#VERSION 1000 #AREA New Darkhaven~ #AUTHOR Rennard~ #RANGES 0 60 0 60 $ #RESETMSG The bells of the cathedral toll the passing of time.~ #FLAGS 1 #ECONOMY 0 87824366 #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 12 12 2 18 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 0 common elvish dwarven pixie ogre orcish trollese rodent insectoid mammal reptile dragon spiritual magical goblin god ancient halfling~ common~ 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 12 12 1 18 18 18 18 13 13 18 0 0 0 0 0 1 0 0 0 6 common elvish~ common~ 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 12 12 1 18 18 18 18 13 13 18 0 0 0 0 0 2 22 0 0 5 common dwarven~ common~ 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 12 12 2 18 18 18 18 13 13 18 0 0 0 0 0 1 0 0 0 6 common elvish~ common~ 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 12 12 1 18 18 18 18 13 13 18 0 0 0 0 0 1 0 0 0 6 common elvish~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 4 0 0 3 common~ common~ 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 12 12 2 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 0 common~ common~ 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 12 12 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 5 common~ common~ 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 12 12 2 18 18 18 18 18 18 18 0 0 0 0 0 0 3 0 0 0 common~ common~ 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 12 12 1 18 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 3 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 5 common~ common~ 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 12 12 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 5 common~ common~ 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 12 12 2 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 0 common~ common~ 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 12 12 2 13 18 18 18 13 13 18 0 0 0 0 0 0 22 0 0 5 common~ common~ 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 12 12 1 13 18 18 18 13 13 18 0 0 0 0 0 0 22 0 0 5 common~ common~ 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 12 12 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 3 common~ common~ 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 12 12 1 13 18 18 18 13 13 18 0 0 0 0 0 0 21 0 0 3 common~ common~ 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 12 12 1 13 18 18 18 13 13 18 0 0 0 0 0 0 20 0 0 3 common~ common~ 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 12 12 2 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 3 common~ common~ 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 12 12 1 18 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 6 common~ common~ 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 12 12 1 13 18 18 18 13 13 18 0 0 0 0 0 0 3 0 0 6 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 2 0 0 0 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 4 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 5 common~ common~ 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 12 12 1 25 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 4 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 6 0 0 5 common~ common~ 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 12 12 2 13 13 13 13 13 13 13 0 0 0 0 0 0 5 0 0 4 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 5 common~ common~ 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 12 12 1 16 13 13 16 13 13 13 0 0 0 0 0 0 3 0 0 3 common~ common~ 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 4 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 18 18 18 18 18 15 18 0 0 0 0 0 0 3 0 0 4 common~ common~ 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 12 12 2 13 13 13 13 13 13 13 0 0 0 0 0 30 3 0 0 0 common mammal clan gith~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 0 common~ common~ 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 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 78 3 0 0 2 common mammal~ mammal~ 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 12 12 2 13 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 2 mammal clan~ mammal~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 2 common elvish pixie ogre rodent insectoid mammal dragon halfling clan~ mammal~ 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 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 74 3 0 0 2 common mammal~ mammal~ 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 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 73 3 0 0 2 common elvish ogre trollese rodent mammal dragon halfling clan~ rodent~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 3 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 16 13 13 16 13 13 13 0 0 0 0 0 0 3 0 0 3 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 2 common~ common~ 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 12 12 0 13 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 2 common elvish dwarven trollese mammal reptile spiritual magical goblin god ancient clan~ mammal~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 3 common~ common~ 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 12 12 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 12 12 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 12 12 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 12 12 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 12 12 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 12 12 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 12 12 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 12 12 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 12 12 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 12 12 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 12 12 0 18 13 13 16 13 13 13 0 0 0 0 -10 0 3 0 0 1 common~ common~ 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 12 12 1 13 13 13 13 13 13 13 0 0 0 0 0 0 7 0 0 0 common~ common~ 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 12 12 2 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 0 common~ common~ 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 12 12 0 #0 #OBJECTS #21000 potion violet glowing~ a glowing violet potion~ A glowing violet potion has been carelessly left here.~ ~ 10 321 1 0 25 -1 -1 -1 'heal' 'NONE' 'NONE' 2 61000 0 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 0 25 -1 -1 -1 'cure critical' 'NONE' 'NONE' 2 6500 0 #21002 puce potion glowing~ a glowing puce potion~ A glowing puce potion has been carelessly left here.~ ~ 10 65 1 0 10 -1 -1 -1 'cure serious' 'NONE' 'NONE' 2 2400 0 #21003 potion maroon glowing~ a glowing maroon potion~ A glowing maroon potion has been carelessly left here.~ ~ 10 65 1 0 1 -1 -1 -1 'cure light' 'NONE' 'NONE' 2 750 0 #21004 potion blue glowing~ glowing blue potion~ A glowing blue potion has been carelessly left here.~ ~ 10 65 1 0 22 -1 -1 -1 'restore mana' 'restore mana' 'NONE' 2 15000 0 #21005 scroll recall~ recall scroll~ A scroll of recall has been carelessly left here.~ ~ 2 64 1 0 1 -1 -1 -1 'word of recall' 'NONE' 'NONE' 1 200 0 #21006 tablet magical identify~ a magical tablet~ A magical tablet has been carelessly left here.~ ~ 2 64 1 0 1 -1 -1 -1 'identify' 'NONE' 'NONE' 1 400 0 #21007 scroll detect invis~ a scroll of detect invisibility~ A scroll of detect invisibility has been left here.~ ~ 2 64 1 0 5 -1 -1 -1 'detect invis' 'NONE' 'NONE' 1 2000 0 #21008 beer bottle~ a bottle of beer~ A small bottle, tipped on its side, drips on the ground.~ ~ 17 0 16385 0 5 5 1 0 1 100 0 #21009 whiskey bottle~ a bottle of whiskey~ A bottle of whiskey spills drops on the ground.~ ~ 17 0 16385 0 10 10 5 0 1 50 0 #21010 mug ale~ a mug of ale~ A large mug of ale sits here.~ ~ 17 0 16385 0 12 12 4 0 1 75 0 #21014 salami~ a slice of salami~ A slice of salami sits in the dirt.~ ~ 19 0 1 0 1 0 0 0 1 50 0 #21015 beef~ a big chunk of beef~ A large chunk of raw beef lies here.~ ~ 19 0 1 0 5 0 0 0 5 100 0 #21016 turkey~ a cooked turkey~ A cooked bird, which looks quite edible, lies in the dirt.~ ~ 19 0 1 0 10 0 0 0 2 200 0 #21017 bottle milk~ a bottle of milk~ A bottle of milk sits upright on the ground.~ ~ 17 0 16385 0 10 10 10 0 3 100 0 #21018 wheel cheese~ a wheel of cheese~ A round wheel of cheese looks very good.~ ~ 19 0 16385 0 5 0 0 0 3 250 0 #21019 lemonade cup~ a cup of lemonade~ A cup of lemonade makes your thirst quench easily.~ ~ 17 0 16385 0 2 2 6 0 1 50 0 #21020 cake~ a chocolate cake~ A large chocolate cake awaits someone to eat it.~ ~ 19 0 16385 0 10 0 0 0 1 150 0 #21021 loaf bread~ a loaf of bread~ A scrumptious loaf of bread lies here, making your taste buds swirl.~ ~ 19 0 1 0 4 0 0 0 2 150 0 #21022 cherry pie~ a cherry pie~ A cherry pie makes your mouth water.~ ~ 19 0 16385 0 4 0 0 0 1 100 0 #21023 quill~ a writing quill~ A writing quill lies on the ground, unowned.~ ~ 21 0 1 0 0 0 0 0 1 30 0 #21024 raft~ a sturdy raft~ A large raft blocks a little of the road.~ ~ 22 0 1 0 0 0 0 0 5 100 0 #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 0 10 500 0 #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 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 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 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 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 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 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 0 1001 0 0 #21042 board general~ the general board~ The Darkhaven board hangs here.~ ~ 12 0 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 0 12 3 3 -1 'refresh' 1 1000 0 #21046 bag rune-covered~ a rune-covered bag~ A strange bag, covered in runes, has been left here.~ ~ 15 65 1 0 75 1 0 1 1 1000 0 #21048 mail board stack~ a stack of mail~ A stack of mail is piled high here.~ ~ 12 0 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 0 -1 0 1 100 0 #21055 thief ring~ a thief's ring~ A ring which will bring good luck lies here.~ ~ 9 1074266112 3 0 3 3 0 0 AntiClass Mage~ AntiClass Warrior~ AntiClass Cleric~ 1 500 0 A 31 2 #21056 ring~ a ring of the city guard~ An iron ring has fallen here.~ ~ 9 65 3 0 3 3 0 0 1 500 0 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 0 5 5 0 0 3 600 0 #21058 crested plate~ a crested breastplate~ A breastplate has fallen here.~ ~ 9 0 9 0 6 6 0 0 8 1000 0 #21059 iron helm~ an iron helm~ An iron helm has fallen here.~ ~ 9 0 17 0 5 5 0 0 8 800 0 #21060 mail leggings~ mail leggings~ A set of mail leggings has fallen here.~ ~ 9 0 33 0 4 4 0 0 4 300 0 #21061 boots black~ black boots~ A set of boots has fallen here.~ ~ 9 0 65 0 4 4 0 0 2 200 0 #21062 chain sleeves~ chain sleeves~ A set of chain sleeves has fallen here.~ ~ 9 0 257 0 5 5 0 0 3 400 0 #21063 iron gauntlets~ iron gauntlets~ Some iron gauntlets have fallen here.~ ~ 9 0 129 0 5 5 0 0 4 400 0 #21064 iron bracer~ an iron bracer~ An iron bracer has fallen here.~ ~ 9 0 4097 0 4 4 0 0 2 100 0 #21065 iron shield~ an iron shield~ An iron shield has fallen here.~ ~ 9 0 513 0 7 7 0 0 6 600 0 #21066 iron visor~ an iron visor~ An iron visor has fallen here.~ ~ 9 0 131073 0 3 4 0 0 1 100 0 #21067 torch~ a torch~ A plain wooden torch has been left lying here.~ ~ 1 0 1 0 0 0 24 0 1 10 0 #21068 wooden bow~ a wooden bow~ A wooden bow has fallen here.~ ~ 56 0 262145 0 10 0 0 14 1 0 3 300 0 A 18 1 A 19 3 #21069 sword longsword~ a longsword~ A longsword has fallen here.~ ~ 5 524288 8193 0 10 0 0 3 6 300 0 #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 0 1 1000 0 #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 0 1 1000 0 #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 0 1 1000 0 #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 0 1 1000 0 #21076 leather shirt~ a leather shirt~ Someone has left a leather shirt lying here.~ ~ 9 0 9 0 3 3 0 0 4 200 0 #21077 pants leather~ some leather pants~ Some leather pants are lying here.~ ~ 9 0 33 0 2 3 0 0 2 150 0 #21078 leather sleeves~ some leather sleeves~ Some leather sleeves have been abandoned here.~ ~ 9 0 257 0 1 3 0 0 1 75 0 #21079 leather boots~ some leather boots~ A pair of leather boots are lying here.~ ~ 9 0 65 0 2 2 0 0 2 125 0 #21080 leather gloves pair~ a pair of leather gloves~ Two leather gloves are lying on the ground.~ ~ 9 0 129 0 1 3 0 0 1 100 0 #21081 steel dagger~ a steel dagger~ A gleaming dagger shines brightly here.~ ~ 5 524288 8193 0 0 0 0 11 1 100 0 #21082 iron mace~ an iron mace~ An iron mace has been carelessly left here.~ ~ 5 524288 8193 0 7 4 0 0 4 200 0 #21083 key~ inn key~ This item doesn't need a long :P~ ~ 18 0 1 0 0 0 0 0 1 0 0 #21084 salve~ Sample Salve~ A sample of Salve lies here~ ~ 60 0 16385 0 10 5 5 5 -1 -1 'heal' 'cure poison' 1 0 0 #21085 arrow~ A magical arrow~ A magical arrow lies here.~ ~ 57 64 278529 0 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 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 0 1 0 0 #21094 ring golden band~ a strange golden band~ A strange golden band has been left lying here.~ ~ 9 65 3 0 2 2 0 0 1 10000 0 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 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 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 $p.~ 19 0 1 0 10 0 0 0 2 200 0 #21134 roast quail~ Roast Quail~ A plump roast quail has been carelessly left on the ground here.~ %s delicately nibble$q on a piece of $p.~ 19 0 1 0 10 0 0 0 2 200 0 #21135 chanterelle mushrooms~ some freshly picked chanterelle mushrooms~ Some freshly picked chanterelle mushrooms have been left behind here.~ %s savor$q $p.~ 19 0 1 0 10 0 0 0 2 200 0 #21136 bag black walnuts~ a bag of fresh black walnuts~ Walnut shells lie discarded around a small burlap bag left here.~ %s quickly down$q $p.~ 19 0 1 0 10 0 0 0 2 200 0 #21137 leg lamb~ a leg of lamb~ A freshly cooked leg of lamb has been dropped here.~ %s savagely gnaw$q on $p.~ 19 8192 1 0 10 0 0 0 2 200 0 #21138 wild mustard greens~ some wild mustard greens~ Some freshly gathered wild mustard greens have been forgotten here.~ %s quickly eat$q $p.~ 19 0 1 0 10 0 0 0 2 200 0 #21139 sunflower seeds~ a handful of sunflower seeds~ A handfull of salty sunflower seeds has been left hhere.~ %s quickly consume$q $p.~ 19 0 1 0 10 0 0 0 2 200 0 #21420 parchment opaque~ an opaque parchment~ A piece of opaque parchment lies here absorbing the light.~ ~ 35 2 1 0 0 0 0 0 1 45000 0 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 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. ~ 1081344 1 0 0 0 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. ~ 1318916 1 0 0 0 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 ~ | R M 0 21044 21044 1 21001 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 R M 0 21045 21045 2 21003 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 R M 0 21037 21037 8 21005 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 R E 1 21037 21067 28 0 R E 1 21037 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D0 Hawk Street continues to the north. ~ ~ 0 -1 21009 D2 The road ranges to the south. ~ ~ 0 -1 21011 R M 0 21055 21055 1 21010 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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.' ~ R M 0 21037 21037 8 21018 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 R E 1 21037 21067 28 0 R E 1 21037 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 ~ R M 0 21037 21037 8 21022 R E 1 21037 21067 28 0 R E 1 21037 21069 23 16 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D0 Falcon Road extends northward. ~ ~ 0 -1 21031 D2 Falcon Road stretches southward. ~ ~ 0 -1 21029 R M 0 21037 21037 8 21030 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 R E 1 21037 21067 28 0 R E 1 21037 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 ~ R M 0 21037 21037 8 21038 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 R E 1 21037 21067 28 0 R E 1 21037 21069 23 16 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 ~ R M 0 21037 21037 8 21041 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 R E 1 21037 21067 28 0 R E 1 21037 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 ~ R M 0 21037 21037 8 21047 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 R E 1 21037 21069 23 16 R E 1 21037 21067 28 0 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. ~ 1048576 1 0 0 0 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 ~ R M 0 21045 21045 2 21048 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 ~ R M 0 21037 21037 8 21050 R E 1 21037 21056 28 1 R E 1 21037 21058 30 5 R E 1 21037 21059 30 6 R E 1 21037 21060 30 7 R E 1 21037 21061 30 8 R E 1 21037 21062 30 10 R E 1 21037 21063 30 9 R E 1 21037 21067 28 0 R E 1 21037 21069 23 16 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. ~ 1048584 0 0 0 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 R M 0 21004 21004 1 21051 R G 1 21004 21005 3 0 R G 1 21004 21006 2 0 R G 1 21004 21007 1 0 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. ~ 1048584 0 0 0 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 R M 0 21014 21014 1 21052 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. ~ 3407880 0 0 0 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 R M 0 21017 21017 1 21053 R O 1 0 21048 1 21053 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. ~ 1048584 0 0 0 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 R M 0 21003 21003 1 21054 R G 1 21003 21000 2 0 R G 1 21003 21003 1 0 R G 1 21003 21002 1 0 R G 1 21003 21001 1 0 R G 1 21003 21004 1 0 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. ~ 1048584 0 0 0 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 R M 0 21001 21001 1 21055 R G 1 21001 35 3 0 R G 1 21001 34 3 0 R G 1 21001 21046 1 0 R G 1 21001 21049 1 0 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. ~ 1048584 0 0 0 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 R M 0 21011 21011 1 21056 R G 1 21011 36 8 0 R G 1 21011 37 7 0 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. ~ 1048584 0 0 0 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 R M 0 21018 21018 1 21057 R G 1 21018 21014 1 0 R G 1 21018 21015 1 0 R G 1 21018 21016 1 0 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. ~ 1048584 0 0 0 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 R M 0 21002 21002 1 21058 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. ~ 1048584 0 0 0 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 R M 0 21015 21015 1 21059 R G 1 21015 21057 17 0 R G 1 21015 21058 30 0 R G 1 21015 21059 30 0 R G 1 21015 21060 30 0 R G 1 21015 21061 30 0 R G 1 21015 21062 30 0 R G 1 21015 21063 30 0 R G 1 21015 21064 26 0 R G 1 21015 21065 9 0 R G 1 21015 21066 16 0 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. ~ 1048584 0 0 0 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 R M 0 21019 21019 1 21060 R G 1 21019 21020 2 0 R G 1 21019 21021 1 0 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. ~ 1048584 0 0 0 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 R M 0 21020 21020 1 21061 R G 1 21020 21017 1 0 R G 1 21020 21018 1 0 R G 1 21020 21019 2 0 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. ~ 1048584 0 0 0 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 R M 0 21016 21016 1 21062 R G 1 21016 21068 9 0 R G 1 21016 21069 23 0 R G 1 21016 21081 1 0 R G 1 21016 21082 1 0 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. ~ 1048576 1 0 0 0 D1 The Thieves Alley continues in this direction. ~ ~ 0 -1 21064 D3 Falcon Road lies to the west. ~ ~ 0 -1 21025 R M 0 21052 21052 3 21063 R E 1 21052 21055 3 1 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. ~ 1048576 1 0 0 0 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 R M 0 21052 21052 3 21064 R E 1 21052 21055 3 1 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. ~ 1048576 1 0 0 0 D1 Vertic Avenue lies to the east. ~ ~ 0 -1 21044 D3 The Thieves Alley continues in this direction. ~ ~ 0 -1 21064 R M 0 21052 21052 3 21065 R E 1 21052 21055 3 1 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. ~ 1048584 0 0 0 0 D2 The door leads back out onto Law Avenue ~ ~ 0 -1 21022 R M 0 21021 21021 1 21066 R G 1 21021 21076 1 0 R G 1 21021 21077 1 0 R G 1 21021 21078 1 0 R G 1 21021 21079 1 0 R G 1 21021 21080 1 0 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. ~ 12 0 0 0 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. ~ 1048584 0 0 0 0 D0 A door leads out onto Horizon Road. ~ ~ 0 -1 21041 D1 The inn lies to the east. ~ ~ 0 -1 21069 R M 0 21013 21013 1 21068 R G 1 21013 21009 1 0 R G 1 21013 21008 1 0 R G 1 21013 21010 1 0 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. ~ 1048588 0 0 0 0 D0 Horizon Road lies to the north. ~ ~ 0 -1 21040 D3 The tavern lies to the west. ~ ~ 0 -1 21068 R M 0 21025 21025 2 21069 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. ~ 3686408 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 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. ~ 1048580 1 0 0 0 D0 Two roads cross to the north. ~ ~ 0 -1 21020 D2 The gate leads outside of Darkhaven. ~ gate~ 7 21073 21075 R M 0 21068 21068 1 21074 R E 1 21068 21073 2 17 R E 1 21068 21056 28 1 R E 1 21068 21057 17 3 R E 1 21068 21058 30 5 R E 1 21068 21059 30 6 R E 1 21068 21060 30 7 R E 1 21068 21061 30 8 R E 1 21068 21062 30 10 R E 1 21068 21063 30 9 R E 1 21068 21064 26 14 R E 1 21068 21066 16 20 R E 1 21068 21067 28 0 R E 1 21068 21069 23 16 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. ~ 1048580 1 0 0 0 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. ~ R M 0 21069 21069 1 21075 R E 1 21069 21056 28 1 R E 1 21069 21057 17 3 R E 1 21069 21058 30 5 R E 1 21069 21059 30 6 R E 1 21069 21060 30 7 R E 1 21069 21061 30 8 R E 1 21069 21062 30 10 R E 1 21069 21063 30 9 R E 1 21069 21064 26 14 R E 1 21069 21066 16 20 R E 1 21069 21067 28 0 R E 1 21069 21069 23 16 R E 1 21069 21073 2 17 R E 1 21069 21064 26 15 R E 1 21069 21065 9 11 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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 R M 0 21061 21061 4 21081 R E 1 21061 21056 28 1 R E 1 21061 21057 17 3 R E 1 21061 21058 30 5 R E 1 21061 21059 30 6 R E 1 21061 21060 30 7 R E 1 21061 21061 30 8 R E 1 21061 21062 30 10 R E 1 21061 21063 30 9 R E 1 21061 21064 26 15 R E 1 21061 21065 9 11 R E 1 21061 21066 16 20 R E 1 21061 21067 28 0 R E 1 21061 21064 26 14 R E 1 21061 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048580 1 0 0 0 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 R M 0 21063 21063 1 21087 R E 1 21063 21056 28 1 R E 1 21063 21057 17 3 R E 1 21063 21058 30 5 R E 1 21063 21059 30 6 R E 1 21063 21060 30 7 R E 1 21063 21061 30 8 R E 1 21063 21062 30 10 R E 1 21063 21063 30 9 R E 1 21063 21064 26 14 R E 1 21063 21064 26 15 R E 1 21063 21065 9 11 R E 1 21063 21066 16 20 R E 1 21063 21067 28 0 R E 1 21063 21069 23 16 R E 1 21063 21070 2 17 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. ~ 1048580 1 0 0 0 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 R M 0 21062 21062 1 21088 R E 1 21062 21070 2 17 R E 1 21062 21056 28 1 R E 1 21062 21057 17 3 R E 1 21062 21058 30 5 R E 1 21062 21059 30 6 R E 1 21062 21060 30 7 R E 1 21062 21061 30 8 R E 1 21062 21062 30 10 R E 1 21062 21063 30 9 R E 1 21062 21064 26 14 R E 1 21062 21066 16 20 R E 1 21062 21069 23 16 R E 1 21062 21067 28 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D1 The path continues to the east. ~ ~ 0 -1 21095 D2 The road continues to the south. ~ ~ 0 -1 21093 R M 0 21061 21061 4 21094 R E 1 21061 21067 28 0 R E 1 21061 21056 28 1 R E 1 21061 21057 17 3 R E 1 21061 21058 30 5 R E 1 21061 21059 30 6 R E 1 21061 21060 30 7 R E 1 21061 21061 30 8 R E 1 21061 21062 30 10 R E 1 21061 21063 30 9 R E 1 21061 21064 26 14 R E 1 21061 21064 26 15 R E 1 21061 21065 9 11 R E 1 21061 21066 16 20 R E 1 21061 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048580 1 0 0 0 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 R M 0 21065 21065 1 21099 R E 1 21065 21071 2 17 R E 1 21065 21056 28 1 R E 1 21065 21057 17 3 R E 1 21065 21058 30 5 R E 1 21065 21059 30 6 R E 1 21065 21060 30 7 R E 1 21065 21061 30 8 R E 1 21065 21062 30 10 R E 1 21065 21063 30 9 R E 1 21065 21064 26 14 R E 1 21065 21066 16 20 R E 1 21065 21067 28 0 R E 1 21065 21069 23 16 R E 1 21065 21065 9 11 R E 1 21065 21064 26 15 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. ~ 1048580 1 0 0 0 D0 The gate leads out of Darkhaven. ~ gate~ 7 21071 21099 D2 Two roads meet to the south. ~ ~ 0 -1 21004 R M 0 21064 21064 1 21100 R E 1 21064 21056 28 1 R E 1 21064 21057 17 3 R E 1 21064 21058 30 5 R E 1 21064 21059 30 6 R E 1 21064 21060 30 7 R E 1 21064 21061 30 8 R E 1 21064 21062 30 10 R E 1 21064 21063 30 9 R E 1 21064 21064 26 14 R E 1 21064 21066 16 20 R E 1 21064 21067 28 0 R E 1 21064 21069 23 16 R E 1 21064 21071 2 17 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D2 The path continues to the south. ~ ~ 0 -1 21107 D3 The path stretches westward. ~ ~ 0 -1 21105 R M 0 21061 21061 4 21106 R E 1 21061 21056 28 1 R E 1 21061 21057 17 3 R E 1 21061 21058 30 5 R E 1 21061 21059 30 6 R E 1 21061 21060 30 7 R E 1 21061 21061 30 8 R E 1 21061 21062 30 10 R E 1 21061 21063 30 9 R E 1 21061 21064 26 14 R E 1 21061 21064 26 15 R E 1 21061 21065 9 11 R E 1 21061 21066 16 20 R E 1 21061 21067 28 0 R E 1 21061 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048580 1 0 0 0 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 R M 0 21067 21067 1 21112 R E 1 21067 21072 2 17 R E 1 21067 21065 9 11 R E 1 21067 21064 26 14 R E 1 21067 21056 28 1 R E 1 21067 21057 17 3 R E 1 21067 21058 30 5 R E 1 21067 21059 30 6 R E 1 21067 21060 30 7 R E 1 21067 21061 30 8 R E 1 21067 21062 30 10 R E 1 21067 21063 30 9 R E 1 21067 21064 26 15 R E 1 21067 21066 16 20 R E 1 21067 21067 28 0 R E 1 21067 21069 23 16 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. ~ 1048580 1 0 0 0 D1 The gate leads out of Darkhaven. ~ gate~ 7 21072 21112 D3 Two roads cross to the west. ~ ~ 0 -1 21012 R M 0 21066 21066 1 21113 R E 1 21066 21056 28 1 R E 1 21066 21057 17 3 R E 1 21066 21058 30 5 R E 1 21066 21059 30 6 R E 1 21066 21060 30 7 R E 1 21066 21061 30 8 R E 1 21066 21062 30 10 R E 1 21066 21063 30 9 R E 1 21066 21064 26 14 R E 1 21066 21066 16 20 R E 1 21066 21067 28 0 R E 1 21066 21069 23 16 R E 1 21066 21072 2 17 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D0 The path continues to the north. ~ ~ 0 -1 21118 D3 The road continues to the west. ~ ~ 0 -1 21120 R M 0 21061 21061 4 21119 R E 1 21061 21067 28 0 R E 1 21061 21056 28 1 R E 1 21061 21057 17 3 R E 1 21061 21058 30 5 R E 1 21061 21059 30 6 R E 1 21061 21060 30 7 R E 1 21061 21061 30 8 R E 1 21061 21062 30 10 R E 1 21061 21063 30 9 R E 1 21061 21064 26 14 R E 1 21061 21064 26 15 R E 1 21061 21065 9 11 R E 1 21061 21066 16 20 R E 1 21061 21069 23 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 3145732 1 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 0 D1 The corridor leads back to the main hall. ~ ~ 0 -1 21127 R O 1 0 21037 1 21128 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. ~ 3145740 0 0 0 0 D7 The corridor leads back to the main hall. ~ ~ 0 -1 21127 R M 0 21028 21028 1 21129 R G 1 21028 34 3 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145736 0 0 0 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. ~ 3145736 0 0 0 0 D0 The corridor leads back out to the main hall. ~ ~ 0 -1 21135 R O 1 0 21041 1 21136 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. ~ 3145736 0 0 0 0 D3 A corridor leads back to the main hall. ~ ~ 0 -1 21135 R M 0 21006 21006 1 21137 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... ~ 3145736 0 0 0 0 D3 An expansive room covered in runes. ~ ~ 0 -1 21139 D9 The corridor leads back to the main hall. ~ ~ 0 -1 21135 R M 0 21007 21007 1 21138 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. ~ 3686408 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145736 0 0 0 0 D3 The main hall of the guild is to the west. ~ ~ 0 -1 21141 R M 0 21023 21023 1 21142 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. ~ 3145736 0 0 0 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. ~ 3145736 0 0 0 0 D3 The Chamber of the Loot is to the west. ~ ~ 0 -1 21144 R O 1 0 21040 1 21145 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. ~ 3145740 0 0 0 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 R M 0 21025 21025 2 21146 R D 0 0 21146 2 1 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. ~ 3146248 0 0 0 0 D0 A hallway in the inn is behind the door. ~ ~ 3 -1 21146 R D 0 0 21147 0 1 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. ~ 3145740 0 0 0 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 R D 0 0 21148 0 1 R D 0 0 21148 2 1 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. ~ 3146248 0 0 0 0 D0 A hallway of the inn is to the north. ~ ~ 3 -1 21148 R D 0 0 21149 0 1 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. ~ 3146248 0 0 0 0 D2 The hallway lies behind the door. ~ ~ 3 -1 21148 R D 0 0 21150 2 1 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. ~ 3145740 0 0 0 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 R D 0 0 21151 0 1 R D 0 0 21151 1 1 R D 0 0 21151 2 1 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. ~ 3146248 0 0 0 0 D2 Beyond the door is a long hallway. ~ ~ 3 -1 21151 R D 0 0 21152 2 1 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. ~ 3146248 0 0 0 0 D0 A hallway lies behind the door. ~ ~ 3 -1 21151 R D 0 0 21153 0 1 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. ~ 3146248 0 0 0 0 D3 The door leads back out into the hallway. ~ ~ 3 -1 21151 R D 0 0 21154 3 1 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. ~ 3145740 0 0 0 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 R D 0 0 21155 0 1 R D 0 0 21155 2 1 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. ~ 3146248 0 0 0 0 D2 A hallway lies to the south. ~ ~ 3 -1 21155 R D 0 0 21156 2 1 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. ~ 3146248 0 0 0 0 D0 The inn's hallway is behind this door. ~ ~ 3 -1 21155 R D 0 0 21157 0 1 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. ~ 3146248 0 0 0 0 D0 Behind the door is a lengthy corridor. ~ ~ 3 -1 21159 R D 0 0 21158 0 1 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. ~ 3145740 0 0 0 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 R D 0 0 21159 0 1 R D 0 0 21159 2 1 R D 0 0 21159 3 1 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. ~ 3146248 0 0 0 0 D2 The door leads back out into the hallway. ~ ~ 3 -1 21159 R D 0 0 21160 2 1 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. ~ 3146248 0 0 0 0 D1 The door leads back out into the hallway. ~ ~ 3 -1 21159 R D 0 0 21161 1 1 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. ~ 3145736 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048580 3 0 0 0 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. ~ 1048588 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 0 D2 The corridor leads back to the eastern hall. ~ ~ 0 -1 21170 R M 0 21012 21012 1 21171 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. ~ 3145740 0 0 0 0 D0 The corridor leads back to the eastern hall. ~ ~ 0 -1 21170 R O 1 0 21039 1 21172 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. ~ 1377292 0 0 0 0 D1 The cathedral altar is to the east. ~ ~ 1 -1 21194 R O 0 0 21042 1 21174 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. ~ 3145740 0 0 0 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 $r endif ~ | S #21177 The Cleric's Guild~ You are standing in the western hall of the cleric's guild, an organization dedicated to bringing clerics together in worship. Paintings and tapestries decorate the walls while a large oval carpet covers the marble floor. To the west is the Altar to Good, while a corridor extends to the north. The entrance hall of the cathedral is to the east. ~ 3145740 0 0 0 0 D0 The Chamber of Donation is to the north. ~ ~ 0 -1 21178 D1 The entrance hall to the church is to the east. ~ ~ 0 -1 21168 D3 The Altar to Good is situated to the west. ~ ~ 0 -1 21180 > entry_prog 100~ if isimmort($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. ~ 3686412 0 0 0 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. ~ 3145740 0 0 0 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. ~ 1048588 0 0 0 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. ~ 3407884 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 3145732 1 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3686412 0 0 0 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. ~ 3145740 0 0 0 0 D0 A corridor leads back to the guild's main hall. ~ ~ 0 -1 21187 R M 0 21034 21034 1 21190 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. ~ 3146252 0 0 0 0 D1 A corridor leads back to the main hall of the guild. ~ ~ 0 -1 21187 R O 1 0 21038 1 21191 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. ~ 1851404 0 0 0 0 D3 A carpeted walkway leads back to the pews. ~ ~ 0 -1 21182 R O 0 0 21112 1 21192 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. ~ 1851404 0 0 0 0 D1 A carpeted walkway leads back to the pews. ~ ~ 0 -1 21182 R O 0 0 21111 1 21193 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. ~ 1319944 0 0 0 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 R M 0 21000 21000 1 21194 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. ~ 1048580 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 3145732 1 0 0 0 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. ~ 3686404 1 0 0 0 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. ~ 3211276 0 0 0 0 D0 The path leads back to the main clearing. ~ ~ 0 -1 21208 R O 1 0 21035 1 21212 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. ~ 3145732 1 0 0 0 D9 The main clearing is at the end of this path. ~ ~ 0 -1 21208 R M 0 21031 21031 1 21213 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. ~ 1048588 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 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 R M 0 21035 21035 1 21237 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. ~ 3145740 0 0 0 0 D2 You can see a sparring circle. ~ ~ 0 -1 21237 D3 A large storage room lies to the west. ~ ~ 0 -1 21240 R O 1 0 21034 1 21239 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. ~ 3686412 0 0 0 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. ~ 1048588 0 0 0 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 R M 0 21009 21009 1 21275 R G 1 21009 21025 1 0 R G 1 21009 21024 1 0 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. ~ 1048580 1 0 0 0 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. ~ 1048576 2 0 0 0 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. ~ 1048576 2 0 0 0 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. ~ 1048576 2 0 0 0 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. ~ 1048580 2 0 0 0 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. ~ 1048576 2 0 0 0 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. ~ 1048588 0 0 0 0 D3 The entrance to the Darkhaven Academy is to the west. ~ ~ 0 -1 21280 R M 0 21029 21029 1 21295 R G 1 21029 10316 2 0 R G 1 21029 10317 2 0 R G 1 21029 10314 2 0 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. ~ 1048580 2 0 0 0 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. ~ 1048580 7 0 0 0 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. ~ 1048580 7 0 0 0 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. ~ 1048580 7 0 0 0 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. ~ 1048580 7 0 0 0 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. ~ 1048580 7 0 0 0 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. ~ 1048580 7 0 0 0 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. ~ 1048580 7 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048576 1 0 0 0 D0 The battlements continue to the north. ~ ~ 0 -1 21309 D2 The battlements continue to the south. ~ ~ 0 -1 21307 R M 0 21071 21071 8 21308 R E 1 21071 21056 28 1 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21066 16 20 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D3 The battlements continue to the west. ~ ~ 0 -1 21311 R M 0 21071 21071 8 21312 R E 1 21071 21056 28 1 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 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. ~ 1048580 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D2 The battlements extend down the eastern wall of Darkhaven. ~ ~ 0 -1 21315 R M 0 21071 21071 8 21316 R E 1 21071 21056 28 1 R E 1 21071 21057 17 3 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21064 26 14 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 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. ~ 1048576 1 0 0 0 D1 The battlements extend down the southern wall. ~ ~ 0 -1 21314 D3 The battlements extend down the southern wall of Darkhaven. ~ ~ 0 -1 21319 R M 0 21071 21071 8 21318 R E 1 21071 21056 28 1 R E 1 21071 21057 17 3 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 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. ~ 1048576 1 0 0 0 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. ~ 1048580 1 0 0 0 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 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D0 The battlements continue to the north. ~ ~ 0 -1 21323 R M 0 21071 21071 8 21324 R E 1 21071 21056 28 1 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21066 16 20 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 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 1 0 0 0 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. ~ 1048576 1 0 0 0 D1 The battlements continue tothe east. ~ ~ 0 -1 21321 D3 The battlements extend westward. ~ ~ 0 -1 21327 R M 0 21071 21071 8 21326 R E 1 21071 21056 28 1 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21064 26 14 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 S #21327 Atop the Battlements~ This portion of the battlements stretches to the east, all the way back to northeastern corner of Darkhaven. ~ 1048576 1 0 0 0 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. ~ 1048580 1 0 0 0 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. ~ 1048576 1 0 0 0 D1 The battlements continue east of here. ~ ~ 0 -1 21330 D3 The battlements continue to the west. ~ ~ 0 -1 21328 R M 0 21071 21071 8 21329 R E 1 21071 21056 28 1 R E 1 21071 21057 17 3 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 S #21330 Atop the Battlements~ The battlements here extend westward, leading back to the northwestern corner of Darkhaven. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 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. ~ 1048576 1 0 0 0 D0 The battlements continue to the north. ~ ~ 0 -1 21332 R M 0 21071 21071 8 21333 R E 1 21071 21056 28 1 R E 1 21071 21058 30 5 R E 1 21071 21059 30 6 R E 1 21071 21060 30 7 R E 1 21071 21061 30 8 R E 1 21071 21062 30 10 R E 1 21071 21063 30 9 R E 1 21071 21064 26 14 R E 1 21071 21067 28 0 R E 1 21071 21068 9 16 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. ~ 1049608 0 0 0 0 D0 The lights of Horizon Street glimmer to the north. ~ ~ 0 -1 21039 R M 0 21010 21010 1 21335 R G 1 21010 21022 1 0 R G 1 21010 21019 2 0 R G 1 21010 21020 2 0 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. ~ 1048580 9 0 0 0 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. ~ 1048580 9 0 0 0 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. ~ 1052672 1 0 0 0 D2 Law Avenue lies to the south. ~ ~ 0 -1 21017 R M 0 21022 21022 1 21339 S #21340 Petshop Stables~ ~ 3147780 1 0 0 0 R M 0 21056 21056 1 21340 R M 0 21057 21057 1 21340 R M 0 21058 21058 1 21340 R M 0 21059 21059 1 21340 R M 0 21060 21060 1 21340 R M 0 21070 21070 1 21340 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. ~ 8 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3155980 0 0 0 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 3 0 0 0 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 3 0 0 0 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 3 0 0 0 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 3 0 0 0 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. ~ 3212300 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3145740 0 0 0 0 D1 This way leads back to the main hall of the Guild of Augurers. ~ ~ 0 -1 21430 R O 0 0 21435 1 21433 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. ~ 3686412 0 0 0 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. ~ 4 1 0 0 0 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. ~ 3146764 0 0 0 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. ~ 3145740 0 0 0 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. ~ 3146760 0 0 0 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. ~ 3146764 0 0 0 0 D8 ~ ~ 0 -1 21437 R M 0 21431 21431 1 21439 S #21499 Final room~ ~ 1075838980 1 0 0 0 S #0 #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 #$