inherit "players/relgar/temple/main";
reset(arg){
reset_doors(arg);
load_door(({
"destination","d/tempus/w/relgar/tside1",
"direction","west door",
"key","None yet.",
"long",
"This is an ornately crafted, red oak door.\n",
"door number",1,
}));
load_door(({
"destination","d/tempus/w/relgar/pchamb12",
"direction","east door",
"long",
"An old oaken door.",
"key_id","None yet.",
"door number",2,
}));
if(arg) return;
set_exits(({
}));
set_short("An antechamber of the cathedral");
set_light(2);
set_long(
"\tYou are standing in a small antechamber of the cathedral. There is a\n"+
"small lamp here to allow the priests that live in the chambers above to see\n"+
"to get up the staircase that spirals up in the northeast corner of the "+
"room.\n"+
"There are several pictures on the walls and they appear to be former high\n"+
"priests and bishops.\n"
);
set_items(({
"lamp#small lamp","This small lamp casts a warm glow over the room and is "+
"much less smokey\nthan the torches in the main part of the cathedral.\n",
"staircase","The staircase spirals up to the second floor here in the "+
"northeast\ncorner of the room.\n"+
"",
"pictures#picture","The pictures on the walls depict several of the former "+
"archbishops and high\npriests that would oversee the operations of the "+
"cathedral. They\nmainly depict them with bloody implements of war or "+
"torture ready at\ntheir sides.\n",
"implements","One of the pictures shows a priest wielding a blood soaked "+
"ceremonial\nknife while another shows a priest with a long needle "+
"covered with\nwhat appears to be brain matter.\n",
}));
} /* End of reset */