
M 15300 100 15328
E 15300 100 WEAR_WIELD
M 15300 100 15322
E 15300 100 WEAR_WIELD
M 15300 100 15322
E 15300 100 WEAR_WIELD
M 15300 100 15318
E 15300 100 WEAR_WIELD
M 15300 100 15318
E 15300 100 WEAR_WIELD
M 15300 100 15312
E 15300 100 WEAR_WIELD
M 15300 100 15312
E 15300 100 WEAR_WIELD
M 15300 100 15309
E 15300 100 WEAR_WIELD
M 15300 100 15309
E 15300 100 WEAR_WIELD
M 15300 100 15305
E 15300 100 WEAR_WIELD
M 15300 100 15305
E 15300 100 WEAR_WIELD
M 15300 100 15303
E 15300 100 WEAR_WIELD
M 15300 100 15303
E 15300 100 WEAR_WIELD
M 15300 100 15301
E 15300 100 WEAR_WIELD
M 15300 100 15301
E 15300 100 WEAR_WIELD
M 15300 100 15308
E 15300 100 WEAR_WIELD
M 15300 100 15308
E 15300 100 WEAR_WIELD
M 15300 100 15311
E 15300 100 WEAR_WIELD
M 15300 100 15311
E 15300 100 WEAR_WIELD
M 15300 100 15317
E 15300 100 WEAR_WIELD
M 15300 100 15317
E 15300 100 WEAR_WIELD
M 15300 100 15321
E 15300 100 WEAR_WIELD
M 15300 100 15321
E 15300 100 WEAR_WIELD
M 15300 100 15327
E 15300 100 WEAR_WIELD
M 15300 100 15327
E 15300 100 WEAR_WIELD
M 15301 100 15326
E 15335 100 WEAR_WIELD
M 15301 100 15316
E 15335 100 WEAR_WIELD
M 15301 100 15313
E 15335 100 WEAR_WIELD
M 15301 100 15323
E 15335 100 WEAR_WIELD
M 15302 100 15337
G 15301 100 0
M 15303 100 15343
M 15304 100 15343
M 15305 100 15343
M 15306 100 15343
M 15307 100 15343
M 15310 100 15343
M 15303 100 15347
M 15306 100 15347
M 15307 100 15347
M 15308 100 15351
E 15320 100 WEAR_SHIELD
M 15309 100 15351
M 15350 100 15351
M 15350 100 15351
M 15350 100 15351
G 15318 100 0
G 15319 100 0
M 15311 100 15363
G 15302 100 0
G 15303 100 0
G 15304 100 0
G 15305 100 0
M 15311 100 15364
G 15306 100 0
G 15307 100 0
G 15308 100 0
G 15309 100 0
M 15311 100 15371
G 15310 100 0
G 15311 100 0
G 15312 100 0
G 15313 100 0
M 15311 100 15372
G 15314 100 0
G 15315 100 0
G 15316 100 0
G 15317 100 0
M 15312 100 15376
M 15312 100 15378
M 15312 100 15380
M 15313 100 15388
M 15313 100 15388
M 15313 100 15388
M 15314 100 15390
M 15314 100 15390
M 15314 100 15392
M 15314 100 15392
M 15315 100 15389
M 15315 100 15391
M 15315 100 15394
E 15323 100 WEAR_DUAL_WIELD
M 15315 100 15394
E 15323 100 WEAR_DUAL_WIELD
M 15315 100 15395
E 15321 100 WEAR_ABOUT
E 15322 100 WEAR_WIELD
M 15315 100 15395
E 15321 100 WEAR_ABOUT
E 15322 100 WEAR_WIELD
M 15316 100 15395
E 15324 100 WEAR_HEAD
E 15325 100 WEAR_DUAL_WIELD
M 15317 100 15403
M 15317 100 15403
M 15317 100 15403
M 15317 100 15403
M 15317 100 15403
M 15317 100 15418
M 15317 100 15418
M 15317 100 15418
M 15317 100 15418
M 15317 100 15418
M 15318 100 15403
E 15326 100 WEAR_WIELD
E 15327 100 WEAR_DUAL_WIELD
M 15318 100 15403
E 15326 100 WEAR_WIELD
E 15327 100 WEAR_DUAL_WIELD
M 15318 100 15418
E 15326 100 WEAR_WIELD
M 15318 100 15418
E 15326 100 WEAR_WIELD
M 15319 100 15413
E 15328 100 WEAR_BODY
E 15329 100 WEAR_WRIST_L
M 15320 100 15426
E 15332 100 WEAR_WIELD
M 15320 100 15426
E 15332 100 WEAR_WIELD
M 15321 100 15431
M 15321 100 15432
M 15321 100 15435
M 15321 100 15436
M 15322 100 15432
G 15330 100 0
G 15331 100 0
M 15322 100 15436
G 15330 100 0
G 15331 100 0
M 15323 100 15435
E 15330 100 WEAR_DUAL_WIELD
M 15324 100 15440
M 15324 100 15441
M 15324 100 15444
M 15324 100 15446
M 15324 100 15449
M 15324 100 15451
M 15324 100 15452
M 15325 100 15439
M 15325 100 15450
M 15326 100 15443
M 15326 100 15445
M 15326 100 15448
M 15327 100 15442
M 15328 100 15442
E 15333 100 WEAR_BODY
E 15334 100 WEAR_WIELD
M 15329 100 15447
E 15336 100 WEAR_WIELD
M 15330 100 15457
E 15338 100 WEAR_WIELD
G 15337 999 0
G 15337 999 0
M 15330 100 15457
E 15338 100 WEAR_WIELD
G 15337 999 0
G 15337 999 0
M 15330 100 15457
E 15338 100 WEAR_WIELD
G 15337 999 0
G 15337 999 0
M 15330 100 15457
E 15338 100 WEAR_WIELD
G 15337 999 0
G 15337 999 0
M 15330 100 15457
E 15338 100 WEAR_WIELD
G 15337 999 0
G 15337 999 0
M 15331 100 15456
E 15339 100 WEAR_WIELD
M 15332 100 15457
M 15332 100 15457
M 15332 100 15457
M 15332 100 15457
M 15332 100 15457
M 15334 100 15460
E 15340 100 WEAR_WIELD
E 15341 100 WEAR_DUAL_WIELD
M 15335 100 15374
M 15336 100 15463
M 15337 100 15453
E 15343   1 WEAR_WIELD
E 15344   1 WEAR_BODY
E 15345   1 WEAR_HANDS
E 15346   1 WEAR_FEET
E 15347   1 WEAR_WAIST
E 15348   1 WEAR_ABOUT
E 15349   1 WEAR_FINGER_R
D 15347 DIR_EAST  DOOR_CLOSED
D 15348 DIR_WEST  DOOR_CLOSED
D 15351 DIR_EAST  DOOR_CLOSED
D 15352 DIR_WEST  DOOR_CLOSED
D 15395 DIR_WEST  DOOR_CLOSED
D 15413 DIR_EAST  DOOR_CLOSED
D 15414 DIR_WEST  DOOR_CLOSED
D 15426 DIR_EAST  DOOR_CLOSED
D 15427 DIR_WEST  DOOR_CLOSED
D 15426 DIR_SOUTH DOOR_CLOSED
D 15431 DIR_NORTH DOOR_CLOSED
D 15433 DIR_EAST  DOOR_CLOSED
D 15434 DIR_WEST  DOOR_CLOSED
D 15437 DIR_EAST  DOOR_CLOSED
D 15438 DIR_WEST  DOOR_CLOSED
D 15439 DIR_SOUTH DOOR_CLOSED
D 15442 DIR_NORTH DOOR_CLOSED
D 15443 DIR_EAST  DOOR_CLOSED
D 15444 DIR_WEST  DOOR_CLOSED
D 15445 DIR_EAST  DOOR_CLOSED
D 15446 DIR_WEST  DOOR_CLOSED
D 15448 DIR_EAST  DOOR_CLOSED
D 15449 DIR_WEST  DOOR_CLOSED
D 15447 DIR_SOUTH DOOR_CLOSED
D 15450 DIR_NORTH DOOR_CLOSED
D 15453 DIR_EAST  DOOR_CLOSED
D 15454 DIR_WEST  DOOR_CLOSED
D 15458 DIR_EAST  DOOR_CLOSED
D 15459 DIR_WEST  DOOR_CLOSED
D 15469 DIR_UP    DOOR_CLOSED
D 15470 DIR_DOWN  DOOR_CLOSED
S


#$

XXXXXXXXXX
#Savearea