smaug1.8/area/imc/
smaug1.8/boards/
smaug1.8/councils/
smaug1.8/deity/
smaug1.8/doc/mudprogs/
smaug1.8/gods/
smaug1.8/houses/
smaug1.8/log/
smaug1.8/vault/
#AREA   New Darkhaven~



#VERSION 1
#AUTHOR Rennard~

#RANGES
0 60 0 60
$

#RESETMSG The bells of the cathedral toll the passing of time.~

#FLAGS
1

#ECONOMY 0 87824366

#CLIMATE 2 2 2

#MOBILES
#21000
healer cleric priestess~
the cathedral priestess~
A priestess of the cathedral bestows blessings from the altar.
~
~
3 4194472 1000 C
50 0 0 25d500+300 0d0+0
0 0
112 112 2
18 13 13 13 13 13 13
0 0 0 0 0
0 1 0 0 262143 1 0
0 0 2047 0 3156992 0 0 263
#21001
wizard shopkeeper~
the wizard shopkeeper~
The wizard shopkeeper stands here.
~
~
3 4194344 0 C
50 0 -300 1d1+30000 20d100+100
700000 0
112 112 1
18 18 18 18 13 13 18
0 0 0 0 0
1 0 0 0 3 3 6
34 4 2047 0 3156992 0 48 3
#21002
blacksmith~
the blacksmith~
The blacksmith stands here.
~
~
3 4194344 0 C
50 0 -300 1d1+30000 1d1+1000
0 0
112 112 1
18 18 18 18 13 13 18
0 0 0 0 0
2 22 0 0 5 5 5
0 0 2047 0 3156992 0 32 3
#21003
alchemist~
the alchemist~
The alchemist stands behind the counter.
~
~
3 4194344 0 C
50 0 0 1d1+30000 4d5+100
1000000 0
112 112 2
18 18 18 18 13 13 18
0 0 0 0 0
1 0 0 0 3 3 6
0 0 2047 0 3156992 0 48 3
#21004
scribe~
the scribe~
The scribe sits here.
~
~
3 4194344 0 C
50 0 0 1d1+30000 4d5+100
1000000 0
112 112 1
18 18 18 18 13 13 18
0 0 0 0 0
1 0 0 0 3 3 6
0 0 2047 0 3156992 0 48 3
#21006
vampire trainer~
the vampire trainer~
The vampire trainer awaits a student.
~
~
1091 4718632 -1000 C
50 0 0 1d1+30000 1d1+20
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 3
0 0 2047 1048594 3072 33 1054784 2
#21007
blood doll~
the blood doll~
A blood doll hangs limply here.
~
~
3 0 1000 C
1 0 0 1d1+100 0d0+0
0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
0 1 0 0 1 1 0
0 0 2047 0 4194303 0 0 0
#21009
man sailor~
the sailor~
A sailor offers you his selection of boats.
~
~
67 4194344 0 C
50 0 0 1d1+30000 0d0+0
100000 0
112 112 1
13 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 5
0 0 2047 0 3156992 0 32 0
#21010
waitress~
the waitress~
The waitress awaits your order.
~
~
7 4194344 0 C
50 0 0 1d1+30000 0d0+0
0 0
112 112 2
18 18 18 18 18 18 18
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 3156992 0 0 0
#21011
printer~
the printer~
A thin man sits behind a stack of papers.
~
~
67 4194344 0 C
50 0 0 1d1+30000 0d0+0
10000 0
112 112 1
18 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 3
0 0 2047 0 3156992 0 0 0
#21012
trainer father~
the Guild Father~
The Guild's trainer meditates here.
~
~
1091 4194472 1000 C
50 0 0 1d1+30000 100d5+800
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 1 0 0 1 1 5
0 0 2047 0 2100224 0 0 0
#21013
bartender~
the bartender~
The bartender stands behind his counter.
~
~
3 4194344 0 C
50 0 0 1d1+30000 5d100+800
10000 0
112 112 1
13 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 5
0 0 2047 0 3156992 0 48 3
#21014
jeweler~
the jeweler~
The jeweler smiles warmly.
~
~
3 4194344 0 C
50 0 0 1d1+30000 0d0+0
5000000 0
112 112 2
13 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 3156992 0 32 0
#21015
armourer~
the armourer~
The armourer is here fitting a mail helm.
~
~
3 4194344 0 C
50 0 0 1d1+30000 1d1+1000
5000000 0
112 112 2
13 18 18 18 13 13 18
0 0 0 0 0
0 22 0 0 1 1 5
0 0 2047 0 3156992 0 32 3
#21016
smith weaponsmith~
the weaponsmith~
The weaponsmith labors over a lengthy blade.
~
~
3 4194344 0 C
50 0 0 1d1+30000 0d0+0
5000000 0
112 112 1
13 18 18 18 13 13 18
0 0 0 0 0
0 22 0 0 1 1 5
0 0 2047 0 3156992 0 32 0
#21017
postmaster~
the postmaster~
The postmaster sorts the day's mail.
~
~
3 4194344 0 C
50 0 0 1d1+30000 0d0+0
1000000 0
112 112 1
13 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 3
0 0 2047 0 3156992 0 0 0
#21018
butcher~
the butcher~
A butcher greets you.
~
~
3 4194344 0 C
50 0 0 1d1+30000 1d1+800
0 0
112 112 1
13 18 18 18 13 13 18
0 0 0 0 0
0 21 0 0 1 1 3
0 0 2047 0 3156992 0 32 0
#21019
baker~
the baker~
The baker is here, covered in flour.
~
~
3 4194344 0 C
50 0 0 1d1+30000 1d1+500
0 0
112 112 1
13 18 18 18 13 13 18
0 0 0 0 0
0 20 0 0 1 1 3
0 0 2047 0 3156992 0 32 0
#21020
farmer girl~
the farmer girl~
A young farmer girl smiles as you enter.
~
~
3 4194344 0 C
50 0 0 1d1+30000 1d1+250
0 0
112 112 2
13 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 3
0 0 2047 0 3156992 0 32 0
#21021
tailor~
the tailor~
The tailor is here, showing off his wares.
~
~
3 4194344 0 C
50 0 0 1d1+30000 4d5+100
1000000 0
112 112 1
18 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 6
0 0 2047 0 3156992 0 48 3
#21022
stable keeper~
the stable keeper~
The stable keeper tends to his animals.
~
~
3 4194344 0 C
50 0 0 1d1+30000 4d5+100
1000000 0
112 112 1
13 18 18 18 13 13 18
0 0 0 0 0
0 3 0 0 1 1 6
0 0 2047 0 3156992 0 48 3
#21023
thief master~
the Master Thief~
A master thief is here to demonstrate the ways of thievery.
~
~
1027 4194344 0 C
50 0 0 1d1+30000 0d0+0
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 0
0 0 2047 0 3156992 0 576 524290
#21025
innkeeper~
the innkeeper~
The Innkeeper stands here, looking rather gruff.
~
~
3 4194344 0 C
50 0 0 1d1+30000 100d15+1000
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 4
0 0 2047 0 3156992 0 48 3
> bribe_prog 200~
if inroom($i) == 21069
  say Go on back and pick a room.
  , points over his shoulder.
  mptransfer $n 21146
  mpat $n mea $n The innkeeper points you down the hall.
  mpat $n say When you wan'na leave, just tell me.
  mppurge coins
endif
~
> speech_prog leave exit~
if inroom($i) == 21146
if inroom($n) == 21146
  mptransfer $n 21069
  mpat $n mea $n The innkeeper leads you out.
endif
endif
~
|
#21028
sage man~
the sage~
A pensive sage mulls over new sorcery.
~
~
1027 4194344 0 C
50 0 0 1d1+30000 100d5+800
100 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 5
0 0 2047 0 3156992 0 0 0
#21029
storekeeper~
the storekeeper~
A large man stands here, selling equipment for adventurers.
~
~
3 4194344 0 C
50 0 0 1d1+30000 100d10+1000
0 0
112 112 1
25 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 4
0 0 2047 0 3156992 0 0 3
#21031
man ranger~
the ranger trainer~
The ranger trainer demonstrates combat maneuvers.
~
~
1027 4194344 0 C
50 0 0 1d1+30000 100d5+800
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 1 1 5
0 0 2047 0 3156992 0 0 0
#21034
woman trainer~
the Druid trainer~
A robed woman is here, training initiate druids.
~
~
1027 4194344 0 C
50 0 0 1d1+30000 100d10+1000
0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
0 5 0 0 1 1 4
0 0 2047 0 3156992 0 0 0
#21035
man trainer~
the Warrior trainer~
A giant man stands here, waiting to train young warriors.
~
~
1027 4194344 0 C
50 0 0 1d1+30000 5d100+800
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 5
0 0 2047 0 3156992 0 0 0
#21037
guard man~
the guard~
A guard patrols the streets of the city.
~
~
65 32 1000 C
15 0 0 15d15+300 1d1+20
500 0
112 112 1
16 13 13 16 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
2 2 2047 0 3072 0 0 3
#21041
guard~
the guard~
A tired guard is here.
~
~
3 0 1000 C
5 0 90 1d10+20 2d3+3
100 0
104 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 2047 0 0 0 0 0
#21043
bowman~
the bowman~
A bowman stares out over the ramparts.
~
~
65 32 0 C
15 0 0 15d15+300 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 2047 0 0 0 0 2
#21044
executioner~
the Executioner~
A executioner stands silently before you.
~
~
3 4202668 0 C
50 0 0 1d1+30000 1d1+800
0 0
112 112 1
18 18 18 18 18 15 18
0 0 0 0 0
0 3 0 0 1 1 4
0 0 2047 0 2100224 0 0 3
#21045
dog stray~
a stray~
A stray dog noses along the street.
~
~
65 0 0 C
5 0 100 1d1+35 2d5+2
10 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
30 3 0 0 1634468353 513 0
0 0 1725 0 0 0 0 2
#21052
thief figure~
the thief~
A strange figure lurks furtively.
~
~
65 98336 0 C
8 0 0 3d40+50 3d2+5
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 2047 2048 0 0 0 0
#21055
beggar man beggarprog~
the beggar~
A decrepit old beggar sits on the cobbles of the road, pleading.
~
The old man is clad in the rags of what was once a nobleman's clothes.
He eyes you warily and holds out a tin cup in supplication...
~
3 0 300 C
3 0 100 1d1+20 2d3+3
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
> all_greet_prog 100~
if name($n) == dog stray
  emote pets the dog.
  mpforce stray lick beggar
  say That's a good boy, here's a small treat.
  mpecho The beggar tosses a scrap of meat across the road.
  mpecho The stray quickly chases after it, eager to fill his belly.
else
  say Could you spare a few coins please?
  beg $n
endif
~
> rand_prog 5~
, rummages in one of many pouches, searching for gold no doubt.
~
> bribe_prog 1000~
say OHHH MY!!!
mpecho The beggar suddenly clutches his chest and doubles over.
mpecho In the blink of an eye, he is dead. 
mpecho The surprise and shock must have been too much for him.
mpat 21194 mpforce cleric mpat beggarprog mppurge beggarprog
~
> bribe_prog 100~
say I cannot express my gratitude in words $n!
kis $n
say If only others were so generous.
~
> bribe_prog 10~
say Thank you for such a worthy donation.
thank $n
~
|
#21056
hawk~
the regal hawk~
A proud hawk perches regally here, defiant to all.
~
The hawk returns your stare with unfeeling eyes.  Its beak and talons
appear as though they could rend even the toughest of flesh.
~
3 4718632 0 C
15 0 -20 3d75+100 3d10+10
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
78 3 0 0 513 512 2
0 0 296125 0 0 0 1 2
#21057
mare horse~
the beautiful mare~
A beautiful white mare slowly trots in a circle.
~
This white mare sports a brilliant white coat and whinnies at your approach.
She appears ready to serve anyone.
~
262147 0 0 C
20 0 80 2d100+100 3d10+10
0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
86 3 0 0 262656 374272 2
0 0 67261 2 0 2048 32 2
#21058
horse warhorse~
the warhorse~
A mighty black warhorse beats angrily at the ground here.
~
The black steed snorts as you examine him.  His fine black coat shines
brightly regardless of light and the warhorse seems as though it could
run tirelessly for days.
~
262147 0 0 C
25 0 80 3d100+250 3d10+30
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
86 3 0 0 395675 373248 2
0 0 67261 2 0 2048 32 2
#21059
cat~
the cat~
A black cat scampers away from your booted feet.
~
The black cat appears frightened out of its mind...
~
3 0 0 C
5 0 20 2d75+50 3d10+20
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
74 3 0 0 513 512 2
0 0 67261 0 0 2048 0 0
#21060
hound dog~
the hound~
A hunting dog paces in circles here, sniffing the ground.
~
The hunting dog constantly sniffs the ground, searching for its prey.
~
3 0 0 C
10 0 30 3d75+85 5d5+10
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
73 3 0 0 395987 2688 2
0 0 67261 0 0 2048 0 2
#21061
guard man~
the guard~
A heavy guard walks the wall of the city.
~
~
65 32 1000 C
15 0 5 15d15+300 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
2 2 2047 0 3072 0 0 1
#21062
guard~
the gate guard~
A gate guard tends the western gate.
~
~
3 32 1000 C
15 0 0 15d15+150 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
2 2 2047 0 3072 0 0 0
> time_prog 6~
un w
op w
~
> time_prog 20~
close w
lock w
~
|
#21063
man guard~
the guard~
A gate guard tends the outer gate.
~
~
3 32 1000 C
15 0 0 15d15+300 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
2 2 2047 0 3072 0 0 3
> time_prog 6~
un e
op e
~
> time_prog 20~
close e
lock e
~
|
#21064
guard man~
the guard~
A gate guard tends the north gate.
~
~
3 32 1000 C
15 0 0 15d15+300 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
2 2 2047 0 3072 0 0 3
> time_prog 6~
un n
op n
~
> time_prog 20~
close n
lock n
~
|
#21065
guard~
the guard~
A gate guard tends the outer gate.
~
~
3 32 1000 C
15 0 0 15d15+300 3d4+15
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
2 2 2047 0 3072 0 0 1
> time_prog 20~
close s
lock s
~
> time_prog 6~
unlock s
op s
~
|
#21066
guard~
the guard~
A guard of watches you as you move by.
~
~
3 32 1000 C
15 0 0 15d15+300 1d4+10
500 0
112 112 1
16 13 13 16 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
2 2 2047 0 3072 0 0 3
> time_prog 6~
un e
op e
~
> time_prog 20~
close e
lock e
~
|
#21067
man guard~
the guard~
A guard of the city stands here.
~
~
3 8224 1000 C
15 0 0 15d15+300 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
2 2 2047 1059840 3072 0 0 3
> time_prog 6~
un w
op w
~
> time_prog 20~
close w
lock w
~
|
#21068
guard~
the guard~
A guard of the city stands at the ready.
~
~
3 32 1000 C
15 0 0 15d15+150 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
2 2 2047 0 3072 0 0 0
> time_prog 6~
un s
op s
~
> time_prog 20~
close s
lock s
~
|
#21069
guard~
the guard~
An guard keeps vigilant watch here.
~
~
3 32 1000 C
15 0 0 15d15+300 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
2 2 2047 0 3072 0 0 3
> time_prog 6~
un n
op n
~
> time_prog 20~
close n
lock n
close manhole
~
|
#21070
mule~
the pack mule~
A pack mule lumbers about, carrying its master's belongings.
~
This fat, lumbering creature is dirty and unkept. You find yourself
wondering what it carries.
~
262147 0 0 C
6 0 150 1d1+40 3d3+8
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
86 3 0 0 390727 374272 2
0 0 67261 0 0 0 0 0
#21071
archer~
the bowman~
A bowman peers over the ramparts.
~
~
65 32 1000 C
15 0 0 15d15+300 1d4+10
500 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 3
2 2 2047 0 3072 0 0 0
#21073
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21074
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21075
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21076
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21077
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21078
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21079
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21080
key~
a newly created key~
Some god abandoned a newly created key here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21415
newbie mob~
a newly created newbie mob~
Some god abandoned a newly created newbie mob here.
~
~
1073741825 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21416
newbie mob~
a newly created newbie mob~
Some god abandoned a newly created newbie mob here.
~
~
1073741825 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#21420
dark figure assassin~
the assassin~
A dark figure lurks here, hiding in the shadows.
~
A dark man stands before you, seemingly wearing the shadows around him
like a cloak.  His gaze bores into your soul, and he appears to beckon
you over to speak with him.  The glint of steel by his side alerts you
that this man is probably an assassin.
~
3 4227112 0 C
10 0 0 1d1+200 0d0+0
0 0
112 112 0
18 13 13 16 13 13 13
0 0 0 0 -10
0 3 0 0 1 1 1
0 0 0 0 3072 0 0 2
> all_greet_prog 25~
if isnpc($n)
else
  mpechoat $n A man hidden in the shadows beckons you over to him.
  tell $n I have some information which may be of some value...
  tell $n And for a price I will perhaps share it with you.
endif
~
> speech_prog p how much~
if isnpc($n)
else
  mpechoat $n The dark figure stares unflinchingly into your eyes.
  mpechoaround $n $I draws close to $n and says something.
  mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
~
> speech_prog p what price~
if isnpc($n)
else
  mpechoat $n The dark figure stares unflinchingly into your eyes.
  mpechoaround $n $I draws close to $n and says something.
  mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
~
> bribe_prog 45000~
mer $n $I quickly tucks the coins inside his shroud, stepping toward $n.
mea $n $I quickly tucks the coins inside his shroud, and says:
mea $n 'I took this from a man... a weak, sniveling man I was to kill.'
mea $n He continues, 'He traded me the artifact in exchange for his life.'
, sneers
mea $n The figure says, 'Lucky was he the price on his head was low...'
mea $n He produces a strange, tied parchment from his shroud.
mpoload 21420 5
give parchment $n
mpjunk all.parchment
mpjunk all.coins
say Good ... doing business ... with you, $n.
, backs into the shadows.
~
> speech_prog p how much?~
if isnpc($n)
else
  mpechoat $n The dark figure stares unflinchingly into your eyes.
  mpechoaround $n $I draws close to $n and says something.
  mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
 
~
> speech_prog p what price?~
if isnpc($n)
else
  mpechoat $n The dark figure stares unflinchingly into your eyes.
  mpechoaround $n $I draws close to $n and says something.
  mpechoat $n $I matter-of-factly says, '45,000 gold pieces.'
endif
~
|
#21431
kinalsta man~
Kinalsta~
A proud man stands here, deliberating over his theories.
~
~
1073742851 4194344 0 C
51 0 0 1d1+30000 100d10+1000
0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 7 0 0 1 1 0
0 0 47 0 3156992 0 0 0
#21434
woman demon female~
The woman~
A pitiful demon cowers behind a failed aura of evil.
~
~
3 128 -750 C
1 0 0 1d0+100 0d0+0
1 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
0 1 0 0 1 1 0
0 0 9 0 4194303 0 0 0
> death_prog 100~
mpechoat $n You hear a ghastly howl.
say You think you may have killed me, but I will be avenged!
mpechoat $n Another demon is quickly pushed from the shadows.
mpmload 21434
~
> rand_prog 6~
sac corpse
sac head
sac heart
~
|
#21499
final mob~
a newly created final mob~
Some god abandoned a newly created final mob here.
~
~
1073741825 0 0 S
1 0 0 0d0+0 0d0+0
0 0
112 112 0
#0


#OBJECTS
#21000
potion violet glowing~
a glowing violet potion~
A glowing violet potion has been carelessly left here.~
~
10 321 1
25 -1 -1 -1
2 61000 6100
'heal' 'NONE' 'NONE'
E
violet~
Textures of both deep red and pale purple swirl together inside the vial.
~
#21001
potion purple glowing~
a glowing purple potion~
A glowing purple potion has been carelessly left here.~
~
10 65 1
25 -1 -1 -1
2 6500 650
'cure critical' 'NONE' 'NONE'
#21002
puce potion glowing~
a glowing puce potion~
A glowing puce potion has been carelessly left here.~
~
10 65 1
10 -1 -1 -1
2 2400 240
'cure serious' 'NONE' 'NONE'
#21003
potion maroon glowing~
a glowing maroon potion~
A glowing maroon potion has been carelessly left here.~
~
10 65 1
1 -1 -1 -1
2 750 75
'cure light' 'NONE' 'NONE'
#21004
potion blue glowing~
glowing blue potion~
A glowing blue potion has been carelessly left here.~
~
10 65 1
22 -1 131 -1
2 15000 1500
'restore mana' 'restore mana' 'NONE'
#21005
scroll recall~
recall scroll~
A scroll of recall has been carelessly left here.~
~
2 64 1
1 -1 -1 -1
1 200 20
'word of recall' 'NONE' 'NONE'
#21006
tablet magical identify~
a magical tablet~
A magical tablet has been carelessly left here.~
~
2 64 1
1 -1 -1 -1
1 400 40
'identify' 'NONE' 'NONE'
#21007
scroll detect invis~
a scroll of detect invisibility~
A scroll of detect invisibility has been left here.~
~
2 64 1
5 -1 -1 -1
1 2000 200
'detect invis' 'NONE' 'NONE'
#21008
beer bottle~
a bottle of beer~
A small bottle, tipped on its side, drips on the ground.~
~
17 0 16385
5 5 1 0
1 100 10
#21009
whiskey bottle~
a bottle of whiskey~
A bottle of whiskey spills drops on the ground.~
~
17 0 16385
10 10 5 0
1 50 5
#21010
mug ale~
a mug of ale~
A large mug of ale sits here.~
~
17 0 16385
12 12 4 0
1 75 7
#21014
salami~
a slice of salami~
A slice of salami sits in the dirt.~
~
19 0 1
1 0 0 0
1 50 5
#21015
beef~
a big chunk of beef~
A large chunk of raw beef lies here.~
~
19 0 1
5 0 0 0
5 100 10
#21016
turkey~
a cooked turkey~
A cooked bird, which looks quite edible, lies in the dirt.~
~
19 0 1
10 0 0 0
2 200 20
#21017
bottle milk~
a bottle of milk~
A bottle of milk sits upright on the ground.~
~
17 0 16385
10 10 10 0
3 100 10
#21018
wheel cheese~
a wheel of cheese~
A round wheel of cheese looks very good.~
~
19 0 16385
5 0 0 0
3 250 25
#21019
lemonade cup~
a cup of lemonade~
A cup of lemonade makes your thirst quench easily.~
~
17 0 16385
2 2 6 0
1 50 5
#21020
cake~
a chocolate cake~
A large chocolate cake awaits someone to eat it.~
~
19 0 16385
10 0 0 0
1 150 15
#21021
loaf bread~
a loaf of bread~
A scrumptious loaf of bread lies here, making your taste buds swirl.~
~
19 0 1
4 0 0 0
2 150 15
#21022
cherry pie~
a cherry pie~
A cherry pie makes your mouth water.~
~
19 0 16385
4 0 0 0
1 100 10
#21023
quill~
a writing quill~
A writing quill lies on the ground, unowned.~
~
21 0 1
0 0 0 0
1 30 3
#21024
raft~
a sturdy raft~
A large raft blocks a little of the road.~
~
22 0 1
0 0 0 0
5 100 10
#21025
canoe~
a canoe~
A large canoe has been left here, looking as though it just went over rapids.~
~
22 0 1
0 0 0 0
10 500 50
#21034
warrior guild board~
the board of the warrior guild~
The board of the Warrior Guild hangs here.~
~
12 6 0
0 0 0 0
1 0 0
#21035
ranger guild board~
the ranger guild board~
The board of the Ranger Guild hangs here.~
~
12 0 0
0 0 0 0
1001 0 0
#21037
mage guild board~
the board of the mage guild~
The board of the Mage Guild hangs here.~
~
12 1 0
0 0 0 0
1001 0 0
#21038
tome board nature~
the Tome of Nature~
A mystical tome with sickened yellow pages rests here.~
~
12 262144 0
0 0 0 0
1001 0 0
#21039
cleric guild board~
the board of the cleric guild~
The board of the Cleric Guild hangs here.~
~
12 257 0
0 0 0 0
1001 0 0
#21040
thief guild board~
the board of the thief guild~
The board of the Thief Guild hangs here.~
~
12 4 0
0 0 0 0
1001 0 0
#21041
vampire guild board~
the board of the vampire guild~
The board of the Vampire Guild hangs here.~
~
12 20 0
0 0 0 0
1001 0 0
#21042
board general~
the general board~
The Darkhaven board hangs here.~
~
12 0 0
0 0 0 0
1001 0 0
E
book~
~
#21045
crystal wand~
a sparkling crystal wand~
A sparkling crystal wand has been left lying here.~
~
3 65 16385
12 3 3 -1
1 1000 100
'refresh'
#21046
bag rune-covered~
a rune-covered bag~
A strange bag, covered in runes, has been left here.~
~
15 65 1
75 1 0 1
1 1000 100
#21048
mail board stack~
a stack of mail~
A stack of mail is piled high here.~
~
12 0 0
0 0 0 0
1001 0 0
#21049
ball light~
a bright ball of light~
A bright ball of light shimmers in the air.~
~
1 65 1
0 0 -1 0
1 100 10
#21055
thief ring~
a thief's ring~
A ring which will bring good luck lies here.~
~
9 1074479104 3
3 3 0 0
1 500 50
A
31 2
#21056
ring~
a ring of the city guard~
An iron ring has fallen here.~
~
9 65 3
3 3 0 0
1 500 50
E
ring~
Rumors say that these rings protect from magical enchantments...
~
A
17 -3
A
27 3072
#21057
neck guard iron~
an iron guard~
An iron neck guard has fallen here.~
~
9 0 5
5 5 0 0
3 600 60
#21058
crested plate~
a crested breastplate~
A breastplate has fallen here.~
~
9 0 9
6 6 0 0
8 1000 100
#21059
iron helm~
an iron helm~
An iron helm has fallen here.~
~
9 0 17
5 5 0 0
8 800 80
#21060
mail leggings~
mail leggings~
A set of mail leggings has fallen here.~
~
9 0 33
4 4 0 0
4 300 30
#21061
boots black~
black boots~
A set of boots has fallen here.~
~
9 0 65
4 4 0 0
2 200 20
#21062
chain sleeves~
chain sleeves~
A set of chain sleeves has fallen here.~
~
9 0 257
5 5 0 0
3 400 40
#21063
iron gauntlets~
iron gauntlets~
Some iron gauntlets have fallen here.~
~
9 0 129
5 5 0 0
4 400 40
#21064
iron bracer~
an iron bracer~
An iron bracer has fallen here.~
~
9 0 4097
4 4 0 0
2 100 10
#21065
iron shield~
an iron shield~
An iron shield has fallen here.~
~
9 0 513
7 7 0 0
6 600 60
#21066
iron visor~
an iron visor~
An iron visor has fallen here.~
~
9 0 131073
3 4 0 0
1 100 10
#21067
torch~
a torch~
A plain wooden torch has been left lying here.~
~
1 0 1
0 0 24 0
1 10 1
#21068
wooden bow~
a wooden bow~
A wooden bow has fallen here.~
~
56 0 262145
10 0 0 14 1 0
3 300 30
A
18 1
A
19 3
#21069
sword longsword~
a longsword~
A longsword has fallen here.~
~
5 524288 8193
10 0 0 3
6 300 30
#21070
key~
the key to the western gate of Darkhaven~
The key to the western gate of Darkhaven lies here.~
~
9 0 16385
0 0 0 0
1 1000 100
#21071
key~
the key to the northern gate of Darkhaven~
The key to Darkhaven's northern gate lies here.~
~
9 0 16385
0 0 0 0
1 1000 100
#21072
key~
the key to the eastern gate of Darkhaven~
The key to Darkhaven's eastern gate lies here.~
~
9 0 16385
0 0 0 0
1 1000 100
#21073
key~
the key to the southern gate of Darkhaven~
The key to Darkhaven's southern gate lies here.~
~
9 0 16385
0 0 0 0
1 1000 100
#21076
leather shirt~
a leather shirt~
Someone has left a leather shirt lying here.~
~
9 0 9
3 3 0 0
4 200 20
#21077
pants leather~
some leather pants~
Some leather pants are lying here.~
~
9 0 33
2 3 0 0
2 150 15
#21078
leather sleeves~
some leather sleeves~
Some leather sleeves have been abandoned here.~
~
9 0 257
1 3 0 0
1 75 7
#21079
leather boots~
some leather boots~
A pair of leather boots are lying here.~
~
9 0 65
2 2 0 0
2 125 12
#21080
leather gloves pair~
a pair of leather gloves~
Two leather gloves are lying on the ground.~
~
9 0 129
1 3 0 0
1 100 10
#21081
steel dagger~
a steel dagger~
A gleaming dagger shines brightly here.~
~
5 524288 8193
0 0 0 11
1 100 10
#21082
iron mace~
an iron mace~
An iron mace has been carelessly left here.~
~
5 524288 8193
7 4 0 0
4 200 20
#21083
key~
inn key~
This item doesn't need a long :P~
~
18 0 1
0 0 0 0
1 0 0
#21084
salve~
Sample Salve~
A sample of Salve lies here~
~
60 0 16385
10 5 5 5 -1 -1
1 0 0
'heal' 'cure poison'
#21085
arrow~
A magical arrow~
A magical arrow lies here.~
~
57 64 278529
0 0 0 14
1 0 0
#21086
flint~
A shard of flint~
A shard of flint lies here.~
~
8 64 1
0 0 0 0
1 0 0
#21087
bow~
a newly created bow~
Some god dropped a newly created bow here.~
~
13 1073741824 0
0 0 0 0
1 0 0
#21094
ring golden band~
a strange golden band~
A strange golden band has been left lying here.~
~
9 65 3
2 2 0 0
1 10000 1000
A
27 3072
#21111
manor painting~
an oil painting~
A painting of a glorious manor house hangs on the wall, catching your eye.~
~
12 256 0
0 0 0 0
1 0 0
E
painting manor house~
You move closer to take a look at the image in the painting.  The home is
beautiful, inviting and imposing all at the same time.  You find yourself
wondering what it would be like to live in such a place...
~
> exa_prog 100~
mpechoat $n A magical force suddenly takes hold of you, pulling you in!
mpechoat $n When you right yourself, you look around to collect your bearings,
mpechoat $n and find yourself standing before the manor...
mptrans $n 2400
mpecho $n fades before your eyes while examining the painting of the manor.
~
|
#21112
solemn painting unholy~
a dark, solemn painting~
A dark, solemn painting hangs here in the shadows, collecting dust.~
~
12 4 0
0 0 0 0
50 0 0
E
solemn painting unholy~
Gazing at the painting, you find yourself entranced by the image of a
woman kneeling at the foot of a grave, mourning the loss of her child.
As tears stream down her face, she finds the arms of an angel wrapped
around her, seeming to comfort her in her hour of despair.  Suddenly,
everything about you shifts and you find yourself becoming part of
the painting, screaming as the angel of darkness drags you, too, 
unto the unholy grounds of the dead.
~
> exa_prog 100~
mpechoat $n Your feel your body as it dissolves into elements of color,
mpechoat $n spinning slowly into the oils of the dark painting...
mpechoaround $n Stepping forward to examine the painting, $n's body begins to
mpechoaround $n liquesce, dissolving into a kaleidoscope of colors, spinning
mpechoaround $n funnel-like into the oiled textures of the solemn image.
mptransfer $n 2171
~
|
#21133
smoked rabbit~
smoked rabbit~
A freshly smoked rabbit lies here giving off a hickory scent.~
%s savour$q a piece of $p.~
19 0 1
10 0 0 0
2 200 20
#21134
roast quail~
Roast Quail~
A plump roast quail has been carelessly left on the ground here.~
%s delicately nibble$q on a piece of $p.~
19 0 1
10 0 0 0
2 200 20
#21135
chanterelle mushrooms~
some freshly picked chanterelle mushrooms~
Some freshly picked chanterelle mushrooms have been left behind here.~
%s savor$q $p.~
19 0 1
10 0 0 0
2 200 20
#21136
bag black walnuts~
a bag of fresh black walnuts~
Walnut shells lie discarded around a small burlap bag left here.~
%s quickly down$q $p.~
19 0 1
10 0 0 0
2 200 20
#21137
leg lamb~
a leg of lamb~
A freshly cooked leg of lamb has been dropped here.~
%s savagely gnaw$q on $p.~
19 8192 1
10 0 0 0
2 200 20
#21138
wild mustard greens~
some wild mustard greens~
Some freshly gathered wild mustard greens have been forgotten here.~
%s quickly eat$q $p.~
19 0 1
10 0 0 0
2 200 20
#21139
sunflower seeds~
a handful of sunflower seeds~
A handfull of salty sunflower seeds has been left hhere.~
%s quickly consume$q $p.~
19 0 1
10 0 0 0
2 200 20
#21420
parchment opaque~
an opaque parchment~
A piece of opaque parchment lies here absorbing the light.~
~
35 2 1
0 0 0 0
1 45000 4500
E
parchment~
You find you are suddenly able to read the ancient words transcribed upon the
piece of parchment.  The more you read, the more visible the words become...
 
                   Strategy & Tactic of the Ancient Deadly
 
This parchment is intended for those engaged in pkilling, the deadly path,
but many of the tactics outlined here may be useful in other circumstances,
also.  The following details the contents of this parchment:
 
 
1.  Legend                          4.  Spells/Skills and Immunties/Death Traps
2.  Important Suggestions           5.  Disarm and Backstab
3.  Preperation and Area Knowledge  6.  Config +FLEE and Miscellaneous Tidbits
 
 
To view a topics, simply type the number of the item you wish to read.
 
~
E
1~
The Legend of the Parchment
 
During the excavation for New DarkHaven, a chest of weapons and artifacts
was uncovered, was concluded to have originated with an ancient clan of
pkillers...
 
All the weapons of this clan with shiny metal surfaces had been covered
by black tar.  The conclusion was that the clan had attempted to avoid
detection in sunlight by preventing the blades of their weapons from
reflecting the sun's rays.
 
Because of this, it is believed the clan was known as the Black Knives,
of which the only references to them now is in the lore of the Bards.
 
Hidden among the weapons and artifacts was a set of tattered parchments,
which upon translation, appeared to be training material written by an
ancient pkiller.  Although some of the information is now obsolete,
the relevant portions were transcribed and made available in the
parchment you now hold...
 
~
E
2~
Three Important Suggestions
 
1.)  If possible, turn on your "capture session" capability.  This will
help you improve your performance by reviewing your failures and your
opponents tactics.
 
2.)  Some kind of macro facility is recommended.  Depending on your typing
speed, this may be more important to some players than others.  In general,
if one player uses macros and another does not, the player using macros
has a distinct (speed) advantage.
 
3.)  This game is a social place.  Players who share info with other
players tend to do much better than solitary players.  The information here
is intended to be sparse.  To fully understand the items discussed here, it
is wise to talk the things mentioned here over with other players.
 
~
E
3~
Preparation is the foundation to success.  A weaker player who is prepared
will often defeat a stronger player who is not.  Preparation includes being
shielded and having your weapons wielded at all times when you are not in a
safe place.  It also means having the spells you need and being able to
quickly regenerate a shield or spell if it wears out.
 
You must carry scrolls, potions and other objects that will give you spells
and heals and you must be prepared to get them and use them instantly.  This
means you have to carry some in your inventory and some in containers.  You
need to have macros set up to get them and use them.  If you do not use
macros, you need to know which items are stored in which containers so you
can get them instantly.  When attacked by surprise, you cannot afford to
start fumbling around hunting for supplies -- you will likely die.
 
How do you get all these scrolls, potions and other items?  Well, mages and
clerics can brew potions and scribe scrolls of any spell for any player.  If
you do not have a mage or cleric, you'll need to co-operate with other
players to learn where to buy them or how to find other equivalent objects.
 
(Type look 3A for Area Knowledge)
 
~
E
3a~
Area Knowledge
 
Area Knowledge is important to survival whether engaging in pkilling or mob
killing.  You should try to learn as much about an area before attempting
to operate in it.  Know nearby safe zones and where you can or cannot
recall from.  This knowledge may save you in the future.
 
~
E
4~
Spells and Skills
 
The following is a list of spells and skills that you should understand and
be able to use:
 
Shields        - sanctuary, iceshield, fireshield, shockshield.
Detection      - detect invis, detect hidden, true sight, scry, faerie fog.
Defensive      - armor, bless, shield, stone skin, protection, heal, invis.
Offensive      - faerie fire, poison, blindness, curse, weaken.
Movement       - float, fly, aqua breath, pass door.
Miscellaneous  - astral walk, mist walk, plant pass, solar flight, summon,
                 farsight, kindred strength, create spring.
Skills         - backstab, scan, pick lock, stun, disarm.
                  
(Look 4A for Dealing with Immunities and Death Traps)
 
~
E
4a~
Dealing with Immunities
 
Some players and mobs are immune to different types of weapons and spells.
It's a good idea to carry a few different kinds of weapons and be prepared
to use a few different kinds of offensive spells.  It is important during a
fight to try and see if your weapons and spells are doing any damage.  If
your weapon is constantly "missing" (not dodged or parried, but missing),
be ready to switch to another weapon.  If your fireball constantly misses,
try a different kind of spell.  There are many, including lightning bolt,
burning hands, color spray, energy drain and many others to choose from.
 
 
Avoiding Death Traps and Other Nasty Surprises
 
When you are in an unfamiliar place, it is a good idea to look ahead before
entering a new room.  Use scry or scan to do this.  If you see a room that
has no exits, you need to be cautions because it might be a death trap.  If
you cannot scry or scan, type "look direction" and read the description of
what lies in that direction.  Most of these rooms are not death traps, they
just have exits that are not obvious or require you to recall to exit.  One
good technique is to bring a friend or a character with little equipment
and send them in to test for a death trap.  Having friends in the mud pays
dividends in many ways.
~
E
5~
Disarm
 
If you can disarm an opponent and take their weapon, you can get a great
advantage.  This tactic is a little over-rated because your opponent may
have a good grip on their weapon or may have extra weapons.  The effort
you put into disarming them takes away from other tactics you should be
using instead.  Disarming mobs can sometimes be a bad move because some
mobs hit much harder when disarmed.  If you must try this skill, perhaps
you should try it only once or twice in a fight and then move on.
 
 
Backstab
 
If you can backstab an opponent to start a fight, you should certainly try
it.  In order to be backstabbed, however, an opponent must be at full hit
points.  If they never eat or drink (a good tactic against backstabbing),
they will always be a few hp below maximum.  You can always start a fight
by healing your opponent in the hopes of bringing them to full hit points,
then backstab them.  Naughty but Nice!
 
~
E
6~
Config +FLEE
 
Many players like this until they flee into a death trap.  In general, it's
a bad idea.  You are usually better off to recall than to flee.  If you have
problems recalling, as a last resort, you can try teleport.
 
 
Miscellaneous Tidbits
 
The susceptibility spells, (Razorbait, Swordbait, Winter Mist, Blazebane,
Ethereal Funnel) and the resistance spells, (Dragonskin, Demonskin, Inner
Warmth, Blazeward, Ethereal Shield) are of lesser value and you should
probably not trouble yourself with them until you have mastered all other
aspects of combat and strategy.  Suscpetibility spells may be useful when
fighting a known mob that takes a long time to defeat, as they tend to
reduce the time somewhat.  Spells like Eldritch Sphere, Antimagic Shell,
Shadowform and Valiance are also best left for specialized uses.
 
There are also some miscellaneous skills which are best left for specialized
use - (kick, punch, bash, circle).  Circle appears to be a wonderful skill,
but there are problems with it.  It only works in certain circumstances and
it locks you out (lags the circler) for a round or two.
 
~
#21435
augurer guild board~
the board of the augurer guild~
The board of the Augurer Guild hangs here.~
~
12 0 0
0 0 0 0
1 0 0
#0


#ROOMS
#21000
Darkhaven Square~
You are standing within the expanse of the famous Darkhaven Square.  A
stone statue of occupies the square's center, surrounded by gardens of
shrubbery which enhance the air of serenity and peace here in the center
of the city.  The main road lead away in the cardinal directions, while
to the northeast and northwest are forested paths.  The spires of a
cathedral can be seen rising to the northwest.
~
0 1081344 1
D0
Vertic Avenue lies to the north.
~
~
0 -1 21001
D1
To the east lies Horizon Road.
~
~
0 -1 21036
D2
Vertic Avenue lies to the south.
~
~
0 -1 21042
D3
To the west lies Horizon Road.
~
~
0 -1 21039
D4
You gaze up into the air.
~
~
0 -1 21337
D6
The forested path continues...
~
~
0 -1 21200
D7
The forested path leads up to the cathedral.
~
~
0 -1 21163
E
sign post signpost~
North - Vertic Avenue
        - To Justice Road
East  - Horizon Road
        - To Hawk Street
South - Vertic Avenue
        - To Horizon Road
        - To Market Street
        - To Law Avenue
West  - Horizon Road
        - To Falcon Road
Northwest - Cathedral
            - To the Guild of Clerics
            - To the Guild of Druids
            - To the cathdral altar
Northeast - Forest
            - To the Guild of Rangers
            - To the Guild of Warriors
~
S
#21001
Vertic Avenue~
Here the roadway passes by a circular platform, atop which stands a man of
ultimately stern countenance.  A wall surrounding the cathedral rises to
the west, and a small forested area lines the eastern roadway.  Vertic
Avenue ranges to the north and south.
~
0 1318916 1
D0
Vertic Avenue lies in this direction.
~
~
0 -1 21002
D2
The road to the south leads to Darkhaven Square.
~
~
0 -1 21000
> entry_prog 100~
if isnpc($n)
or isimmort($n)
else
if ispkill($n)
if level($n) == 50
mpechoat 0.$n Raging mists drag you away...
mptrans 0.$n 3001
endif
endif
endif
~
|
S
#21002
Vertic Avenue~
Nothing in particular strikes your attention as you walk down this portion
of Vertic Avenue.  It seems almost as if the citizens of the city forgot
to place a statue here, or perhaps a plaque.  The lengthy road ranges
to the north and south.
~
0 1048576 1
D0
The cobbled roads of Vertic Avenue lie in this direction.
~
~
0 -1 21003
D2
A peculiar section of Vertic Avenue lies to the south.
~
~
0 -1 21001
S
#21003
Vertic Avenue~
You continue down Vertic Avenue.  To the east you can see the stone structure
of the warrior's, the cathedral rises in the west, and to the north you can
seen an intersection.
~
0 1048576 1
D0
Vertic Avenue and Justice Road cross just north of here.
~
~
0 -1 21004
D2
A rather bland portion of Vertic Avenue lies to the south.
~
~
0 -1 21002
S
#21004
Intersection of Vertic Avenue and Justice Road~
You stand at the intersection of Vertic Avenue and Justice Road.  To the
north you can see the north gate of Darkhaven.  Justice Road lies to the
east and west, while Vertic Avenue can be seen to the north and south.
~
0 1048576 1
D0
The northern gate can be seen in this direction.
~
~
0 -1 21100
D1
Justice Road extends to the east.
~
~
0 -1 21005
D2
Going south will bring you near the heart of the city.
~
~
0 -1 21003
D3
Justice Road extends to the west.
~
~
0 -1 21035
E
sign post signpost~
North - The North Gate of Darkhaven
East  - Justice Road
        - To Hawk Street
South - Vertic Avenue
        - To Horizon Road
        - To Market Street
        - To Law Avenue
        - To Darkhaven Square
West  - Justice Road
        - To Falcon Road
~
S
#21005
Justice Road~
This portion of Justice Road seems unkempt.  A whistling northern wind can
be heard passing through the trees to the south, and you smile to yourself
as you continue on your way.  Justice Road stretches to the east and west.
~
0 1048576 1
D1
Justice Road lies to the east.
~
~
0 -1 21006
D3
The intersection of Vertic Avenue and Justice Road is to the west.
~
~
0 -1 21004
S
#21006
Justice Road~
You are on a solemn section of Justice Road.  A statue depicting a party
of adventurers fighting off an undead dragon sits in the center of the
road.  Blinking back a tear, you remember hearing this tale in a local
inn, and realize that the statue is a memorial.  Justice Road extends to
the east and west.
~
0 1048576 1
D1
Justice Road is to the east.
~
~
0 -1 21007
D3
Justice Road extends westward.
~
~
0 -1 21005
S
#21007
Justice Road~
You are walking down Justice Road.  The long road, which lines the northern
wall of Darkhaven, meets up with Hawk Street to the east to form one of the
four corners of Darkhaven.  The street continues westward.
~
0 1048576 1
D1
Justice Road meets Hawk Street to the east.
~
~
0 -1 21008
D3
Justice Road continues to the west.
~
~
0 -1 21006
S
#21008
Meeting of Hawk Street and Justice Road~
Hawk Street and Justice Road come together here to form one of the four
corners of Darkhaven.  A stone staircase leads upward onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Hawk Street lies to the south, while Justice Road stretches westward.
~
0 1048576 1
D2
Hawk Street lies to the south.
~
~
0 -1 21009
D3
Justice Road lies to the west.
~
~
0 -1 21007
D4
The stairs lead up onto Darkhaven's battlements.
~
~
0 -1 21321
E
sign post signpost~
West  - Justice Road
        - To Vertic Avenue
        - To Falcon Road
South - Hawk Street
        - To Horizon Road
        - To Market Street
        - To Law Avenue
~
S
#21009
Hawk Street~
This section of Hawk Street is reserved for storing the eastern wall's
defense supplies.  Quivers of arrows are stacked high into the air,
almost within reach of the guards on the battlements.  Hawk Street
stretches to the north and south.
~
0 1048576 1
D0
Hawk Street meets up with Justice Road to the north.
~
~
0 -1 21008
D2
Hawk Street continues to the south.
~
~
0 -1 21010
S
#21010
Hawk Street~
This portion of Hawk Street is rather poor and unkempt.  Rags litter the
street, and several of the city's unfortunate have set up residence here.
A tent has been set up on the eastern side of the road, a beggar's home
no doubt.  Hawk Street continues to the north and south.
~
0 1048576 1
D0
Hawk Street continues to the north.
~
~
0 -1 21009
D2
The road ranges to the south.
~
~
0 -1 21011
S
#21011
Hawk Street~
You are walking down the northern half of Hawk Street at a brisk pace.
To the east is the towering eastern wall of Darkhaven, while a forest
surrounded by a short wall is to the west.  Hawk Street ranges to the
north and south.
~
0 1048576 1
D0
Hawk Street extends northward.
~
~
0 -1 21010
D2
Horizon Road and Hawk Street cross to the south.
~
~
0 -1 21012
S
#21012
Intersection of Horizon Road and Hawk Street~
You stand at the intersection of Horizon Road and Hawk Street.  To the
east you can see the massive east gate of Darkhaven, while Hawk Street
lies to the north and south, and Horizon Road runs west.
~
0 1048576 1
D0
Hawk Street is to the north.
~
~
0 -1 21011
D1
To the east is the eastern gate.
~
~
0 -1 21113
D2
You can see Hawk Street stretch far to the south.
~
~
0 -1 21013
D3
Horizon Road lies to the east.
~
~
0 -1 21038
E
sign post signpost~
North - Hawk Street
        - To Justice Road
East  - The East Gate of Darkhaven
South - Hawk Street
        - To Market Street
        - To Law Avenue
West  - Horizon Road
        - To Darkhaven Square
~
S
#21013
Hawk Street~
You take a brief pause on your way down Hawk Street, and you can hear the
chirping of birds coming from the other side of the city wall.  Upon
catching your breath, you gather your belongings and continue on your way.
~
0 1048576 1
D0
Horizon Road and Hawk Street cross just north of here.
~
~
0 -1 21012
D2
The Market and Hawk Street intersection is south of here.
~
~
0 -1 21014
S
#21014
Intersection of Market Street and Hawk Street~
You stand at the intersection of Market Street and Hawk Street.  A wall
towers over you to the east, keeping intruders out of Darkhaven.  To
the west are the glorious pavilions and shops of Darkhaven, while
Hawk Street continues to the north and south.
~
0 1048576 1
D0
Hawk Street lies in this direction.
~
~
0 -1 21013
D2
Hawk Street stretches southward as far as the eye can see.
~
~
0 -1 21015
D3
The markets of Darkhaven await your arrival and gold.
~
~
0 -1 21050
E
sign post signpost~
North - Hawk Street
        - To Horizon Road
        - To Justice Road
South - Hawk Street
        - To Law Avenue
West  - Market Street
~
S
#21015
Hawk Street~
This portion of Hawk Street is lined with pine trees and small colorful
gardens.  Two marble benches sit on opposite sides of the cobbled road,
enticing you to rest.  You can see Law Avenue meeting up with Hawk
Street to the south, while to the north is the Market Street and
Hawk Street intersection.
~
0 1048576 1
D0
Market Street and Hawk Street meet to the north.
~
~
0 -1 21014
D2
Gazing southward, you see the southeastern corner of Darkhaven.
~
~
0 -1 21016
S
#21016
Meeting of Hawk Street and Law Avenue~
Hawk Street and Law Avenue come together here to form one of the four
corners of Darkhaven.  A stone staircase leads up onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Hawk Street lies to the north, while Law Avenue stretches westward.
~
0 1048576 1
D0
Hawk Street lies to the north.
~
~
0 -1 21015
D3
Law Avenue lies to the west.
~
~
0 -1 21017
D4
Stairs lead up to Darkhaven's battlements.
~
~
0 -1 21314
E
sign post signpost~
North - Hawk Street
        - To Market Street
        - To Horizon Road
        - To Justice Road
West  - Law Avenue
        - To Vertic Avenue
        - To Falcon Road
~
S
#21017
Law Avenue~
You are walking down Law Avenue, the road which lines the southern wall
of Darkhaven.  The cobblestones here seem worn and used.  To the north
is the reason for this:  a mount and pet store.  Even from here you can
smell the faint scent of hay.  To the east is one of the four corners
of Darkhaven, while Law Avenue continues westward.
~
0 1048576 1
D0
The Companions and Mounts shop lies to the north.
~
~
0 -1 21339
D1
Law Avenue joins Hawk Street to the east.
~
~
0 -1 21016
D3
Law Avenue stretches westward.
~
~
0 -1 21018
E
sign post signpost~
North - Companions and Mounts
East  - Law Avenue
        - To Hawk Street
West  - Law Avenue
        - To Vertic Avenue
        - To Falcon Road
~
S
#21018
Law Avenue~
A tall statue attracts your attention on this portion of Law Avenue.  The
marble sculpture is of a man in his late forties wielding a blade of ebony
against an unseen attacker, although from the man's posture it is obvious
that his opponent was enormous.  A small golden plaque sits near the
statue, explaining its importance.  The road stretches both east and west.
~
0 1048576 1
D1
The road extends eastward.
~
~
0 -1 21017
D3
Law Avenue stretches westward as far as the eye can see.
~
~
0 -1 21019
E
plaque~
The plaque reads: 'May you rest in peace, Uthar Darkbane.'
~
S
#21019
Law Avenue~
Although you pass by the building to the north frequently, you still have
trouble believing it stands there.  The Dragon Exports, known for bizarre
dragon collectibles and occultic behavior, has set up a Darkhaven branch
inside the large stone structure to the north.  The road ranges to the
east and west from here.
~
0 1048576 1
D0
To the north is the reception desk for the Dragon Exports company.
~
~
0 -1 9850
D1
Law Avenue continues to the east.
~
~
0 -1 21018
D3
Vertic Avenue and Law Avenue cross to the west.
~
~
0 -1 21020
E
sign post signpost~
North - Dragon Cult
East  - Law Avenue
        - To Hawk Street
West  - Law Avenue
        - To Vertic Avenue
        - To Falcon Road
~
S
#21020
Intersection of Vertic Avenue and Law Avenue~
You stand at the intersection of Vertic Avenue and Law Avenue.  Gazing to
the south, you see the massive south gate of Darkhaven.  The cobbled roads
of Vertic Avenue and Law Avenue lie in the four cardinal directions.
~
0 1048576 1
D0
To the north is Vertic Avenue.
~
~
0 -1 21044
D1
You see the legendary Law Avenue.
~
~
0 -1 21019
D2
To the south is Darkhaven's southern gate.
~
~
0 -1 21074
D3
Law Avenue extends to the west.
~
~
0 -1 21021
E
sign post signpost~
North - Vertic Avenue
        - To Market Street
        - To Horizon Road
        - To Justice Road
        - To Darkhaven Square
East  - Law Avenue
        - To Hawk Street
South - The Southern Gate of Darkhaven
West  - Law Avenue
        - To Falcon Road
~
S
#21021
Law Avenue~
You are traversing the cobblestone roads of Law Avenue at a brisk pace.
To the north is the Darkhaven Art Gallery, a building known throughout
the the world for its rare beauty and exquisite art.  You feel almost
like paying the ancient building a visit.  Law Avenue extends to the
east and west.
~
0 1048576 1
D0
The Art Gallery awaits...
~
~
0 -1 24800
D1
Law Avenue and Vertic Road cross to the east.
~
~
0 -1 21020
D3
Law Avenue ranges to the west.
~
~
0 -1 21022
E
sign post signpost~
North - Darkhaven Art Gallery
East  - Law Avenue
        - To Vertic Avenue
        - To Hawk Street
West  - Law Avenue
        - To Falcon Road
~
S
#21022
Law Avenue~
You are walking down a rather commercial part of Law Avenue.  Merchants
hassle you to spend your gold as you attempt to continue on your way.
Glancing to the north, you see the only shop worth visiting, owned by
the respectable Annir.  Law Avenue stretches to the east and west.
~
0 1048576 1
D0
A clothing shop is situated to the north.
~
~
0 -1 21066
D1
Law Avenue extends to the east.
~
~
0 -1 21021
D3
Law Avenue stretches westward.
~
~
0 -1 21023
E
sign post signpost~
North - Annir's Clothing
West  - Law Avenue
        - To Falcon Road
East  - Law Avenue
        - To Hawk Street
        - To Vertic Avenue
~
S
#21023
Law Avenue~
This stretch of Law Avenue is cobbled and well kept, like most of the
streets of Darkhaven.  Looking northward, you see a small mansion which
seems abandoned.  Two stone gargoyles guard the gates to the strange
building, their ruby eyes glowing softly.  The lengthy cobblestone
road extends to the east and west.
~
0 1048576 1
D0
An abandoned mansion is to the north.
~
~
0 -1 21353
D1
Law Avenue continues in this direction.
~
~
0 -1 21022
D3
Law Avenue clashes with Falcon Road to the west.
~
~
0 -1 21024
E
sign post signpost~
North - An Abandoned Mansion
        - To the Guild of Vampires
West  - Law Avenue
        - To Falcon Road
East  - Law Avenue
        - To Vertic Avenue
        - To Hawk Street
~
S
#21024
Meeting of Falcon Road and Law Avenue~
Falcon Road and Law Avenue come together here to form one of the four
corners of Darkhaven.  A stone staircase leads up onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Falcon Road lies to the north, while Law Avenue stretches eastward.
~
0 1048576 1
D0
Falcon Road lies to the north.
~
~
0 -1 21025
D1
Law Avenue lies to the east.
~
~
0 -1 21023
D4
The stairs lead up to Darkhaven's battlements.
~
~
0 -1 21307
E
sign post signpost~
North - Falcon Road
        - To Market Street
        - To Horizon Road
        - To Justice Road
East  - Law Avenue
        - To Vertic Avenue
        - To Hawk Street
~
S
#21025
Falcon Road~
You pick up your pace as you travel down this portion of Falcon Road.
Gazing eastward, you see what is easily the darkest alley in the city,
though a glimmer of light can be seen flickering in the shadows of
the slim street.  To the north is an intersection, while Falcon
Road continues to the south.
~
0 1048576 1
D0
Thieves Alley is east of here.
~
~
0 -1 21026
D1
The Thieves Alley is east of here.
~
~
0 -1 21063
D2
One of the four corners of Darkhaven is located to the south.
~
~
0 -1 21024
E
sign post signpost~
North - Falcon Road
        - To Justice Road
        - To Horizon Road
        - To Market Street
East  - Thieves Alley
        - To the Guild of Thieves
South - Falcon Road
        - To Law Avenue
~
S
#21026
Intersection of Market Street and Falcon Road~
You stand at the intersection of Market Street and Falcon Road.  A wall
towers over you to the west, keeping intruders out of Darkhaven.  To the
east are the glorious pavilions and shops of Darkhaven, while Falcon
Road continues to the north and south.
~
0 1048576 1
D0
Falcon Road lies in this direction.
~
~
0 -1 21027
D1
You gaze at the pavillions and shops of Market Street.
~
~
0 -1 21045
D2
To the south is Falcon Road.
~
~
0 -1 21025
E
sign post signpost~
North - Falcon Road
        - To Justice Road
        - To Horizon Road
East  - Market Street
South - Falcon Road
        - To Law Avenue
~
S
#21027
Falcon Road~
You are walking down a poorer section of Falcon Road.  The cobbled roads 
seem unkept and dirty, definitely unusual in this city which represents
hope and order.  The street ranges to the north and south.
~
0 1048576 1
D0
Horizon Road and Falcon Road cross to the north.
~
~
0 -1 21028
D2
Market Street and Falcon Road cross just south of here.
~
~
0 -1 21026
S
#21028
Intersection of Horizon Road and Falcon Road~
You stand at the intersection of Horizon Road and Falcon Road.  Gazing to
the west, you see the huge west gate of Darkhaven.  The cobbled roads of
Horizon Road and Falcon Road lie in the four cardinal directions.
~
0 1048576 1
D0
The cobbled streets of Falcon Road lie to the north.
~
~
0 -1 21029
D1
Walking in this direction will lead you into the very heart of the city.
~
~
0 -1 21041
D2
Falcon Road lies to the south.
~
~
0 -1 21027
D3
To the west is the west gate of Darkhaven.
~
~
0 -1 21088
E
sign post signpost~
West  - The Western Gate of Darkhaven
South - Falcon Road
        - To Market Street
        - To Law Avenue
East  - Horizon Road
        - To Darkhaven Square
North - Falcon Road
        - To Justice Avenue
~
S
#21029
Falcon Road~
You are walking down a rarely used portion of Falcon Road.  To the east is
Darkhaven's church, while Falcon Road ranges to the north and south.
~
0 1048576 1
D0
Falcon Road stretches northward.
~
~
0 -1 21030
D2
The intersection of Horizon Road and Falcon Road is south of here.
~
~
0 -1 21028
S
#21030
Falcon Road~
You walk through a poor, almost abandoned section of Darkhaven.  Indeed,
this portion of Falcon Road is neither dirty nor clean, just untouched.
The cobbled road continues to the north and south.
~
0 1048576 1
D0
Falcon Road extends northward.
~
~
0 -1 21031
D2
Falcon Road stretches southward.
~
~
0 -1 21029
S
#21031
Falcon Road~
Here you spy the spires and stained glass windows of the cathedral peeking
out peek out from the lush green forest cultivated in the center of this
thriving city.  Falcon Road ranges to both the north and south.
~
0 1048576 1
D0
Falcon Road meets with Justice Road to the north.
~
~
0 -1 21032
D2
Falcon Road lies to the south.
~
~
0 -1 21030
S
#21032
Meeting of Falcon Road and Justice Road~
Falcon Road and Justice Road come together here to form one of the four
corners of Darkhaven.  A stone staircase lead upward onto the fantastic
city's battlements, from where even the strongest foe can be repelled.
Falcon Road lies to the south, while Justice Road stretches eastward.
~
0 1048576 1
D1
Justice Road lies to the east.
~
~
0 -1 21033
D2
Falcon Road lies to the south.
~
~
0 -1 21031
D4
The stairs lead up to Darkhaven's battlements.
~
~
0 -1 21328
E
sign post signpost~
East - Justice Road
        - to Vertic Avenue
        - to Hawk Street
South - Falcon Road
        - to Horizon Road
        - to Market Street
        - to Law Avenue
~
S
#21033
Justice Road~
This is a rather unremarkable portion of Justice Road, as nothing out
of the ordinary pokes at your attention.  The northern wall lines the
cobbled street, which ranges to the east and west.
~
0 1048576 1
D1
Justice Road stretches eastward.
~
~
0 -1 21034
D3
Justice Road and Falcon Road meet to the west.
~
~
0 -1 21032
S
#21034
Justice Road~
You travel down an eerie portion of Justice Road.  In the forest to the
south you can hear strange chants to Thoric.  The mysterious melody sends
shivers down your spine, making you wonder who would sing such a song in
a city of peace and goodness.  Justice Road stretches east and west.
~
0 1048576 1
D1
Justice Road lies to the east.
~
~
0 -1 21035
D3
Justice Road continues to the west.
~
~
0 -1 21033
S
#21035
Justice Road~
You are walking cautiously through this part of Justice Road.  Lately you
have heard rumors of thieves prowling these parts, mocking the very name
of the road.  The cobbled street ranges to the east and west.
~
0 1048576 1
D1
The intersection of Vertic Avenue and Justice Road is east of here.
~
~
0 -1 21004
D3
Justice Road stretches westward.
~
~
0 -1 21034
S
#21036
Horizon Road~
Travelling the cobbled streets of Horizon Road, you are pleased to see the
ancient Darkhaven Town Hall still stands.  Horizon road continues to the
east and west.
~
0 1048576 1
D1
Horizon Road stretches onward in this direction.
~
~
0 -1 21037
D3
The road to the west leads to Darkhaven Square.
~
~
0 -1 21000
E
sign post signpost~
East  - Horizon Road
        - To Hawk Street
South - The Archives
        - To the Lore of the Archives
        - To the Oracle of the Archives
West  - Horizon Road
        - To Vertic Avenue
        - To Falcon Road
        - To Darkhaven Square
~
S
#21037
Horizon Road~
While traversing Horizon Road, you gaze up at the Darkhaven Tower of
Sorcery, whose entrance lies to the south.  The lengthy cobblestone
road stretches to the east and west.
~
0 1048576 1
D1
Horizon Road continues in this direction.
~
~
0 -1 21038
D2
The gates to Darkhaven's Tower of Sorcery are to the south.
~
~
0 -1 21126
D3
Horizon Road continues in this direction.
~
~
0 -1 21036
E
sign post signpost~
East  - Horizon Road
        - To Hawk Street
South - Darkhaven Tower of Sorcery
        - To the Guild of Mages
West  - Horizon Road
        - To Vertic Avenue
        - To Falcon Road
        - To Darkhaven Square
~
S
#21038
Horizon Road~
Young and giddy adventurers pass you as you travel this portion of Horizon
Road.  Gazing southward, you see the illustrious Darkhaven Academy, which
has the responsibility of training new adventurers.  The cobbled streets
of Horizon Road continue to the east and west.
~
0 1048576 1
D1
The intersection of Horizon Road and Hawk Street lies to the east.
~
~
0 -1 21012
D2
The entrance to Darkhaven Academy lies to the south.
~
~
0 -1 21280
D3
Horizon Road stretches to the west as far as the eye can see.
~
~
0 -1 21037
E
sign post signpost~
East  - Horizon Road
        - To Hawk Street
South - Darkhaven Academy
West  - Horizon Road
        - To Vertic Avenue
        - To Falcon Road
        - To Darkhaven Square
~
S
#21039
Horizon Road~
You quicken your pace as you walk down the cobblestones of Horizon Road.
Gazing to the north, you see the cathedral in all its beauty.  To the east
is Darkhaven Square, while Horizon Road leads on to the west.  The Western
Hall, a popular point of congregation, is situated in a building just to
the south.
~
0 1048576 1
D1
The road to the east leads to Darkhaven Square.
~
~
0 -1 21000
D2
The Western Hall lies in this direction.
~
~
0 -1 21335
D3
Horizon Road stretches onward as far as the eye can see.
~
~
0 -1 21040
E
sign post signpost~
East  - Horizon Road
        - To Hawk Street
        - To Vertic Avenue
        - To Darkhaven Square
South - Western Hall
West  - Horizon Road
        - To Falcon Road
~
S
#21040
Horizon Road~
Here the city's inn stands to the south, and you make note to remember 
this location for later.  Gazing to the east and west, you can see nothing
but Horizon Road.
~
0 1048576 1
D1
Horizon Road stretches further eastward.
~
~
0 -1 21039
D2
The town inn awaits.
~
~
0 -1 21069
D3
Horizon Road stretches further westward.
~
~
0 -1 21041
E
sign post signpost~
East  - Horizon Road
        - To Hawk Street
        - To Vertic Avenue
        - To Darkhaven Square
South - The Inn
West  - Horizon Road
        - To Falcon Road
~
S
#21041
Horizon Road~
Cheery laughter can be heard in this section of Horizon Road.  Listening
closely, you are not surprised to find the laughter coming from the tavern
to the south.  Peasants passing by also seem interested in those who can
find joy in these dark times.  Horizon Road ranges to the east and west.
~
0 1048576 1
D1
Horizon Road continues in this direction.
~
~
0 -1 21040
D2
The tavern lies to the south.
~
~
0 -1 21068
D3
Horizon Road and Falcon Road cross to the west.
~
~
0 -1 21028
E
sign post signpost~
East  - Horizon Road
        - To Hawk Street
        - To Vertic Avenue
        - To Darkhaven Square
South - The Grim Smile
West  - Horizon Road
        - To Falcon Road
~
S
#21042
Vertic Avenue~
You are travelling upon the southern portion of Vertic Avenue.  The tents
of the Darkhaven markets rise high into the air to the east and west.  The
cobblestone road stretches to the north and south, where you can see a
bustling intersection.
~
0 1048576 1
D0
The road to the north leads to Darkhaven Square.
~
~
0 -1 21000
D2
A bustling intersection lies to the south.
~
~
0 -1 21043
S
#21043
Intersection of Vertic Avenue and Market Street~
You stand at the intersection of Vertic Avenue and Market Street.  The
intersection bustles with activity as citizens go about their business.
To the east and west runs Market Street, lined with the exotic shops of
Darkhaven, while Vertic Avenue lies to the north and south.
~
0 1048576 1
D0
Vertic Avenue lies to the north.
~
~
0 -1 21042
D1
You can see the exotic markets of Darkhaven.
~
~
0 -1 21048
D2
Vertic Avenue stretches to the south as far as the eye can see.
~
~
0 -1 21044
D3
You can see the exotic markets of Darkhaven.
~
~
0 -1 21047
E
sign post signpost~
North - Vertic Avenue
        - To Justice Road
        - To Horizon Road
        - To Darkhaven Square
East  - Market Street
        - To Hawk Street
South - Vertic Avenue
        - To Law Avenue
West  - Market Street
        - To Falcon Road
~
S
#21044
Vertic Avenue~
While traversing the busy, cobbled streets of Darkhaven, you notice
a particularly dark alley to the west which citizens commonly avoid.
Grinning, you imagine the cloaked thief lurking in the shadows.
Vertic Avenue extends to the north and south.
~
0 1048576 1
D0
Intersection of Vertic Avenue and Market Street
~
~
0 -1 21043
D2
The intersection of Vertic Avenue and Law Avenue lies to the south.
~
~
0 -1 21020
D3
You can't make out any details about the dark alley.
~
~
0 -1 21065
E
sign post signpost~
North - Vertic Avenue
        - To Market Street
        - To Horizon Road
        - To Justice Road
        - To Darkhaven Square
West  - Thieves Alley
        - To the Guild of Thieves
South - Vertic Avenue
        - To Law Avenue
~
S
#21045
Market Street~
You smile at the sight of the familiar Market Street and its glorious
pavilions.  A fiery ruby catches your eye in the shop to the south,
while the shop to the north is eerily silent.  Market Street extends
to the east and west.
~
0 1048576 1
D0
A scribe's shop is situated just north of here.
~
~
0 -1 21051
D1
More shops attract your attention to the east.
~
~
0 -1 21046
D2
A jewelry shop has been set up in the tent to the south.
~
~
0 -1 21052
D3
Market Street meets up with Falcon Road to the west.
~
~
0 -1 21026
E
sign post signpost~
North - The Scribe's Tent
East  - Market Street
        - To Hawk Street
        - To Vertic Avenue
South - The Shining Emerald
West  - Market Street
        - To Falcon Road
~
S
#21046
Market Street~
Citizens of Darkhaven scamper around you, anxious to finish their shopping.
Gazing northward, you can see a female elf brewing a multitude of potions,
while to the south you see Darkhaven's courier service.  Market Street
ranges to the east and west.
~
0 1048576 1
D0
The Alchemist's is to the north.
~
~
0 -1 21054
D1
More shops attract your attention to the east.
~
~
0 -1 21047
D2
The Darkhaven mail service is situated in a building to the south.
~
~
0 -1 21053
D3
More shops attract your attention to the west.
~
~
0 -1 21045
E
sign post signpost~
North - The Alchemist's
East  - Market Street
        - To Hawk Street
        - To Vertic Avenue
South - The Darkhaven Courier
West  - Market Street
        - To Falcon Road
~
S
#21047
Market Street~
The cobbled road is buzzing with activity.  Eager shouts from numerous tents
and pavilions encourage potential customers to come inspect a shopkeeper's
wares.  To the north is the Magician's Tent, while a dealer in parchment is
to the south.  Market Street stretches to the east and west.
~
0 1048576 1
D0
The wizard's tent is to the north.
~
~
0 -1 21055
D1
You see the intersection of Vertic Avenue and Market Street.
~
~
0 -1 21043
D2
A parchment store lies to the south.
~
~
0 -1 21056
D3
More shops attract your attention to the west.
~
~
0 -1 21046
E
sign post signpost~
North - Wizard's Tent
East  - Market Street
        - To Hawk Street
        - To Vertic Avenue
South - Quills and Parchments
West  - Market Street
        - To Falcon Road
~
S
#21048
Market Street~
The cobbled road is buzzing with activity.  Eager shouts from numerous tents
and pavilions encourage potential customers to come inspect a shopkeeper's
wares.  To the north is the Food Market, while the tent to the south is
dedicated to repairing items.  Market Street stretches to the east and west.
~
0 1048576 1
D0
The butcher's shop lies in this direction.
~
~
0 -1 21057
D1
More shops attract your attention in this direction.
~
~
0 -1 21049
D2
You can see a stocky dwarf repairing equipment.
~
~
0 -1 21058
D3
The intersection of Vertic Avenue and Market Street lies to the west.
~
~
0 -1 21043
E
sign post signpost~
North - The Carnivore's Delight
East  - Market Street
        - To Hawk Street
South - The Damaged Goods
West  - Market Street
        - To Vertic Avenue
        - Falcon Road
~
S
#21049
Market Street~
Citizens of Darkhaven scamper about you, eager to finish their shopping.
The aroma of fresh bread assails your nose, coming from a bakery to the
north, and the clanging of metal on metal rings out from Darkhaven's
armoury to the south.  Market Street ranges to the east and west.
~
0 1048576 1
D0
You can see a bakery to the north.
~
~
0 -1 21060
D1
More shops attract your attention in this direction.
~
~
0 -1 21050
D2
The Solid Parry is to the south.
~
~
0 -1 21059
D3
More shops attract your attention in this direction.
~
~
0 -1 21048
E
sign post signpost~
North - The Darkhaven Bakery
East  - Market Street
        - To Hawk Street
South - The Solid Parry
West  - Market Street
        - To Vertic Avenue
        - To Falcon Road
~
S
#21050
Market Street~
You smile at the familiar sight of Market Street and its glorious pavilions.
The ring of sword on sword can be heard to the south, while the dairy is
situated to the north.  Market Street extends east and west.
~
0 1048576 1
D0
The dairy to the north deals in all dairy products.
~
~
0 -1 21061
D1
Market Street joins up with Hawk Street to the east.
~
~
0 -1 21014
D2
Weapons can be bought or sold in the store to the south.
~
~
0 -1 21062
D3
More shops attract you in this direction.
~
~
0 -1 21049
E
sign post signpost~
North - Dairy Products
East  - Market Street
        - To Hawk Street
South - The Daring Attack
West  - Market Street
        - To Vertic Avenue
        - To Falcon Road
~
S
#21051
The Scribe's Tent~
You find yourself in a quiet section of the tent.  All that can be heard is
the constant scratching of quill on parchment and scrolls litter the floor,
although most have been carefully categorized and placed into different
boxes.  A desk sits in the center of the room, where the scribe writes an
infinite amount of scrolls.  You almost pity the man his job, until you see
his coin pouch.  To the east is the apothecary, while a tent opening to the
south leads back out onto Market Street.
~
0 1048584 0
D1
The alchemist's tent lies to the east.
~
~
0 -1 21054
D2
The opening in the tent leads back out onto Market Street.
~
~
0 -1 21045
S
#21052
The Shining Emerald~
A locked display box dominates this particular shop.  Under the glass
of the box are a myriad of gems, each lying gently upon a miniscule cushion.
Hanging from the walls are various paintings, while sculptures take up the
rest of the floor space.  To the east is Darkhaven's courier, while an
opening in the tent to the north leads back out onto Market Street.
~
0 1048584 0
D0
An opening in the tent leads back out onto Market Street.
~
~
0 -1 21045
D1
Darkhaven's courier lies to the east.
~
~
0 -1 21053
S
#21053
The Darkhaven Courier~
An immense bookshelf set against the southern wall of the tent has been
organized into small slots, each containing letters to and from the citizens
of Darkhaven.  Errand boys are constantly coming in and collecting packets
for delivery.  To the east is the Quill and Parchment shop, while the shop
to the west deals in jewelry and other rare treasures.  An opening in the
tent leads back out onto Market Street to the north.
~
0 3407880 0
D0
An opening in the tent leads back out onto Market Street.
~
~
0 -1 21046
D1
The Quill and Parchment shop lies to the east.
~
~
0 -1 21056
D2
A silent corner of the courier makes a good spot for composing thoughts.
~
~
16777216 -1 21409
D3
A dealer in fine jewelry has set up a shop to the west.
~
~
0 -1 21052
S
#21054
The Alchemist's~
This portion of the tent is filled with the scent of chemicals. Wooden
shelves are lined with potions, each of varying colors. A counter sits
in the center of the room. Walking nearer, you notice a small plaque
on the counter which reads 'Success lies in alchemy'. An opening in the
tent leads back out onto Market Street lies to the south, while two
other magic shops are situated to the east and west.
~
0 1048584 0
D1
To the east is the wizard's tent.
~
~
0 -1 21055
D2
The opening in the tent leads back out onto Market Street.
~
~
0 -1 21046
D3
A scribe's shop lies to the west.
~
~
0 -1 21051
S
#21055
The Wizard's Tent~
A musty odor fills your nostrils as you inhale.  Bookcases hug the walls
of this part of the tent, each shelf filled with magical items.  As you
begin to inspect several of the shelves, you notice they are all covered
in dust.  A square wooden counter sits in the center of the room, and an
opening in the tent leads back out onto Market Street, while the
Alchemist's tent lies to the west.
~
0 1048584 0
D2
The opening in the tent leads back out to Market Street.
~
~
0 -1 21047
D3
You can see the alchemist's tent.
~
~
0 -1 21054
S
#21056
Quills and Parchments~
You find yourself in a rather small and empty shop.  Parchments tied
into neat packs lie about in an unorganized manner.  A counter in the
center of the room houses numerous plain quills, as well as a couple
more unique writing tools.  The Darkhaven courier is to the west, and
the newsletter's public office is to the south, while an opening in
the tent to the north leads back out onto Market Street.
~
0 1048584 0
D0
An opening in the tent leads back out onto Market Street.
~
~
0 -1 21047
D3
The Darkhaven Courier is situated in the shop to the west.
~
~
0 -1 21053
S
#21057
The Butcher's Shop~
The smell of fresh meat is present in the air of this shop.  Kept cool in
magically frosted vaults, the city butcher sells his meats here, imported
from lands far distant.  To the south is the famous Market Street, while
the Darkhaven Bakery lies to the east.
~
0 1048584 0
D1
The city bakery is to the east.
~
~
0 -1 21060
D2
An opening in the tent allows you to return to Market Street.
~
~
0 -1 21048
S
#21058
The Blacksmith's Tent~
You stand within the sweltering tent of the city's blacksmith.  Darkhaven's
armourer lies to the east, while an opening in the tent leads back out onto
Market Street.
~
0 1048584 0
D0
The opening in the tent leads back out onto Market Street.
~
~
0 -1 21048
D1
The armourer's shop lies to the east.
~
~
0 -1 21059
S
#21059
Armory~
This shop's owner is a dedicated creator of armor and shields.  Having lost
her son to shabby equipment, she took up the job of putting protective suits
of mail together.  To the west is the blacksmith's, while the armourer's is
to the east.  An opening in the tent leads back out north onto Market Street.
~
0 1048584 0
D0
The opening in the tent leads back out onto Market Street.
~
~
0 -1 21049
D1
The weaponry shop is to the east.
~
~
0 -1 21062
D3
The blacksmith's is to the west.
~
~
0 -1 21058
S
#21060
The Darkhaven Bakery~
Upon entering the Darkhaven Bakery, you find yourself surrounded by citizens
of the marvelous city, each waiting in line for their daily bread.  Gazing
eastward, you see a farmer's shop which sells all forms of dairy products.
A butcher's shop also lies to the west, while an opening in the tent to
the south leads back out onto Market Street.
~
0 1048584 0
D1
Dairy products can be bought in the shop to the east.
~
~
0 -1 21061
D2
An opening in the tent leads back out onto Market Street.
~
~
0 -1 21049
D3
The butchery lies to the west.
~
~
0 -1 21057
S
#21061
The Dairy Tent~
This small shop smells strongly of cheese, as dozens of types of cheeses
have been laid out and labeled properly on several long shelves.  You notice
many bottles of milk, considered to be more important than even water,
carefully stacked in the northeast corner.  To the west is the Darkhaven
Bakery, while Market Street lies to the south.
~
0 1048584 0
D2
An opening in the tent leads back out onto Market Street.
~
~
0 -1 21050
D3
The Darkhaven Bakery is situated in the shop to the west.
~
~
0 -1 21060
S
#21062
Weaponry Shop~
Racks line the walls of this tent, each filled to the brim with weapons.
You grin evilly at the items of destruction, and try out a couple on the
practice dummies hung from the ceiling.  A counter in the center of the
room is where the keeper of this shop does business.  To the west is
the armourer's shop, while an opening in the tent to the north leads
back out onto Market Street.
~
0 1048584 0
D0
The opening in the tent leads back out onto Market Street.
~
~
0 -1 21050
D3
The Solid Parry is situated to the west.
~
~
0 -1 21059
S
#21063
Thieves Alley~
You are walking through a particularly dark and unkempt alley of Darkhaven.
Rats scurry across the cobbled ground, squeaking at you.  Empty crates and
tattered rags are lying about.  The alley opens up to Falcon Road to the
west, while to the east the darkness deepens.
~
0 1048576 1
D1
The Thieves Alley continues in this direction.
~
~
0 -1 21064
D3
Falcon Road lies to the west.
~
~
0 -1 21025
S
#21064
Thieves Alley~
You are walking through a particularly dark and unkempt alley of Darkhaven.
Rats scurry across the cobbled ground, squeaking at you.  Empty crates and
tattered rags are lying about.  The alley stretches to the east and west,
while the mysterious Guild of Thieves lies to the north.
~
0 1048576 1
D0
The thieves of Darkhaven have set up their guild in the building to the north.
~
~
0 -1 21141
D1
The Thieves Alley continues in this direction.
~
~
0 -1 21065
D3
The Thieves Alley continues in this direction.
~
~
0 -1 21063
S
#21065
Thieves Alley~
You are walking through a particularly dark and unkempt alley of Darkhaven.
Rats scurry across the cobbled ground, squeaking at you.  Empty crates and
tattered rags are lying about.  The alley opens up to Vertic Avenue to the
east, while to the west the darkness deepens.
~
0 1048576 1
D1
Vertic Avenue lies to the east.
~
~
0 -1 21044
D3
The Thieves Alley continues in this direction.
~
~
0 -1 21064
S
#21066
Annir's Clothing~
The shop you have entered smells heavily of leather.  Gazing about, you
see all manner of clothing, from leather to silk.  A wooden counter lines
the northern wall of the shop, and several stalls line the eastern wall,
where you can try on your clothes.  A door to the south leads back out
onto Law Avenue.
~
0 1048584 0
D2
The door leads back out onto Law Avenue
~
~
0 -1 21022
S
#21067
Companions and Mounts~
You walk into a large shop which smells of horses and hay.  Behind the long
wooden counter are dozens of cages containing varying types of animals.  You
can hear the sounds of horses coming from a store room in the back of the
shop.  A door to the south leads back out onto the busy Law Avenue.
~
0 12 0
S
#21068
The Tavern~
You enter the city's grungy tavern, in fact the only bar inside the city
itself, appropriately connected to the city's inn to the east.  Smoke and
the smell of alcohol mix with laughter, quickly giving you a dull headache.
To the east is town inn, while the fresh air of the outdoors stands at
bay to the north.
~
0 1048584 0
D0
A door leads out onto Horizon Road.
~
~
0 -1 21041
D1
The inn lies to the east.
~
~
0 -1 21069
S
#21069
The Darkhaven Inn~
Here a weary traveller can seek a good rest in comfort without fear of
theft or, worse yet, murder.  A long counter stretches across much of
the room, and for a few coins the innkeeper will gladly rent you one
of his rooms.  Drunken laughter emerges from a hall to the west.  To
the south beyond a door barred by the innkeeper are the rooms.
~
0 1048588 0
D0
Horizon Road lies to the north.
~
~
0 -1 21040
D3
The tavern lies to the west.
~
~
0 -1 21068
S
#21071
A Chamber Covered with Runes~
Runes of protection and preservation have been carefully engraved in the
walls of this chamber.  It is here that the archmages of the guild leave
behind various scrolls, staves and wands which hold little value for them
but may be of great use to an initiate.  The powerful magic being worked
in this room gives you the feeling that the items left here could survive
the greatest of calamities.  A corridor leads back to the guild's main
hall to the northeast.
~
0 3686408 0
D6
The corridor leads back to the guild's main hall.
~
~
0 -1 21127
S
#21072
The Court of the Red Robes~
This hall is slightly smaller than the Court of the Conclave, for it
is reserved for the members of the Red Robes only. The seats in this
room are all crafted of plain grey stone, and circle the slate podium
sitting in the center of the hall.  A lone aisle leads back to the
Court of the Conclave.
~
0 3145740 0
D2
The Court of the Conclave lies to the south.
~
~
0 -1 21133
S
#21073
The Court of the Black Robes~
This hall is slightly smaller than the Court of the Conclave, for it is
reserved for the members of the Black Robes only.  The seats in this room
are all crafted of dark obsidian and circle the onyx podium lying in the
hall's center.  A sole aisle leads back to the Court of the Conclave.
~
0 3145740 0
D7
The Court of the Conclave is to the northwest.
~
~
0 -1 21133
S
#21074
Inside the Southern Gate~
You stand inside the southern gate of Darkhaven.  To the north is the
intersection of Vertic Avenue and Law Avenue.
~
0 1048580 1
D0
Two roads cross to the north.
~
~
0 -1 21020
D2
The gate leads outside of Darkhaven.
~
gate~
7 21073 21075
S
#21075
Outside the Southern Gate~
You are standing just outside the southern gate of Darkhaven.  To the south
you see the southern bridge, which crosses the Darkhaven River.  As you are
about to leave, something compels you to investigate the foliage near here.
~
0 1048580 1
D0
The gate leads into the city of Darkhaven.
~
gate~
7 21073 21074
D1
A path begins to the east.
~
~
0 -1 21124
D2
A long, rusted bridge leads away into the black forest...
~
~
0 -1 3504
D3
A path begins to the west.
~
~
0 -1 21076
D5
Into darkness...
~
manhole~
1035 -1 7030
E
foliage~
Searching thoroughly, you discover a manhole hidden beneath one of the
many bushes.
~
S
#21076
On a Trail West of the Southern Gate~
You are on a dirt road just west of the southern gate.  The path extends to
the east and west.
~
0 1048576 1
D1
To the east the southern gate of Darkhaven.
~
~
0 -1 21075
D3
The road continues to the west.
~
~
0 -1 21077
S
#21077
On a Trail Rounding Darkhaven~
You are on a dirt road set against the southern wall of Darkhaven.  The
blue waters of Darkhaven River can be seen to the south.  The trail you
so faithfully travel continues to the east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21076
D3
The road continues to the west.
~
~
0 -1 21078
S
#21078
On a Trail Rounding Darkhaven~
You are on a dirt path rounding the southern wall of Darkhaven.  The
familiar sound of running water emanates from the Darkhaven River to
the south.  The trail stretches to the east and west.
~
0 1048576 1
D1
The path continues to the east.
~
~
0 -1 21077
D3
The trail continues to the west.
~
~
0 -1 21079
S
#21079
On a Trail Rounding Darkhaven~
You are on a dirt trail which lines the southern wall of Darkhaven.
The sound of rushing water can be heard to the south, surely coming
from Darkhaven River.  The road extends to the east and west.
~
0 1048576 1
D1
The path continues to the east.
~
~
0 -1 21078
D3
The road continues to the west.
~
~
0 -1 21080
S
#21080
On a Trail Rounding Darkhaven~
You are on a dirt road hugging the southern wall of Darkhaven.  A
steep hill, one too steep to descend, lies to the south, cradling
Darkhaven River.  The trail ranges to the east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21079
D3
The path continues to the west.
~
~
0 -1 21081
S
#21081
Before the Precarious Bridge~
You have come to what remains of Darkhaven's ancient stone bridge, which
allowed passage to what was once the concourse.  Its supports are cracked,
and the entire structure seems liable to fall into the Darkhaven River
at any moment.  To the north and east are two plain dirt roads, while
you can see the ruins of the concourse to the south.
~
0 1048576 1
D0
A path begins to the north.
~
~
0 -1 21082
D1
A road begins to the east.
~
~
0 -1 21080
D2
The precarious bridge lies to the south.
~
~
0 -1 21296
S
#21082
On a Trail Rounding Darkhaven~
You travel a dirt road hugging the western wall of Darkhaven.  The stunted
trees of Haon Dor can be seen to the west, while the trail ranges to the
north and south.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21083
D2
The trail continues to the south.
~
~
0 -1 21081
S
#21083
On a Trail Rounding Darkhaven~
You are on a dirt path situated but a few feet west of Darkhaven.
The dark forest of Haon Dor lies to the west, while the unkempt
road stretches to the north and south.
~
0 1048576 1
D0
The trail continues to the north.
~
~
0 -1 21084
D2
The path continues to the south.
~
~
0 -1 21082
S
#21084
On a Trail Rounding Darkhaven~
You are on a dirt trail set against the western wall of Darkhaven.
The gloomy forest of Haon Dor is situated to your west, while the
path extends to the north and south.
~
0 1048576 1
D0
The road continues to the north.
~
~
0 -1 21085
D2
The path continues to the south.
~
~
0 -1 21083
S
#21085
On a Trail Rounding Darkhaven~
You are on a dirt road hugging the western wall of Darkhaven.  The
forest of Haon Dor lies to the west, while the path ranges to the
north and south.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21086
D2
The road continues to the south.
~
~
0 -1 21084
S
#21086
On a Trail South of the Western Gate~
You are on a dirt road hugging the western wall of Darkhaven.  Gazing
northward, you see a patrol of guards returning to their city after a
hard day's work.  The path continues to the south.
~
0 1048576 1
D0
The western entrance to Darkhaven lies to the north.
~
~
0 -1 21087
D2
The train continues rounding the city wall of Darkhaven.
~
~
0 -1 21085
S
#21087
Outside the Western Gate~
You are standing just outside the western gate of Darkhaven.  Gazing up at
the battlements, you notice a particularly well dressed lord organizing this
gate's defense.  A dirt road lies to the north and south, circling around
Darkhaven.  To the west you see a wide path which passes through the
dark forest of Haon Dor.
~
0 1048580 1
D0
A path begins to the north.
~
~
0 -1 21089
D1
The gate leads into the city of Darkhaven.
~
gate~
7 21070 21088
D2
A road begins to the south.
~
~
0 -1 21086
D3
Into the forest...
~
~
0 -1 6000
S
#21088
Inside the Western Gate~
You stand the western gate of Darkhaven.  To the east is the intersection of
Horizon Road and Falcon Road.
~
0 1048580 1
D1
Two roads cross to the east.
~
~
0 -1 21028
D3
The road continues deep into the forests of Haon Dor.
~
gate~
7 21070 21087
S
#21089
On a Trail North of the Western Gate~
You are walking down an endless dirt road which circles the city of
Darkhaven.  To the west is the forest of Haon Dor, and from somewhere
within a crow resting in a tree cries out at you.  The western gate
of Darkhaven is just south of here, and the path stretches northward.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21090
D2
The western gate is to the south.
~
~
0 -1 21087
S
#21090
On a Trail Rounding Darkhaven~
You are on a dirt road which circles the city of Darkhaven.  A trail
extends westward into a strange forest.  A wooden sign at the path's
entrance attracts your attention, while the road stretches off to
the north and south.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21091
D2
The road continues to the south.
~
~
0 -1 21089
D3
Thick brambles and overhanging twigs part to reveal a narrow trail.
~
~
0 -1 21401
E
sign~
The sign reads:
 Hail Traveler!  You stand before the Pixie Forest, a
group of woods populated by one of the smaller races of
the world.  The area is intended for those of low
level, and welcomes you.
~
S
#21091
On a Trail Rounding Darkhaven~
You are circling the city of Darkhaven by way of a long dirt road.
To the south is an entrance to the Pixie Forest, while the path
continues northward.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21092
D2
The road continues to the south.
~
~
0 -1 21090
S
#21092
On a Trail Rounding Darkhaven~
Your legs begin to feel weak and you realize that you have been in the
wilderness far too long.  A nice rest in Darkhaven will do you much
good.  The unending dirt road stretches to the north and south.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21093
D2
The trail continues to the south.
~
~
0 -1 21091
S
#21093
On a Trail Rounding Darkhaven~
The long dirt road curves around the northwestern corner of Darkhaven 
just north of here.  A gentle sea breeze cools your skin, coming from
the northwest.  The lengthy trail also continues to the south.
~
0 1048576 1
D0
A gentle sea breeze is coming in from the north.
~
~
0 -1 21094
D2
The path continues to the south.
~
~
0 -1 21092
S
#21094
On a Trail Rounding Darkhaven~
The long dirt road circles around the northwest corner of Darkhaven's
city walls.  A small trail branches off here, heading roughly westward,
and the smell of a gentle sea breeze blows in from this direction.
The path continues to the east and south.
~
0 1048576 1
D1
The path continues to the east.
~
~
0 -1 21095
D2
The road continues to the south.
~
~
0 -1 21093
S
#21095
On a Trail Rounding Darkhaven~
The long dirt road curves around the northwest corner of Darkhaven west
of here.  The unending road continues to the east and west.
~
0 1048576 1
D1
The path continues to the east.
~
~
0 -1 21096
D3
The road continues to the west.
~
~
0 -1 21094
S
#21096
On a Trail Rounding Darkhaven~
Lying at your feet is the freshly severed head of a cityguard.  A scroll
has been tied to the horrid gift, obviously a message to Darkhaven.  The
dirt road extends to the east and west.
~
0 1048576 1
D1
The trail continues to the east.
~
~
0 -1 21097
D3
The path continues to the west.
~
~
0 -1 21095
E
scroll~
Runes of preservation and permanence cover the scroll, as well as the
words:  Darkhaven's Time Will Come, Just As Thalos.
~
S
#21097
On a Trail Rounding Darkhaven~
The ground here is packed in, not like the loose dirt you have become
accustomed to.  Two tracks stretch across the terrain, those of a horse
and the cart it was pulling.  The road stretches to the east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21098
D3
The path continues to the west.
~
~
0 -1 21096
S
#21098
On a Trail West of the Northern Gate~
You are walking down a dirt road just west of Darkhaven's northern gate.
Footprints in the dirt tells you that a patrol of guards passed not long
ago. The trail ranges to the east and west.
~
0 1048576 1
D1
Darkhaven's northern gate is to the east.
~
~
0 -1 21099
D3
The road continues to the west.
~
~
0 -1 21097
S
#21099
Outside the Northern Gate~
You are walking down a dirt road just west of the northern gate.  Footprints
in the dirt tells you that a patrol of guards passed not long ago.  The trail
ranges to the east and west.
~
0 1048580 1
D1
The path begins to the east.
~
~
0 -1 21101
D2
The gate leads into Darkhaven.
~
gate~
7 21071 21100
D3
The road begins to the west.
~
~
0 -1 21098
S
#21100
Inside the Northern Gate~
You stand inside the northern gate of Darkhaven.  To the south lies the
intersection of Vertic Avenue and Justice Road.
~
0 1048580 1
D0
The gate leads out of Darkhaven.
~
gate~
7 21071 21099
D2
Two roads meet to the south.
~
~
0 -1 21004
S
#21101
On a Trail East of the Northern Gate~
You are walking down a dirt road not far east of the northern gate.  Tracks
in the ground show that a band of men passed not long ago, probably a roving
patrol of guards.  The road extends to the east and west.
~
0 1048576 1
D1
The trail continues to the east.
~
~
0 -1 21102
D3
Darkhaven's northern gate is to the west.
~
~
0 -1 21099
S
#21102
On a Trail Rounding Darkhaven~
You are a plain road which lines to the northern wall of Darkhaven.
A broken sign lies in the dirt, its message still visible in black
letters.  The road ranges to the east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21103
D3
The path continues to the west.
~
~
0 -1 21101
E
sign~
The sign reads:
 Welcome to Darkhaven - City of Hope.
~
S
#21103
On a Trail Rounding Darkhaven~
You feel a craving for adventure and excitement as you walk down this bland
road which circles the city of Darkhaven.  A forest to the north blocks your
view of the plains.  The path stretches to the east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21105
D3
The trail continues to the west.
~
~
0 -1 21102
S
#21105
On a Trail Rounding Darkhaven~
You are on a long dirt road which circles the city of Darkhaven.  The path
curves around here, eventually bringing you to the northern gate.
~
0 1048576 1
D1
The path continues to the east.
~
~
0 -1 21106
D3
The road continues to the west.
~
~
0 -1 21103
S
#21106
On a Trail Rounding Darkhaven~
The path curves around the northeastern corner of Darkhaven here.
Thick, impassable woods are to the north and east, while the long
dirt road continues to the west and south.
~
0 1048576 1
D2
The path continues to the south.
~
~
0 -1 21107
D3
The path stretches westward.
~
~
0 -1 21105
S
#21107
On a Trail Rounding Darkhaven~
The long path begins to curve here, preparing for a turn around the
northeastern corner of Darkhaven.  A line of archers stand atop the
city's battlements.  The path stretches to the north and south.
~
0 1048576 1
D0
The path curves around the northeastern corner.
~
~
0 -1 21106
D2
The road continues to the south.
~
~
0 -1 21108
S
#21108
On a Trail Rounding Darkhaven~
You are on a long dirt road which lines the eastern wall of Darkhaven.
A thick, impassable forest lies to the east, while to the north the
trail begins to curve.
~
0 1048576 1
D0
The trail stretches northward.
~
~
0 -1 21107
D2
The path continues to the south.
~
~
0 -1 21109
S
#21109
On a Trail Rounding Darkhaven~
A mystical portal floats in the sky above here, the glowing myriad
of colors which emanates from within mesmerizes you, urging you to
explore what lies beyond.  Suddenly a moment of clarity comes to
you as you realize the dangers of entering the Machine Dream.
You think twice about taking the step, and cast your eyes down the
dirt road which leads north and south from here.
~
0 1048576 1
D0
The road heads northward.
~
~
0 -1 21108
D2
The road extends to the south.
~
~
0 -1 21110
S
#21110
On a Trail Rounding Darkhaven~
You begin to kick a rock down the long dirt trail, growing bored at
the endless trees to the east and the limitless wall to the west.
Yet the trail continues to the north and south, leading onward
around the city of Darkhaven.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21109
D2
The road continues to the south.
~
~
0 -1 21111
S
#21111
On a Trail North of the Eastern Gate~
You are walking down a trail just north of the eastern gate.  A forest thick
with undergrowth is to the east, and as you approach it you realize it is
too dense to allow you to proceed further.  The long road extends to the
north and south.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21110
D2
Darkhaven's eastern gate is to the south.
~
~
0 -1 21112
S
#21112
Outside the Eastern Gate~
You are standing just ouside the eastern gate of Darkhaven.  Soldiers walk
the city's walls, keeping guard against whatever may come.  A road runs 
to the north and south around the city walls.
~
0 1048580 1
D0
A path begins to the north.
~
~
0 -1 21111
D1
The road continues out into the countryside.
~
~
0 -1 3503
D2
A road begins to the south.
~
~
0 -1 21114
D3
The gate leads into Darkhaven.
~
gate~
7 21072 21113
S
#21113
Inside the Eastern Gate~
You stand inside the eastern gate of Darkhaven.  To the west is the
intersection of Horizon Road and Hawk Street.
~
0 1048580 1
D1
The gate leads out of Darkhaven.
~
gate~
7 21072 21112
D3
Two roads cross to the west.
~
~
0 -1 21012
S
#21114
On a Trail South of the East Gate~
You are walking on a dirt trail just south of the eastern gate on a road
which circles the city walls.
~
0 1048576 1
D0
The eastern gate is to the north.
~
~
0 -1 21112
D2
The road continues to the south.
~
~
0 -1 21115
S
#21115
On a Trail Rounding Darkhaven~
The dirt road curves slightly here as it maneuvers around an old abandoned
cart.  The cart is missing its two rear wheels, probably stolen during the
night by a band of thieves.  The lengthy path ranges north and south.
~
0 1048576 1
D0
The trail continues to the north.
~
~
0 -1 21114
D2
The path continues to the south.
~
~
0 -1 21116
S
#21116
On a Trail Rounding Darkhaven~
You are on a dirt road which lines the eastern wall of Darkhaven, famed
City of Hope.  From here, you can see the Tower of Sorcery peeking into
view above the towering wall.  The path continues north and south.
~
0 1048576 1
D0
The road continues to the north.
~
~
0 -1 21115
D2
The path continues to the south.
~
~
0 -1 21117
S
#21117
On a Trail Rounding Darkhaven~
You are walking down a long dirt road which hugs the outer wall of
Darkhaven tightly.  An impassable forest is to the east, while the
trail extends to the north and south.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21116
D2
The road continues to the south.
~
~
0 -1 21118
S
#21118
On a Trail Rounding Darkhaven~
You are on a lengthy dirt road which circles all around the city of
Darkhaven.  The path here ranges to the north and south.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21117
D2
The road continues to the south.
~
~
0 -1 21119
S
#21119
On a Trail Rounding Darkhaven~
You begin to grow tired of seeing the lengthy dirt road which lines
the outer walls of Darkhaven.  Gazing to the south, you can make out
the Darkhaven River flowing from a tunnel in a huge mountain.  The
path stretches to the north and west.
~
0 1048576 1
D0
The path continues to the north.
~
~
0 -1 21118
D3
The road continues to the west.
~
~
0 -1 21120
S
#21120
On a Trail Rounding Darkhaven~
You begin to run down the endless dirt road which circles the beautiful
city of Darkhaven.  The sound of rushing water can be heard to the south,
while the path extends to the east and west.
~
0 1048576 1
D1
The path continues to the east.
~
~
0 -1 21119
D3
The road continues to the west.
~
~
0 -1 21121
S
#21121
On a Trail Rounding Darkhaven~
You are rounding the city of Darkhaven by way of a dirt road.  The
tall southern wall looms over you, while to the south you can see
the Darkhaven river.  The path ranges to the east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21120
D3
The path continues to the west.
~
~
0 -1 21122
S
#21122
On a Trail Rounding Darkhaven~
You walk briskly down a path which lines the southern wall of Darkhaven.
The sound of rushing water can be heard to the south, and the road itself
stretches to the east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21121
D3
The path continues to the west.
~
~
0 -1 21123
S
#21123
On a Trail Rounding Darkhaven~
You are travelling down a dirt road lined with stunted pine trees.  The
tall southern wall of Darkhaven looms over you.  A steep hill cradles the
Darkhaven River to the south, andt the road extends to the east and west.
~
0 1048576 1
D1
The path continues to the east.
~
~
0 -1 21122
D3
The road continues to the west.
~
~
0 -1 21124
S
#21124
On a Trail East of the Southern Gate~
You are on a dirt road just east of the southern gate.  You can hear the
sound of a hammer striking wood to the south and smile as you picture the
citiy's Marina which must lie just ahead.  The trail continues east and west.
~
0 1048576 1
D1
The road continues to the east.
~
~
0 -1 21123
D2
The Darkhaven Marina lies to the south.
~
~
0 -1 21275
D3
To the west is the southern gate of Darkhaven.
~
~
0 -1 21075
S
#21126
Outside the Tower of Sorcery~
Green foliage borders a cobblestone path which leads up a flight of
stairs into Darkhaven's Tower of Sorcery.  The tall monument to magic
looms ominously over you.  Rumor has it that only members of the Guild
of Mages may enter the tower, all others being forced back northward.
~
0 3145732 1
D0
Horizon Road is to the north.
~
~
0 -1 21037
D2
The Tower of High Sorcery lies to the south.
~
~
0 -1 21127
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Mages
else
mpechoat $n You may not trespass on this guild.
mptransfer $n 21037
endif
~
|
S
#21127
Within the Tower of Sorcery~
You walk beneath the impossibly high arches which support the great hall of
Darkhaven's Tower of Sorcery.  Walls crafted of smooth obsidian are covered
with hoards of sorcerous runes, splitting even the smallest reflection into
a dazzling array of shimmering images.  A circular rune of power flares
brightly in the center of the room as a mage recalls in from the wilderness.
Hallways extend to the southeast, southwest and west.  A huge library opens
to the west, a chamber covered with runes is to the southwest and a chamber
of meditation is to the southeast.  Almost hidden from view above, an alcove
leads to the Court of the Conclave.
~
0 3145740 0
D0
The archway leads back to the streets of Darkhaven.
~
~
0 -1 21126
D3
An immense library is at the end of the corridor to the west.
~
~
0 -1 21128
D4
A long stairway leads upward.
~
~
0 -1 21131
D8
The Chamber of Meditation lies to the southeast.
~
~
0 -1 21129
D9
A chamber covered with runes lies to the southwest.
~
~
0 -1 21071
S
#21128
The Library~
Row upon row of bookcases fill this room.  It is here that the mages of
the guild keep their irreplaceable tomes of magic.  The domed chamber is
illuminated by a cluster of floating globes of light.  In the dead center
of the library is a podium made of gold, stone and obsidian, upon which
sits a magical tome, allowing you to communicate with your fellow mages
by will alone.  To the east, a corridor leads back to the main hall of
the Tower of Sorcery.
~
0 3145740 0
D1
The corridor leads back to the main hall.
~
~
0 -1 21127
S
#21129
The Chamber of Meditation~
A powerful magical heat strikes you upon entering this room.  It is here
that the mages practice their diverse number of spells.  A powerful altar
in the center of the chamber channels the power of the Mistress of Magic
to all who stand here.  A sage is resting upon a marble bench, teaching
a group of initiates a new spell. Lining the eastern wall is a row of
statues, each one made of different materials and elements. A corridor
leads back to the main hall to the northwest.
~
0 3145740 0
D7
The corridor leads back to the main hall.
~
~
0 -1 21127
S
#21131
On a Stone Stairway~
You find yourself on a long flight of stairs which spirals up to the top of
Darkhaven's Tower of Sorcery.  The grey stone steps are steep and difficult
to climb, definitely the reason why most mages fly to the summit.  The main
hall of the Guild of Mages is at the bottom of the steps, while the Court
of the Conclave lies at their peak.
~
0 3145740 0
D4
The stairs spiral upward.
~
~
0 -1 21132
D5
The main hall of the mage's guild is down from here.
~
~
0 -1 21127
S
#21132
On a Stone Stairway~
You find yourself on a long flight of stairs which spirals up to the top of
Darkhaven's Tower of Sorcery.  The grey stone steps are steep and difficult
to climb, definitely the reason why most mages fly to the tower's summit.
The main hall of the Guild of Mages is far below, while the Court of the
Conclave lies just at the top of these steps.
~
0 3145740 0
D4
The Court of the Conclave lies at the top of these steps.
~
~
0 -1 21133
D5
The stairs lead back down to the main hall.
~
~
0 -1 21131
S
#21133
The Court of the Conclave~
You are standing in the Court of the Conclave, an enormous hall where
the members of the Guild of Mages, regardless of the color of robe they
have chosen, gather to discuss topics from the mundane to the supernatural.
Seats made of either white ivory, grey stone, or black obsidian have been
situated around a single podium in the center of the room, behind which
the speaker stands.  Three aisles lead off to the north, southeast and
southwest, while an alcove cloaked in shadows leads back down to the
main hall of the Tower of Sorcery.
~
0 3145740 0
D0
The Court of the Grey Robes lies to the north.
~
~
0 -1 21072
D5
The stairs lead back down to the main hall.
~
~
0 -1 21132
D8
The Court of the Black Robes lies to the southeast.
~
~
0 -1 21073
D9
The Court of the White Robes lies to the southwest.
~
~
0 -1 21380
S
#21134
Foyer of an Abandoned Mansion~
You find yourself in a large and seemingly abandoned mansion.  It is quite
aged, and its furniture and tapestries have been ruined utterly.  A single
decoration remains undamaged:  the statue of a fearsome vampire, which you
notice seems to drip fresh blood from its stone fangs, surely a warning to
any who would disturb the rest of the undead.  A flight of stone stairs
leads into a foreboding darkness beneath the mansion, while a door to
the south exits onto Law Avenue.
~
0 3145740 0
D2
The door leads to the corridor of the Abandoned Mansion.
~
~
0 -1 21353
D5
The stairs lead into the cellar of the mansion.
~
~
0 -1 21135
> entry_prog 100~
mpasound The howls of wolfish minions arise from the depths of the mansion.
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Vampires
else
  mea 0.$n You may not trespass on this guild.
  mptrans 0.$n 21023
endif
~
|
S
#21135
Lair of the Vampires~
You have entered a set of catacombs beneath one of the abandoned mansions
of Darkhaven.  What should have been a musty, unused group of tunnels has
been renovated into the Guild of Vampires.  New chambers have been carved
into the ground, and numerous coffins have been carried down into this
very room.  Five corridors lie to the east, south, west, northeast
and northwest, while a staircase leads back up into the mansion and a
private staircase leads into the Leadership Chamber below.
~
0 3145736 0
D1
A sparring room lies to the east.
~
~
0 -1 21137
D2
A silent reading room is to the south.
~
~
0 -1 21136
D4
The stairs lead back up into the mansion.
~
~
0 -1 21134
D6
A room covered with blood lies to the northeast.
~
~
0 -1 21138
D7
The Hoard of the Undead is to the northwest.
~
~
0 -1 21139
D8
~
~
0 -1 21162
S
#21136
A Stone Grotto~
This low stone chamber is completely silent, its walls covered in runes
of privacy and secrecy.  A single altar of obsidian resides in the center
of the floor, droplets of fresh blood rolling endlessly down its smooth
surface.  Atop the beautiful stone lies an ancient tome recording the
times of the kindred.  A corridor north leads back to the main hall.
~
0 3145736 0
D0
The corridor leads back out to the main hall.
~
~
0 -1 21135
S
#21137
The Chamber of Discipline~
The Chamber of Discipline is where those of the Kindred come to learn and
apply new skills and spells.  A horrid rune of death has been drawn in blood
on the cold stone floor, and a rack sporting numerous bloodied weapons sits
against the eastern wall, inspiring within you an eagerness for battles to
come.  A corridor to the west leads back to the main hall.
~
0 3145736 0
D3
A corridor leads back to the main hall.
~
~
0 -1 21135
S
#21138
A Room Covered with Blood~
You have entered a dimly lit room, covered in shadow and thick stains of
dark blood.  A single blood doll hangs from the ceiling, barely aware of
your presence...
~
0 3145736 0
D3
An expansive room covered in runes.
~
~
0 -1 21139
D9
The corridor leads back to the main hall.
~
~
0 -1 21135
S
#21139
Hoard of the Undead~
This incredibly large chamber is where the Kindred keep their gathered
valuables, and some kindred have even been known to leave items behind
here for the use of their brethren.  The room is enchanted with runes
of preservation, protecting items left here from even the greatest of
disasters.  A corridor to the southeast leads back to the main hall,
and a passage through the eastern wall leads to a smaller chamber.
~
0 3686408 0
D1
A small, dark chamber.
~
~
0 -1 21138
D8
A corridor leads back to the main hall.
~
~
0 -1 21135
S
#21141
The Guild of Thieves~
You stand inside the main hall of the Guild of Thieves.  Velvet couches
line the walls, no doubt stolen from some wealthy merchant.  Paintings
and tapestries hang from the stone walls, displaying scenes of deception,
stealth and vengeance.  The training room is to the east while a small
the donation room is to the north and a dark alley beckons to the south.
~
0 3145740 0
D0
The donation room of the Guild of Thieves is to the north.
~
~
0 -1 21144
D1
To the east is a training room.
~
~
0 -1 21142
D2
The Thieves Alley lies to the south.
~
~
0 -1 21064
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Thieves
else
  mpechoat $n You may not trespass on this guild.
  mptrans 0.$n 21064
endif
~
|
S
#21142
The Art of Profit~
This is where thieves come to learn new skills which will aid their quest
for fortune.  A sparring circle is situated in one corner, while a dummy
covered with bells is in another.  Several young thieves are attempting
to steal jewels off this dummy without ringing the many bells.  To the
west is the main hall of the thieves' guild.
~
0 3145736 0
D3
The main hall of the guild is to the west.
~
~
0 -1 21141
S
#21144
Chamber of the Loot~
This silent room is where the thieves leave items of little or no value
to them, usually acquired during their 'spare time'.  Other thieves often
find the items left here useful and in this way the thieves of the guild
help each other.  To the east is a small, silent room, while the main
hall is to the south.
~
0 3145736 0
D1
The room to the east is where thieves leave notes for their comrades.
~
~
0 -1 21145
D2
The main hall of the guild is to the south.
~
~
0 -1 21141
S
#21145
A Darkened Back Room~
This shadowed, silent room is bare of any furnishings save for a large
podium.  Resting atop the podium is a ledger containing notes relevant
to the thieves of the guild.  To the west is the Chamber of the Loot.
~
0 3145736 0
D3
The Chamber of the Loot is to the west.
~
~
0 -1 21144
S
#21146
A Plain Hallway~
You are in a plain hallway inside the inn.  Corridors extend to the east and
west, leading to the various rooms of the inn.  Behind a large door to the
north is the inn's entrance hall, while beyond a door to the south lies one
of more luxurious rooms.
~
0 3145740 0
D1
A plain hallway is to the east.
~
~
0 -1 21148
D2
A luxurious room lies beyond the door.
~
~
3 -1 21147
D3
A plain hallway is to the west.
~
~
0 -1 21155
S
#21147
A Luxurious Room~
You are in a fairly luxurious room.  A mirror hangs on the eastern wall,
reflecting your staring visage.  Paintings and tapestries hang from the 
stone walls, making you feel as though you were in a castle.  A large bed 
which could easily fit three has been set against the southern wall, and 
a great fire burns quietly in the fireplace in the west wall. 
~
0 3146248 0
D0
A hallway in the inn is behind the door.
~
~
3 -1 21146
S
#21148
A Plain Hallway~
You walk through a bland hallway in the inn.  A dozen paintings have been
hung on the walls, although they are not well done and were probably extras
given away by Darkhaven Art Gallery.  Doors to the north and south lead to
the inn's more simple rooms, while the corridor stretches to the east
and west.
~
0 3145740 0
D0
Beyond this door is a plain room of the inn.
~
~
3 -1 21150
D1
The hallway continues to the east.
~
~
0 -1 21151
D2
Beyond this door is a plain room of the inn.
~
~
3 -1 21149
D3
The hallway stretches westward.
~
~
0 -1 21146
S
#21149
A Plain Room~
You are in a simple room of the inn, so simple that you are slightly 
surprised at its low quality, even for the price you paid.  An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls.  The door to the north leads
back out into the hallway.
~
0 3146248 0
D0
A hallway of the inn is to the north.
~
~
3 -1 21148
S
#21150
A Plain Room~
You are in a simple room of the inn, so simple that you are slightly 
surprised at its low quality, even for the price you paid.  An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls.  The door to the south
leads back out into the hallway.
~
0 3146248 0
D2
The hallway lies behind the door.
~
~
3 -1 21148
S
#21151
A Plain Hallway~
The plain hallway you are walking through is quite drab and is decorated
by only a few cheap paintings.  The doors to the north and south lead to
the inn's simpler rooms, while beyond the eastern door lies a luxurious
room intended for wealthier adventurers.  The corridor ranges westward,
leading back to the entrance hall.
~
0 3145740 0
D0
A regular room is behind this door.
~
~
3 -1 21152
D1
A luxurious room lies behind the door.
~
~
3 -1 21154
D2
A regular chamber is behind this door.
~
~
3 -1 21153
D3
A hallway leads back to the entrance hall.
~
~
0 -1 21148
S
#21152
A Plain Room~
You are in a simple room of the inn, so simple that you are slightly 
surprised at its low quality, even for the price you paid.  An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls.  The door to the south leads
back out into the hallway.
~
0 3146248 0
D2
Beyond the door is a long hallway.
~
~
3 -1 21151
S
#21153
A Plain Room~
You are in a simple room of the inn, so simple that you are slightly 
surprised at its low quality, even for the price you paid. An uncomfortable
wooden bed sits in a corner, a small vanity mirror is lying on a desk, and
more cheap paintings decorate the room's walls.  The door to the north leads
back out into the hallway.
~
0 3146248 0
D0
A hallway lies behind the door.
~
~
3 -1 21151
S
#21154
A Luxurious Room~
You are in a luxurious room.  You whistle tunelessly as you enjoy the 
various splendors of the expensive room.  A mirror hangs on the eastern
wall, reflecting your staring visage.  Paintings and tapestries hang from 
the stone walls, making you feel as though you were in a castle.  A large
bed which could easily fit three has been set against the southern wall,
and a great fire burns quietly in the fireplace in the west wall.
~
0 3146248 0
D3
The door leads back out into the hallway.
~
~
3 -1 21151
S
#21155
A Plain Hallway~
You walk through a bland hallway in the inn.  A dozen paintings have been 
hung on the walls, although they are not well done and were probably extras
given away by Darkhaven Art Gallery.  Doors to the north and south lead to
the inn's more simple rooms, while the corridor stretches to the east and
west.
~
0 3145740 0
D0
Beyond the door is a rather plain room.
~
~
3 -1 21156
D1
The hallway stretches eastward.
~
~
0 -1 21146
D2
Past this door is a regular room of the inn.
~
~
3 -1 21157
D3
The corridor continues to the west.
~
~
0 -1 21159
S
#21156
A Plain Room~
You are in a simple room of the inn, and are slightly surprised to see 
that the chamber is of such a low quality, even for the price you paid.  
An uncomfortable wooden bed sits in a corner, while a vanity mirror is
propped up on a desk and more of the same cheap paintings decorate the
room's walls.  A door to the south leads back out into the hallway.
~
0 3146248 0
D2
A hallway lies to the south.
~
~
3 -1 21155
S
#21157
A Plain Room~
You are in a simple room of the inn, and are slightly surprised to see 
that the chamber is of such a low quality, even for the price you paid.  
An uncomfortable wooden bed sits in a corner, while a vanity mirror is 
propped up on a desk and more of the same cheap paintings decorate the 
room's walls.  A door to the north leads back out into the hallway.
~
0 3146248 0
D0
The inn's hallway is behind this door.
~
~
3 -1 21155
S
#21158
A Plain Room~
You are in a simple room of the inn, and are slightly surprised to see 
that the chamber is of such a low quality, even for the price you paid.  
An uncomfortable wooden bed sits in a corner, while a vanity mirror is 
propped up on a desk and more of the same cheap paintings decorate the 
room's walls.  A door to the north leads back out into the hallway.
~
0 3146248 0
D0
Behind the door is a lengthy corridor.
~
~
3 -1 21159
S
#21159
A Plain Hallway~
The plain hallway you are walking through is quite drab, decorated by only
a few cheap paintings.  The doors to the north and south lead to the inn's
simpler rooms, while beyond the western one is a luxurious room intended
for wealthy adventurers.  The corridor ranges eastward, leading back to
the entrance hall.
~
0 3145740 0
D0
A plain room lies beyond this door.
~
~
3 -1 21160
D1
The hallway continues to the east.
~
~
0 -1 21155
D2
Beyond this door lies a plain room.
~
~
3 -1 21158
D3
Behind this door is a luxurious room.
~
~
3 -1 21161
S
#21160
A Plain Room~
You are in a simple room of the inn, and are slightly surprised to see 
that the chamber is of such a low quality, even for the price you paid.
An uncomfortable wooden bed sits in a corner, while a vanity mirror is
propped up on a desk and more of the same cheap paintings decorate the 
room's walls.  A door to the south leads back out into the hallway.
~
0 3146248 0
D2
The door leads back out into the hallway.
~
~
3 -1 21159
S
#21161
A Luxurious Room~
You are in a luxurious room.  You whistle tunelessly as you enjoy the 
various splendors of the expensive room.  A mirror hangs on the eastern 
wall, reflecting your staring visage.  Paintings and tapestries hang from 
the stone walls, making you feel as though you were in a castle.  A large 
bed which could easily fit three has been set against the southern wall, 
and a small fire burns brightly in a fireplace in the west wall. 
~
0 3146248 0
D1
The door leads back out into the hallway.
~
~
3 -1 21159
S
#21162
A Shadowy Room Covered With Blood~
You have entered a shadowy room literally smeared with scarlet stains.
The stone walls of the square chamber are covered with the blood of 
innocents, and you smile as you remember your last feast.  As you look 
around you notice a pretty virgin has been left here for you.
~
0 3145736 0
D7
~
~
0 -1 21135
S
#21163
A Forested Path~
This small forested path is very wide, large enough to allow the passage
of carts and horses.  You realize from the constant flow of traffic here
that it is wide out of necessity, as the citizens of Darkhaven constantly
pass through here on their way to cathedral to the northwest.  The
Darkhaven Square is to the southeast.
~
0 1048580 1
D3
The path leads you toward the cathedral.
~
~
0 -1 21165
D8
The path leads to Darkhaven Square.
~
~
0 -1 21000
S
#21165
A Forested Path~
You are walking down a wide forested path, passing by citizens here and
there.  Gazing at the ground, you see that a pair of horses and a cart
have passed here recently, most likely bringing supplies to Darkhaven's
church.  The cathedral lies in the distance to the northwest, although
the path continues westward.  The path also leads eastward back to the
Darkhaven Square.
~
0 1048580 1
D1
The forested path leads back to Darkhaven Square.
~
~
0 -1 21163
D3
The path leads to the cathedral.
~
~
0 -1 21166
S
#21166
A Fork in the Path~
The wide, forested road splits here, presenting you with a decision to make.
Standing in the center of the intersection, paths extend to the north, east
and west.
~
0 1048580 1
D0
The path leads north to the cathedral.
~
~
0 -1 21167
D1
The path leads back to Darkhaven Square.
~
~
0 -1 21165
D3
The path leads westward.
~
~
0 -1 21185
S
#21167
Outside the Cathedral~
The cathedral which houses the priests and priestesses of Darkhaven stands
before you, open to all comers.  Traveling north will take you up a flight
of stairs and into the structure, or you can head back to the south.
~
0 1048580 3
D0
A flight of stairs leads up into the cathedral.
~
~
0 -1 21168
D2
The forested path leads back to Darkhaven Square.
~
~
0 -1 21166
S
#21168
Entry of the Cathedral~
You stand in the entrance hall of the cathedral of Darkhaven.  An aisle leads
north into the main chamber, at the far end of which stands the cathedral's
altar, where all come to pray.  To the east and west are hallways which lead
to the Guild of Clerics.  The priests and priestesses of the cathedral have
have allowed the clerics to established their guild within the confines of
the temple for a small fee.  A large archway to the south leads outside.
~
0 1048588 0
D0
The carpeted walkway leads up to the altar.
~
~
0 -1 21181
D1
The Guild of Clerics is at the end of this corridor.
~
~
0 -1 21170
D2
The archway leads out of the church.
~
~
0 -1 21167
D3
The Guild of Clerics is at the end of this corridor.
~
~
0 -1 21177
S
#21170
The Cleric's Guild~
You are standing in the eastern hall of the cleric's guild, an organization
dedicated to bringing clerics together in worship.  Paintings and tapestries
decorate the walls, while a large oval carpet covers the marble floor.  To
the east is the Altar to Evil, while two corridors extend to the north and
south.  The entrance hall of the cathedral is to the west.
~
0 3145740 0
D0
A long corridor leads to the Chamber of Prayer.
~
~
0 -1 21171
D1
The Altar of Evil is to the east.
~
~
0 -1 21176
D2
A long corridor leads to a silent room.
~
~
0 -1 21172
D3
The entrance hall of the church is to the west.
~
~
0 -1 21168
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Clerics
else
  mea 0.$n You may not trespass on this guild.
  mptrans 0.$n 21168
endif
~
|
S
#21171
The Chamber of Prayer~
This circular chamber is where the clerics of the guild come to pray and
meditate, as well as to train their various skills and spells.  A circle
of white and black candles sit in the center of the chamber, flickering
quietly, and the walls are covered with tapestries of the known Gods
whom the clerics worship.  A long corridor to the south leads back
to the eastern hall of the Cleric's Guild.
~
0 3145740 0
D2
The corridor leads back to the eastern hall.
~
~
0 -1 21170
S
#21172
The Chamber of the Scriptures~
You enter a strangely silent room.  A single podium sits in the center of
the chamber, atop which rests an ancient tome, whispering the words of
the Gods.  It is here that the members of the Cleric's Guild come to
communicate with each other, and with their Gods.  A long corridor
leads northward back to the eastern hall.
~
0 3145740 0
D0
The corridor leads back to the eastern hall.
~
~
0 -1 21170
S
#21174
Public Notices~
Here the citizens of the city come to read and trade information about the
events of their time.  A large board hangs on the far wall, serving to carry
the word of the common people one to another, and people mill slowly by,
reading and perusing notes in the silent atmosphere.
~
0 1377292 0
D1
The cathedral altar is to the east.
~
~
1 -1 21194
S
#21176
Before the Altar to Evil~
The Altar to Evil glows ominously here, a foul wound in this pristine
temple.  Barely accepted by those of the cathedral, the cleric's
guild was allowed to keep the shrine due to a necessity to maintain
the True Neutral.  The altar is made of cold obsidian which seems to
radiate a darkness, and runes of permanence, preservation and death
have been engraved in it.  The clerics of evil often come here to
receive blessing and healing.
~
0 3145740 0
D3
The eastern hall of the cleric's guild lies to the west.
~
~
0 -1 21170
> rand_prog 50~
if isimmort($r)
or isgood($r)
else
  mpforce $r pray
  c heal $r
endif
~
> rand_prog 50~
if isimmort($r)
or isgood($r)
else
  mpforce $r grovel
  c bless $r
endif
~
|
S
#21177
The Cleric's Guild~
You are standing in the western hall of the cleric's guild, an organization
dedicated to bringing clerics together in worship.  Paintings and tapestries
decorate the walls while a large oval carpet covers the marble floor.  To
the west is the Altar to Good, while a corridor extends to the north.  The
entrance hall of the cathedral is to the east.
~
0 3145740 0
D0
The Chamber of Donation is to the north.
~
~
0 -1 21178
D1
The entrance hall to the church is to the east.
~
~
0 -1 21168
D3
The Altar to Good is situated to the west.
~
~
0 -1 21180
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Clerics
else
  mea 0.$n You may not trespass on this guild.
  mptrans 0.$n 21168
endif
~
|
S
#21178
The Chamber of Charity~
This large chamber is where the clerics of the guild leave donations for
their comrades.  The room is filled with a multitude of religious artifacts
and symbols, as well as thousands of vials of holy water.  A long corridor
leads back to the western hall of the Cleric's Guild to the south.
~
0 3686412 0
D2
The corridor leads to the western hall of the guild.
~
~
0 -1 21177
S
#21180
Before the Altar to Good~
You are standing before the Altar to Good, a monument to the powers of
light.  The altar's smooth platinum surface radiates a brilliant white
light, and being near it gives you a sense of peace and security.  The
priests and priestesses of the cathedral themselves encouraged the
placement of this altar, unlike its antithesis, to the east.  The
western hall of the cleric's guild is to the east.
~
0 3145740 0
D1
The western hall of the guild lies to the east.
~
~
0 -1 21177
> rand_prog 50~
if isimmort($r)
or isevil($r)
else
  mpforce $r pray
  c heal $r
endif
~
> rand_prog 50~
if isimmort($r)
or isevil($r)
else
  mpforce $r grovel
  c bless $r
endif
~
|
S
#21181
Inside the Cathedral~
Walking down the aisle leads to the cathedral altar, you smile at the beauty
this church.  Rows of pews are to your left and right, filled with citizens
paying their dues to their gods in prayer.  Two archways to the north lead
into chambers of donation, while the cathedral entrance is to the south.
~
0 1048588 0
D0
The carpeted walkway leads up to the altar.
~
~
0 -1 21182
D2
The carpeted walkway leads back to the entrance.
~
~
0 -1 21168
S
#21182
Inside the Cathedral~
You are in the aisle which leads to the cathedral's altar.  A serene melody
floats through the air.  Two grand archways lie to the east and west, opening
into chambers of donation.  The pews of the church are to the south, while
the altar itself lies to the north.
~
0 3407884 0
D0
The Altar to Thoric is to the north.
~
~
16777216 -1 21194
D1
A chamber of donation is to the east.
~
~
0 -1 21192
D2
The aisle leads back to the pews of the cathedral.
~
~
0 -1 21181
D3
A chamber of donation is to the west.
~
~
0 -1 21193
E
sign post signpost~
North - The Altar
East  - Donations
South - Towards Darkhaven Square
West  - Donations
~
S
#21185
A Forested Path~
This part of the forested path is much more narrow, definitely due to the
lack of horses and carts that pass through here.  The merry chirping of
birds amuses you as you continue on your way.  To the southwest is a
forest clearing, while a fork in the road lies to the east.
~
0 1048580 1
D0
This path leads to the Guild of Augurers.
~
~
0 -1 21435
D1
A fork in the road is to the east.
~
~
0 -1 21166
D9
A large clearing lies to the southwest.
~
~
0 -1 21186
S
#21186
A Clearing in the Forest~
You find yourself in a large clearing in the forest which surrounds the
cathedral.  The remains of the ancient Temple of Darkhaven are scattered
about.  The head of Odin's statue, sliced from its body by some unholy blade,
stares almost sadly at you.  A staircase leads down into what remains of the
Temple's catacombs, which the druids of Darkhaven have reconstructed.  The
forested path lies to the northeast.
~
0 3145732 1
D5
The steps lead down into the Guild of Druids.
~
~
0 -1 21187
D6
The forested trail extends to the northeast.
~
~
0 -1 21185
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Druids
else
  mea 0.$n You may not trespass on this guild.
  mptrans 0.$n 21185
endif
~
|
S
#21187
The Guild of Druids~
The ancient cellar of the Temple of Darkhaven has been reconstructed into
a magnificent guild hall.  Potted plants line the walls of the main hall,
while creeping vines cover the walls.  In the center of the room, seven
black lacquer chairs circle an oaken table.  Four corridors lie in the
four cardinal directions, while the thud of staff striking staff
emerges from a room to the south.
~
0 3145740 0
D0
A spacious room lies at the end of this corridor.
~
~
0 -1 21188
D2
A training room lies to the south.
~
~
0 -1 21190
D3
A silent room is located west of here.
~
~
0 -1 21191
D4
A flight of stairs lead back up to the surface.
~
~
0 -1 21186
S
#21188
A Spacious Room~
This spacious room is where the druids of the guild leave items for their
fellow druids, and mounds of equipment, scrolls and potions are lying here.
The tiled floor of the large room is covered with runes of preservation and
permanence, giving you the feeling that items in this room could survive
even the greatest of disasters.  A corridor to the south leads back to
the main hall.
~
0 3686412 0
D2
The main hall of the guild lies to the south.
~
~
0 -1 21187
S
#21190
The Trial of Lore~
This room is where the druids come to train and meditate.  A large circle
formed of green shrubs lies in the center of the room, and within it spar
two elder druids, each wielding a heavy oaken staff.  A corridor to the
north leads back to the main hall of the Guild of Druids.
~
0 3145740 0
D0
A corridor leads back to the guild's main hall.
~
~
0 -1 21187
S
#21191
A Room of Silence~
This strange room is rather empty, save for a single oaken podium which
sits in the center of the eerily silent chamber.  Upon it rests a tome so
fraught with age that its pages are a sickened yellow.  This is where the
druids of the guild leave messages for one another.  A corridor to the
east leads back to the main hall of the Guild of Druids.
~
0 3146252 0
D1
A corridor leads back to the main hall of the guild.
~
~
0 -1 21187
S
#21192
Eastern Donation Room~
This small chamber is where those of charitable hearts leave behind items
of use to other adventurers.  The priests and priestesses of the cathedral
do not condone those who leave armor and weapons here however, as that is
reserved for the chamber to the far west.
~
0 1851404 0
D3
A carpeted walkway leads back to the pews.
~
~
0 -1 21182
S
#21193
Western Donation Room~
This small chamber is where those of charitable hearts may leave behind
weapons and pieces of armor for others.  The priests and priestesses of
the cathedral do not condone those who leave other types of items here,
as that is reserved for the room to the far east.
~
0 1851404 0
D1
A carpeted walkway leads back to the pews.
~
~
0 -1 21182
S
#21194
The Cathedral Altar~
You are before the cathedral's altar.  Those of ill luck or poor faith often
come here to pray to their God for guidance, or chance.  An aisle leads back
south through the cathedral, while a large public board lies to the west.
~
0 1319944 0
D2
The walkway leads back to the pews.
~
~
0 -1 21182
D3
The public board room of Darkhaven lies to the west.
~
~
0 -1 21174
S
#21200
A Forested Path~
You walk on a forested path within the city of Darkhaven.  The trail stretches
to the northeast, while the Darkhaven Square lies to the southwest.
~
0 1048580 1
D6
The path leads deeper into the forest.
~
~
0 -1 21201
D9
The Darkhaven Square lies to the southwest.
~
~
0 -1 21000
S
#21201
A Forested Path~
You travel through a small forest along a path leading toward two unique
structures, one atop a hill to the east, one a short distance to the
north.  The path becomes a hill to the east, while the southwestern path 
leads back to the Darkhaven Square. ~
0 1048580 1
D1
This path leads further toward the structures.
~
~
0 -1 21202
D9
This path leads back to the Darkhaven Square.
~
~
0 -1 21200
S
#21202
A Forested Path~
You pick up your pace as you begin nearing your destination.  The forested
path has become a rather steep hill.  The way uphill is considerably harder
to climb than the one downhill.
~
0 1048580 1
D3
This path leads back to Darkhaven Square.
~
~
0 -1 21201
D6
This path leads toward the structures.
~
~
0 -1 21204
S
#21204
A Fork in the Path~
You have come to a fork in the forested path, leaving you with a decision
to make.  A large wooden sign cries out for attention here, guiding any
confused travellers, as paths lie to the north, east and southwest.
~
0 1048580 1
D0
Into the Guild of Warriors
~
~
0 -1 21233
D1
The Ranger's Guild lies at the end of this path.
~
~
0 -1 21205
D9
The path leads back to Darkhaven Square.
~
~
0 -1 21202
E
sign~
The sign reads:
  North: The Guild of Warriors
  Southwest: Darkhaven Square
  East: Ranger's Guild
~
S
#21205
A Forested Path~
The forested path is much more narrow here than to the west.  Only
an experienced ranger could run down this path without tripping a on
tree's roots.  A fork in the path is to the west, while a steep hill
can be seen to the southeast.
~
0 1048580 1
D3
A fork in the path lies to the west.
~
~
0 -1 21204
D8
A steep hill can be seen to the southeast.
~
~
0 -1 21207
S
#21207
Before a Steep Hill~
You are at the bottom of a long, steep hill.  Gazing upward, you wish
you could just fly up, but the tree canopy blocks your ascendance.  It
is no wonder that the Ranger's Guild chose to settle at the top of this
hill, for only the skilled climbers of the guild could climb the sheer
face of this near cliff.  The path leads back northwest to the fork.
~
0 1048580 1
D4
The Ranger's Guild is at the top of this hill.
~
~
0 -1 21208
D7
The path leads back to the fork.
~
~
0 -1 21205
S
#21208
The Guild of Rangers~
You are at the top of the steep hill.  Climbable only by rangers, the guild
wisely chose this location upon which to establish their hall.  The guild's
hall itself is much less of an actual building, and much more of a reshaping
of natural elements.  Situated around an open clearing in the forest, owing
to the preference most rangers share for being in the open, only a scant few
buildings can be seen, each scattered one from the other.  Paths lead off to
the northeast, east and south.
~
0 3145732 1
D1
The path leads off to a large clearing.
~
~
0 -1 21210
D2
An ensorcelled building lies to the south.
~
~
0 -1 21212
D5
The path down the hill is a long one.
~
~
0 -1 21207
D6
A pratice yard is at the end of this path.
~
~
0 -1 21213
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Rangers
else
  mea 0.$n You may not trespass on this guild.
  mptrans 0.$n 21207
endif
~
|
S
#21210
The Clearing of Comrades~
This immense clearing is filled with various items left behind for other
rangers of the guild.  The eerie hum of magic fills the room, giving you
the feeling that these items are quite literally under the protection of
the Gods.  You mutter a silent prayer and slowly begin searching for
items of use.  To the west is the main clearing of the Ranger's Guild.
~
0 3686404 1
D3
The path leads back to the main clearing.
~
~
0 -1 21208
S
#21212
A Silent Building~
This strange building has been enchanted with runes of silence.  Not a
single sound can be heard.  Gazing northward, you see the path leading
back to the main clearing.
~
0 3211276 0
D0
The path leads back to the main clearing.
~
~
0 -1 21208
S
#21213
Tracking the Prey~
The Guild of Rangers has built a large practice yard in their part of
these woods.  An arena sits in the center of the clearing, where the
young adventurers first begin to fight and learn new spells.  A number
of other stations surround the arena, teaching young ones how to hunt
and track.  It is obvious that the Ranger's Guild is a tightly knit
organization. A path leads back to the main clearing to the southwest.
~
0 3145732 1
D9
The main clearing is at the end of this path.
~
~
0 -1 21208
S
#21233
Stone Tunnel~
You enter a long, narrow stone tunnel which carries you northward into
a large structure which houses the guild of warriors.  You can return
to the forested section of Darkhaven back to the south.
~
0 1048588 0
D0
The Guild of Warriors lies to the north.
~
~
0 -1 21236
D2
A fork in the path.
~
~
0 -1 21204
E
plaque~
The plaque reads:
 The Guild of Warriors, may their blades be ever sharp.
~
S
#21236
The Guild of Warriors~
You stand in a large stone structure which houses the Guild of Warriors.
Depictions of battle, heroism and physical prowess adorne the walls.  To
the east is a large sparring circle, while a large room lies just to
the north.  An archway to the south leads back into the forest
inside Darkhaven.
~
0 3145740 0
D0
A large room lies to the north.
~
~
0 -1 21240
D1
A sparring circle is situated east of here.
~
~
0 -1 21237
D2
The archway leads back to the tunnel.
~
~
0 -1 21233
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Warriors
else
  mea 0.$n You may not trespass on this guild.
  mptransfer 0.$n 21233
endif
~
|
S
#21237
The Sparring Circle~
A ring of steel outlines a sparring circle here.  The initiates of the
warriors' guild have long been known to come here for training and insight
on the ways of the warrior.  To the north is a silent corner reserved for
notes of great importance, while the guild's main hall is to the west.
~
0 3145740 0
D0
A silent corner of the hall is to the north.
~
~
0 -1 21239
D3
The main hall of the warriors' guild is west of here.
~
~
0 -1 21236
S
#21239
A Silent Corner in the Hall~
This silent corner in the immense hall is where warriors come to post
announcements of great import.  To the south is a sparring circle,
while to the west lies a large donation room.
~
0 3145740 0
D2
You can see a sparring circle.
~
~
0 -1 21237
D3
A large storage room lies to the west.
~
~
0 -1 21240
S
#21240
Armor Dump~
Here the warriors of the guild store items intended for donation to other
guildmembers in need.  The main hall is to the south.
~
0 3686412 0
D1
A silent corner in the hall is east of here.
~
~
0 -1 21239
D2
The main hall of the warriors' guild is to the south.
~
~
0 -1 21236
E
plaque~
The plaque reads:
 Take what is needed, nothing more, nothing less.
~
S
#21275
The Darkhaven Marina~
The odor of fish assaults your senses as you inhale.  The Darkhaven Marina
is a rather large structure, housing several small boats and over a dozen
rafts.  To the south you can see the Darkhaven River, while a dirt road
lies to the north.  A small path leads off to the east, following the
Darkhaven river as it winds its way to the Ocean.
~
0 1048588 0
D0
The trail rounding Darkhaven is to the north.
~
~
0 -1 21124
D2
To the south you can see the Darkhaven River.
~
~
0 -1 21297
S
#21280
Entrance to the Academy~
You stand at the entrance to the Darkhaven Academy.  A large flight of
stone stairs lead down into the massive subterranean structure, which
has the responsibility of training the young adventurers of the world.
A small cobbled street leads eastward to a shop catering to the needs
of these adventurers.  To the north, you see the lengthy Horizon Road.
~
0 1048580 1
D0
Horizon Road lies to the north.
~
~
0 -1 21038
D1
The Young Adventurer's Necessities is east of here.
~
~
0 -1 21295
D5
~
~
16777216 -1 10300
> leave_prog 100~
if isimmort($n)
else
  mpforce $n vis
endif
~
|
S
#21290
The Ruins of the Concourse~
You sigh longingly at the sight of Darkhaven's ruined concourse. What was
once a busy road is now a cobbled wasteland.  Debris from crushed buildings
lies about, all that remains from that night of terror.  A single structure
remains standing, a small house sitting beside an old elm tree.  To the
north is the crumbling bridge.
~
0 1048576 2
D0
The crumbling bridge is to the north.
~
~
0 -1 21296
D1
The remains of the concourse continue to the east.
~
~
0 -1 21291
S
#21291
Among the Ruins of the Concourse~
You stand at what was once an intersection of roads among the remains of
the ruined concourse.  Far to the east is an ancient elm tree and a small,
strange building.  Gazing southward, you notice that, curiously enough,
the Darkhaven graveyard remains standing.  As you turn to move on, you
notice a large chain dangling high above you, just within jumping reach.
~
0 1048576 2
D1
Far to the east you see an old elm tree.
~
~
0 -1 21292
D2
The entrance to the graveyard is to the south.
~
~
0 -1 21293
D3
This path leads back to the crumbling bridge.
~
~
0 -1 21290
D4
The great chain stretches into the clouds...
~
~
0 -1 7914
S
#21292
Near the Elm Tree~
You are walking down what remains of a cobbled road, picking your way
through the debris which clogs the unkempt street.  To the east is the
only remaining building of the concourse, as well as the ancient tree
of Elm Street. 
~
0 1048576 2
D1
You can see the old tree and the eerie building.
~
~
0 -1 21294
D3
This path leads back to the crumbling bridge.
~
~
0 -1 21291
S
#21293
Entrance to the Graveyard~
You are standing just outside the gates of the ancient Darkhaven graveyard.
A shiver runs down your spine as you remember the howling undead residing
in the lower chambers of the place.  A path leads southward into the 
graveyard, while the ruins of the concourse are to the north.
~
0 1048580 2
D0
This path leads back to the crumbling bridge.
~
~
0 -1 21291
D2
Into the graveyard...
~
gate~
1 -1 3600
S
#21294
Beneath the Elm Tree~
You are standing amid the debris beneath the ancient elm tree of what
used to be Elm Street.  To the south is the only remaining building on
the concourse and you now realize why it still stands; its walls are
covered with powerful runes of protection.
~
0 1048576 2
D3
This path leads back to the crumbling bridge.
~
~
0 -1 21292
S
#21295
The Young Adventurer's Necessities~
Water skins, rations and torches hang from the walls:  all necessary to 
survival when adventuring.  A stack of books which have been designed to
help the young adventurer lie stacked in the rear of the shop.  To the
west is the entrance to the Darkhaven Academy.
~
0 1048588 0
D3
The entrance to the Darkhaven Academy is to the west.
~
~
0 -1 21280
S
#21296
Crossing the Precarious Bridge~
You tread carefully across the crumbling bridge.  Gazing fearfully at the
cracked supports, you feel a sense of relief to see they are still somewhat
sturdy.  To the south, the ruins of the old concourse spread haphazardly.
~
0 1048580 2
D0
A dirt road lies to the north.
~
~
0 -1 21081
D2
The ruins of the concourse are to the south.
~
~
0 -1 21290
> rand_prog 2~
mpecho The damaged bridge suddenly groans, and shifts slightly.
~
> rand_prog 2~
mpecho A slight movement can be felt rumbling through the crumbling bridge.
~
|
S
#21297
On the Darkhaven River~
You find yourself in a small artificial bay linking the Darkhaven Marina
to the town's beloved river.  The marina's beach is to the north, while
the river lies to the east and west.
~
0 1048580 7
D0
The Darkhaven Marina lies to the north.
~
~
0 -1 21275
D3
The river flows westward.
~
~
0 -1 21300
D8
The river continues in this direction.
~
~
0 -1 21298
S
#21298
On the Darkhaven River~
You are travelling across the Darkhaven River.  Its blue waters are flowing
slowly westward, dragging along any debris.  Far to the east you can make
out a tunnel of some sort.
~
0 1048580 7
D1
The river lies to the east.
~
~
0 -1 21299
D7
The river flows westward.
~
~
0 -1 21297
S
#21299
On the Darkhaven River~
You are on the famed Darkhaven River.  Its strong currents push driftwood
and other floating objects westward.  The blue waters themselves seem to
emerge from a tunnel in the mountains to the east.
~
0 1048580 7
D3
The river flows westward.
~
~
0 -1 21298
S
#21300
On the Darkhaven River~
The waters here are flowing slighty faster than to the east.  Gazing west,
you can see that the river passes under the southern bridge of Darkhaven.
The tale of the troll under the bridge passes through your head as you
ponder where the river leads.
~
0 1048580 7
D1
You see a small artificial bay which connects to the marina.
~
~
0 -1 21297
D3
The river flows under the southern bridge.
~
~
0 -1 21301
S
#21301
Under the Southern Bridge~
You are forced to duck your head as you pass under the southern bridge of
Darkhaven.  On the underside of the bridge is a slate plaque, which looks
aged beyond time.
~
0 1048580 7
D1
The river lies to the east.
~
~
0 -1 21300
D3
The river flows westward.
~
~
0 -1 21302
E
plaque~
The plaque reads:
  Strong is the one who fights for me,
  Smart is this one so strong and free,
  Wise is the one who counsels me,
  Determined to prove what he can see,
  Quick is the one who steals for me,
  Charming, bold, confuses many,
  Luck with the one who escapes me,
  Dead be my foe, my enemy.
 
-Lord Rennard, March 1996
 
I'd like to say thanks to Thoric for creating and maintaining an
excellent mud, to Dominus for some amazing administrative work,
to the coders for all the unique gadgets, to the builders for
creating a lush game world, to the immortals for upholding the
law and to the players for making it all worth it.
 
I would also like to extend a special thanks to Haus, who provided
an enormous supply of ideas through the original new DH, and to
Blodkai, for endless insight and support.
~
S
#21302
On the Darkhaven River~
The waters become rushing rapids here, forcing you to carefully monitor
your actions.  Going upriver will bring you under the southern bridge,
while following the river will lead you under the crumbling bridge.
~
0 1048580 7
D1
The river passes under the southern bridge to the east.
~
~
0 -1 21301
D3
The river passes under the crumbling bridge to the west.
~
~
0 -1 21303
S
#21303
Under the Crumbling Bridge~
You carefully wade through the waters under this low bridge, praying that
it does not crash down upon your head.  The river flows into the ocean to
the west, and you spy a grate in the northern underside of the bridge.
~
0 1048580 7
D1
The river continues to the east.
~
~
0 -1 21302
E
grate~
Constructed into the underside of the northern bridge-support, it looks
quite old but quite sturdy.  Looking closer, you notice it has a set of
swing-hinges and a bolted fastener; you may be able to open it.
~
> leave_prog 100~
close grate
~
|
S
#21307
Atop the Battlements~
You are standing atop Darkhaven's battlements.  The entire southwestern
countryside is visible from here, ranging from the Miden'nir to the dark
forest of Haon Dor.  You spot the Darkhaven River flowing its way swiftly
from east to west just south of here.  The battlements continue to the
north and east, while a stone stairway leads down to the streets.
~
0 1048580 1
D0
The battlements continue to the north.
~
~
0 -1 21308
D1
The battlements continue to the east.
~
~
0 -1 21311
D5
The stairway leads back down to the city streets.
~
~
0 -1 21024
S
#21308
Atop the Battlements~
The beautiful yet deadly forest of Haon Dor stretches west as far as the
eye can see.  Far to the southwest, you can barely make out the big, blue
ocean.  The battlements continue to the north and south.
~
0 1048576 1
D0
The battlements continue to the north.
~
~
0 -1 21309
D2
The battlements continue to the south.
~
~
0 -1 21307
S
#21309
Atop the Battlements~
The massive western gate of Darkhaven is just north of here, creaking and
groaning loudly as it opens and closes.  A rather wide trail leads through
the center of the vast forest known as Haon Dor to the west, and a chimney
can be seen poking out of the dark trees just to the southwest.  Far down
the trail to the west one enormous tree seems to rise above the all others.
The battlements stretch southward.
~
0 1048576 1
D2
The battlements continue to the south.
~
~
0 -1 21308
S
#21311
Atop the Battlements~
The rushing waves of the Darkhaven river can be heard from here.  Far to
the south, you can see the dark forest of the gobline-infested Miden'nir
(Goblinic for green blood).  Darkhaven's defenses continue to the east
and west.
~
0 1048576 1
D1
The battlements end east of here.
~
~
0 -1 21312
D3
The battlements continue to the west.
~
~
0 -1 21307
S
#21312
Atop the Battlements~
The massive southern gate of Darkhaven is just east of here, groaning and
creaking loudly as it opens and closes.  The southern bridge and the often
dangerous, sometimes deadly, Miden'nir are clearly visible from here.  The,
battlements stretch westward.
~
0 1048576 1
D3
The battlements continue to the west.
~
~
0 -1 21311
S
#21314
Atop the Battlements~
You are standing atop Darkhaven's battlements.  The whole southeastern
countryside is visible from here, ranging from the Miden'nir to even
lands beyond.  The great battlements continue to the north and west,
while a stone stairway leads back down to the city streets.
~
0 1048580 1
D0
The battlements lie to the north.
~
~
0 -1 21315
D3
The battlements lie to the west.
~
~
0 -1 21318
D5
The stairs lead back down to Darkhaven's streets.
~
~
0 -1 21016
S
#21315
Atop the Battlements~
You are standing atop Darkhaven's eastern wall, where the city's guards
have set up a series of defenses to ward off assailants.  A broad dirt
road lines the wall outside of the city, and Hawk Street is to the west.
A group of archers stand here, laughing about the goblins' last pathetic
attempt to invade the majestic city.  The battlements continue to the
north and south.
~
0 1048576 1
D0
The battlements continue to the north.
~
~
0 -1 21316
D2
The battlements continue to the south.
~
~
0 -1 21314
S
#21316
Atop the Battlements~
The massive eastern gate of Darkhaven is just to the north, groaning and
creaking loudly as it opens and closes.  South and east from here you can
clearly see the dark dwarven forest.
~
0 1048576 1
D2
The battlements extend down the eastern wall of Darkhaven.
~
~
0 -1 21315
S
#21318
Atop the Battlements~
The rushing waves of the Darkhaven River can be heard from here.  In the
distance to the south, you can see a group of goblins skirting the edge of
the dark forest known as the Miden'nir, its name signifying green blood in
the tongue of the goblins.  Darkhaven's defenses continue east and west.
~
0 1048576 1
D1
The battlements extend down the southern wall.
~
~
0 -1 21314
D3
The battlements extend down the southern wall of Darkhaven.
~
~
0 -1 21319
S
#21319
Atop the Battlements~
The massive southern gate of Darkhaven is just west of here, groaning and
creaking loudly as it opens and closes.  The crumbling southern bridge and
the dangerous Miden'nir are clearly visible from here.  Tbe battlements
stretch east from here.
~
0 1048576 1
D1
The battlements continue east of here.
~
~
0 -1 21318
S
#21321
Atop the Battlements~
You are standing atop Darkhaven's battlements.  The whole northeastern
countryside is visible from here.  A number of archers pace back and forth
here along the battlements, knocking an arrow back at the slightest sign of
danger.  The battlements extend to the west and south, while a stairway
leads back down to the streets.
~
0 1048580 1
D2
The battlements continue down the eastern wall.
~
~
0 -1 21323
D3
The battlements extend down the northern wall.
~
~
0 -1 21326
D5
The stairway leads back down to the streets.
~
~
0 -1 21008
S
#21322
Atop the Battlements~
You are standing atop Darkhaven's great eastern wall.  The guardians of
Darkhaven, in their wisdom, have set up battlements here to fend off any
attackers.  The battlements extend to the north and south.
~
0 0 1
D0
The battlements stretch northward.
~
~
0 -1 21321
D2
The battlements continue to the south.
~
~
0 -1 21323
S
#21323
Atop the Battlements~
You are standing atop the eastern wall of Darkhaven.  The battlements extend
to the north and south.
~
0 1048576 1
D0
The battlements continue to the north.
~
~
0 -1 21321
D2
The battlements extend to the south.
~
~
0 -1 21324
S
#21324
Atop the Battlements~
The massive eastern gate of Darkhaven is just to the south, groaning and
creaking loudly as it opens and closes.  South and east from here you can
clearly see the dark dwarven forest.  The battlements continue to the north.
~
0 1048576 1
D0
The battlements continue to the north.
~
~
0 -1 21323
S
#21325
Atop the Battlements~
You sigh at the beauty of the north countryside.  Athough he has doubtless
seen this view countless times before, a nearby archer whistles as he
gazes northward with you.  The battlements extend to the east and west.
~
0 0 1
D1
The battlements lead off to the east.
~
~
0 -1 21321
D3
The battlements continue to the west.
~
~
0 -1 21326
S
#21326
Atop the Battlements~
You are standing atop Darkhaven's northern wall.  The battlements continue
to the east and west.
~
0 1048576 1
D1
The battlements continue tothe east.
~
~
0 -1 21321
D3
The battlements extend westward.
~
~
0 -1 21327
S
#21327
Atop the Battlements~
This portion of the battlements stretches to the east, all the way back to
northeastern corner of Darkhaven.
~
0 1048576 1
D1
The battlements stretch eastward.
~
~
0 -1 21326
S
#21328
Atop the Battlements~
You are standing atop Darkhaven's battlements.  The whole northwestern
countryside is visible from here, stretching away beyond the forest of
Haon Dor.  The battlements continue to the east and south, while a
stone stairway leads back down to the city streets.
~
0 1048580 1
D1
The battlements continue to the east.
~
~
0 -1 21329
D2
The battlements continue to the south.
~
~
0 -1 21332
D5
The stairway leads back down to the city streets.
~
~
0 -1 21032
S
#21329
Atop the Battlements~
You are standing atop Darkhaven's northern wall.  The battlements range to
the east and west.
~
0 1048576 1
D1
The battlements continue east of here.
~
~
0 -1 21330
D3
The battlements continue to the west.
~
~
0 -1 21328
S
#21330
Atop the Battlements~
The battlements here extend westward, leading back to the northwestern
corner of Darkhaven.
~
0 1048576 1
D3
The battlements continue to the west.
~
~
0 -1 21329
S
#21332
Atop the Battlements~
The beautiful yet deadly forest of Haon Dor stretches westward as far as
the eye can see.  The great battlements continue to the north and south.
~
0 1048576 1
D0
The battlements continue to the north.
~
~
0 -1 21328
D2
The battlements continue to the south.
~
~
0 -1 21333
S
#21333
Atop the Battlements~
The massive western gate of Darkhaven is just south of here, creaking and
groaning loudly as it opens and closes.  A rather wide trail leads through
the center of the vast forest known as Haon Dor to the west, and a chimney
can be seen poking out of the dark trees just to the southwest.  Far down
the trail to the west one enormous tree seems to rise above the all others.
The battlements stretch northward.
~
0 1048576 1
D0
The battlements continue to the north.
~
~
0 -1 21332
S
#21335
The Western Hall~
You enter a large building filled with people.  The building is usually
busy with functions, almost always filled to the maximum.  The large main
hall boasts a maid who comes around serving drinks and meals to the people
who sit down.
~
0 1049608 0
D0
The lights of Horizon Street glimmer to the north.
~
~
0 -1 21039
S
#21337
In the Air~
You are floating in the air high above Darkhaven.  Gazing downward,
you see that you are just above the Darkhaven Square.  The citizens
of Darkhaven look like tiny mice scurrying about from this height.
Looking upward, you see a rainbow in the distance.
~
0 1048580 9
D4
You gaze higher into the air.
~
~
0 -1 21338
D5
Darkhaven Square is down from here.
~
~
0 -1 21000
S
#21338
In the Air~
You are flying in the air high above Darkhaven.  You can see the whole
countryside from here:  It is truly a splendid sight to behold.  Gazing
upward, you see a bright rainbow.
~
0 1048580 9
D4
A rainbow stretches into the distance...
~
~
0 -1 800
D5
Darkhaven Square is far below.
~
~
0 -1 21337
S
#21339
Companions and Mounts~
You walk into a large shop which smells of horses and hay.  Behind the
long wooden counter are dozens of cages containing varying types of animals,
and you can hear the sounds of horses coming from a large storage area in
the back of the shop.  A door to the south leads back out onto the busy
Law Avenue.
~
0 1052672 1
D2
Law Avenue lies to the south.
~
~
0 -1 21017
S
#21340
Petshop Stables~
~
0 3147780 1
S
#21353
A Corridor in the Abandoned Mansion~
You walk carefully down the corridor, noticing its smooth stone floor and
walls. The walls and floor have been smoothed by age, and stains of blood
seem to randomly mark the stone surfaces.  You see a large foyer ahead of
you, and this corridor seems quite abandoned.  A strong wooden doorframe
is etched into the wall to the west, and through the doorway you can see a
faintly lit room.
~
0 8 0
D0
You see a large abandoned foyer.
~
~
0 -1 21134
D2
You see Law Avenue.
~
~
0 -1 21023
S
#21380
The Court of the White Robes~
This hall is slightly smaller than the Court of the Conclave, for it is
reserved for the members of the White Robes only.  The seats in this room
are all crafted of a shining white ivory and circle a brilliant silver
podium which sits in the center of the hall.  A single aisle leads
back to the Court of the Conclave.
~
0 3145740 0
D6
The Court of the Conclave lies to the northeast.
~
~
0 -1 21133
S
#21390
The Gold Room~
This chamber is where Darkhaven shopkeepers deposit their gold.
~
0 3155980 0
S
#21401
Plunging through the brambles~
You plunge down the narrow wooded trail, mindful of the overreaching
brambles and twigs which have crowded together here at the forest's
edge.  The trail continues to the southwest, and a wide dirt road
can be seen through the foliage to the east.
~
0 0 3
D1
A wide dirt road skirting a high battlement.
~
~
0 -1 21090
D9
The trails continues safely to the southwest.
~
~
0 -1 21402
S
#21402
On a forest trail~
Your way here bends around in two directions.  The forest grows thicker
to the west, the scents and sounds beckoning to you.  Peering to the
northeast, you think you can see a break in the trees.  Mayhap the
trail is nearing its end.
~
0 0 3
D3
The trail continues peacefully onward.
~
~
0 -1 21403
D6
Brambles and twigs crowd the path.
~
~
0 -1 21401
S
#21403
On a forest trail~
The trail here continues on both east and west.  The peak of a cathedral
tower can barely be made out in the distance to the east through the
overhang of limbs, and a sound much like that of small wings fluttering
comes frequently from the forest to the west.
~
0 0 3
D1
The narrow trail continues.
~
~
0 -1 21402
D3
The trail turns.
~
~
0 -1 21404
S
#21404
A turn in the forest trail~
You stand at a curve on a narrow, peaceful forest trail.  The sounds of
small fluttering wings comes from the northwest, and a the narrow but
well-trodden pathway continues roughly eastward through the forest.
~
0 0 3
D1
Along the forest trail.
~
~
0 -1 21403
D7
A small junction in the forest.
~
~
0 -1 2074
S
#21409
A Silent Corner of the Courier~
You find yourself at the rear of the Darkhaven Courier.  Many small
tables sit here, accompanied by similarly tiny wooden chairs, and
unfinished missives have been left lying on a couple of ink-stained
tables.  An unnatural silence also seems to haunt this portion of
the tent, allowing you to collect your thoughts.  To the north is
the main chamber of the Courier.
~
0 3212300 0
D0
The Darkhaven Courier
~
~
0 -1 21053
S
#21430
The Guild of Augurers~
Emerging from the forest around the cathedral, you find yourself in the
main hall of the Guild of Augurers.  Precious tapestries and drawings
adorn the walls gracefully, showing the beauty and strength of the Augurer.
The walls are granitelike and smooth, and the floors are painstakingly
polished to perfection.  The sweet smells of jasmine, parsley and other
assorted herbs fill the air around you, giving you a sense of warmth and
peace as you walk through the vast hall.
~
0 3145740 0
D2
The Chamber of Bounty lies to the south.
~
~
0 -1 21434
D3
The Plank of Musing lies to the east.
~
~
0 -1 21433
D4
The Hall of Repose rises above you.
~
~
0 -1 21437
D6
The scent of the forest around the cathedral.
~
~
0 -1 21435
S
#21432
The Vault of Contemplation~
Above the main hall, you find yourself in a room of peace and contentment.
The walls all around you are made of stained glass, rather than the granite
in the hall, allowing the sunlight from the realms into this room.  A light
humming and singing can be heard in this spacious room, and the sweet smell
of jasmine is predominant here.  The Augurer is a very spiritual person,
and relies on meditation and reflection upon the day's activities in order
to be a productive citizen in the community.  Sculptures and handicrafts of
the Augurer lie in this room in a state of order, yet in a state of chaos
as well, showing the strengths and weaknesses of the Augurer's mind.
~
0 3145740 0
D5
The Hall of Repose leads to the main hall of the guild.
~
~
0 -1 21437
S
#21433
The Plank of Musing~
As you enter this small yet illuminated room, you see an enormous table with
scriptures and writing utensils upon it.  Several exquisite chairs surround
the large oak table, and at times you can find other Augurers here pondering
the existence of life, the importance of their daily deeds and anything else
that they wish to discuss.  The air in this room is still, and sounds from
the outside are not readily heard from this tiny room which seems to be shut
off from the rest of the Guild of Augurers.
~
0 3145740 0
D1
This way leads back to the main hall of the Guild of Augurers.
~
~
0 -1 21430
S
#21434
The Chamber of Bounty~
As you enter this room, a strong feeling of charity washes over your very
life and soul.  The Chamber of Bounty is a darkened room, illuminated only
by torches fixed to the walls held by antiqued sconce holders.  All around 
you lie items donated by your fellow guild members, and those items that
may seem useless to one may be invaluable to others.  Precious armours,
treasures and pieces of magic lie here, and more are certainly welcome to
be donated for use by other Augurers.
~
0 3686412 0
D0
The main hall of the Guild of Augurers lies north of here.
~
~
0 -1 21430
S
#21435
Along the forested path~
As you walk further through the forest around the cathedral, you notice an
illuminated edifice lying to the north of you.  A faint smell of spices and
other pungent scents wafts from this granitelike structure, mixing with the
various smells of the forest around you.
~
0 4 1
D2
This path leads back to Darkhaven Square.
~
~
0 -1 21185
D9
~
~
0 -1 21430
> entry_prog 100~
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Augurers
else
  mea 0.$n You may not trespass on this guild.
  mptrans 0.$n 21185
endif
~
|
S
#21436
The Tomb of Rectification~
As you enter this cramped room, the smell of burning oil and the stench of
day old sweat nearly bowls you over with a strong force. A large metal table
stands in the middle of the room, covered in many smithing tools. The constant
clank of metal on metal pierces your ears, and you look over to the western
wall of the room to see a large man stooping over the great table, repairing
a poor soul's gear.  Scraps of leather, cloth and fine fabrics lie in disarray
about this tiny room.
~
0 3146764 0
S
#21437
The Hall of Repose~
Walking down the hallway, you can see various depictions of Augurers in
battle, as well as their participation in theatrical pursuits, teaching,
learning and conversing with others of their class.  The walls are
smooth like marble, and the floors are well polished and shine brightly.
Soft light flows in from the east and coloured rays of sunshine seem to
beam in from above.
~
0 3145740 0
D1
A warm light flows in from the east where the Niche of Convergence lies.
~
~
0 -1 21438
D4
Colourful rays of sunshine stream in from the Vault of Contemplation above.
~
~
0 -1 21432
D5
The main hall of the Guild of Augurers is below.
~
~
0 -1 21430
D7
~
~
0 -1 21439
S
#21438
The Niche of Convergence~
A soft light and sweet smell of incense welcomes you into this warm room.
Many soft, cushioned chairs and chesterfields adorn the walls, and small
tables lie nearby for placement of your drink and for game playing.  A
soft murmur of the other Augurers and the clinking of glasses fills
your ears with serenity.  This is where the Augurer comes to be refreshed
after a long day of fighting, training and ascertaining the local lore.
~
0 3146760 0
D3
The Hall of Repose lies to the east.
~
~
0 -1 21437
S
#21439
The Cubiculum of Lore~
As you walk around this spacious room, you can see depictions of Augurers
meditating and learning the lore of their class.  The room is brightly lit
by sconces upon the granitelike walls, and the air is nearly tasteless.
As the Augurer is very keen on its knowledge, a loremaster is here to help
you prepare and iterate your skills and spells.
~
0 3146764 0
D8
~
~
0 -1 21437
S
#21499
Final room~
~
0 1075838980 1
S
#0


#RESETS
M 0 21044 1 21001
M 0 21045 2 21003
M 0 21037 8 21005
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21069 23 16
M 0 21055 1 21010
M 0 21037 8 21018
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21069 23 16
M 0 21037 8 21022
E 1 21067 28 0
E 1 21069 23 16
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
M 0 21037 8 21030
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21069 23 16
M 0 21037 8 21038
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21069 23 16
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
M 0 21037 8 21041
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21069 23 16
M 0 21037 8 21047
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21069 23 16
E 1 21067 28 0
M 0 21045 2 21048
M 0 21037 8 21050
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21069 23 16
M 0 21004 1 21051
G 1 21005 3
G 1 21006 2
G 1 21007 1
M 0 21014 1 21052
M 0 21017 1 21053
O 1 21048 1 21053
M 0 21003 1 21054
G 1 21000 2
G 1 21003 1
G 1 21002 1
G 1 21001 1
G 1 21004 1
M 0 21001 1 21055
G 1 35 3
G 1 34 3
G 1 21046 1
G 1 21049 1
M 0 21011 1 21056
G 1 36 8
G 1 37 7
M 0 21018 1 21057
G 1 21014 1
G 1 21015 1
G 1 21016 1
M 0 21002 1 21058
M 0 21015 1 21059
G 1 21057 17
G 1 21058 30
G 1 21059 30
G 1 21060 30
G 1 21061 30
G 1 21062 30
G 1 21063 30
G 1 21064 26
G 1 21065 9
G 1 21066 16
M 0 21019 1 21060
G 1 21020 2
G 1 21021 1
M 0 21020 1 21061
G 1 21017 1
G 1 21018 1
G 1 21019 2
M 0 21016 1 21062
G 1 21068 9
G 1 21069 23
G 1 21081 1
G 1 21082 1
M 0 21052 3 21063
E 1 21055 3 1
M 0 21052 3 21064
E 1 21055 3 1
M 0 21052 3 21065
E 1 21055 3 1
M 0 21021 1 21066
G 1 21076 1
G 1 21077 1
G 1 21078 1
G 1 21079 1
G 1 21080 1
M 0 21013 1 21068
G 1 21009 1
G 1 21008 1
G 1 21010 1
M 0 21025 2 21069
M 0 21068 1 21074
E 1 21073 2 17
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
M 0 21069 1 21075
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
E 1 21073 2 17
E 1 21064 26 15
E 1 21065 9 11
M 0 21061 4 21081
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 15
E 1 21065 9 11
E 1 21066 16 20
E 1 21067 28 0
E 1 21064 26 14
E 1 21069 23 16
M 0 21063 1 21087
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21064 26 15
E 1 21065 9 11
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
E 1 21070 2 17
M 0 21062 1 21088
E 1 21070 2 17
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21066 16 20
E 1 21069 23 16
E 1 21067 28 0
M 0 21061 4 21094
E 1 21067 28 0
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21064 26 15
E 1 21065 9 11
E 1 21066 16 20
E 1 21069 23 16
M 0 21065 1 21099
E 1 21071 2 17
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
E 1 21065 9 11
E 1 21064 26 15
M 0 21064 1 21100
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
E 1 21071 2 17
M 0 21061 4 21106
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21064 26 15
E 1 21065 9 11
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
M 0 21067 1 21112
E 1 21072 2 17
E 1 21065 9 11
E 1 21064 26 14
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 15
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
M 0 21066 1 21113
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21066 16 20
E 1 21067 28 0
E 1 21069 23 16
E 1 21072 2 17
M 0 21061 4 21119
E 1 21067 28 0
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21064 26 15
E 1 21065 9 11
E 1 21066 16 20
E 1 21069 23 16
O 1 21037 1 21128
M 0 21028 1 21129
G 1 34 3
O 1 21041 1 21136
M 0 21006 1 21137
M 0 21007 1 21138
M 0 21023 1 21142
O 1 21040 1 21145
M 0 21025 2 21146
D 0 21146 2 1
D 0 21147 0 1
D 0 21148 0 1
D 0 21148 2 1
D 0 21149 0 1
D 0 21150 2 1
D 0 21151 0 1
D 0 21151 1 1
D 0 21151 2 1
D 0 21152 2 1
D 0 21153 0 1
D 0 21154 3 1
D 0 21155 0 1
D 0 21155 2 1
D 0 21156 2 1
D 0 21157 0 1
D 0 21158 0 1
D 0 21159 0 1
D 0 21159 2 1
D 0 21159 3 1
D 0 21160 2 1
D 0 21161 1 1
M 0 21012 1 21171
O 1 21039 1 21172
M 0 21034 1 21190
O 1 21038 1 21191
O 0 21111 1 21193
O 0 21112 1 21192
M 0 21000 1 21194
O 1 21035 1 21212
M 0 21031 1 21213
M 0 21035 1 21237
O 1 21034 1 21239
M 0 21009 1 21275
G 1 21025 1
G 1 21024 1
M 0 21029 1 21295
G 1 10316 2
G 1 10317 2
G 1 10314 2
M 0 21071 8 21308
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21066 16 20
E 1 21067 28 0
E 1 21068 9 16
M 0 21071 8 21312
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21068 9 16
M 0 21071 8 21316
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21067 28 0
E 1 21068 9 16
M 0 21071 8 21318
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21068 9 16
M 0 21071 8 21324
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21066 16 20
E 1 21067 28 0
E 1 21068 9 16
M 0 21071 8 21326
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21067 28 0
E 1 21068 9 16
M 0 21071 8 21329
E 1 21056 28 1
E 1 21057 17 3
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21067 28 0
E 1 21068 9 16
M 0 21071 8 21333
E 1 21056 28 1
E 1 21058 30 5
E 1 21059 30 6
E 1 21060 30 7
E 1 21061 30 8
E 1 21062 30 10
E 1 21063 30 9
E 1 21064 26 14
E 1 21067 28 0
E 1 21068 9 16
M 0 21010 1 21335
G 1 21022 1
G 1 21019 2
G 1 21020 2
M 0 21022 1 21339
M 0 21056 1 21340
M 0 21057 1 21340
M 0 21058 1 21340
M 0 21059 1 21340
M 0 21060 1 21340
M 0 21070 1 21340
M 0 21431 1 21439
O 0 21042 1 21174
O 0 21435 1 21433
S


#SHOPS
 21001    3  4  0  0  0   120  90         0 23    ; the wizard shopkeeper
 21003   26 10  0  0  0   115  90         0 23    ; the alchemist
 21004    2  0  0  0  0   120  90         0 23    ; the scribe
 21009   22  0  0  0  0   120  90         0 23    ; the sailor
 21010    0  0  0  0  0   120  90         0 23    ; the waitress
 21011    0  0  0  0  0   120  90         0 23    ; the printer
 21013    0  0  0  0  0   120  90         0 23    ; the bartender
 21014    8  0  0  0  0    95  90         0 23    ; the jeweler
 21015    9  0  0  0  0   120  90         0 23    ; the armourer
 21016    5  0  0  0  0   120  90         0 23    ; the weaponsmith
 21018    0  0  0  0  0   120  90         0 23    ; the butcher
 21019    0  0  0  0  0   120  90         0 23    ; the baker
 21020    0  0  0  0  0   120  90         0 23    ; the farmer girl
 21021    9  0  0  0  0   120  90         0 23    ; the tailor
 21029    0  0  0  0  0   120  90         0 23    ; the storekeeper
0


#REPAIRS
 21002    5  9 15         100   1         0 23    ; the blacksmith
0


#SPECIALS
M  21000 spec_cast_adept
M  21037 spec_guard
M  21044 spec_guard
M  21045 spec_fido
M  21052 spec_thief
M  21061 spec_guard
M  21062 spec_guard
M  21063 spec_guard
M  21064 spec_guard
M  21065 spec_guard
M  21066 spec_guard
M  21067 spec_guard
M  21068 spec_guard
M  21069 spec_guard
S


#$