deli.are   744   4563    310       14227  6367121042   5611 #AREA
deliv.are~
~
{ 5 35} Grehyton Deliverance~
21000 21099

#MOBILES
#21000
little jessy~
little jessy~
Little jessy sits here, chewing on some chaw.
~
He says "Wat chall doin round these parts, i reckon you all should turn back ya hear!"
~
human~
BH 0 -200 0
5 0 2d6+60 0d0+0 1d6+1 pound
7 7 7 9
J 0 0 0
sit stand male 1
0 0 small 0
#21001
Cletus Mcoy~
cletus mcoy~
Cletus Mcoy looks you up and down.
~
He is wearing a straw hat and overalls with no
shirt or shoes. A toothless evil grin gives you a strange vibe.
~
human~
G 0 -300 0
7 0 2d6+85 0d0+0 1d8+1 pound
5 5 5 8
JK 0 0 0
stand stand male 0
0 0 medium 0
#21002
Mary Lou~
mary lou~
Mary Lou stands here with a flirting look.
~
A beautiful read head, large bosom and that wonderful mountain accent.
~
human~
G F -300 0
10 0 2d7+121 0d0+0 2d4+5 scratch
5 5 5 7
0 0 0 0
stand stand female 0
0 0 medium 0
#21003
Billy Bob~
billy bob~
Billy Bob will make you squeal like a pig!
~
A fat greasy unkept mountain man. Looks like he is a by-product of his dad and his first cousin.
~
human~
BFG 0 -500 0
14 0 3d9+208 0d0+0 2d7+8 pound
5 5 5 9
IJ 0 0 0
stand stand male 3
0 0 medium 0
#21004
Bubba Joe~
bubba joe~
Bubba Joe will make you squeal like a pig!
~
Chewin Chaw and dancing a jig, he aint never seen nothin more purtier than you.
~
human~
BFG 0 -500 0
15 0 3d9+208 0d0+0 2d6+8 pound
5 5 5 7
JK 0 0 0
stand stand male 5
0 0 medium 0
#21005
granny tucker~
granny tucker~
Granny Tucker stands here looking for Mary Lou.
~
Old style country granny, smoking a pipe.
~
human~
G PQ -600 0
20 0 3d9+333 0d0+0 2d9+7 pound
-4 -4 -4 -1
EFHJK 0 0 0
stand stand female 0
0 0 medium 0
#21006
Uncle Jed~
uncle jed~
Uncle Jed is here skinning a dog.
~
Brown coat and worn out shoes and hat.
His is quite upset at your presence on his mountain.
~
human~
G DFJ -1000 0
25 0 5d10+550 0d0+0 2d10+7 pound
-7 -7 -7 -3
ACFIJ 0 0 0
stand stand male 20
0 0 medium 0
#0


#OBJECTS
#21000
ragged overalls~
a pair of overalls~
A pair of ragged overalls sits here.~
cloth~
armor M AD
5 5 5 7 1
0 3 0 P
F
A 0 0 F
#21001
rotting boots~
a pair of rotting boots~
A pair of rotting boots sits here.~
hard leather~
armor 0 AG
7 7 7 9 1
0 0 0 P
F
V 0 0 E
#21002
country dress~
a country dress~
A country style dress sits here.~
cloth~
armor 0 AD
4 4 4 7 2
0 1 0 P
F
V 0 0 F
#21003
straw hat~
a straw hat~
A straw hat sits here.~
bamboo~
armor 0 AE
5 5 5 7 1
0 1 0 P
F
V 0 0 H
#21004
torn pants~
a pair of torn pants~
A old pair of torn pants sits here.~
cloth~
armor 0 AF
5 5 5 5 1
0 2 0 P
F
R 0 0 Q
#21005
rope belt~
a rope belt~
A belt made out of hemp rope sits here.~
hemp~
armor 0 AL
5 5 5 7 1
0 1 0 P
F
I 0 0 A
#21006
knocker~
mountain knocker~
A mountain knocker sits here.~
bone~
weapon 0 AN
mace 2 6 pound G
0 1 0 P
#0


#ROOMS
#21000
Mountain Path~
You are on a hidden mountain path. It looks as though no one has been here in quite a while.
There is a sign hidden in the brush here.
~
0 0 5
D3
~
~
0 -1 9202
D4
~
~
0 -1 21001
E
sign~
 BWAR
Du N T NtR~
S
#21001
Mountain Path~
The mountain path continues its upward journey.
In the distance you can here some hollering.
SUUUUEEEE! SUUUUUEEEE!
~
0 0 5
D4
~
~
0 -1 21002
D5
~
~
0 -1 21000
S
#21002
Mountain Path~
The path here has reached its top and now heads off to the north.
~
0 0 5
D0
~
~
0 -1 21003
D5
~
~
0 -1 21001
S
#21003
Trail in the woods~
You are on a trail in the woods going deeper into 
the mountainous area.
~
0 0 5
D0
~
~
0 -1 21004
D1
~
~
0 -1 21006
D2
~
~
0 -1 21002
D3
~
~
0 -1 21005
S
#21004
Deep Woods~
On top of the mountain you can see all around
the lands, you are standing in some woods that are getting pretty thick.
~
0 0 5
D2
~
~
0 -1 21003
S
#21005
Deep Woods~
Its getting darker in this part of the woods.
You get the smell of corn coming from somewhere.
~
0 0 5
D0
~
~
0 -1 21008
D1
~
~
0 -1 21003
S
#21006
Woodland~
A nice clearing in the woods.
You notice another path heading off to the 
north, laughter can be heard in that direction as well.
~
0 0 5
D0
~
~
0 -1 21007
D3
~
~
0 -1 21003
S
#21007
Forest Clearing~
A clearing in the woods offers a nice view of the surrounding area. You see a hammock strung between two trees.
~
0 0 5
D2
~
~
0 -1 21006
S
#21008
Country Still~
An oldstyle country still is here, brewing some
corn whiskey. The fire is burning so somebody must be close by.
~
0 0 5
D2
~
~
0 -1 21005
D3
~
~
0 -1 21009
S
#21009
Disgusting Site~
A pile of corpses many of them tied to the trees, stripped from the waist down. Something just aint right here. You hear some hollerin coming from the west.
~
0 0 5
D1
~
~
0 -1 21008
D3
~
~
0 -1 21010
S
#21010
The Shack~
You are in a clearing, a small thrown together shack sits in its center. The entrance to the shack is west, you can hear some wimpering coming from inside.
~
0 0 5
D1
~
~
0 -1 21009
D3
~
~
1 -1 21011
S
#21011
Inside Shack~
You are inside an old shack. The boards are barely stuck together. You see a iron wood stove and a couple of straw cots.
~
0 0 0
D1
~
~
1 -1 21010
S
#0


#RESETS
*
M 1 21000 1 21003 1
E 1 21004 100 7
E 1 21005 100 13
*
M 1 21000 1 21003 1
E 1 21004 100 7
E 1 21005 100 13
*
M 1 21000 1 21003 1			little jessy to Trail in the woods
E 1 21004 100 7
E 1 21005 100 13
*
M 1 21002 1 21007 1			mary lou to Forest Clearing
E 1 21002 100 5
*
M 1 21003 1 21010 1			billy bob to The Shack
E 1 21000 100 5
E 1 21003 100 6
E 1 21001 100 8
E 1 21005 100 13
E 1 21006 100 16
*
M 1 21004 1 21010 1			bubba joe to The Shack
E 1 21000 100 5
E 1 21003 100 6
E 1 21001 100 8
E 1 21006 100 16
*
M 1 21005 1 21011 1			granny tucker to Inside Shack
E 1 21002 100 5
E 1 21003 100 6
E 1 21001 100 8
E 1 21005 100 13
E 1 21006 100 16
*
M 1 21006 1 21011 1			uncle jed to Inside Shack
E 1 21000 100 5
E 1 21003 100 6
E 1 21004 100 7
E 1 21001 100 8
E 1 21005 100 13
E 1 21006 100 16
*
M 1 21001 1 21005 1			cletus mcoy to Deep Woods
E 1 21003 100 6
E 1 21004 100 7
E 1 21005 100 13
S


#$dock.are   744   4563    310      125246  6363136643   5651 #AREA
dock.are~
Calinth Docks~
{ 5 35} Grehyton  Calinth Docks~
5000 5099

#MOBILES
#5000
madame~
the madame~
The madame stands here looking seductive.
~
The madame, the keeper of the girls in this
brothel is wearing a red satin robe. Her eyes
are covered in eyeliner and blue shadow.
~
human~
BG 0 0 0
10 0 10d10+50 0d0+0 2d4+5 pound
2 2 2 2
JQ 0 0 0
stand stand female 20
B 0 medium 0
#5001
vegetarian merchant~
the vegetarian~
The vegetarian merchant stands here smiling.
~
The merchant here is wearing loose fitting 
hemp clothes. He tells you of the benefits
of not eating so much meat.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5002
dirty youth~
the dirty youth~
The dirty youth asks you for some change.
~
A filthy little kid, caught in the poor 
tenament district due to economic burdens.
~
human~
G 0 0 0
1 0 2d6+20 0d0+0 1d4+2 pound
2 2 2 2
F 0 0 0
stand stand male 0
0 0 medium 0
#5003
young girl~
the young girl~
The young girl is standing around suspiciously.
~
A young girl who might turn out to be quite
beautiful, but these conditions are hard on
young kids.
~
elf~
G 0 -500 0
1 0 2d10+20 0d0+0 0d0+0 pound
2 2 3 4
J 0 0 0
stand stand female 0
0 0 medium 0
#5004
sad orphan~
the sad orphan~
The sad orphan cries on the street.
~
This youth is looking pretty bad, he lost his
parents and now lives on the street.
~
human~
G J 200 0
1 0 2d10+50 0d0+0 1d3+5 pound
1 1 1 1
0 0 0 0
stand stand male 0
0 0 medium 0
#5005
opium merchant~
the opium merchant~
The opium merchant stands here smiling.
~
The merchant here is wearing loose fitting
red satin clothes. He has a shifty look in
his eyes.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5006
coffee merchant~
the coffee merchant~
The coffee merchant stands here smiling.
~
The merchant here is wearing loose fitting
blue weaved clothes. He has a wired look
in  his eyes.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5007
chips merchant~
the chips merchant~
The chips merchant stands here smiling.
~
The merchant here is wearing filthy and
stinking clothes.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5008
paintings merchant~
the art merchant~
The paintings merchant stands here smiling.
~
The merchant here is in a frilly looking
deco outfit.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5009
leather merchant~
the leather merchant~
The leather merchant stands here smiling.
~
The merchant here is in a nicely tanned
leather outfit.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5010
dime merchant~
the dime merchant~
The dime store merchant stands here smiling.
~
The merchant here is in a dirty looking shirt
from the local free clothes center.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5011
boat merchant~
the boat merchant~
The boat merchant stands here smiling.
~
The merchant here is wearing no shirt
and is quite sweaty from working.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5012
dagger merchant~
the dagger merchant~
The dagger merchant stands here smiling.
~
The merchant here is wearing a long black
cape and nice clothes.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5013
large rat~
a large rat~
A large rat scurries on the street.
~
Filthy and covered with disease.
~
dog~
G 0 0 0
6 0 2d7+71 0d0+0 1d8+10 bite
4 4 4 4
0 0 0 0
stand stand male 0
HM B medium 0
#5014
medium rat~
a medium sized rat.~
A medium sized rat scurries around here.
~
The rat is filthy and disgusting.
~
bat~
G 0 0 0
3 0 2d6+35 0d0+0 1d8+0 bite
2 2 2 2
0 0 0 0
stand stand male 0
HMV B medium 0
#5015
small rat~
a small rat.~
A small rat runs around here.
~
Filthy, dirty and quite vicious.
~
bat~
G 0 0 0
1 0 2d6+10 0d0+0 1d5+1 bite
1 2 2 2
0 0 0 0
stand stand male 0
HMV B medium 0
#5016
meat merchant~
the meat merchant~
The dagger merchant stands here smiling.
~
The merchant here is wearing a white
overcoat smeared with dirt and blood.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5017
pawn broker~
the pawn broker~
The pawn broker stands here smiling.
~
The pawn broker is here, eyeing your wares.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5018
sword dealer~
the sword dealer~
The sword dealer stands here grinning.
~
The sword dealer is a sharp and straight
merchant.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5019
pets dealer~
the pets dealer~
The pets dealer stands here smuggly.
~
The pet store owner has lots of
connections and can get all kinds of
strange pets.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5020
beer bellied merchant~
the beer bellied merchant~
The beer bellied merchant stands here smuggly.
~
The merchant is fat and kinda gross looking,
he obviously drinks too much.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5021
wine merchant~
the wine merchant~
The wine merchant eyes you suavely.
~
A slick character, used to the finer
side of life.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5022
fish merchant~
the fish merchant~
The fish merchant chews on some sushi.
~
A foreign looking man who enjoys raw fish.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5023
clothing merchant~
the clothing merchant~
The clothing merchant checks your size.
~
A tubby looking character.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5024
armor merchant~
the armor merchant~
The armor merchant laughs at your armor.
~
A wise cracking freak who only deals in
the best of armors.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#5025
water merchant~
the water merchant~
The water merchant offers you a drink.
~
A man who knows he is one who has a product
that must sell.
~
elf~
BG 0 0 0
5 3 10d5+30 0d0+0 3d6+7 pound
2 3 2 1
ER 0 0 0
stand stand male 0
0 0 medium 0
#0


#OBJECTS
#5000
sword~
a sword~
A sword rests here.~
~
weapon 0 AN
0 0 0 0 0
0 5 0 P
#5001
opium ball tar~
a ball of tar~
A small ball of black tar is here.~
balm~
pill 0 A
1 calm slow 0 0
0 1 110 P
#5002
red pill~
a red pill~
A small red pill sits on the ground.~
balm~
pill 0 A
1 frenzy 0 0 0
0 1 200 P
#5003
blue pill~
a blue pill~
A small blue pill rests here.~
~
pill 0 A
1 haste 0 0 0
0 1 210 P
#5004
white rock~
a white rock~
A small white rock sits here.~
balm~
pill 0 A
1 sanctuary poison 0 0
0 1 400 P
#5005
condom rubber black~
a black condom~
A black rubber condom sits here.~
rubber~
treasure K AO
0 0 0 0 0
0 1 85 P
A
4 2
#5006
garter belt~
a set of garter belts~
A set of frilly garter belts.~
cloth~
armor 0 AF
3 3 3 1 1
0 1 131 P
A
14 10
#5007
seaweed salad~
a seaweed salad~
A green seaweed salad sits here in a bowl.~
sponge~
food 0 A
3 1 0 0 0
0 1 30 P
#5008
collard greens~
a pile of collard greens~
A pile of collard greens sits here.~
bamboo~
food 0 A
5 2 0 0 0
0 1 26 P
#5009
snake dagger~
a snake dagger~
A snake shaped dagger rests here.~
bone~
weapon KL AN
dagger 2 4 pierce 0
0 3 250 P
#5010
glass dagger~
a glass dagger~
A thin glass dagger sits here.~
glass~
weapon 0 AN
dagger 3 6 pierce 0
0 4 310 P
#5011
jewelled dagger~
a jewelled dagger~
A large jewelled dagger sits here.~
brass~
weapon J AN
dagger 2 5 slash 0
0 5 333 P
#5012
wooden sticker~
a wooden sticker~
A thin wooden sticker rests here.~
bamboo~
weapon 0 AN
dagger 1 3 pierce 0
0 2 110 P
#5013
black burnt dagger~
a black burnt dagger~
A black burnet dagger rests here.~
bone~
weapon 0 AN
dagger 4 3 pierce 0
0 7 450 P
#5014
floating barrel~
a floating barrel~
A floating barrel sits here.~
coral~
boat 0 A
0 0 0 0 0
0 25 80 P
#5015
huge cork~
a huge cork~
A huge piece of cork rests here.~
cork~
boat 0 A
0 0 0 0 0
0 13 50 P
#5016
rotting reed raft~
a rotting reed raft~
A rotting raft made from reeds sits here.~
hemp~
boat P A
0 0 0 0 0
0 17 23 P
#5017
small idol~
a small idol~
A small idol sits here smiling.~
bamboo~
treasure G AO
0 0 0 0 0
0 5 200 P
F
A 0 0 Z
F
V 0 0 G
#5018
horse shoe rusty~
a horse shoe~
A rusty looking horse shoe sits here.~
brass~
treasure 0 AO
0 0 0 0 0
0 3 210 P
F
A 0 0 N
F
V 0 0 L
#5019
ancient book~
an ancient book~
An ancient looking book sits here.~
canvas~
treasure 0 AO
0 0 0 0 0
0 10 2753 P
A
12 100
F
V 0 0 DLQZ
E
book~
An ancient looking book made out of some sort
of leather. On the cover is a star with an eye
in the center of it.~
#5020
leather mask~
a leather mask~
A leather mask rests on the ground.~
elastic~
armor 0 AE
2 2 2 1 3
0 5 90 P
#5021
comfortable boots~
a pair of comfy boots~
A pair of comfortable looking boots.~
felt~
armor 0 AG
4 4 3 2 5
0 7 214 P
#5022
espresso cup~
a cup of espresso~
A cup of espresso steams here.~
glass~
potion 0 AO
1 haste 0 0 0
0 1 100 P
#5023
cup joe~
a cup of joe~
A cup of joe rests here.~
pottery~
potion 0 AO
1 frenzy 0 0 0
0 1 321 P
#5024
green tea~
a cup of green tea~
A cup of delicious green tea sits here.~
bone~
fountain 0 AO
1 1 tea 0 0
0 1 85 P
#5025
puddle~
a puddle~
A puddle is here, the water looks refreshing.~
water~
fountain 0 0
300 300 water 0 0
0 800 0 P
F
A 0 0 M
#5026
large crate~
a large crate~
A large wooden crate rests here.~
wood~
container 0 AO
200 0 0 10 100
0 20 0 P
#5027
small crate~
a small crate~
A small crate rests here.~
bamboo~
container 0 AO
20 0 0 4 100
0 10 0 P
#5028
green weed~
a green weed~
A green weed grows here through the cobblestones.~
bread~
food 0 A
8 6 0 0 0
0 1 0 P
#5029
dead tree~
a dead tree~
A large dead tree stands here.~
wood~
furniture 0 N
15 1000 FIL 0 0
0 500 0 P
#5030
loose stone~
a loose stone~
A loose stone is rising out of the street.~
granite~
weapon 0 AN
mace 1 4 crush 0
0 10 0 P
#5031
wooden bench~
a wooden bench~
A long wooden bench is here.~
bamboo~
furniture 0 A
5 200 BEHKN 0 0
0 300 0 P
#5032
metal stool~
a metal stool~
An old metal stool is here.~
brass~
furniture 0 A
1 100 EH 0 0
0 50 0 P
#5033
long bar~
a long bar~
A long serving bar is here.~
wood~
furniture 0 0
20 1000 BEHKN 0 0
0 400 0 P
#0


#ROOMS
#5000
{YEntrance To The Docks{x~
You are standing just below the southern gate of
Calinth. This is the main entrance to the docks 
and its one of the worse sections of town.
There is a sign here.
~
0 0 1
D0
You see the south gate.
~
~
0 -1 3256
D2
You see Wharf Road.
~
~
0 -1 5001
E
sign~
This area written and designed by Grehyton of
Infernal Realms MUD, and -*WURM*- A rom based
code system. 131.247.1.93 9000

Respects and Inspirations go out to.
CarrionFields MUD
199.1.96.150 9999~
S
#5001
{YWharf Road{x~
You are standing on Wharf road. You can smell
the salty air, and all around you rough looking
types move about. To the east and west Wharf road
continues and to the south lie the main docks.
~
0 0 1
D0
You see the entrance to the docks.
~
~
0 -1 5000
D1
You see Wharf road.
~
~
0 -1 5002
D2
You see the main docks.
~
~
0 -1 5044
D3
You see Wharf road.
~
~
0 -1 5009
S
#5002
{YWharf Road{x~
You are standing on Wharf road. To the south over
the tops of run down shops you can see the masts
of large sailing ships. To the north of here is
a butcher shop and to the south is a mercenarys
guild. Wharf road continues to the east and west.
~
0 0 1
D0
You see the butchers.
~
~
0 -1 5023
D1
You see Wharf road.
~
~
0 -1 5003
D2
You see the mercenarys guild.
~
~
0 -1 5016
D3
You see Wharf road.
~
~
0 -1 5001
S
#5003
{YWharf Road{x~
You are standing on Wharf road. Faint smells of 
fish and seaweed are in the air. Rough looking 
characters move in and out of the shops that line
this road. To the north is a back street and to the
south is a fish store.
~
0 0 1
D0
You see a back street.
~
~
0 -1 5046
D1
You see Wharf road.
~
~
0 -1 5004
D2
You see the fish store.
~
~
0 -1 5017
D3
You see Wharf road.
~
~
0 -1 5002
S
#5004
{YWharf Road{x~
You are on an eastern section of Wharf road. To 
the north is a side wall of a shop. To the
south you see a clothing shop. Wharf road continues
to the east and west.
~
0 0 1
D1
You see Wharf road.
~
~
0 -1 5005
D2
You see a clothing shop.
~
~
0 -1 5018
D3
You see Wharf road.
~
~
0 -1 5003
S
#5005
{YWharf Road{x~
You are standing on Wharf road. Salty smells and
briney breezes catch your nose. To the north of
here lies a small inlet and to the south you
see the beginning of a small alley.
~
0 0 1
D0
You see a small inlet.
~
~
0 -1 5084
D1
You see Wharf road.
~
~
0 -1 5006
D2
You see a dark alleyway.
~
~
0 -1 5019
D3
You see Wharf road.
~
~
0 -1 5004
S
#5006
{YWharf Road{x~
You are starting to reach the eastern most end of
Wharf road. This road is known for its shops and 
items brought in from foreign places. To the north
of here is a bar and to the south is a armor dealer.
Wharf road continues east and west.
~
0 0 1
D0
You see a bar.
~
~
0 -1 5027
D1
You see Wharf road.
~
~
0 -1 5007
D2
You see an armor shop.
~
~
0 -1 5020
D3
You see Wharf road.
~
~
0 -1 5005
S
#5007
{YWharf Road{x~
You are nearing the end of Wharf road. To the north
of you is a narrow and dark alley and to the south is 
a water shop. Wharf road continues east and west.
~
0 0 1
D0
You see a narrow alley.
~
~
0 -1 5050
D1
You see Wharf road.
~
~
0 -1 5008
D2
You see a water shop.
~
~
0 -1 5021
D3
You see Wharf road.
~
~
0 -1 5006
S
#5008
{YWharf Road{x~
You are at the eastern end of Wharf road. Directly
east is the city wall. To the north of here you see
a wine shop, and to the south you see the guild hall
of the Astari, the protectors of this section of town.
Wharf road heads back west from here.
~
0 0 1
D0
You see a wine shop.
~
~
0 -1 5029
D2
You see guild hall astari.
~
~
0 -1 5022
D3
You see Wharf road.
~
~
0 -1 5007
S
#5009
{YWharf Road{x~
You are on a dirty street that smells of fish also
known as Wharf road. To the north of you is a leather
shop. To the south you see a large warehouse. Wharf
road continues east and west.
~
0 0 1
D0
You see a leather shop.
~
~
0 -1 5036
D1
You see Wharf road.
~
~
0 -1 5001
D2
You see a warehouse.
~
~
0 -1 5043
D3
You see Wharf road.
~
~
0 -1 5010
S
#5010
{YWharf Road{x~
You are standing on Wharf road. It smells of fish
and decay brought on by being next to the water.
To the north you see a 5&10 store and to the south
you see a picture shop. Wharf road continues east
and west.
~
0 0 1
D0
You see a 5&10 store.
~
~
0 -1 5035
D1
You see Wharf road.
~
~
0 -1 5009
D2
You see a painting shop.
~
~
0 -1 5042
D3
You see Wharf road.
~
~
0 -1 5011
S
#5011
{YWharf Road{x~
You are standing on Wharf road. The cobblestone
street is very slippery and muddy. To the north
of you is a boat maker and to the south is a small
chips store. Wharf road continues east and west.
~
0 0 1
D0
You see a boatshop.
~
~
0 -1 5034
D1
You see Wharf road.
~
~
0 -1 5010
D2
You see a Chips & Fish.
~
~
0 -1 5041
D3
You see Wharf road.
~
~
0 -1 5012
S
#5012
{YWharf Road{x~
You are standing on Wharf road. Rugged sailors and
seafaring men are moving about enjoying a few days
of shore leave. To the north of here is a small inn.
To the south you see the entrance to a dark alleyway.
Wharf road continues east and west.
~
0 0 1
D0
You see a small Inn.
~
~
0 -1 5033
D1
You see Wharf road.
~
~
0 -1 5011
D2
You see a dark alleyway.
~
~
0 -1 5040
D3
You see Wharf road.
~
~
0 -1 5013
S
#5013
{YWharf Road{x~
You are standing on a western section of Wharf road.
To the north is a vacant lot, and to the south is
a coffee house. Wharf road continues east and west.
~
0 0 1
D1
You see Wharf road.
~
~
0 -1 5012
D2
You see a coffee house.
~
~
0 -1 5039
D3
You see Wharf road.
~
~
0 -1 5014
S
#5014
{YWharf Road{x~
You are nearing the western end of Wharf road. To
the north of here is a short road. To the
south is a run down bar. Wharf road continues to 
the east and west.
~
0 0 1
D0
You see a short road.
~
~
0 -1 5085
D1
You see Wharf road.
~
~
0 -1 5013
D2
You see a small bar.
~
~
0 -1 5038
D3
You see Wharf road.
~
~
0 -1 5015
S
#5015
{YWharf Road{x~
You are at the western end of Wharf road. To the
west the city wall rises up and blocks your way.
To the north of here is a vacant lot and to the
south is an opium den. Wharf road heads back
east from here.
~
0 0 1
D1
You see Wharf road.
~
~
0 -1 5014
D2
You see an opium den.
~
~
0 -1 5037
S
#5016
{YMercenary's For Hire{x~
This is a run down looking shop. The walls are 
covered with old papers showing the prime times of
this district of Calinth. There is a counter here
with a sign in sheet. Towards the back of the room
you see a bunch of rugged looking mercenarys waiting
to be hired.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5002
D4
~
~
0 -1 5073
S
#5017
{YFried Fish Bungalow{x~
The scent of grouper and crappie and other strange 
cold blooded sea creatures fill your nostrils. Behind
the counter is a large metal grill where a dirty 
looking cook is frying up some filets.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5003
D4
~
~
0 -1 5074
S
#5018
{YClothes Mart{x~
You are inside a well kept shop filled with racks of
clothes. Alot of the styles are from foreign ports 
brought here by travelling merchants from far off lands.
A counter is towards the rear.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5004
D4
~
~
0 -1 5075
S
#5019
{YDark Alley{x~
All around you are piles of trash and the stench of 
urine and shit. This dark alley continues south or
you can go north to Wharf road.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5005
S
#5020
{YArmor Is Us{x~
This shop specializes in strange armors from around
the world. Battered and torn older pieces decorate
the walls. A counter is close to the front if you
wish to purchase anything.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5006
D4
~
~
0 -1 5076
S
#5021
{YWater Of Life{x~
This profitable business is part of a large guild of
water purifiers that work various parts of the city.
They know that the market is cornered. Various
skins and water holders line the shelves, a bubbling
fountain is seen behind the counter to the rear of
the shop.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5007
S
#5022
{YGuild Hall Astari{x~
This is the guild hall of the protectors of this section
of town, the Astari. Red velvet curtains cover the walls
and comfortable pillows are on the floor. A small room
can be seen through the curtain to the south.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5008
D2
You see a small room.
~
~
0 -1 5045
S
#5023
{YStrange Meats{x~
You are standing inside a filthy butcher shop. Pools
of blood are on the floor and the stench of rotting
meat fills your nose. You cant quite tell what kind
of meat is on the hooks but some of it looks tasty.
~
0 0 1
D2
You see Wharf road.
~
~
0 -1 5002
D4
~
~
0 -1 5077
S
#5024
{YThe Pawn Shop{x~
Various items line the shelves of this pawn shop.
You kind buy or sell just about any strange item you
might have here. You have heard rumors that this
place is under direct control of the Astari.
~
0 0 1
D3
You see a back street.
~
~
0 -1 5048
S
#5025
{YSwords And Sharp Things{x~
This is a well known shop to buy some of the finest
swords in the city. Brought in by sailors who have
visited foreign lands, alot of the weapons you see
are quite exotic.
~
0 0 1
D1
You see a small inlet.
~
~
0 -1 5084
S
#5026
{YExotic Pets{x~
So this is where all those parrots come from. All
around you see cages filled with creatures from far
off places. Take your pick and take one home.
~
0 0 1
D3
You see a small inlet.
~
~
0 -1 5084
D4
~
~
0 -1 5078
S
#5027
{YBegby's Bar{x~
This is one of the roughest drinking rooms in all of
Calinth. Begby, the retired captain of the guard runs
it to keep his fighting skills up. He gets alot of
pleasure in throwing a drunken oaf out on the street.
~
0 0 1
D2
You see Wharf road.
~
~
0 -1 5006
S
#5028
{YBarrel Of Beers{x~
All around you are beer from various corners of the 
globe. The shelves are lined with dark ones, light
ones, Thick ones and thin ones. Take a bottle or 
two with you and enjoy.
~
0 0 1
D2
You see a narrow alley.
~
~
0 -1 5051
S
#5029
{YWine And Cheese{x~
Faint smells of delicious grapes and cheese fill your
nostrils. Dark wines in strange bottles are in the 
racks all around you. In the back hanging from hooks
are wheels of different colored cheeses.
~
0 0 1
D2
You see Wharf road.
~
~
0 -1 5008
S
#5030
{YForbidden Pleasures{x~
The inside of this building is candlelit and dark. You
can here sounds of pleasure and pain coming from behind
curtained off sections of the room. Incense fills the
air. A counter is directly in front of you.
~
0 0 1
D1
You see bact street.
~
~
0 -1 5049
S
#5031
{YSeaweed And Salad{x~
A large self serve salad bar occupies the majority of this
room. Here you can purchase some of the finest greens and
seaweed dishes money can buy.
~
0 0 1
D3
You see a dead end.
~
~
0 -1 5086
S
#5032
{YThe Stilletto{x~
Glass and wood cases line the walls of this shop. Each is
filled with black velvet upon which daggers of all shapes
and sizes lie. The light is placed just right as to make
each glimmer and catch your eye as you walk through.
~
0 0 1
D3
You see a short road.
~
~
0 -1 5085
S
#5033
{YLazyBack Inn{x~
You are in the greeting hall of a small run down inn.
A counter with a registry book on it sits in front 
of you. The place is dusty and cobwebs are in the 
corner. It seems not many people stay here.
~
0 0 1
D2
You see Wharf road.
~
~
0 -1 5012
S
#5034
{YBoats And Floats{x~
You are inside a small but flourishing boat makers
shop. Sounds of sawing and hammering are heard coming
from the back of the building. A wood counter top is
directly in front of you.
~
0 0 1
D2
You see Wharf road.
~
~
0 -1 5011
S
#5035
{YThe Five & Ten Shop{x~
Small items and Knick-Knacks line the shelves in
here, you wonder who buys such things. As you 
browse through you see some interesting items that
even you might want.
~
0 0 1
D2
You see Wharf road.
~
~
0 -1 5010
S
#5036
{YThe Leather Shop{x~
Tanned hides and salted gloves are lining the shelves
of this leather shop. A sick smell wafts forward from
the rear of this place, which probably comes from the
tanning procedures the shopkeep uses.
~
0 0 1
D2
You see Wharf road.
~
~
0 -1 5009
D4
~
~
0 -1 5081
S
#5037
{YOpium Den{x~
Exotic smells confront you as soon as you walk through
the door. The room is filled with large pillows and 
red curtains which hang down from the ceiling in a lazy
way. In the center of the room is a large hookah with 
many hoses coming off of it.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5015
D4
~
~
0 -1 5080
S
#5038
{YHenry's Bar{x~
This bar is nothing more then what is says, a large
wooden bar, no chairs, tables or seats. Empty and
dirty glasses line the wooden plank. Large casks of
various brew are on the back wall.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5014
S
#5039
{YCoffee & Tea{x~
The fragrant smell of fresh coffee beans fills the air.
Strange copper brewing instruments are along the 
counter in the rear. On the west wall are pictures of 
people enjoying the fresh brews.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5013
S
#5040
{YDark Alleyway{x~
This is the beginning of a stench filled alley. The
stones under your feet are slimey, covered with 
urine and shit from numerous drunks. The alleyway
continues to the south.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5012
D2
You see a dark alleyway.
~
~
0 -1 5052
S
#5041
{YChips & Fish{x~
A few stools are lined up along an oaken bar. The 
smell of fried fish and chips fills the air. Have
a seat and a bit to eat, enjoy your stay.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5011
S
#5042
{YPaintings and Portraits{x~
The smell of oil paintings and strange chemicals
fills this small building. Various scenearys and
costumes line the walls. A stool sits in front of
an easel and stand.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5010
D4
~
~
0 -1 5079
S
#5043
{YLarge Warehouse{x~
Boxes and pallets fill this large warehouse. This
is a storage space for the goods that come in from
foreign ports. Workers scurry about and give you
dirty looks. Maybe you shouldnt be in here.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5009
S
#5044
{YThe Main Docks{x~
You are standing just south of Wharf road on the 
main docks. Salty smells fill the air and sailors
and dockworkers move about. Several large piers 
head out into the bay all along the dock which heads
east and west from here. Ships are lined up along
some of these being loaded and unloaded.
~
0 0 1
D0
You see Wharf road.
~
~
0 -1 5001
S
#5045
{YAstari Inner Sanctum{x~
This is the inner sanctum for your guild. Strange guild
symbols cover the walls. This room is lit by small globes
of light which float around the ceiling. You can use 
your time here to practice and better your Astari skills.
~
0 0 1
D0
You see Guild Hall Astari.
~
~
0 -1 5022
S
#5046
{YBack Street{x~
You are on a thin back street leading north away from
Wharf road. North of you the inner south wall of
Calinth rises above the buildings. This back street
continues north.
~
0 0 1
D0
You see the back street.
~
~
0 -1 5047
D2
You see Wharf road.
~
~
0 -1 5003
S
#5047
{YBack Street{x~
You are at a t-intersection on the back street. From
here you can continue east or west along the southern
city wall which is just north of you. This small
street makes its way along the backs of some of the
Wharf road shops. You can also go back south toward
Wharf road.
~
0 0 1
D1
You see the back street.
~
~
0 -1 5048
D2
You see the back street.
~
~
0 -1 5046
D3
You see the back street.
~
~
0 -1 5049
S
#5048
{YBack Street{x~
You are in a narrow street between some buildings
and the southern wall. Trash lines the street and
mud puddles are under your feet. To the east you
see a small shop. To the west you can return to
the t-intersection.
~
0 0 1
D1
You see a small shop.
~
~
0 -1 5024
D3
You see the t-intersection.
~
~
0 -1 5047
S
#5049
{YBack Street{x~
You are in a narrow street between the back of
some buildings and the southern wall of Calinth.
To the west you see a small dark shop. To the
east you can return to the t-intersection.
~
0 0 1
D1
You see the t-intersection.
~
~
0 -1 5047
D3
You see a dark shop.
~
~
0 -1 5030
S
#5050
{YA Narrow Alley{X~
You are standing in between some buildings in a
narrow alleyway. A rotten smell wafts up from the
piles of trash along the walls. To the south lies
Wharf road or you can continue to the north.
~
0 0 1
D0
A narrow alley.
~
~
0 -1 5051
D2
You see Wharf road.
~
~
0 -1 5007
S
#5051
{YA Narrow Alley{x~
This alleyway is growing thin as the buildings on
each side of you encroach. Just north you see the
southern wall of Calinth rising above the buildings.
To the north you see a small shop, and to the south
you can return to Wharf road.
~
0 0 1
D0
You see a small shop.
~
~
0 -1 5028
D2
You see a narrow alley.
~
~
0 -1 5050
S
#5052
{YA Dark Alleyway{x~
You are standing in a filth ridden dark alleyway.
It runs between the buildings along Wharf road.
To the south you see the entrance to a maze of
run down houses. To the north you can return to
Wharf road.
~
0 0 1
D0
You see a dark alleyway.
~
~
0 -1 5040
D2
You see a maze of houses.
~
~
0 -1 5053
S
#5053
{YTenament District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a dark alleyway.
~
~
0 -1 5052
D2
You see a maze of houses.
~
~
0 -1 5054
S
#5054
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5053
D1
You see a maze of houses.
~
~
0 -1 5061
D2
You see a maze of houses.
~
~
0 -1 5055
S
#5055
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5054
D1
You see a maze of houses.
~
~
0 -1 5065
D2
You see a maze of houses.
~
~
0 -1 5056
S
#5056
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5055
D2
You see a maze of houses.
~
~
0 -1 5057
S
#5057
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5056
D1
You see a maze of houses.
~
~
0 -1 5069
D2
You see a maze of houses.
~
~
0 -1 5058
S
#5058
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5057
D2
You see a maze of houses.
~
~
0 -1 5059
S
#5059
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5058
D2
You see a maze of houses.
~
~
0 -1 5060
S
#5060
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5059
D2
You see a maze of houses.
~
~
0 -1 5060
S
#5061
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D1
You see a maze of houses.
~
~
0 -1 5062
D2
You see a maze of houses.
~
~
0 -1 5068
D3
You see a maze of houses.
~
~
0 -1 5054
S
#5062
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 N 1
D0
~
~
0 -1 5082
D1
You see a maze of houses.
~
~
0 -1 5063
D2
You see a maze of houses.
~
~
0 -1 5067
D3
You see a maze of houses.
~
~
0 -1 5061
S
#5063
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D1
You see a maze of houses.
~
~
0 -1 5064
D3
You see a maze of houses.
~
~
0 -1 5062
S
#5064
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D3
You see a maze of houses.
~
~
0 -1 5063
S
#5065
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 A 1
D0
You see a maze of houses.
~
~
0 -1 5063
D1
You see a maze of houses.
~
~
0 -1 5066
D3
You see a maze of houses.
~
~
0 -1 5055
S
#5066
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D1
You see a maze of houses.
~
~
0 -1 5067
D3
You see a maze of houses.
~
~
0 -1 5065
S
#5067
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5062
D1
You see a maze of houses.
~
~
0 -1 5068
D3
You see a maze of houses.
~
~
0 -1 5066
S
#5068
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5064
D3
You see a maze of houses.
~
~
0 -1 5067
S
#5069
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D1
You see a maze of houses.
~
~
0 -1 5070
D3
You see a maze of houses.
~
~
0 -1 5057
S
#5070
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5066
D1
You see a maze of houses.
~
~
0 -1 5071
D3
You see a maze of houses.
~
~
0 -1 5069
S
#5071
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5068
D1
You see a maze of houses.
~
~
0 -1 5072
D2
~
~
0 -1 5083
D3
You see a maze of houses.
~
~
0 -1 5070
S
#5072
{Tenemant District{x~
You are standing at the entrance to a run down
tenament section of the docks. Here the poor and
disenfranchised of the city find refuge under the
protection of the Astari. Crumbling houses are all
around you.
~
0 0 1
D0
You see a maze of houses.
~
~
0 -1 5066
D2
You see a maze of houses.
~
~
0 -1 5064
D3
You see a maze of houses.
~
~
0 -1 5071
S
#5073
{YA Small Room{x~
You are in a small room above the mercenarys
guild. This is a good place to relax and
take a rest.
~
0 0 0
D5
~
~
0 -1 5016
S
#5074
{YA Storage Room{x~
This is a storage room for the shop below.
Crates and boxes line the walls. You can
smell a fishy smell coming from some of 
these.
~
0 0 0
D5
~
~
0 -1 5017
S
#5075
{YA Room Of Clothe{x~
This is a medium sized room above the
clothing shop. There are large rolls of 
different colored clothe all around you.
~
0 0 0
D5
~
~
0 -1 5018
S
#5076
{YA Tool Room{x~
This room is full of metal working tools.
You can feel the heat from the forge below
rising up through the floorboards.
~
0 0 0
D5
~
~
0 -1 5020
S
#5077
{YA Smelly Room{x~
You are in a foul smelling room, various
pieces of unknown meat hang all around you.
~
0 0 0
D5
~
~
0 -1 5023
S
#5078
{YA Noisy Room{x~
You are in a noisy room full of cages and
boxes in which strange and exotic pets are
kept. Some of them dont look so good.
~
0 0 0
D5
~
~
0 -1 5026
S
#5079
{YStorage Room{x~
This is a storage room for the painting store
below. Large flat crates and boxes are stacked
against the walls.
~
0 0 0
D5
~
~
0 -1 5042
S
#5080
{YStrange Temple{x~
This room above the opium den has been made
into a strange and foreign temple. Murals
of creatures only found in dreams are painted
in blood red paint on the walls.
~
0 0 0
D5
~
~
0 -1 5037
S
#5081
{YChemical Storage{x~
This is a pungent room full of open and closed
barrels of chemicals, some of which are 
probably used in tanning.
~
0 0 0
D5
~
~
0 -1 5036
S
#5082
{YA Run Down Shack{x~
This is a run down shack of some poor soul.
Meager furnishings are around you and a 
small fire pit is in the rear.
~
0 0 0
D2
You see a maze of houses.
~
~
0 -1 5062
S
#5083
{YA Run Down Shack{x~
This is a small shack, it could almost be a
closet. A broken table is in the center and
a pile of hay for a bed is in the corner.
~
0 0 0
D0
You see a maze of houses.
~
~
0 -1 5071
S
#5084
{YA Small Inlet{x~
This is a small inlet in the northern part
of Wharf road. A shop lies to the east and
west of here or you can go south.
~
0 0 0
D1
You see the pet store.
~
~
0 -1 5026
D2
You see Wharf road.
~
~
0 -1 5005
D3
You see a small shop.
~
~
0 -1 5025
S
#5085
{YA Short Road{x~
You are on a short road leading north off
of Wharf road. A shop lies to the east of
here, or you can go north or south.
~
0 0 0
D0
You see a dead end.
~
~
0 -1 5086
D1
You see a small shop.
~
~
0 -1 5032
D2
You see Wharf road.
~
~
0 -1 5014
S
#5086
{YA Dead End{x~
You are standing on a dead end road that
ends at the southern wall of Calinth.
To the east of here is a small shop.
~
0 0 0
D1
You see a small shop.
~
~
0 -1 5031
D2
You see a short road.
~
~
0 -1 5085
S
#0


#RESETS
*
M 1 5002 9 5060 9
M 1 5003 9 5070 9
M 1 5004 9 5059 9
M 1 5000 1 5030 1			the madame to {YForbidden Pleasures{x
G 1 5005 100
G 1 5006 100
*
M 1 5001 1 5031 1			the vegetarian to {YSeaweed And Salad{x
G 1 5007 100
G 1 5008 100
R 1 5062 4			; Randomize {Tenemant District{x
R 1 5065 4			; Randomize {Tenemant District{x
R 1 5060 4			; Randomize {Tenemant District{x
R 1 5072 4			; Randomize {Tenemant District{x
R 1 5070 4			; Randomize {Tenemant District{x
R 1 5054 4			; Randomize {Tenemant District{x
*
M 1 5012 1 5032 1			the merchant to {YThe Stilletto{x
G 1 5009 100
G 1 5010 100
G 1 5011 100
G 1 5012 100
G 1 5013 100
*
M 1 5011 1 5034 1			the merchant to {YBoats And Floats{x
G 1 5014 100
G 1 5015 100
G 1 5016 100
*
M 1 5010 1 5035 1			the merchant to {YThe Five & Ten Shop{x
G 1 5017 100
G 1 5018 100
G 1 5019 100
*
M 1 5009 1 5036 1			the merchant to {YThe Leather Shop{x
G 1 5020 100
G 1 5021 100
*
M 1 5005 1 5037 1			the merchant to {YOpium Den{x
G 1 5001 100
G 1 5003 100
G 1 5002 100
G 1 5004 100
*
M 1 5006 1 5039 1			the merchant to {YCoffee & Tea{x
G 1 5022 100
G 1 5023 100
G 1 5024 100
*
M 1 5008 1 5042 1			the merchant to {YPaintings and Portraits{x
*
M 1 5013 9 5001 9                  a large rat to {YWharf Road{x
*
M 1 5014 9 5001 9                  a medium sized rat. to {YWharf Road{x
*
M 1 5015 9 5003 9                  a small rat. to {YWharf Road{x
*
M 1 5015 9 5003 9                  a small rat. to {YWharf Road{x
*
M 1 5013 9 5005 9                  a large rat to {YWharf Road{x
*
M 1 5013 9 5006 9                  a large rat to {YWharf Road{x
*
M 1 5015 9 5007 9                  a small rat. to {YWharf Road{x
*
M 1 5014 9 5008 9                  a medium sized rat. to {YWharf Road{x
*
M 1 5015 9 5008 9                  a small rat. to {YWharf Road{x
*
M 1 5014 9 5010 9                  a medium sized rat. to {YWharf Road{x
*
M 1 5013 9 5015 9                  a large rat to {YWharf Road{x
*
M 1 5013 9 5014 9                  a large rat to {YWharf Road{x
*
M 1 5014 9 5014 9                  a medium sized rat. to {YWharf Road{x
*
M 1 5015 9 5014 9                  a small rat. to {YWharf Road{x
*
M 1 5013 9 5012 9                  a large rat to {YWharf Road{x
*
M 1 5015 9 5012 9                  a small rat. to {YWharf Road{x
*
M 1 5003 9 5012 9                  the young girl to {YWharf Road{x
*
M 1 5002 9 5009 9                  the dirty youth to {YWharf Road{x
*
M 1 5004 9 5006 9                  the sad orphan to {YWharf Road{x
*
M 1 5002 9 5006 9                  the dirty youth to {YWharf Road{x
*
*
M 1 5003 9 5004 9                  the young girl to {YWharf Road{x
O 1 5025 100 5002			a puddle to {YWharf Road{x
O 1 5025 100 5004			a puddle to {YWharf Road{x
O 1 5025 100 5011			a puddle to {YWharf Road{x
O 1 5025 100 5019			a puddle to {YDark Alley{x
O 1 5025 100 5048			a puddle to {YBack Street{x
O 1 5025 100 5062			a puddle to {Tenemant District{x
O 1 5025 100 5065			a puddle to {Tenemant District{x
O 1 5026 100 5043			a large crate to {YLarge Warehouse{x
O 1 5026 100 5043			a large crate to {YLarge Warehouse{x
O 1 5027 100 5043			a small crate to {YLarge Warehouse{x
O 1 5027 100 5043			a small crate to {YLarge Warehouse{x
O 1 5028 100 5002			a green weed to {YWharf Road{x
O 1 5028 100 5005			a green weed to {YWharf Road{x
O 1 5028 100 5009			a green weed to {YWharf Road{x
O 1 5028 100 5014			a green weed to {YWharf Road{x
O 1 5029 100 5001			a dead tree to {YWharf Road{x
O 1 5029 100 5058			a dead tree to {Tenemant District{x
O 1 5029 100 5062			a dead tree to {Tenemant District{x
O 1 5029 100 5072			a dead tree to {Tenemant District{x
O 1 5028 100 5068			a green weed to {Tenemant District{x
O 1 5028 100 5064			a green weed to {Tenemant District{x
O 1 5028 100 5057			a green weed to {Tenemant District{x
O 1 5030 100 5061			a loose stone to {Tenemant District{x
O 1 5030 100 5014			a loose stone to {YWharf Road{x
O 1 5030 100 5040			a loose stone to {YDark Alleyway{x
O 1 5031 100 5038			a wooden bench to {YHenry's Bar{x
O 1 5032 100 5041			a metal stool to {YChips & Fish{x
O 1 5032 100 5041			a metal stool to {YChips & Fish{x
O 1 5032 100 5041			a metal stool to {YChips & Fish{x
O 1 5033 100 5041			a long bar to {YChips & Fish{x
*
M 1 5022 1 5017 1			the fish merchant to {YFried Fish Bungalow{x
*
M 1 5023 1 5018 1			the clothing merchant to {YClothes Mart{x
*
M 1 5024 1 5020 1			the armor merchant to {YArmor Is Us{x
*
M 1 5025 1 5021 1			the water merchant to {YWater Of Life{x
*
M 1 5016 1 5023 1			the meat merchant to {YStrange Meats{x
*
M 1 5017 1 5024 1			the pawn broker to {YThe Pawn Shop{x
*
M 1 5018 1 5025 1			the sword dealer to {YSwords And Sharp Things{x
*
M 1 5019 1 5026 1			the pets dealer to {YExotic Pets{x
*
M 1 5020 1 5028 1			the beer bellied merchant to {YBarrel Of Beers{x
*
M 1 5021 1 5029 1			the wine merchant to {YWine And Cheese{x
O 1 5033 100 5027			a long bar to {YBegby's Bar{x
O 1 5032 100 5027			a metal stool to {YBegby's Bar{x
O 1 5032 100 5027			a metal stool to {YBegby's Bar{x
O 1 5031 100 5027			a wooden bench to {YBegby's Bar{x
O 1 5033 100 5038			a long bar to {YHenry's Bar{x
S


#SHOPS
5000 8 0 0 0 0 300 25 0 23			the mob
5001 19 0 0 0 0 200 10 0 10			the vegetarian
5005 0 0 0 0 0 300 500 4 8                     the opium merchant
5006 0 0 0 0 0 200 100 5 17                    the coffee merchant
5007 0 0 0 0 0 65 100 6 23                    the chips merchant
5008 0 0 0 0 0 50 100 7 23                    the art merchant
5009 0 0 0 0 0 30 200 8 19                    the leather merchant
5010 0 0 0 0 0 10 100 9 10                    the dime merchant
5011 0 0 0 0 0 25 100 9 20                    the boat merchant
5012 0 0 0 0 0 25 200 2 10                    the dagger merchant
5016 0 0 0 0 0 25 100 0 15                    the meat merchant
5017 5 10 13 12 26 25 300 12 19			the pawn broker
5018 0 0 0 0 0 75 200 9 19			the sword dealer
5020 0 0 0 0 0 25 100 3 23                    the beer bellied merchant
5021 19 0 0 0 0 25 100 7 23                    the wine merchant
5022 0 0 0 0 0 25 100 9 23                    the fish merchant
5023 0 0 0 0 0 25 300 10 23                   the clothing merchant
5025 0 0 0 0 0 25 100 2 23                    the water merchant
5024 0 0 0 0 0 25 400 2 11                    the armor merchant
0


#SPECIALS
M  5002 spec_thief			the dirty youth
M  5003 spec_thief			the young girl
M  5004 spec_thief			the sad orphan
M  5013 spec_poison			a large rat
M  5014 spec_poison			a medium sized rat.
S


#$
r the painting store
below. Large flat crates and boxes are stacked
against the walls.
~
0 0 0
D5
~
~
0 -1 5042
S
#5080
{YStrange Temple{x~
This room above the opium den has been made
into a strange and foreign temple. Murals
of creatures only found in dreams are painted
in blood red paint on the walls.
~
0 0 0
D5
~
~
0 -1 5037
S
#5081
{YChemiceast.are   744   4563    310       20534  6360242242   5625 #AREA
east.are~
Eastern Road~
{ 5 35} Grehyton Eastern Trail~
7900 7999

#MOBILES
#7900
Bandit~
the bandit~
The bandit screams as he ambushes you.
~
Down on their luck, i dont think so. The bandits
have plagued this road for a long time.
~
human~
FG P -400 0
4 0 2d5+60 0d0+0 1d6+1 pound
8 8 8 8
IJ 0 0 0
stand stand male 4
0 0 medium 0
#7901
lost boy~
the lost boy~
The lost boy is here crying.
~
He is dirty and sad. You wonder how long he
has been lost out here.
~
human~
G 0 0 0
1 0 2d6+10 0d0+0 1d4+0 scratch
8 8 8 9
F 0 0 0
stand stand male 0
0 0 medium 0
#7902
traveller~
the traveller~
The traveller is here....travelling.
~
She wears clothes from a distant land, you 
assume she has been around.
~
human~
CG 0 0 0
10 0 2d7+121 0d0+0 2d4+2 punch
7 7 7 9
EIN 0 0 0
stand stand female 0
0 0 medium 0
#0


#OBJECTS
#7900
gold ring~
a gold ring~
A shiny piece of metal glints from the dirt.~
gold~
treasure P AB
0 0 0 0 0
10 2 0 P
A
3 1
E
ring~
It has a beautiful leafy design worked into
the metal by skilled hands.~
#7901
bamboo jacket~
a bamboo jacket~
A bamboo jacket of foreign origins sits here.~
bamboo~
armor 0 AD
3 4 4 0 2
6 15 0 P
F
V 0 0 H
#7902
glowing bauble~
a glowing bauble~
A glowing bauble rests here.~
crystal~
light A AO
0 0 250 0 0
3 10 0 P
E
bauble~
Intricately wrought bauble of elvish origins.
It glows brightly and could light a small room.~
#7903
water tube~
a water tube~
A water tube sits here.~
bone~
drink 0 A
60 60 water 0 0
0 1 0 P
E
tube water~
This tube made of bone has been used by 
travellers of many lands, the design makes it
lightweight and non bulky.~
#7904
black pill~
a black pill~
A black pill rests here.~
ash~
pill P A
10 'cure poison' '' '' ''
10 0 0 P
E
pill~
There is a stamped skull on top of the pill.~
#7905
woven sack~
a woven sack~
A woven sack sits here.~
cloth~
container 0 AO
50 0 0 5 100
3 3 0 P
E
woven bag~
Its a tight weave that looks quite sturdy.~
#7906
gorp~
a bag of gorp~
A bag of gorp sits here.~
bread~
food P A
15 8 0 0 0
0 0 0 P
E
gorp~
This is a raisen and nut mix used by rangers
and adventurers.~
#7907
turkish delite~
a turkish delite~
A sweet turkish delite sits here.~
cream~
food P A
2 1 0 0 0
0 0 0 P
E
turkish delite~
A sweet and succulent turkish delite, made of
chocolate, nuts and from the finest creams.~
#7908
meat jerky~
a meat jerky~
A meat jerky sits here.~
hard leather~
food P A
24 8 0 0 0
0 0 0 P
E
meat jerky~
Hmmm meat jerky, you wonder what kind of meat
it is.~
#7909
bench~
a bench~
A forest bench sits here.~
bamboo~
furniture 0 0
2 200 BEHKN 100 100
0 300 0 P
E
bench~
Some nice person built a bench here, to help
you rest on your long journey.~
#7910
curved dagger~
a curved dagger~
A curved dagger sits here.~
metal~
weapon 0 AN
dagger 1 6 pierce 0
5 5 0 P
E
dagger curved~
A sharp curved dagger with a blue blade.~
#0


#ROOMS
#7900
{YEastern trail{x~
You are on the eastern trail. Leading to parts
unknown, it is a very dangerous place.
There is a small sign here.
~
0 C 3
D1
The Eastern Trail.
~
~
0 -1 7901
D3
The DearthWood Trail.
~
~
0 -1 31069
E
sign~
++++++++++++++++
The Eastern Road
++++++++++++++++

East - Parts Unknown
West - The Town of Calinth~
S
#7901
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7902
D3
The Eastern Trail.
~
~
0 -1 7900
S
#7902
{YEastern Trail{x~
You are on the eastern trail. Dark clouds loom
over some mountains far to the north. The forest
here is getting darker and thicker.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7903
D3
The Eastern Trail.
~
~
0 -1 7901
S
#7903
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7904
D3
The Eastern Trail.
~
~
0 -1 7902
S
#7904
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7905
D3
The Eastern Trail.
~
~
0 -1 7903
S
#7905
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7906
D3
The Eastern Trail.
~
~
0 -1 7904
S
#7906
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7907
D3
The Eastern Trail.
~
~
0 -1 7905
S
#7907
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7908
D3
The Eastern Trail.
~
~
0 -1 7906
S
#7908
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7909
D3
The Eastern Trail.
~
~
0 -1 7907
S
#7909
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7910
D3
The Eastern Trail.
~
~
0 -1 7908
S
#7910
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7911
D3
The Eastern Trail.
~
~
0 -1 7909
S
#7911
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7912
D3
The Eastern Trail.
~
~
0 -1 7910
S
#7912
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 N 3
D1
The Eastern Trail.
~
~
0 -1 7913
D3
The Eastern Trail.
~
~
0 -1 7911
S
#7913
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7914
D3
The Eastern Trail.
~
~
0 -1 7912
S
#7914
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7915
D3
The Eastern Trail.
~
~
0 -1 7913
S
#7915
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7916
D3
The Eastern Trail.
~
~
0 -1 7914
S
#7916
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7917
D3
The Eastern Trail.
~
~
0 -1 7915
S
#7917
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7918
D3
The Eastern Trail.
~
~
0 -1 7916
S
#7918
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7919
D3
The Eastern Trail.
~
~
0 -1 7917
S
#7919
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling. A large mountain lies to the
north.
~
0 0 3
D0
You see a path heading up into a mountain.
~
~
0 -1 5735
D1
The Eastern Trail.
~
~
0 -1 7920
D3
The Eastern Trail.
~
~
0 -1 7918
S
#7920
{YEastern Trail{x~
You are on the eastern trail, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 7919
D3
The Eastern Trail.
~
~
0 -1 7919
S
#0


#RESETS
*
*
M 1 7900 3 7912 3			the bandit to Eastern Trail.
E 1 7910 100 16
*
M 1 7900 3 7912 3			the bandit to Eastern Trail.
E 1 7910 100 16
*
M 1 7900 3 7912 3			the bandit to Eastern Trail.
E 1 7910 100 16
G 1 7904 100
G 1 7905 100
*
M 1 7901 1 7904 1			the lost boy to Eastern Trail.
G 1 7907 100
*
M 1 7902 5 7901 1			the traveller to Eastern Trail.
G 1 7906 100
G 1 7905 100
*
M 1 7902 5 7904 1			the traveller to Eastern Trail.
E 1 7901 100 5
E 1 7902 100 17
*
M 1 7902 5 7912 1			the traveller to Eastern Trail.
E 1 7900 100 1
E 1 7900 100 2
E 1 7901 100 5
E 1 7910 100 16
G 1 7908 100
G 1 7904 100
G 1 7903 100
*
M 1 7902 5 7915 1			the traveller to Eastern Trail.
E 1 7901 100 5
G 1 7906 100
G 1 7905 100
G 1 7903 100
*
M 1 7902 5 7918 1			the traveller to Eastern Trail.
O 1 7909 100 7909			a bench to Eastern Trail.
S


#$
 the eastern trail. Dark clouds loom
over some mountains far to the north. The forest
here is getting darker and thicker.
~
0 0 3
D1
The Eastern Trail.
~
~
0 -1 790newtown.are   744   4563    310      211340  6367104656   6424 #AREA
newtown.are~
NewTown~
{ 0 5 } Grehyton  Newbie Town~
1900 1999

#MOBILES
#1900
manager~
the store manager~
The manager of the general store stands here.
~
He is wearing simple leather pants and a cotton
shirt. He has short leather shoes on. A red
apron covers his thighs.
~
human~
BG 0 600 0
15 2 3d9+208 0d0+0 2d6+3 pound
-2 -2 -2 -2
N 0 0 0
stand stand male 0
0 0 medium 0
#1901
master trainer jerrod~
jerrod the trainer~
Jerrod the master trainer stands here.
~
Jerrod the master trainer is wearing patent 
leather pants and heavy riding boots. He is
sweaty and shirtless.
~
human~
BGJ 0 800 0
45 5 25d10+3000 0d0+0 8d4+16 pound
-15 -15 -15 -15
HIT ABHI 0 K
stand stand male 0
0 0 medium 0
#1902
master armorer ktef~
ktef the master amorer~
Ktef, the master armorer stands here.
~
Ktef is wearing nothing but a loin clothe and
is covered in grime and sweat.
~
human~
BG 0 0 0
15 0 0d0+0 0d0+0 0d0+0 pound
0 0 0 0
0 0 0 0
stand stand male 0
0 0 medium 0
#1903
yules weapon smith~
yules the weapon smith~
Yules the weapon smith is standing here grinning.
~
He is wearing a cotton shirt, and black leather
pants. On his feet a pair of heavy brass boots.
~
human~
BG 0 300 0
15 0 3d9+150 0d0+0 2d6+3 pound
-1 -1 -1 -1
CJ 0 0 0
stand stand male 0
0 0 medium 0
#1904
john fat pumpmaster~
john the fat pumpmaster~
John the fat pumpmaster sits here.
~
He is sitting on a small tool. His body is
covered in a cotton shirt and he is wearing
leather pants.
~
human~
BG 0 0 0
8 0 2d7+100 0d0+0 2d4+2 pound
2 2 2 2
E 0 0 0
sit sit male 0
0 0 large 0
#1905
yurians guildmaster~
yurians the guildmaster~
Yurians the local guildmaster stands here.
~
A fine figure, trained in the skills of many
guilds. He is wearing leather pants, a brass
breast piece and heavy boots.
~
human~
BGK 0 1000 0
60 6 50d10+9000 0d0+0 8d6+28 smash
-25 -25 -25 -25
CEFHIJKNT 0 0 0
stand stand male 0
0 0 medium 0
#1906
thar healer~
thar the healer~
Thar, the local healer smiles at you.
~
He is a friendly sort wearing long white robes.
~
human~
BGa DF 0 0
20 0 3d9+333 0d0+0 2d8+5 pound
-4 -4 -4 -4
P 0 0 0
stand stand male 0
0 0 medium 0
#1907
virginia cook~
virginia the cook~
Virginia, the head cook stands here.
~
She is wearing an cotton shirt that is kinda
sweaty from being over the spits.
~
elf~
BG 0 300 0
10 0 2d7+121 0d0+0 2d4+2 scratch
1 2 1 2
J 0 0 0
stand stand female 0
0 0 medium 0
#1908
smiling citizen~
a smiling citizen~
A smiling female citizen is here. 
~
She is a pleasant looking lady, wearing a 
cotton shirt and a flower dress.
~
school monster~
GH 0 0 0
1 -3 2d6+6 0d0+0 1d3+0 slap
9 9 9 9
0 0 0 0
stand stand female 0
H 0 medium 0
#1909
plump citizen~
a plump male citizen~
A plump male citizen stands here smiling.
~
He is wearing a cotton shirt, and leather pants.
He looks like a friendly sort.
~
school monster~
GH 0 0 0
1 -2 2d6+10 0d0+0 1d4+0 smash
9 9 9 9
0 0 0 0
stand stand male 0
H 0 medium 0
#1910
guard wannabe~
a town guard wannabe~
A town guard wannabe stands here, wishing he were more experienced.
~
He is wearing brass boots, leather pants and
a cotton shirt. He has a guard badge drawn on
his shirt.
~
school monster~
GH 0 0 0
1 0 2d6+10 0d0+0 1d5+0 pound
8 8 8 8
0 0 0 0
stand stand male 0
H 0 medium 0
#1911
kitten~
a cute kitten~
A cute kitten stands here meowing.
~
He is black and furry and very cute.
~
cat~
GHU 0 0 0
1 0 2d6+6 0d0+0 1d3+0 scratch
9 9 9 9
0 0 0 0
stand stand male 0
HM B medium 0
#1912
small puppy~
a small puppy~
A small puppy stands here wagging its tail.
~
He is covered in brown fur and has a wet black
nose.
~
dog~
GHU 0 0 0
1 -1 2d6+7 0d0+0 1d3+0 bite
9 9 9 9
0 0 0 0
stand stand male 0
HM B medium 0
#1913
street cleaner~
a street cleaner~
A street cleaner stands here, cleaning up the streets.
~
He looks like a friendly sort, and spends his
time picking up other peoples trash.
~
human~
CGHU 0 0 0
1 -2 2d5+7 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 2
0 0 medium 0
#1914
town guard~
a town guard~
A town guard stands here, waiting to assist the needy.
~
He is big and tough as doesnt tolerate trouble.
~
human~
GU 0 600 0
20 2 2d7+121 0d0+0 2d8+5 pound
1 1 1 1
EIS 0 0 0
stand stand male 0
0 0 medium 0
#1915
beaten slave~
a beaten slave ~
A badly beaten slave sits here.
~
An unfortunate elf, who has been enslaved for
some strange reason.
~
elf~
GU 0 1000 0
1 -2 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
sit sit male 0
0 0 medium 0
#1916
new slave~
a new slave ~
A new slave stands here, still angry at his bondage.
~
He is filthy and angry. He doesnt like being
a slave.
~
human~
GU 0 800 0
1 -2 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#1917
skinny slave~
a skinny slave ~
A skinny slave stands here, looking for something to eat.
~
He looks rather hungry, perhaps if he behaved
they would feed him.
~
school monster~
G 0 400 0
1 -2 2d6+5 0d0+0 1d2+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
H 0 medium 0
#1918
huge slave~
a huge slave ~
A huge slave stands here, he is obviously well worked.
~
He has rippling muscles and bulging eyes. He
would make an excellent worker.
~
human~
G 0 300 0
1 0 2d6+13 0d0+0 1d5+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#1919
angry slave master~
the angry slave master~
The angry slave master is here, tired of low profits.
~
He looks fairly mean and tough, his only 
concern is for profit. He is obivously a
goblin.
~
goblin~
BG 0 -400 0
5 0 2d6+40 0d0+0 1d6+1 pound
7 7 9 8
0 0 0 0
stand stand male 0
0 0 medium 0
#1920
enslaved secretary~
the enslaved secretary~
An enslave female secretary stands here.
~
She looks horrible, bruised and her clothes
are ripped in the most improper of places.
~
elf~
BG 0 500 0
3 0 2d6+35 0d0+0 0d0+0 scratch
7 7 7 7
0 0 0 0
stand stand female 0
0 0 medium 0
#1921
slaver lord~
the slaver lord ~
The goblin slaver lord stands here, happy to do business in town.
~
He is ugly and very mean, with obviously 
goblin like tendencies.
~
goblin~
BG 0 -800 0
7 0 2d6+85 0d0+0 1d8+1 pound
5 5 7 5
0 0 0 0
stand stand male 0
0 0 medium 0
#1922
jail guard~
a jail guard~
A jail guard stands here, guarding the jail.
~
He looks sorta friendly but his years of taking
people prisoner have had their toll.
~
human~
BG 0 200 0
5 0 2d6+60 0d0+0 1d5+0 pound
8 8 7 5
0 0 0 0
stand stand male 0
0 0 medium 0
#1923
old prisoner~
an old prisoner~
An old prisoner sits here, waiting for his day of freedom.
~
He is sorta wirey and sick looking. You wonder
how long he has been here.
~
dwarf~
G 0 0 0
1 -2 2d6+10 1d4+0 0d0+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#1924
young prisoner~
a young prisoner~
A young prisoner stands here defiant at his capture.
~
He is very angry at having been caught during
his crime.
~
elf~
G 0 0 0
1 -1 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#1925
fat prisoner~
a fat prisoner~
A fat prisoner stands here, wanting more food.
~
He is a bit chubby, by the time he gets out you
doubt that will be the case.
~
elf~
G 0 0 0
1 -2 2d6+5 0d0+0 1d3+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#1926
tough prisoner~
a tough prisoner~
A tough prisoner stands here looking mean.
~
He has been pumping iron while in jail, in order
to make him a better criminal.
~
dwarf~
G 0 0 0
3 0 2d6+10 0d0+0 1d5+0 pound
8 8 8 8
0 0 0 0
stand stand male 0
0 0 medium 0
#1927
leroy gang leader~
leroy the gang leader~
Leroy the jail gang leader stands here defiantly.
~
He is a big mutha, boy he looks tough.
~
human~
BG 0 -400 0
5 0 2d6+60 0d0+0 1d6+1 pound
7 7 7 7
0 0 0 0
stand stand male 0
0 0 medium 0
#1928
leroys jail bitch~
leroys jail bitch ~
A jail bitch stands here, waiting for his man leroy.
~
He is a sick sight, a male but covered in 
makeup and girls clothes.
~
human~
BG 0 0 0
1 0 2d6+4 0d0+0 1d3+0 scratch
9 9 9 0
0 0 0 0
stand stand male 0
0 0 medium 0
#1929
small rat~
a small rat~
A small rat stands here, avoiding the prisoners.
~
He is small but would make an excellent treat
for leroy.
~
rabbit~
G 0 0 0
1 0 2d6+5 0d0+0 1d2+0 bite
9 9 9 9
0 0 0 0
stand stand male 0
HM B medium 0
#1930
wandering gypsy~
a wandering gypsy~
A wandering gypsy stands here.
~
He is wearing odd clothes and a strange hat.
~
human~
G 0 300 0
6 0 2d7+71 0d0+0 1d8+1 pound
7 7 7 7
0 0 0 0
stand stand male 50
0 0 medium 0
#1931
little kid~
a little kid~
A small freckle faced boy stands here.
~
He  is young and very inexperienced.
~
human~
G 0 0 0
1 0 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#1932
ugly orc~
a ugly orc~
An ugly orc stands here.
~
He is big and ugly. He looks dazed though, must
be the magic that holds him here.
~
orc~
BG 0 -500 0
1 0 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
B 0 medium 0
#1933
filthy kobold~
a filthy kobold~
A filthy kobold stands here.
~
He is looking a bit dazed, must be the magic
that keeps him here.
~
kobold~
BG 0 0 0
1 0 2d6+10 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#1934
strange modron~
a strange modron~
An odd square shaped creature stands here.
~
Now this thing is odd, it has a wierd geometric
shape. It is still from the magic that holds
it here.
~
modron~
BG 0 0 0
1 0 2d6+5 0d0+0 1d2+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
ABMV DEF medium 0
#1935
giant hobgoblin~
a giant hobgoblin~
A giant hobgoblin stands here.
~
He would normally attack you on sight, but the
magic keeps him docile.
~
hobgoblin~
BG 0 0 0
1 0 2d6+15 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
B 0 medium 0
#1936
lizard man~
the lizard man~
A lizard man stands here, dazed.
~
He is under some heavy spell that keeps him
docile.
~
lizard~
BG J 0 0
1 0 2d6+8 0d0+0 1d3+0 sting
9 9 9 9
0 0 0 0
stand stand male 0
BHMV B medium 0
#1937
war pig~
a war pig~
A war pig, trained in the arts of war sits here.
~
He is obviously under some heavy spell.
~
pig~
BG J 0 0
1 0 2d6+0 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
sit sit male 0
HM B medium 0
#1938
deadly snake~
a deadly snake~
A deadly snake is here, obviously dazed.
~
It is under some spell, but you can tell it 
must be poisonous.
~
snake~
BG J 0 0
1 0 2d6+6 0d0+0 1d3+0 bite
8 8 8 8
0 0 0 0
stand stand male 0
BHMV BC medium 0
#1939
grizzly bear~
a grizzly bear~
A large black grizzly bear sleeps here.
~
He is sleeping, but looks very mean.
~
bear~
BG 0 0 0
1 0 2d6+10 0d0+0 1d5+0 smash
9 9 9 9
0 0 0 0
sleep sleep male 0
HM 0 huge 0
#1940
black wolf~
a black wolf~
A black wolf sits here.
~
He has a dazed look in his eyes.
~
wolf~
BG 0 0 0
1 0 2d6+3 0d0+0 1d3+0 bite
9 9 9 9
0 0 0 0
sit sit male 0
HM B medium 0
#0


#OBJECTS
#1900
pouch~
a large blue pouch~
A large belt pouch rests here.~
canvas~
container 0 AO
70 A 0 30 100
0 20 30 P
#1901
red pouch~
a small red pouch~
A small red belt pouch rests here.~
canvas~
container 0 AO
50 A 0 20 100
0 10 20 P
#1902
leather backpack~
a leather backpack~
A leather backpack rests here.~
hard leather~
container 0 AD
150 A 0 60 100
0 100 110 P
#1903
clear vial~
a clear vial of liquid.~
A clear vial of liquid rests here.~
glass~
potion 0 AO
3 'cure poison' 0 0 0
0 10 78 P
E
vial~
A small label on the side says, ANTI-TOXIN.~
#1904
candle~
a wax candle~
A wax candle sits here.~
wax~
light 0 AO
0 0 5 0 0
0 10 5 P
#1905
bamboo torch~
a bamboo torch~
A bamboo torch sits here.~
bamboo~
light 0 AO
0 0 12 0 0
0 20 10 P
#1906
oil lantern~
an oil lantern~
An oil lantern rests here.~
brass~
light 0 AO
0 0 24 0 0
0 30 50 P
#1907
leather pants~
a pair of leather pants.~
A pair of leather pants.~
hard leather~
armor 0 AF
1 1 1 1 5
0 40 10 P
#1908
leather shoes~
a pair of leather shoes~
A pair of leather shoes sits here.~
kid leather~
armor 0 AG
1 1 1 1 3
0 20 7 P
#1909
cotton shirt~
a white cotton shirt~
A white cotton shirt sits here.~
canvas~
armor 0 AD
1 1 1 1 2
0 20 9 P
#1910
red apron~
a red apron~
A red apron sits here.~
canvas~
armor 0 AL
1 1 1 1 2
0 10 5 P
#1911
patent leather pants~
a pair of patent leather pants~
A pair of black patent leather pants sits here.~
rubber~
armor 0 AF
5 5 5 7 6
0 60 50 P
#1912
heavy riding boots~
a pair of heavy riding boots~
A pair of heavy riding boots sits here.~
hard leather~
armor 0 AG
4 5 3 2 6
0 50 80 P
#1913
brass boots~
a pair of brass boots~
A pair of shiny brass boots rest here.~
brass~
armor 0 AG
3 3 3 1 8
0 100 110 P
#1914
brass ring~
a brass ring~
A brass ring rests here.~
brass~
armor 0 AB
2 2 2 1 3
0 10 45 P
#1915
brass collar~
a brass collar~
A brass collar rests here.~
brass~
armor 0 AC
2 2 2 1 2
0 20 30 P
#1916
brass breast piece~
a brass breast piece~
A brass breast piece rests here.~
brass~
armor 0 AD
3 3 3 2 15
0 400 200 P
#1917
brass pot helmet~
a brass pot helmet~
A brass pot helmet rests here.~
brass~
armor 0 AE
2 2 3 1 4
0 40 25 P
#1918
brass leggings~
a set of brass leggings~
A set of brass leggings rest here.~
brass~
armor 0 AF
2 3 2 4 4
0 50 38 P
#1919
loin clothe~
a loin clothe~
A light dirty loin clothe rests here.~
canvas~
armor 0 AL
1 1 1 1 1
0 10 1 P
#1920
heavy dagger iron~
a heavy iron dagger~
A heavy iron dagger sits here.~
iron~
weapon 0 AN
dagger 1 4 slash 0
0 70 25 P
E
dagger~
A cheaply made dagger although it is quite 
heavy.~
#1921
bone sword~
a bone sword ~
a bone sword sits here.~
bone~
weapon 0 AN
sword 1 6 slash 0
0 30 35 P
E
sword~
A ivory like sword made of some large creatures
thigh bone.~
#1922
crystal club~
a crystal club~
A crystal club sits in the dirt.~
crystal~
weapon 0 AN
mace 1 8 crush 0
0 100 55 P
E
club~
A heavy clear crystal club, soaked in some
sort of resin to keep it from shattering.~
#1923
barbed whip~
a barbed whip~
A barbed whip sits here.~
cloth~
weapon 0 AN
whip 1 4 slash 0
0 30 15 P
E
whip~
A black leather coiled length with vicious 
little barbed teeth covering it.~
#1924
reinforced staff~
a reinforced staff~
A reinforced staff sits here.~
wood~
weapon 0 AN
staff 1 6 pound 0
0 100 45 P
E
staff~
A long length of wood reinforced with metal
tie offs.~
#1925
glass water~
a glass of water~
A glass of water sits here.~
glass~
drink 0 A
2 2 water 0 0
0 10 5 P
#1926
small canteen~
a small canteen~
A small canteen rests here.~
canvas~
drink 0 A
5 5 water 0 0
0 20 25 P
#1927
large canteen~
a large canteen~
A large canteen sits here.~
hard leather~
drink 0 A
15 15 water 0 0
0 50 35 P
#1928
roasted duck~
a roasted duck~
A roasted duck sits here.~
balm~
food 0 A
10 10 0 0 0
0 10 20 P
#1929
spare ribs~
a pile of spare ribs~
A pile of tasty looking spare ribs sits here.~
balm~
food 0 A
10 10 0 0 0
0 10 22 P
#1930
venison burger~
a venison burger~
A venison burger sits here.~
balm~
food 0 A
12 12 0 0 0
0 10 15 P
#1931
smoked corn~
a pile of smoked corn~
A smile of smoked corn sits here.~
balm~
food 0 A
10 10 0 0 0
0 10 10 P
#1932
dried meat~
a strip of dried meat~
A strip of dried meat rests here.~
balm~
food 0 A
20 20 0 0 0
0 10 40 P
#1933
gurgling fountain~
a gurgling fountain~
A gurgling fountain is here.~
black dragonscale~
fountain 0 0
10000 10000 water 0 0
0 100 0 P
E
fountain~
This is a beautifully carved fountain in the
shape of a large black dragon. The water flows
from its gaping jaws.~
#1934
green oak tree~
a green oak tree~
A large green oak tree stands here.~
wood~
furniture 0 0
5 6000 CFIL 0 0
0 5 0 P
E
oak tree~
Its a very large tree with nice green leaves
covering it. Its branches are situated so it
is easy to sit it.~
#1935
medical bed~
a medical bed~
A white medical bed is here, waiting for a patient.~
brass~
furniture 0 0
1 2000 EHK 200 150
0 5 0 P
#1936
flower dress~
a flower dress~
A flower dress sits here on the ground.~
cloth~
armor 0 AF
1 1 1 1 1
0 20 5 P
#1937
trash bucket~
a trash bucket~
A trash bucket sits here.~
bone~
container 0 AO
500 A 0 200 100
0 50 1 P
#1938
trash poker~
a trash poker~
A trash poker rests here.~
brass~
weapon 0 AN
sword 1 4 pierce 0
0 20 5 P
E
poker~
Its made of brass and has two pointy prongs at
the end of it.~
#1939
torn family picture~
a torn family picture~
A torn family picture rests here.~
canvas~
trash 0 AO
0 0 0 0 0
0 5 0 P
A
5 2
E
picture~
It shows a friendly meadow in the deep woods
where a family of elves stands smiling. You
notice the women who looks familiar.~
#1940
slaver shackles~
a pair of slave shackles~
A pair of slaver shackles rest here.~
brass~
armor A AM
1 1 1 1 2
0 50 5 P
A
14 -100
#1941
burnt wand~
a burnt wand ~
A burnt wand sits here on the ground.~
clay~
wand 0 AO
5 5 5 'charm person' 0
0 20 500 P
#1942
guard badge~
a guard badge~
A guard badge rests here on the ground.~
brass~
armor 0 AD
2 2 2 2 1
0 5 250 P
A
13 20
#1943
small map~
a small map~
A small map sits here.~
bamboo~
trash 0 AO
0 0 0 0 0
0 5 0 P
E
map~
-----------WHERE IVE BEEN--------------

                                         firetop
                                            +
 newtown--------calinth----dearthwood----eastern
                   +            +
                 docks        +
                           twothumbs
                                 +
                             dearthwood
                                    +
                                   marsh
                                   +
                               goblin strhold
------------------------------------------~
#1944
walking boots~
walking boots~
A pair of walking boots sits here.~
felt~
armor 0 AG
2 2 2 2 2
0 30 1000 P
A
14 50
E
boots~
They look very very comfortable.~
#1945
slim dagger~
a slim dagger~
A slim dagger rests here.~
bone~
weapon 0 AN
dagger 2 4 pierce 0
0 5 500 P
A
18 3
#1946
glowing marble~
a glowing marble~
A glowing marble rests here.~
electrum~
light A AO
0 0 70 0 0
0 5 1 P
#1947
black pumps~
a pair of black pumps~
A pair of black pumps rest here.~
hard leather~
trash 0 AG
0 0 0 0 0
0 5 1 P
#1948
blue garter belt~
a blue garter belt~
A blue garter belt rests here.~
bone~
trash 0 AM
0 0 0 0 0
0 5 1 P
#1949
gold necklace~
a gold necklace~
A gold necklace sits here.~
brass~
trash 0 AC
0 0 0 0 0
0 5 1 P
E
necklace~
In big gold letters it says.

LEROYS WOMAN!~
#0


#ROOMS
#1900
{YCenter Of The New District{x~
You are standing in the the center square of the new
section of town. All the streets and buildings are in
very good condition. From here you can go north or south
on Wen road or go east and west on Eib road. In the very
center of this square is a beautiful bubbling fountain,
the water looks very refreshing. Citizens gather around
this fountain discussing events and looking at the young
adventurers wandering through. There is a wood signpost
with a {bsign{x attached. Maybe you should {bREAD SIGN{x.
There is also a {bplaque{x here, maybe you should also
{bREAD PLAQUE{x.
~
0 K 1
D0
You see Wen road.
~
~
0 -1 1901
D1
You see Eib road.
~
~
0 -1 1914
D2
You see Wen road.
~
~
0 -1 1907
D3
You see Eib road.
~
~
0 -1 1920
E
sign~
---------
Welcome to the new section of town, designed to allow
new players to learn the basic workings of a city and
of how to play. There will be various signs around, be
sure to read them. You will find everything in this
section that you would find in the normal town, except
here it is on a much smaller scale. This section is
designed to allow you to advance to level 5 or 6 after
that you will find the experience lacking. Stay here
until you are ready to leave. When you are ready to
leave type RECALL and you will be sent into the real
city and off to real adventure. You cannot RECALL after
level 10, so do leave before you gain this rank.
~
E
plaque~
-----------
From here you can go east 3 and north 1 to find the
local GOODWILL. This is the place where young adventurers
can get items they will need to advance in rank. Be
sure to visit it before you start fighting things.
Go north 2 and east 1 to find the FOOD STORE, buy some
food so if you get hungry you can eat, if you get
thirsty you can drink from the fountain here or go
south 2 and east 1 to buy a water skin to drink from.
Walk around a bit and learn where stuff is. You can
train a bit by going all west then all south, or you
can practice your skills by going all north and 1 west.
There are other places to visit in here, but you will
have to learn the rest yourself. Return here and read
this plaque again if you forget, or find it on your own.
~
S
#1901
{YWen Road{x~
You are on a newly paved street known as Wen road.
To the south of here is Center square and the local
fountain. Beautiful trees and shrubs line the street
and a fragrant smell comes down from the north. From
here you can go north or south. There is a big wooden
{bsign{x here. Maybe you should read it.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1902
D2
You see Wen road.
~
~
0 -1 1900
E
sign~
----------
You need to EAT and DRINK to survive here. You will
get messages when you are hungry or thirsty. Food you
must buy to eat. Water is usually available from a
fountain in the city, or you can buy a container that
holds water to take with you. To drink from a fountain
you just type DRINK, or you can drink from a specific
item like a buffalo water skin by typing, DRINK SKIN.
These skins dont hold alot, some more then others. You
will need to FILL SKIN when you are near a fountain
to replenish the amount of water in the skin. Food
works in the same way, when you have bought or found
some food you simply eat it. For instance if you have
a pie, you EAT PIE. It will then return a message to
you saying your hunger level, like 'You are no longer
hungry' or 'You are full'. You WILL die if you do not
eat and drink.
~
S
#1902
{YWen Road{x~
You are standing on the beautifully landscaped Wen
road. All around are nice cooling trees and warm
looking flowers and shrubs. A smokey barbacue smell
fills the air and is coming from the east where
you see a small shop. Wen road continues north and
south from here. You can also go east to the small
shop that smells good. There is a {bsign{x here.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1903
D1
You see a barbacue stand.
~
~
0 -1 1964
D2
You see Wen road.
~
~
0 -1 1901
E
sign~
----------
When you are moving around the world of Rylelia (this planet).
You use the cardinal directions, north, south, east, west, up
and down. You can type 'east' to go east or just type 'e', alot
of the commands can be abbreviated. Sometimes it is wise to
see what is in the direction you are heading. Dangerous creatures
could be there, or their could be a trap that is only found
if you look. Here are the commands to see in different directions.
'LOOK EAST' will give you a description of what is east. Now
this will not show you any creatures that may be there. To do
this you need to 'scan'. Type 'SCAN EAST' and it will tell you
if there are any creatures there. You will not see invisible or
hidden creatures unless you can somehow detect them. Another
helpful command to quickly look around is 'EXIT' by typing
this you will look in each direction and see what is there.
~
S
#1903
{YWen Road{x~
You are moving along Wen road one of the main streets that
goes through this district of Calinth. From here you can
head north and south along Wen road. From the south comes
a fragrant appetizing smell. To the north you see a small
T intersection. There is a {bsign{x here.
~
0 0 1
D0
You see a small T intersection.
~
~
0 -1 1904
D2
You see Wen road.
~
~
0 -1 1902
E
sign~
------------
Fighting can be a dangerous game, but it is one of the few ways
to increase your knowledge and rank. Some of the creatures you
find during your travels will be aggressive, this means they
will attack as soon as they see you. Others are more passive
and will not attack unless you attack them first. FLEEing is
one of the ways to get out of battle, if things are not going
so good, type FLEE and you will run. Now what is very important
is that things you attack will come after you and attack when
they reach you, so flee and run far away or to a place you know
is safe. A way to automate your fleeing is to type WIMPY. This
command sets you up to flee when you reach a certain level of
your total hit points. Type WIMPY 10 and you will flee at 10
hit points. You can set this to whatever you want. Before you
fight a creature you should consider it first. Consider lets
you see if you can kill the creature by returning a message to
you. For instance if you see a goblin, type CON goblin, you
will get a message telling you what your chances are. It is
always best to CON things before attacking, or you might be
destroyed.
~
S
#1904
{YWen Road and Jail Avenue{x~
You are standing at a small t-intersection of Wen road and
Jail avenue. The local jail is off to the east while Wen
road continues north and south. On the west side of the
street are rows of quaint cottages for the locals.
There is a small {bsign{x here and a small {bplaque{x.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1905
D1
You see Jail avenue.
~
~
0 -1 1936
D2
You see Wen road.
~
~
0 -1 1903
E
sign~
------------
It is important to read the help files available to you.
The first and most important are the laws. Type HELP LAWS,
to read them. Other items are available through the help
command as well. You can get info on just about any command
there is. Remember to read these well.
~
E
plaque~
-----------
From here you can travel east to reach the local Jail.
Depending on your feelings you can kill some of these dirty
criminals if you wish. Or you can look for more monster
type creatures. What you kill determines the type of person
you are. There is no alignment, except how you act! Moving
from one extreme to another is frowned upon, try to stay
in character and act how your character always acts. To
the east of here a north is a healer who will help you for
free but it takes time, or you can purchase heals from him
or her if you have money.
~
S
#1905
{YWen Road{x~
You are standing on Wen road, beautiful shrubs and trees line
both sides of the streets. Small cottages are on either side
belonging to the locals, all of which are painted and in
very good condition. Wen road continues north of here to a
corner or south from here to a small intersection. There is
a {bsign{x here.
~
0 0 1
D0
You see a corner.
~
~
0 -1 1906
D2
You see a small intersection.
~
~
0 -1 1904
E
sign~
-------------
Calinth is the principle city in which you live. This part of
town is part of Calinth. When you are done here learning the
ways of things you will venture into the big city, and it is
VERY big. It might take you a while to learn your way about
but feel free to ask another citizen, and they might help you.
Leaving Calinth can be dangerous to those of lower rank, if
you do venture out make sure you are ready.
~
S
#1906
{YCorner of Wen Road{x~
You are standing on the corner of Wen road, from here it
curves to the west. Around you are small cottages and
gardens of the locals in this section. Well kept trees and
flowers line the street here. There is a {bsign{x for
you to read.
~
0 0 1
D2
You see Wen road heading south.
~
~
0 -1 1905
D3
You see Wen road heading west.
~
~
0 -1 1943
E
sign~
----------
Being in a Guild is an intregal part of your life. Be sure
you read the help for your guild and race to learn more about
how you are supposed to act. Staying in character is very
important here. Those that do not will be asked to leave.
Guilds tend to work together and disrepect those members that
harm others of the same guild. Do be suprised if you get
killed if you disrespect your guild. Your race is also very
important, it is the foundation of who you are, although
you will often fight members of your own race who belong to
different guilds then you. This is the nature of the guild
system on Rylelia.
~
S
#1907
{YWen Road{x~
You are standing just south of the center square in the
New district of Calinth. Around you are small friendly
looking cottages with well kept gardens and shrubs around
their white picket fences. From here you can continue
north to center square or go south where you here the
splashing of water. There is a {bsign{x here.
~
0 0 1
D0
You see center square.
~
~
0 -1 1900
D2
You see Wen road.
~
~
0 -1 1908
E
sign~
-----------
As you move around you will get tired. When you are out of
movement you will be exhausted this means you have to REST.
When you REST you gain back hit points, mana and movement.
While resting you can perform alot of the basic commands.
Another way to get back hits, mana, and movement quicker is
to SLEEP. While sleeping you cannot do most of the commands.
Try typing 'REST' or 'SLEEP'. When you are done resting you
need to 'STAND' when you are done sleeping you need to 'WAKE'.
~
S
#1908
{YWen Road{x~
You are on the beautifully landscaped, Wen road. To the east
of here you see a small pump house with a pleasant looking
waterwheel spinning away at its side. You can go north or
south from here as well. There is a {bsign{x here as well.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1907
D1
You see a small pumphouse.
~
~
0 -1 1965
D2
You see Wen road.
~
~
0 -1 1909
E
sign~
---------
Death is fact in all of the adventurers lives who roam
this land. After you die you will awaken at the morgue.
You will find it now costs you more experience to rank
to the next level. You will also find that all of your
belongings are gone. They are back at your corpse where
you died, if you get back there in time, you can retreive
them, but so can anyone else who happens upon them. Dont
take death to seriously it is a fact in this dangerous
land.
~
S
#1909
{YWen Road{x~
You are on the very well kept, Wen road. Small cottages
are on the east and west of you. Each has a small garden
and some well kept shrubs near it. To the north you can
hear the splashing of water. And to the south you see
a small intersection. There is a {bsign{x here.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1908
D2
You see a small intersection.
~
~
0 -1 1910
E
sign~
----------
Objects you carry are very important. Armor and weapons are
a part of survival. Sometimes the items will hold hidden
descriptions. To find these you must LOOK at it. For example
if you have a sword, type LOOK SWORD, it may or may not give
you a description. Sometimes things are inside of stuff.
If there is a pile of hay, type LOOK IN HAY, maybe something
will be in there.  If there is something inside of an object
you can GET COINS HAY, or GET BOOK CHEST. Remember these
as they are very very important to this world.
You can also EXAMINE stuff. Doors, books,
chests, and other objects have commands to, you can OPEN DOOR,
or maybe CLOSE BOOK, sometimes things are locked, and if you
have the key you can UNLOCK DOOR, or UNLOCK CHEST, then you
can LOCK DOOR or LOCK CHEST as well.
~
S
#1910
{YWen Road and Wealthy Avenue{x~
You are standing on a small intersection where Wealthy avenue
meets Wen road. To the east Wealthy road continues on toward
an exotic zoo. To the south Wen road continues onward. There
is a small {bsign{x here.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1909
D1
You see Wealthy avenue.
~
~
0 -1 1929
D2
You see Wen road.
~
~
0 -1 1911
E
sign~
----------
You character that you play is defined by his abilitys and
traits. You can take a look at your character sheet by typing
SCORE. This will give you alot of important information.
To see what you are carrying on your person, type INV, this
is short for INVENTORY. You inventory is different from what
you are using at the time. What you are using can be found
by typing EQ, this is short for EQUIPMENT. To use something
in your inventory, you need to WEAR, WIELD or HOLD it. This
will take it from your inventory and put it in your equipment.
To stop using something in your equipment you need to REMOVE it.
For instance you want to change weapons from a sword to a mace.
Type REMOVE SWORD, then type WIELD MACE, you have now switched
weapons. Sometimes you can just type WIELD MACE, and it will
automatically switch it out for you. Other commands are
WEAR ALL, or WIELD ALL, which will put all inventory into your
empty equipment spots. If you see something laying on the
you GET it. Like GET SWORD. Or if you do not want it anymore
type DROP SWORD, and you will drop it, but it has to be in
your inventory, you cannot DROP something from your EQUIPMENT.
~
S
#1911
{YWen Road{x~
You are standing between some humble village houses lined
up along Wen road. Chirping birds and friendly voices greet
you. You can continue by going north or south along Wen road.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1910
D2
You see Wen road.
~
~
0 -1 1912
S
#1912
{YWen Road{x~
You are standing between some humble village houses lined
up along Wen road. Chirping birds and friendly voices greet
you. You can continue by going north or south along Wen road.
There is a {bsign{x here.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1911
D2
You see Wen road.
~
~
0 -1 1913
E
sign~
----------
The rest of Calinth is not as nice as this section of town.
Times are hard and the laws and regulations are strict. It
is much more difficult, sometimes even finding something to
eat will be a challenge. Prepare yourself here in this
section of town before adventuring out.
~
S
#1913
{YThe South End of Wen Road{x~
You are standing on the southern end of Wen road. The
cottages and houses are not around you here. To the
east is a grey and dismal looking city {bwall{x the same
is to the south. To the west you see a small weapons
shop. You can return to the north as well. There is
a small {bsign{x here.
~
0 0 1
D0
You see Wen road.
~
~
0 -1 1912
D3
You see a weapons shop.
~
~
0 -1 1967
E
sign~
---------
To the west of here is a weapons shop. If you have
money maybe you can find a better weapon then the
one you have. Go in and look around, see if anything
appeals to you. Take notice of the grey city wall,
this surrounds Calinth and protect it from its enemys.
~
E
wall~
--------
The town wall of Calinth. Erected by the Overlord to
keep out his enemys, and to keep the populace in. Its
grey chipped mortar is a sign of hard oppression to many.
~
S
#1914
{YEib Road{x~
You are standing on Eib road, the main street heading
east and west through the new section of town. To the
west of you lies center square or you can continue
east down Eib road. Small cottages are to the north
and south of you. You hear birds singing and children
laughing in the distance. There is a {bsign{x here.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1915
D3
You see center square.
~
~
0 -1 1900
E
sign~
------------
Having good equipment is a major way to stay alive in
the game. Sometimes you will have to sets of a certain
piece, for instance you are wearing a pair of gloves
and you just picked up a pair. To find out which set
is better you would COMPARE them. By typing COMPARE GLOVES
you will get a message telling you which pair is better.
Use this command alot, it will help you find good eq.
~
S
#1915
{YEib Road{x~
You are standing on the main east and west road through
the new section of town. You can head east towards the
goodwill and the Gate into Calinth, or you can head
west towards center square. There is a {bsign{x here.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1916
D3
You see Eib road.
~
~
0 -1 1914
E
sign~
----------
Using magic and fighting are fairly simple. If you want
to kill something, like a goblin, type KILL GOBLIN. Using
a spell works almost the same way but is a little more
tricky. To cast a spell that affects you, like the armor
spell, you would type CAST ARMOR. But if the spell has
a two word name, you have to put quotes around it, like
CAST 'GIANT STRENGTH'. Spells that have a target need
the quotes and a target, like CAST 'MAGIC MISSILE' ORC.
You can use the alias command to help you make these
castings simpler.
~
S
#1916
{YEib Road{x~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. To the north you see a large
warehouse like building. You can continue east towards
the Gate into Calinth. Or head west further into the
new section of town. There is a {bsign{x here.
~
0 0 1
D0
You see a GOODWILL.
~
~
0 -1 1969
D1
You see Eib road.
~
~
0 -1 1917
D3
You see Eib road.
~
~
0 -1 1915
E
sign~
----------
To the north of here is the local GOODWILL. There you
can find free items to prepare you for your travels.
Sometimes it is empty as the needy are many, other
times it is stocked full of stuff. Please dont be to
greedy as others are just as needy as you.
~
S
#1917
{YEib Road{x~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. You can continue east towards
the Gate into Calinth. Or head west further into the
new section of town.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1918
D3
You see Eib road.
~
~
0 -1 1916
S
#1918
{YEib Road{x~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. You can continue east towards
the Gate into Calinth. Or head west further into the
new section of town.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1919
D3
You see Eib road.
~
~
0 -1 1917
S
#1919
{YEib Road{x~
You are standing on a well used section of Eib road.
To the south of you a couple of quaint cottages sit
peacefully in the trees. You can continue east towards
the Gate into Calinth. Or head west further into the
new section of town.
~
0 0 1
D1
You see the gate into Calinth.
~
~
0 -1 3054
D3
You see Eib road.
~
~
0 -1 1918
S
#1920
{YEib Road{x~
You are standing on a clean section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. There are children laughing in the distance.
~
0 0 1
D1
You see center square.
~
~
0 -1 1900
D3
You see Eib road.
~
~
0 -1 1921
S
#1921
{YEib Road{x~
You are standing on a quaint section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. There are birds singing in the distance.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1920
D3
You see Eib road.
~
~
0 -1 1922
S
#1922
{YEib Road{x~
You are standing on a quaint section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. There is a small shop to the south with a
banging sound coming from it. There is a {bsign{x
here.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1921
D2
You see the Armorer.
~
~
0 -1 1966
D3
You see Eib road.
~
~
0 -1 1923
E
sign~
---------
To the south of here is the local Armor shop. You
can purchase pieces you might not be able to find
or get some extras you might need later. To see
what he offers type LIST when you get inside.
~
S
#1923
{YEib Road{x~
You are standing on a quaint section of Eib road.
From here you can head east to the center square,
or you can go west down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1922
D3
You see Eib road.
~
~
0 -1 1924
S
#1924
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head east to the center square,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D1
You see Eib road.
~
~
0 -1 1923
D2
You see Eib road.
~
~
0 -1 1925
S
#1925
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head north towards the corner,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you. To the west of here you see a General Store.
~
0 0 1
D0
You see a corner of Eib road.
~
~
0 -1 1924
D2
You see Eib road.
~
~
0 -1 1926
D3
You see a General Store.
~
~
0 -1 1999
S
#1926
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head north towards the store,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D0
You see Eib road.
~
~
0 -1 1925
D2
You see Eib road.
~
~
0 -1 1927
S
#1927
{YEib Road{x~
You are standing on a corner section of Eib road.
From here you can head north towards the corner,
or you can go south down Eib road. Small cottages
and houses occupy the tree filled lots all around
you.
~
0 0 1
D0
You see Eib road.
~
~
0 -1 1926
D2
You see Eib road.
~
~
0 -1 1928
S
#1928
{YEib Road{x~
You are at a dead end portion of Eib road. The
city wall of Calinth lies directly to the south
of you while a small training yard lies to the
east, you can also return north.
~
0 0 1
D0
You see Eib road.
~
~
0 -1 1927
D1
You see a training yard.
~
~
0 -1 1971
S
#1929
{YWealthy Avenue{x~
This section road known as Wealthy avenue was
built by an exotic old man who lives in a mansion
in the main part of Calinth. He built this road
that leads to a large structure where he keeps an
exotic collection of beasts from around Rylelia.
You can visit this place by heading east, or return
to the west
~
0 0 1
D1
You see Wealthy avenue.
~
~
0 -1 1930
D3
You see Wen road.
~
~
0 -1 1910
S
#1930
{YWealthy Avenue{x~
This section road known as Wealthy avenue was
built by an exotic old man who lives in a mansion
in the main part of Calinth. He built this road
that leads to a large structure where he keeps an
exotic collection of beasts from around Rylelia.
You can visit this place by heading east, or return
to the west
~
0 0 1
D1
You see Wealthy avenue.
~
~
0 -1 1931
D3
You see Wealthy ave.
~
~
0 -1 1929
S
#1931
{YWealthy Avenue{x~
This street is lined with the best of stones
and bricks gold could buy. Exotic trees and
bushes are on the north and south pruned daily
by some hired hands. You can head east to a
corner or back west down Wealthy ave.
~
0 0 1
D1
You see A corner.
~
~
0 -1 1932
D3
You see Wealthy ave.
~
~
0 -1 1930
S
#1932
{YWealthy Avenue{x~
You are standing on a turn in Wealthy
avenue. From here it heads on to the south.
A building lies to the east of you but the
entrance must be further down. A pungent
smell is in the air.
~
0 0 1
D2
You see Wealthy ave.
~
~
0 -1 1933
D3
You see Wealthy ave.
~
~
0 -1 1931
S
#1933
{YWealthy Avenue{x~
There is a very pungent smell coming from the east
where the entrance to the large building is. You
notice that there are no houses on this street, the
builder must want to keep people away from his strange
collection. You can continue south or go north as
well.
~
0 0 1
D0
You see Wealthy ave.
~
~
0 -1 1932
D1
You see a large building.
~
~
0 -1 1989
D2
You see Wealthy ave.
~
~
0 -1 1934
S
#1934
{YWealthy Avenue{x~
You are nearing the end of Wealthy avenue. From
here you can head north towards the large building
or you can go south towards a lavish inn. On
either side of the street are large oak trees that
sway in the breeze.
~
0 0 1
D0
You see Wealthy ave.
~
~
0 -1 1933
D2
You see Wealthy ave.
~
~
0 -1 1935
S
#1935
{YThe End Of Wealthy Avenue{x~
You have reached the end of Wealthy ave. To the
east lies a lavish Inn where you can get a room
and some food for the night, Or you can head back
north along the avenue. The city wall of Calinth
lies to the south of you.
~
0 0 1
D0
You see Wealthy ave.
~
~
0 -1 1934
D1
You see a lavish inn.
~
~
0 -1 1970
S
#1936
{YJail Avenue{x~
You are walking along Jail avenue, named so
because the local jail lies off of it to the
east and south. Residents do not build houses
along this street for fear and escaping prisoner
might attack them. Further to the east and to
the north lies the healer. He is known to help
all, he even frequently visits the jail to lift
spirits and help the sick.
~
0 0 1
D1
You see Jail ave.
~
~
0 -1 1937
D3
You see Wen road.
~
~
0 -1 1904
S
#1937
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right.
~
0 0 1
D1
You see Jail ave.
~
~
0 -1 1938
D3
You see Jail ave.
~
~
0 -1 1936
S
#1938
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. To the north
of here is the town healer.
~
0 0 1
D0
You see the local healer.
~
~
0 -1 1968
D1
You see Jail ave.
~
~
0 -1 1939
D3
You see Jail ave.
~
~
0 -1 1937
S
#1939
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. Jail ave
curves to the south here.
~
0 0 1
D2
You see Jail ave.
~
~
0 -1 1940
D3
You see Jail ave.
~
~
0 -1 1938
S
#1940
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. Jail ave
heads north and south here. A large Jailhouse lies
to your east but the entrance is further south.
~
0 0 1
D0
You see Jail ave.
~
~
0 -1 1939
D2
You see Jail ave.
~
~
0 -1 1941
S
#1941
{YJail Avenue{x~
You are walking on the only desolate stretch in
the new section of town. Trees have been cleared
and the plants are brown and dead. You would figure
being so close to the jail would lower the value
of the properties, and you were right. Jail ave
heads north and south here. A large Jailhouse lies
to your east.
~
0 0 1
D0
You see Jail ave.
~
~
0 -1 1940
D1
You see the Jailhouse.
~
~
0 -1 1973
D2
You see Jail ave.
~
~
0 -1 1942
S
#1942
{YThe End Of Jail Avenue{x~
You are at the end of Jail avenue. To the south
over a large fence you can see the main street
Eib road, the connection has been blocked to keep
the prisoners from reaching it so easy. You can
return to the north to head back on Jail ave.
~
0 0 1
D0
You see Jail ave.
~
~
0 -1 1941
S
#1943
{YWen Road{x~
You are on a more run down looking section of
Wen road. To the north of here you see a local
guildhouse that is willing to teach all the guild
skills needed. To the east you see Wen road slowly
turning to the south and to the west you hear
a busy marketplace.
~
0 0 1
D0
You a local guildhouse.
~
~
0 -1 1972
D1
You see Wen road.
~
~
0 -1 1906
D3
You see Wen road.
~
~
0 -1 1944
S
#1944
{YWen Road{x~
You are on standing on a run down section of Wen
road. It doesnt look quite so nice here. The road
is potholed and broken. The normal houses you see
are rather run down and shabby looking. You can
head east or west from here.
~
0 0 1
D1
You see Wen road.
~
~
0 -1 1943
D3
You see Wen road.
~
~
0 -1 1945
S
#1945
{YWen Road{x~
You are on standing on a run down section of Wen
road. It doesnt look quite so nice here. The road
is potholed and broken. The normal houses you see
are rather run down and shabby looking. You can
head east or west from here.
~
0 0 1
D1
You see Wen road.
~
~
0 -1 1944
D3
You see Wen road.
~
~
0 -1 1946
S
#1946
{YWen Road's Slave Pens{x~
You are on standing on a run down section of Wen
road. It doesnt look quite so nice here. The road
is potholed and broken. The normal houses you see
are rather run down and shabby looking. To the south
of here you see the entrance to a slavers guild. To
the east you can return down Wen road.
~
0 0 1
D1
You see Wen road.
~
~
0 -1 1945
D2
You see a Slavers Guild.
~
~
0 -1 1947
S
#1947
{YEntrance To The Slavers Guild{x~
You are standing in the coatroom of the Slavers guild.
A sick smell assaults your nostrils and you can hear the
sounds of torture in the distance. You wonder how they
were able to build this place in the new section. To
The west are the main offices and to the east is the
auction block.
~
0 CD 0
D0
You see Wen road.
~
~
0 -1 1946
D1
You see the auction block.
~
~
0 -1 1948
D3
You see the Offices.
~
~
0 -1 1950
S
#1948
{YThe Auction Block{x~
This rooms reeks of human bondage. Shackles and and
stocks are on the walls. Fat and smelly merchants from
the various wealthy familys fill the room. A raised
platform is on the south wall where the deeds are done.
To the east are the pens, and to the west is the
entrance hall.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1949
D3
You see the entrance hall.
~
~
0 -1 1947
S
#1949
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D2
You see the slave pens.
~
~
0 -1 1954
D3
You see the auction block.
~
~
0 -1 1948
S
#1950
{YFront Office{x~
You are standing in an opulent front office of the
Slave guild. The riches provided from bondage are
quite rewarding. A large oak desk fills the room.
To the west you see the entrance to a back office.
~
0 0 0
D1
You see the entrance hall.
~
~
0 -1 1947
D3
You see a back office.
~
~
0 -1 1951
S
#1951
{YBack Office{x~
You are in the back office of the Slaver guild.
Large file cabinets line all the walls along with
various instruments of torture and bondage. A
leather smell fills this room.
~
0 N 0
D1
You see the front office.
~
~
0 -1 1950
S
#1952
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D2
You see the slave pens.
~
~
0 -1 1955
S
#1953
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D2
You see the slave pens.
~
~
0 -1 1957
S
#1954
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1949
D2
You see the slave pens.
~
~
0 -1 1958
S
#1955
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1952
D1
You see the slave pens.
~
~
0 -1 1956
S
#1956
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1957
D2
You see the slave pens.
~
~
0 -1 1959
D3
You see the slave pens.
~
~
0 -1 1955
S
#1957
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1953
D1
You see the slave pens.
~
~
0 -1 1958
D3
You see the slave pens.
~
~
0 -1 1956
S
#1958
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1954
D3
You see the slave pens.
~
~
0 -1 1957
S
#1959
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1956
D2
You see the slave pens.
~
~
0 -1 1960
S
#1960
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D0
You see the slave pens.
~
~
0 -1 1959
D1
You see the slave pens.
~
~
0 -1 1961
S
#1961
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1962
D3
You see the slave pens.
~
~
0 -1 1960
S
#1962
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D1
You see the slave pens.
~
~
0 -1 1963
D3
You see the slave pens.
~
~
0 -1 1961
S
#1963
{RSlave Pens{x~
Sick remains of human and humanoid creatures cover the
floor along with excrement and blood. Chains are attached
to the walls along with smoldering torch stubs which provide
a small amount of light.
~
0 0 0
D3
You see the slave pens.
~
~
0 -1 1962
S
#1964
{YBar-B-Que Stand{x~
A large fire pit occupies the majority of this room, good
smells waft up from the many cuts of meat cooking in the
'special' sauce. A few patrons sit at wood picnic style
benches placed around the room. If you want to see what
is for sale type {blist{x.
~
0 0 0
D3
You see Wen Road.
~
~
0 -1 1902
S
#1965
{YThe PumpHouse{x~
You are standing in an oldstyle pumphouse, on the outside
a large waterwheel turns with the current pouring over it.
Inside here you see a large pump mechanism hooked up to
a faucet that is used to fill skins and buckets that are
for sale to the townsfolk and wandering adventurers. Type
{blist{x to see what is for sale.
~
0 0 0
D3
You see Wen road.
~
~
0 -1 1908
S
#1966
{YThe Armor Shop{x~
You are standing inside a very very HOT armor shop. A large
furnace burns in the rear of the building where the young
helpers of the master armorer hammer away at new and strange
designs. Different styles of metal work hang about the
walls. Type {blist{x to see what is for sale.
~
0 0 0
D0
You see Eib road.
~
~
0 -1 1922
S
#1967
{YSharp As A Razor Weapon Shop{x~
You are standing inside a rather odd weapons shop. There
are various practice dummys lining the walls with stab
and slash wounds covering them. The owner is here cheering
on some young fellow as they hack apart a dummy. Type
{blist{x to see what is for sale.
~
0 0 0
D1
You see Eib road.
~
~
0 -1 1913
S
#1968
{YThe Fountain Of Life{x~
You are in a quiet and peaceful white chamber. A large
sign bearing the Healers guild insignia is on the back
wall. Beds and comfy chairs are all around. The aroma of
strange herbs and medicines fill the air.
~
0 0 0
D2
You see Jail ave.
~
~
0 -1 1938
S
#1969
{YG{rO{BO{RD{bW{yI{GL{gL{x~
You are in the local goodwill. Here items can be purchased
with the five finger discount thanx to local helpful souls.
Please take what you want but do not be to greedy as others
are in need as well.
~
0 0 0
D2
You see Eib road.
~
~
0 -1 1916
S
#1970
{YThe Incomplete Inn{x~
You are standing on the construction site of a lavish inn.
It isnt quite done yet, so you are not required to stay
here.
~
0 0 0
D3
You see Wealthy ave.
~
~
0 -1 1935
S
#1971
{GThe Training Yard{x~
You are in a large cleared area designed to help you train
your skills. The various workout tools and practice dummys
line the yard. Some tough trainers helpers will spar with
you and a master trainer is here to teach you.
Type {bhelp train{x to learn more.
~
0 0 1
D3
You see Eib road.
~
~
0 -1 1928
S
#1972
{GThe GuildHouse{x~
This is one of the few guildhouses in all of Rylelia that
trains the skills of all the guilds. The setting is quaint
and humble as they try and keep it quiet as not to upset
the real guildhouses by showing wealth. You can practice
your skills here if you wish. Type {bhelp practice{x to
learn more.
~
0 0 0
D2
You see Wen road.
~
~
0 -1 1943
S
#1973
{yThe Entrance To The Jail{x~
You are standing in the entrance to the jail. Strangely
enough their are no doors or bars covering the entrance.
Their is a guard room to the north and the way out is
to the west.
~
0 CDK 0
D0
You see the guard room
~
~
0 -1 1974
D3
You see Jail road.
~
~
0 -1 1941
S
#1974
{yGuard Room To The Jail{x~
You are in the guard room of the new section minimum
security jailhouse. Their are no bars or doors to this
jail but the prisoners would have to get through this
guard room to get out. Most dont ever try.
To the north lies the beginning of the jail yard.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1975
D2
You see the Entrance hall.
~
~
0 -1 1973
S
#1975
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1976
D2
You see the guard room.
~
~
0 -1 1974
S
#1976
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D1
You see an open jail yard.
~
~
0 -1 1977
D2
You see the jail yard.
~
~
0 -1 1975
S
#1977
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1987
D1
You see an open jail yard.
~
~
0 -1 1978
D2
You see the jail yard.
~
~
0 -1 1986
D3
You see the jail yard.
~
~
0 -1 1976
S
#1978
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1988
D2
You see an open jail yard.
~
~
0 -1 1979
D3
You see the jail yard.
~
~
0 -1 1977
S
#1979
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1978
D2
You see an open jail yard.
~
~
0 -1 1980
D3
You see the jail yard.
~
~
0 -1 1986
S
#1980
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1979
D2
You see an open jail yard.
~
~
0 -1 1981
D3
You see the jail yard.
~
~
0 -1 1985
S
#1981
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1980
D2
You see an open jail yard.
~
~
0 -1 1982
D3
You see the jail yard.
~
~
0 -1 1984
S
#1982
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1981
D3
You see the jail yard.
~
~
0 -1 1983
S
#1983
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1984
D1
You see an open jail yard.
~
~
0 -1 1982
S
#1984
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1985
D1
You see an open jail yard.
~
~
0 -1 1981
S
#1985
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1986
D1
You see an open jail yard.
~
~
0 -1 1980
S
#1986
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D0
You see an open jail yard.
~
~
0 -1 1977
D1
You see an open jail yard.
~
~
0 -1 1979
S
#1987
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D2
You see an open jail yard.
~
~
0 -1 1977
S
#1988
{yOpen Jail Yard{x~
You are in an open jail yard. Cots and piles of straw are
on the ground, there is a shithole in the corner and a few
small fires keep the prisoners somewhat warm.
~
0 0 0
D2
You see an open jail yard.
~
~
0 -1 1978
S
#1989
{BEntrance To The Strange Collection{x~
You are standing in the entrance hall the the wealthy mans
strange collection of creatures. A pungent smell of dirt
and filth fill this room. A sign says, be careful of using
anti-magics as the creatures are held in place using some
sort of spell. To the north is the start of the exhibits.
To the west lies Wealthy ave.
~
0 CDK 0
D0
You see an exhibit.
~
~
0 -1 1990
D3
You see Wealthy ave.
~
~
0 -1 1933
S
#1990
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1991
D2
You see the entrance hall.
~
~
0 -1 1989
S
#1991
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1992
D2
You see an exhibit.
~
~
0 -1 1990
S
#1992
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1993
D2
You see an exhibit.
~
~
0 -1 1991
S
#1993
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D1
You see an exhibit.
~
~
0 -1 1994
D2
You see an exhibit.
~
~
0 -1 1992
S
#1994
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D2
You see an exhibit.
~
~
0 -1 1995
D3
You see an exhibit.
~
~
0 -1 1993
S
#1995
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1994
D2
You see an exhibit.
~
~
0 -1 1996
S
#1996
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1995
D2
You see an exhibit.
~
~
0 -1 1997
S
#1997
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1996
D2
You see an exhibit.
~
~
0 -1 1998
S
#1998
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You think the creatures must be changed around
quite a bit.
~
0 0 0
D0
You see an exhibit.
~
~
0 -1 1997
D3
You see the entrance hall.
~
~
0 -1 1989
S
#1999
{YThe General Store{x~
Welcome to the general store. Here you can buy various
utilitarian items you might need along your trips and
adventures. The shelves are lined with things so to
take a look around just type {blist{x.
~
0 0 0
D1
You see Eib road.
~
~
0 -1 1925
S
#0


#RESETS
*
*
M 1 1900 1 1999 1			the store manager to {YThe General Store{x
E 1 1909 100 5
E 1 1907 100 7
E 1 1908 100 8
E 1 1910 100 13
G 1 1900 100
G 1 1901 100
G 1 1902 100
G 1 1903 100
G 1 1904 100
G 1 1905 100
G 1 1906 100
*
M 1 1901 1 1971 1			jerrod the trainer to {GThe Training Yard{x
E 1 1911 100 7
E 1 1912 100 8
*
M 1 1902 1 1966 1			ktef the master amorer to {YThe Armor Shop{x
E 1 1914 100 1
E 1 1914 100 2
E 1 1919 100 13
G 1 1913 100
G 1 1914 100
G 1 1915 100
G 1 1916 100
G 1 1917 100
G 1 1918 100
*
M 1 1903 1 1967 1			yules the weapon smith to {YSharp As A Razor Weapon Shop{x
E 1 1909 100 5
E 1 1911 100 7
E 1 1913 100 8
G 1 1920 100
G 1 1921 100
G 1 1922 100
G 1 1923 100
G 1 1924 100
*
M 1 1904 1 1965 1			john the fat pumpmaster to {YThe PumpHouse{x
E 1 1909 100 5
E 1 1907 100 7
E 1 1908 100 8
G 1 1925 100
G 1 1926 100
G 1 1927 100
*
M 1 1905 1 1972 1			yurians the guildmaster to {GThe GuildHouse{x
E 1 1914 100 1
E 1 1915 100 3
E 1 1916 100 5
E 1 1907 100 7
E 1 1912 100 8
*
M 1 1906 1 1968 1			thar the healer to {YThe Fountain Of Life{x
*
M 1 1907 1 1964 1			virginia the cook to {YBar-B-Que Stand{x
E 1 1909 100 5
E 1 1907 100 7
E 1 1908 100 8
E 1 1910 100 13
G 1 1928 100
G 1 1929 100
G 1 1930 100
G 1 1931 100
G 1 1932 100
O 1 1933 100 1900			a gurgling fountain to {YCenter Of The New District{x
O 1 1934 100 1902			a green oak tree to {YWen Road{x
O 1 1934 100 1906			a green oak tree to {YCorner of Wen Road{x
O 1 1934 100 1912			a green oak tree to {YWen Road{x
O 1 1934 100 1916			a green oak tree to {YEib Road{x
O 1 1934 100 1923			a green oak tree to {YEib Road{x
O 1 1934 100 1932			a green oak tree to {YWealthy Avenue{x
O 1 1934 100 1937			a green oak tree to {YJail Avenue{x
O 1 1935 100 1968			a medical bed to {YThe Fountain Of Life{x
O 1 1935 100 1968			a medical bed to {YThe Fountain Of Life{x
O 1 1935 100 1968			a medical bed to {YThe Fountain Of Life{x
*
M 1 1908 3 1901 3			a smiling citizen to {YWen Road{x
E 1 1909 100 5
E 1 1936 100 7
E 1 1908 100 8
*
M 1 1909 6 1905 6			a plump male citizen to {YWen Road{x
E 1 1909 100 5
E 1 1907 100 7
*
M 1 1910 5 1917 5			a town guard wannabe to {YEib Road{x
E 1 1909 100 5
E 1 1907 100 7
E 1 1913 100 8
*
M 1 1909 1 1909 1			a plump male citizen to {YWen Road{x
*
M 1 1908 1 1926 1			a smiling citizen to {YEib Road{x
*
M 1 1910 1 1938 1			a town guard wannabe to {YJail Avenue{x
*
M 1 1913 1 1922 1			a street cleaner to {YEib Road{x
E 1 1909 100 5
E 1 1907 100 7
E 1 1938 100 16
E 1 1937 100 17
*
M 1 1913 1 1903 1			a street cleaner to {YWen Road{x
E 1 1938 100 16
E 1 1937 100 17
*
M 1 1911 3 1910 3			a cute kitten to {YWen Road and Wealthy Avenue{x
*
M 1 1912 3 1904 3			a small puppy to {YWen Road and Jail Avenue{x
*
M 1 1914 5 1900 5			a town guard stands here to {YCenter Of The New District{x
*
M 1 1914 5 1918 1			a town guard stands here to {YEib Road{x
*
M 1 1914 5 1908 1			a town guard stands here to {YWen Road{x
*
M 1 1914 5 1932 1			a town guard stands here to {YWealthy Avenue{x
*
M 1 1915 4 1953 1			a beaten slave sits here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1915 4 1958 1			a beaten slave sits here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1915 4 1961 1			a beaten slave sits here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1915 4 1952 1			a beaten slave sits here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1916 4 1954 1			a new slave stands here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1916 4 1957 1			a new slave stands here to {RSlave Pens{x
*
M 1 1916 4 1963 1			a new slave stands here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1916 4 1958 1			a new slave stands here to {RSlave Pens{x
*
M 1 1917 4 1954 1			a skinny slave stands here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1917 4 1956 1			a skinny slave stands here to {RSlave Pens{x
E 1 1919 100 13
*
M 1 1917 4 1958 1			a skinny slave stands here to {RSlave Pens{x
*
M 1 1917 4 1961 1			a skinny slave stands here to {RSlave Pens{x
*
M 1 1918 5 1962 5			a huge slave stands here to {RSlave Pens{x
E 1 1908 100 8
E 1 1919 100 13
*
M 1 1919 1 1948 1			the angry slave master to {YThe Auction Block{x
E 1 1911 100 7
E 1 1912 100 8
*
M 1 1920 1 1950 1			the enslaved secretary to {YFront Office{x
E 1 1909 100 5
E 1 1936 100 7
G 1 1939 100
*
M 1 1921 1 1951 1			the slaver lord stands here to {YBack Office{x
G 1 1940 100
G 1 1941 100
*
M 1 1922 9 1974 9			a jail guard to {yGuard Room To The Jail{x
E 1 1942 100 5
*
M 1 1922 9 1974 9			a jail guard to {yGuard Room To The Jail{x
*
M 1 1922 9 1974 9			a jail guard to {yGuard Room To The Jail{x
*
M 1 1927 1 1987 1			leroy the gang leader to {yOpen Jail Yard{x
*
M 1 1928 1 1988 1			leroys jail bitch  to {yOpen Jail Yard{x
E 1 1936 100 7
E 1 1949 100 3
E 1 1947 100 8
E 1 1948 100 15
*
M 1 1923 5 1976 5			an old prisoner to {yOpen Jail Yard{x
*
M 1 1924 9 1980 9			a young prisoner to {yOpen Jail Yard{x
*
M 1 1925 9 1983 9			a fat prisoner to {yOpen Jail Yard{x
*
M 1 1926 9 1986 9			a tough prisoner to {yOpen Jail Yard{x
*
M 1 1929 9 1979 9			a small rat to {yOpen Jail Yard{x
*
M 1 1930 1 1970 1			a wandering gypsy to {YThe Incomplete Inn{x
E 1 1944 100 8
E 1 1945 100 16
G 1 1943 100
*
M 1 1931 1 1942 1			a little kid to {YThe End Of Jail Avenue{x
G 1 1946 100
*
M 1 1932 1 1990 1			a ugly orc to {BCreature Exhibit{x
*
M 1 1933 1 1991 1			a filthy kobold to {BCreature Exhibit{x
*
M 1 1934 1 1992 1			a strange modron to {BCreature Exhibit{x
*
M 1 1935 1 1993 1			a giant hobgoblin to {BCreature Exhibit{x
*
M 1 1936 1 1994 1			the lizard man to {BCreature Exhibit{x
*
M 1 1937 1 1995 1			a war pig to {BCreature Exhibit{x
*
M 1 1938 1 1996 1			a deadly snake to {BCreature Exhibit{x
*
M 1 1939 1 1997 1			a grizzly bear to {BCreature Exhibit{x
*
M 1 1940 3 1998 3			a black wolf to {BCreature Exhibit{x
S


#SHOPS
1900 15 0 0 0 0 100 100 0 23			the store manager
1902 9 0 0 0 0 100 100 0 23			ktef the master amorer
1903 5 0 0 0 0 100 100 0 23			yules the weapon smith
1904 17 0 0 0 0 100 100 0 23			john the fat pumpmaster
1907 19 0 0 0 0 100 100 0 23			virginia the cook
0


#SPECIALS
M  1906 spec_cast_adept			thar the healer
S


#$

You see an exhibit.
~
~
0 -1 1994
D2
You see an exhibit.
~
~
0 -1 1992
S
#1994
{BCreature Exhibit{x~
This is the exhibit room of some wierd creature. It looks
as though it hasnt been cleaned in a while. Different
types of bedding lie strewn about as well as rotting pieces
of food. You tnorth.are   664   4563    310       20614  6367452370   6037 #AREA
north.are~
Northern Road~
{ 5 35} Grehyton Northern Road~
1600 1699

#MOBILES
#1600
pilgrim~
the pilgrim~
The pilgrim moves on towards a destination.
~
The pilgrims travel to the northern road to look
at the great firetop mountain, and to visit the
guardian city to the north.
~
human~
CG 0 -400 0
4 0 2d5+60 0d0+0 1d6+1 pound
8 8 8 8
EIN 0 0 0
stand stand male 4
0 0 medium 0
#1601
mangy mutt~
the mangy mutt~
The mangy mutt wants some food.
~
He is dirty and covered with disease, who could
want such a beast.
~
human~
G 0 0 0
1 0 2d6+10 0d0+0 1d4+0 scratch
8 8 8 9
F 0 0 0
stand stand male 0
0 0 medium 0
#1602
dark hunter~
a dark hunter~
A dark looking member of the hunter guild is here.
~
She has strange looking armor and dark colored clothes.
She looks fairly tough.
~
human~
CG 0 0 0
10 0 2d10+121 0d0+0 2d8+2 punch
7 7 7 9
EIN 0 0 0
stand stand female 0
0 0 medium 0
#0


#OBJECTS
#1600
spiked ring~
a spiked ring~
A shiny piece of metal glints from the dirt.~
gold~
treasure P AB
0 0 0 0 0
10 2 0 P
A
19 5
E
ring~
It has a vicious spike that looks like it hurts.
~
#1601
darkened leather armor~
darkened leather armor~
A darkened leather chest armor rests here.~
bamboo~
armor 0 AD
3 4 4 0 2
6 15 0 P
F
V 0 0 H
#1602
small candle~
a small candle~
A small candle rests here.~
crystal~
light A AO
0 0 250 0 0
3 10 0 P
#1603
deer bladder~
a deer bladder~
The gut of some animal sits here.~
bone~
drink 0 A
60 60 water 0 0
0 1 0 P
#1604
green dust~
some green dust~
Some green dust rests here.~
ash~
pill P A
10 'cure blindness' 0 0 0
10 0 0 P
#1605
woven sack~
a woven sack~
A woven sack sits here.~
cloth~
container 0 AO
50 0 0 5 100
3 3 0 P
E
woven bag~
Its a tight weave that looks quite sturdy.~
#1606
gorp~
a bag of gorp~
A bag of gorp sits here.~
bread~
food P A
15 8 0 0 0
0 0 0 P
E
gorp~
This is a raisen and nut mix used by rangers
and adventurers.~
#1607
thick steak~
a thick steak~
A sweet thick steak sits here.~
cream~
food P A
50 50 0 0 0
0 0 0 P
#1608
meat jerky~
a meat jerky~
A meat jerky sits here.~
hard leather~
food P A
24 8 0 0 0
0 0 0 P
E
meat jerky~
Hmmm meat jerky, you wonder what kind of meat
it is.~
#1609
bench~
a bench~
A forest bench sits here.~
bamboo~
furniture 0 0
2 200 BEHKN 100 100
0 300 0 P
E
bench~
Some nice person built a bench here, to help
you rest on your long journey.~
#1610
curved dagger~
a curved dagger~
A curved dagger sits here.~
metal~
weapon 0 AN
dagger 1 6 pierce 0
5 5 0 P
E
dagger curved~
A sharp curved dagger with a blue blade.~
#0


#ROOMS
#1600
{YNorthern Road{x~
You are on the Northern Road. Leading to parts
unknown, it is a very dangerous place.
There is a small sign here.
~
0 C 3
D0
The Northern Road.
~
~
0 -1 1601
D2
The Northern village gate.
~
~
0 -1 1715
S
#1601
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling. Further along south a
walled village rises out of the hilly woodlands.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1602
D2
The Northern Road.
~
~
0 -1 1600
S
#1602
{YNorthern Road{x~
You are on the Northern Road. Dark clouds loom
over some mountains far to the north. The forest
here is getting darker and thicker.  To the west
you can spot firetop volcano, rising high above
the other mountains.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1603
D2
The Northern Road.
~
~
0 -1 1601
S
#1603
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling. Far off to the east the
ocean beats against the cliffs.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1604
D2
The Northern Road.
~
~
0 -1 1602
S
#1604
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1605
D2
The Northern Road.
~
~
0 -1 1603
S
#1605
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1606
D2
The Northern Road.
~
~
0 -1 1604
S
#1606
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1607
D2
The Northern Road.
~
~
0 -1 1605
S
#1607
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling. Off to the east you can
see a marshy grassland. 
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1608
D2
The Northern Road.
~
~
0 -1 1606
S
#1608
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1609
D2
The Northern Road.
~
~
0 -1 1607
S
#1609
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1610
D2
The Northern Road.
~
~
0 -1 1608
S
#1610
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1611
D2
The Northern Road.
~
~
0 -1 1609
S
#1611
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1612
D2
The Northern Road.
~
~
0 -1 1610
S
#1612
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 N 3
D0
The Northern Road.
~
~
0 -1 1613
D2
The Northern Road.
~
~
0 -1 1611
S
#1613
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1614
D2
The Northern Road.
~
~
0 -1 1612
S
#1614
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1615
D2
The Northern Road.
~
~
0 -1 1613
S
#1615
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1616
D2
The Northern Road.
~
~
0 -1 1614
S
#1616
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1617
D2
The Northern Road.
~
~
0 -1 1615
S
#1617
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1618
D2
The Northern Road.
~
~
0 -1 1616
S
#1618
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling.
~
0 0 3
D0
The Northern Road.
~
~
0 -1 1619
D2
The Northern Road.
~
~
0 -1 1617
S
#1619
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling. A large mountain lies to the
north.
~
0 0 3
D0
You see a path heading up into a mountain.
~
~
0 -1 5735
D0
The Northern Road.
~
~
0 -1 1620
D2
The Northern Road.
~
~
0 -1 1618
S
#1620
{YNorthern Road{x~
You are on the Northern Road, forest surrounds 
you and it is dark and quiet. Kinda gives you
and uneasy feeling. The road stops suddenly
here in a pile of rock.
~
0 0 3
D2
The Northern Road.
~
~
0 -1 1619
S
#0


#RESETS
*
*
M 1 1600 3 1612 3                       the bandit to Northern Road.
E 1 1610 100 16
*
M 1 1600 3 1612 3                       the bandit to Northern Road.
E 1 1610 100 16
*
M 1 1600 3 1612 3                       the bandit to Northern Road.
E 1 1610 100 16
G 1 1604 100
G 1 1605 100
*
M 1 1601 1 1604 1                       the lost boy to Northern Road.
G 1 1607 100
*
M 1 1602 5 1601 1                       the traveller to Northern Road.
G 1 1606 100
G 1 1605 100
*
M 1 1602 5 1604 1                       the traveller to Northern Road.
E 1 1601 100 5
E 1 1602 100 17
*
M 1 1602 5 1612 1                       the traveller to Northern Road.
E 1 1600 100 1
E 1 1600 100 2
E 1 1601 100 5
E 1 1610 100 16
G 1 1608 100
G 1 1604 100
G 1 1603 100
*
M 1 1602 5 1615 1                       the traveller to Northern Road.
E 1 1601 100 5
G 1 1606 100
G 1 1605 100
G 1 1603 100
*
M 1 1602 5 1618 1                       the traveller to Northern Road.
O 1 1609 100 1609                       a bench to Northern Road.
S


#$
here.~
cream~
food P A
50 50 0 0 0
0 0 0 P
#1608
meat jerky~
a meat jerky~
A meat jerky sits here.~
hard leather~
fopath.are   744   4563    310       21237  6360232007   5624 #AREA
path.are~
The Hidden Path~
{ 5 35} Grehyton The Hidden Path~
2700 2799

#MOBILES
#2700
bandit~
the bandit~
The bandit screams "stand and deliver" then attacks.
~
Dressed in a black cape and mask, he wants your
riches.
~
human~
FG 0 -300 0
1 0 2d6+10 0d0+0 1d4+0 slash
8 8 8 8
J 0 0 0
stand stand male 1
0 0 medium 0
#2701
bandit sargaent~
the bandit sargaent~
The bandit sargaent is angered by your intrusion.
~
He is very angry, you must die because you found
the hideout.
~
human~
FG 0 -300 0
2 0 2d6+30 0d0+0 1d8+0 pound
7 7 7 7
I 0 0 0
stand stand male 0
0 0 medium 0
#2702
bandit recruit~
the bandit recruit~
The bandit recruit stands here.
~
Obviously a rookie, as he is surprised by your
intrusion.
~
human~
FG 0 0 0
1 0 2d6+10 0d0+0 1d6+0 pound
9 9 9 9
N 0 0 0
stand stand male 1
0 0 medium 0
#2703
bandit leader~
the bandit leader~
The bandit leader will show you what discipline means.
~
He is angered that his men have failed, perhaps
you have done him a favor.
~
elf~
BFG Q -500 0
5 0 2d6+60 0d0+0 1d6+4 pound
8 8 8 8
B 0 0 0
stand stand female 5
0 0 medium 0
#2704
two thumbs~
two thumbs~
Two Thumbs stands here, serving up drinks.
~
He looks well travelled and very experienced, 
the only thing that stopped his travels was
the spectre of age.
~
human~
BG 0 500 0
23 2 5d10+450 0d0+0 3d6+6 pound
-6 -6 -6 -6
EFIJK 0 0 0
stand stand male 20
0 0 medium 0
#2705
seedy patron~
the seedy patron~
The seedy patron doesnt like strangers in his inn!
~
A dark hood covers this guys face, he looks like
a shady character.
~
human~
BG 0 -300 0
5 0 2d6+60 0d0+0 1d6+1 pound
5 5 5 5
0 0 0 0
sit sit male 0
0 0 medium 0
#0


#OBJECTS
#2700
chair~
a chair~
A chair sits here.~
wood~
furniture 0 0
1 500 E 0 0
0 10 0 P
E
chair~
It looks sturdy enough to hold a single person.~
#2701
chair~
a chair~
A chair sits here.~
wood~
furniture 0 0
1 400 EF 0 0
0 10 0 P
E
chair~
It looks study enough to sit on.~
#2702
table~
a table~
A table is here.~
bone~
furniture 0 0
2 500 EHKN 0 0
0 50 0 P
E
table~
A sturdy table, a good place to put drinks.~
#2703
black mask~
a black mask~
A black strip of cloth sits here.~
canvas~
armor 0 AE
9 9 9 9 1
1 4 20 P
#2704
hooded cloak~
a hooded cloak~
A hooded cloak rests here.~
dark laen~
armor 0 AK
3 3 3 3 1
0 5 100 P
A
2 1
#2705
arming doublet~
arming doublet~
A arming doublet sits here.~
fur~
armor 0 AD
5 5 5 5 2
3 20 300 P
E
doublet~
This padded leather vest type garment can be
used as armor by itself, but is usually covered
with platemail.~
#2706
assegai~
a assegai~
An assegai rests here.~
flint~
weapon 0 AN
polearm 2 4 scratch 0
0 15 75 P
E
assegai~
This is a spear/polearm with a leaf shaped head,
its shaft has been reinforced with iron to make
it extremely sturdy. The extra weight however
makes it impossible to throw.~
#2707
bagh nakh~
a pair of bagh nakh~
A pair of bagh nakh rest here.~
adamantite~
weapon 0 AN
dagger 2 4 slash 0
0 15 150 P
E
bagh nakh~
The name of this weapons means "tiger claws" in
an ancient tongue. They are worn on the hands
and attack similiar to daggers.~
#2708
bich wa~
a bich wa~
A bich wa rests here.~
bone~
weapon 0 AN
dagger 2 4 slash 0
0 15 87 P
E
bich wa~
The bich wa is a double curved dagger with a 
loop handle. It is usually made from buffalo
horns, and is also known as the 'scorpions sting'~
#2709
brandestock~
a brandestock~
A brandestock rests here.~
brass~
weapon 0 AN
polearm 2 7 slash 0
3 30 312 P
E
brandestock~
A long hafted weapon with a small axehead on
one side and a short spike on the other.~
#2710
lamellar~
a suit of lamellar~
A suit of lamellar rests here.~
brass~
armor 0 AD
7 7 7 9 3
0 70 400 P
E
lamellar~
Lamellar armor is made of strips of metal tied
not stapled to thick leather backing.~
#2711
steel cap~
a steel cap~
A steel cap rests here.~
steel~
armor 0 AE
8 8 9 9 1
5 10 432 P
E
cap~
A small well fitting steel helmet. Also known
as a skull cap.~
#0


#ROOMS
#2700
{YA Hidden Trail{x~
You are on a hidden trail you found in the DearthWood.
Recent footprints indicate it is used frequently but the
beginning was hidden by bushes.
~
0 0 5
D1
You see the DearthWood.
~
~
0 -1 31069
D2
The Hidden Trail.
~
~
0 -1 2701
S
#2701
{YThe Hidden Trail{x~
This narrow trail is very interesting, you think only
those sure of foot and keen of sight could use it, as
it is almost invisible.
~
0 0 5
D0
The Hidden Trail.
~
~
0 -1 2700
D2
The Hidden Trail.
~
~
0 -1 2702
S
#2702
{YThe Hidden Path{x~
The hidden path twists and turns dodging tree and bush.
You are starting to think you probably shouldn't be 
coming down here.
~
0 0 5
D1
The Hidden Path
~
~
0 -1 2703
D2
The Hidden Path.
~
~
0 -1 2701
S
#2703
{YThe Hidden Trail{x~
Twisting and turning it seems as if your travels
will never end. You take your steps carefully,
one wrong turn could be your last.
~
0 0 5
D2
~
~
0 -1 2704
D3
~
~
0 -1 2702
S
#2704
{YThe Hidden Trail{x~
This part of the path is set in a deep ravine.
You feel unsafe as this would be a good ambush
point for bandits.
~
0 0 5
D0
~
~
0 -1 2703
D2
~
~
0 -1 2705
S
#2705
{YThe Hidden Trail{x~
The path here is a bit wider, further south you
can see it meeting a trail. A small building also
lies further south. 
~
0 0 5
D0
~
~
0 -1 2704
D2
~
~
0 -1 2706
S
#2706
{YSplitting Path{x~
To the north of here, you see a path leadin through
an ancient forest. Heading west is a road leading to
parts unknown. South of here you see a small building.
~
0 0 5
D0
The Hidden Trail.
~
~
0 -1 2705
D2
A Small Building.
~
~
0 -1 2707
D3
An Old Road.
~
~
0 -1 2708
S
#2707
{YTwo Thumbs Inn{x~
You are inside a small and run down inn, owned
by the hero Two Thumbs. Although now retired 
he is still known to serve up a good mug of ale.
There is a counter here, and a sign.
~
0 D 0
D0
~
~
0 -1 2706
D2
~
~
0 -1 2711
E
sign~
Type LIST to see what Two Thumbs has to offer.~
S
#2708
{YOld Trail{x~
The trail from here heads east and west. You 
are still high up in the hills. 
~
0 0 5
D1
The Old Road.
~
~
0 -1 2706
D2
The fluffy bush looks odd against the rocky
background.~
bush~
1 -1 2709
D3
~
~
0 -1 2714
S
#2709
{YHidden Cave{x~
You are inside a hidden cave. Sleeping cots are
all around. There is more cave to the south.
~
0 D 0
D0
A fluffly bush, it looks odd against the rocky
background.~
bush~
1 -1 2708
D2
A Larger Cave.
~
~
0 -1 2710
S
#2710
{YBandit Leaders Cave{x~
This is the cave of the bandit leader. Tapestries
and shining trinkets are strewn about. You 
notice a large pile of torn pouches and assume
business has been good. There is a large
barrel in the corner.
~
0 D 0
D0
A fluffly bush, it looks odd against the rocky
background.~
bush~
0 -1 2709
D5
The barrel looks like its been moved.~
barrel~
1 -1 2713
S
#2711
{YThe Backroom{x~
This is the backroom of Two Thumbs inn. Stacks
of crates and barrels are all about.
~
0 D 0
D0
~
~
0 -1 2707
D5
The barrel looks as if its been moved recently.~
barrel~
1 -1 2712
S
#2712
Secret passageway.~
This is a hidden passageway, it leads off into
the darkness.
~
0 AD 0
D1
~
~
0 -1 2713
D4
There is a barrel above the opening. It looks
as though its been moved recently.~
barrel~
1 -1 2711
S
#2713
Secret cavern.~
This is a secret cavern heading to parts unknown.
~
0 AD 0
D3
~
~
0 -1 2712
D4
The barrel looks like it has been moved.~
barrel~
1 -1 2710
S
#2714
{YBlocked By Trees{x~
The path stops here blocked by some huge trees
and thick underbrush.
~
0 0 5
D1
~
~
0 -1 2708
S
#0


#RESETS
*
M 1 2700 2 2704 2			the bandit to Jagged path.
E 1 2703 100 6
E 1 2706 100 16
*
M 1 2700 2 2704 2			the bandit to Jagged path.
E 1 2703 100 6
E 1 2706 100 16
O 1 2700 100 2707			a chair to Two Thumbs Inn.
O 1 2701 100 2707			a chair to Two Thumbs Inn.
O 1 2700 100 2707			a chair to Two Thumbs Inn.
O 1 2702 100 2707			a table to Two Thumbs Inn.
D 1 2709 0 1			; Hidden cave. Close North
D 1 2708 2 1			; Old trail. Close South
*
M 1 2702 3 2709 3			the bandit recruit to Hidden cave.
E 1 2703 100 6
E 1 2707 100 16
*
M 1 2702 3 2709 3			the bandit recruit to Hidden cave.
E 1 2703 100 6
E 1 2708 100 16
*
M 1 2702 3 2709 3			the bandit recruit to Hidden cave.
*
M 1 2701 1 2709 1			the bandit sargaent to Hidden cave.
E 1 2705 100 5
E 1 2703 100 6
E 1 2704 100 12
E 1 2708 100 16
*
M 1 2703 1 2710 1			the bandit leader to Bandit leaders cave.
E 1 2710 100 5
E 1 2711 100 6
E 1 2704 100 12
E 1 2709 100 16
D 1 2712 4 1			; Secret passageway. Close Up
D 1 2711 5 1			; The backroom. Close Down
*
M 1 2704 1 2707 1			two thumbs to Two Thumbs Inn.
*
M 1 2705 2 2707 2			the seedy patron to Two Thumbs Inn.
E 1 2704 100 12
E 1 2709 100 16
*
M 1 2705 2 2707 2			the seedy patron to Two Thumbs Inn.
O 1 2702 100 2710			a table to Bandit leaders cave.
O 1 2701 100 2710			a chair to Bandit leaders cave.
O 1 2702 100 2709			a table to Hidden cave.
D 1 2710 5 1			; Bandit leaders cave. Close Down
D 1 2713 4 1			; Secret cavern. Close Up
S


#SHOPS
2704 10 19 17 0 0 100 100 0 23			two thumbs
0


#$
falo
horns, and is also known as the 'scorpions sting'~
#2709
brandestock~
a brandestock~
A brandestock rests here.~
brass~
weapon 0 AN
polearm 2 7 slash 0
3 30 312 P
E
brandestock~
A long hafted weapon with a small axehead on
one side and a short spike on the other.~
#2710
lamellar~
a suit of lamellar~
A suit of lamellar rests here.~
brass~
armor 0 Ashire.are   664   4563    310       64074  6367452365   6033 #AREA
shire.are~
Shire Village~
{ 1 30} Grehyton Shire~
1700 1799

#MOBILES
#1700
boy~
a small boy~
A small boy is here.
~
A small freckle faced boy.
~
human~
CGH Q 0 0
1 -1 2d6+10 1d1+1 1d4+0 punch
9 9 9 9
J B 0 0
stand stand male 0
0 0 medium 0
#1701
girl~
a small girl~
A small girl is here.
~
A small girl with pigtails.
~
human~
CGH Q 0 0
1 -1 2d6+10 1d1+1 1d4+0 punch
9 9 9 9
J B 0 0
stand stand female 1
0 0 medium 0
#1702
teenage girl hobbit~
a teenage girl~
A teenage hobbit girl is here.
~
The teenage girl is looking around suspiciously.
~
human~
CGH Q 0 0
4 0 2d7+46 1d6+1 1d5+1 slap
6 6 6 6
K B 0 0
stand stand female 1
0 0 medium 0
#1703
teenage boy hobbit~
a teenage boy~
A teenage hobbit boy is here.
~
The teenage boy is checking you out.
~
human~
CGH PQ 0 0
4 0 2d7+45 1d5+1 1d6+2 punch
8 8 8 8
K B 0 0
stand stand male 1
0 0 medium 0
#1704
constable thad hobbit~
the hobbit constable~
Thad the hobbit constable stands here.
~
Thad the village constable is a fat jolly fellow. He is pretty big though.
~
human~
G N 200 0
20 0 3d9+333 1d6+1 2d8+5 punch
-4 -4 -4 -4
EKT A 0 0
stand stand male 50
0 0 medium 0
#1705
deputy hobbit~
a hobbit deputy~
A hobbit deputy stands here.
~
The village deputy is a pleasant looking fellow, he smiles and says "Good Day!".
~
human~
BG 0 200 0
10 0 2d7+121 1d6+1 2d4+2 punch
1 1 1 1
EKT A 0 0
stand stand male 40
0 0 medium 0
#1706
hobbit grocer~
the hobbit grocer~
The female hobbit grocer stands here.
~
She has been in this business quite a long time.
~
human~
BCG N 600 0
17 0 3d9+258 1d6+1 2d6+4 slap
-3 -3 -3 -3
EJKQ A 0 0
stand stand female 60
0 0 medium 0
#1707
dark priest~
the dark priest~
A dark priest is here.
~
She stands here eyeing you. Her job in town
is to keep the little folk working in the pits.
~
human~
BGQTV CDHQ -1000 0
30 10 1d1+999 1d1+199 2d4+30 beating
-15 -15 -15 -15
ACEFHIKN ABCD 0 0
stand stand female 0
0 0 medium 0
#1708
rabid chipmunk~
a rabid chipmunk~
A rabid chipmunk growls here.
~
It is small and fast, and boy does it look
angry.
~
school monster~
BF 0 0 0
1 0 2d6+10 1d1+99 1d3+0 bite
9 9 9 9
FHK 0 0 0
stand stand none 0
0 0 medium 0
#1709
laughing hobbit kid~
a laughing hobbit kid~
A laughing hobbit kid stands here.
~
He is laughing at your wierd looks and strange
clothes. He is not used to strangers.
~
human~
H PQ 0 0
1 0 2d6+10 1d1+99 1d4+0 slap
9 9 9 9
JN 0 0 0
stand stand male 0
0 0 medium 0
#1710
muddy hobbit worker~
a hobbit worker~
A muddy hobbit pit worker toils here.
~
He is covered in mud, and busy mucking about
as one would say.
~
human~
G Q 0 0
6 0 2d7+71 1d1+99 1d7+1 punch
4 4 4 4
EK 0 0 0
stand stand male 10
0 0 medium 0
#1711
drunken hobbit~
a drunken hobbit~
A drunken hobbit stands here burping.
~
He is drunk of some potent brew.
~
human~
H PQ 0 0
8 0 2d7+96 1d1+99 1d7+2 punch
3 3 3 3
J 0 0 0
stand stand male 50
0 0 medium 0
#1712
village bully~
the village bully~
The vicious village bully stands here mocking you.
~
The village bully is an overgrown hobbit, he
stands 6ft tall and weighs close to 300 pounds.
Even the constable steers clear of this one.
~
human~
BGT OPQ -500 0
30 1 6d12+800 1d1+99 4d6+8 punch
-9 -9 -9 -9
CJN 0 0 0
stand stand male 100
0 0 medium 0
#1713
burly trainer~
a burly trainer~
A burly trainer stands here.
~
His thick rippling muscles and bulging thighs make you take 
a second look.
~
human~
BCJKQTV CH 1000 0
30 10 1d1+199 1d1+199 2d4+30 beating
-15 -15 -15 -15
ACEFHIKN ABCD 0 0
stand stand male 0
0 0 medium 0
#1714
guild master~
a guild master~
A guild master stands here, helping you practice.
~
He is tough and strong, and has mastered the skills of all
the guilds.
~
human~
BCQTV CH 1000 0
30 10 1d1+199 1d1+199 2d6+30 beating
-15 -15 -15 -15
ACEFHIKN ABCD 0 0
stand stand male 0
0 0 medium 0
#0


#OBJECTS
#1700
red blood candle~
a blood red candle~
A blood red candle rests here.~
wax~
light 0 AO
0 0 150 0 0
0 40 75 P
E
candle~
An extremely well made candle..
~
#1701
gourd~
a water gourd~
A dark colored water gourd rests here.~
canvas~
drink 0 A
40 50 water 0 0
0 40 24 G
E
gourd~
It resembles a vegatable gourd but its made of canvas.
~
#1702
black stick~
a black stick~
A black straight stick rests here.~
wood~
wand G AO
4 2 2 'magic missile' 0
2 10 320 P
E
stick~
When you look closely you see small runes carved in it.
~
#1703
fountain water~
a pretty fountain~
A quaint and pretty fountain is here.~
marble~
fountain G 0
30000 30000 water 0 0
0 0 0 P
E
fountain~
A small pretty fountain has been carved from marble.
~
#1704
velvet pouch~
a velvet pouch~
A velvet pouch sits here.~
cloth~
container 0 A
50 0 0 5 100
0 10 9 G
E
pouch~
The velvet pouch is well made and very nice.
~
#1705
turkey leg~
a turkey leg~
A delicious looking turkey leg sits here.~
food~
food 0 AO
20 10 0 0 0
0 10 5 P
#1706
bench~
a wood bench~
A wood bench is here.~
wood~
furniture 0 0
2 200 BEHKN 100 100
0 0 0 P
#1707
couch~
a cloth couch~
A cloth couch sits here.~
cloth~
furniture 0 0
2 200 BEHKN 100 100
0 0 0 P
#1708
pillow cushion~
a large pillow cushion~
A large piollow cushion sits here.~
cloth~
furniture 0 0
2 200 BEHKN 100 100
0 0 0 P
#1709
bed~
a bed~
A comfortable looking bed is here.~
cloth~
furniture 0 0
2 200 BEHKN 100 100
0 0 0 P
#1710
stone baton~
a stone baton~
A stone baton rests here.~
stone~
weapon R AN
mace 1 6 pound 0
1 60 250 P
A
18 1
E
baton~
A well made stone baton.
~
#1711
bronze dagger~
a bronze dagger~
A bronze dagger rests here.~
bronze~
weapon R AN
dagger 1 4 pierce 0
0 10 210 P
A
18 1
E
dagger~
A shiny bronze dagger, very sharp.
~
#1712
shell sword~
a shell sword~
A shell sword rests here.~
shell~
weapon R AN
sword 1 6 slash 0
1 30 360 P
A
18 1
E
sword~
The seashell sword looks quite interesting.
~
#1713
jacket~
a padded jacket~
A padded jacket rests here.~
leather~
armor R AD
1 1 1 0 0
0 99 144 P
E
jacket~
Its made of leather and has thick layers of padding.
~
#1714
buckler~
a small buckler~
A small wooden buckler.~
wood~
armor R AJ
1 1 1 0 0
0 30 108 P
E
buckler~
A finely crafted shield made of wood.
~
#1715
cloak~
a cloak~
A long hooded cloak rests here.~
cloth~
armor R AC
1 1 1 0 1
0 40 72 P
E
cloak~
A wool cloak the covers from head to toe.
~
#1716
ballcap~
a metal ballcap~
A shiny metal ballcap rests here.~
metal~
armor R AE
1 1 1 0 0
0 30 72 P
E
ballcap~
It fits close to your head and is very shiny.
~
#1717
pants~
a pair of leather pants.~
A pair of shiny leather pants rests here.~
leather~
armor R AF
1 1 1 0 0
0 30 72 P
E
pants~
The pants look new, they seem very shiny.
~
#1718
pants~
a pair of velvet pants.~
A pair of velvet pants rests here.~
cloth~
armor R AF
1 1 1 0 0
0 30 72 P
E
pants~
The pair of black velvet pants look quite comfortable.
~
#1719
pants~
a pair of cloth pants.~
A pair of cloth pants rests here.~
cloth~
armor R AF
1 1 1 0 0
0 30 72 P
E
pants~
The pair of tan cloth pants look quite comfortable.
~
#1720
dress~
a tight leather skirt~
A tight leather skirt rests here.~
leather~
armor R AF
1 1 1 0 0
0 30 72 P
E
skirt~
The leather skirt looks tight and sleek.
~
#1721
skirt~
a flowing velvet skirt~
A flowing velvet skirt rests here.~
cloth~
armor R AF
1 1 1 0 0
0 30 72 P
E
skirt~
The velvet skirt looks very comfortable.
~
#1722
leather boots~
A pair of boots~
A pair of soft leather boots rest here.~
leather~
armor R AG
1 1 1 0 0
0 30 72 P
E
boots~
The boots look very soft and pliable.
~
#1723
jesus sandals~
A pair of jesus sandals~
A pair of soft jesus sandles rest here.~
leather~
armor R AG
1 1 1 0 0
0 30 72 P
E
sandals~
The sandals are great for desert walking.
~
#1724
docs doc martens~
A pair of doc martens~
A pair of black doc martens rest here.~
leather~
armor R AG
1 1 1 0 0
0 30 72 P
E
docs~
The doc martens make you look tough.
~
#1725
spike boots~
A pair of spike heeled boots~
A pair of spike heeled boots rest here.~
leather~
armor R AG
1 1 1 0 0
0 30 72 P
E
boots~
The spike heeled boots are very sexy!.
~
#1726
gloves~
a pair of studded gloves~
A pair of studded leather gloves rest here.~
leather~
armor R AH
1 1 1 0 0
0 10 72 P
E
gloves~
These gloves probably pack a wallop.
~
#1727
lacey gloves~
a pair of lacey gloves~
A pair of lacey leather gloves rest here.~
leather~
armor R AH
1 1 1 0 0
0 10 72 P
E
gloves~
These gloves are patent black leather with lace around the 
wrists.
~
#1728
wrist guards~
a set of wrist guards~
A pair of leather wrist guards~
leather~
armor R AM
1 1 1 0 0
0 20 72 P
E
guards~
The arm guards look very strong.
~
#1729
metal bangles~
a set of metal bangles~
A set of precious metal bangles~
metal~
armor R AM
1 1 1 0 0
0 20 72 P
E
bangles~
The arm bangles look quite beautiful.
~
#1730
round rock~
a round rock~
A smooth round rock sits here.~
stone~
light AG A
0 0 200 0 0
0 20 380 P
A
17 -1
A
20 -1
E
rock~
The seems to have a faint flow.
~
#1731
introduction scroll~
a introduction scroll~
A scroll of introduction rests here.~
vellum~
treasure GU AO
0 0 0 0 0
0 10 1140 P
A
4 1
A
5 1
E
scroll~
The scroll eminates a faint humming sound.
~
#0


#ROOMS
#1700
{YWestern Entrance To The Shire{x~
You are standing inside a large archway that
is the western entrance to the shire. A large wall
built out of a red clay seems to circle this area.
You can see the road heading through town to the east.
To the west you see the eastern road stretching
on as far as you can see. There is a {bplaque{x
here.
~
0 0 1
D1
You see Shire Road.
~
~
0 -1 1701
D3
You see the Eastern Road.
~
~
0 -1 7920
E
plaque~
I===========I
I The Shire I By Grehyton
I===========I

~
S
#1701
{YShire Road{x~
You are standing on the western section of Shire road.
There are small mud cottages built along this section
to the north and the south. You can head east towards
the center of the village or head west towards the gate.
~
0 0 1
D0
You see a small round door.~
door~
1 -1 1702
D1
You see Shire road.
~
~
0 -1 1704
D2
You see a small door.~
door~
1 -1 1703
D3
You see the West Gate.
~
~
0 -1 1700
S
#1702
{YInside A Cottage{x~
You are standing inside a small cottage made from clay
and mud. The furnishings are very primitive and old.
The owner probably doesnt want you in here. You can
return to Shire road to the south.
~
0 0 0
D2
You see a small round door.~
door~
1 -1 1701
S
#1703
{YInside a Cottage{x~
You are standing inside a musty smelling cottage. This
small building doesnt look too sturdy, but what do you
expect from mud and clay. You can return to Shire road
to the north.
~
0 0 0
D0
You see a round door.~
door~
1 -1 1701
S
#1704
{YShire Road{x~
You are standing on Shire road, the main path that leads
through the Shire. You catch glimpses of some of the
small hobbit folk peering at you from the corner of your
eye. Most of the hobbits here are friendly and want no
trouble from you, just mind your business.
~
0 0 1
D1
You see Shire road.
~
~
0 -1 1705
D3
You see Shire road.
~
~
0 -1 1701
S
#1705
{YShire Road{x~
You are standing on Shire road, the main path that leads
through the Shire. You catch glimpses of some of the
small hobbit folk peering at you from the corner of your
eye. To the east you can see a four way intersection
that is the center of this small village.
~
0 0 1
D1
You see the center of the Shire.
~
~
0 -1 1706
D3
You see Shire road.
~
~
0 -1 1704
S
#1706
{YThe Gathering Spot In The Shire{x~
You are standing in a large round clearing set amidst all
the mud and clay cottages. There is a small platform in the
center to stand on if you have something to speak to the
village about. They tend to keep their meeting times private
so no strangers are about when they discuss their hobbit
affairs.
~
0 0 1
D0
You see North Shire road.
~
~
0 -1 1711
D1
You see Shire road.
~
~
0 -1 1707
D2
You see South Shire road.
~
~
0 -1 1716
D3
You see Shire road.
~
~
0 -1 1705
S
#1707
{YShire Road{x~
You are standing on Shire road, the main path that leads
through the Shire. You catch glimpses of some of the
small hobbit folk peering at you from the corner of your
eye. Most of the hobbits here are friendly and want no
trouble from you, just mind your business.
~
0 0 1
D1
You see Shire road.
~
~
0 -1 1708
D3
You see the center of the village.
~
~
0 -1 1706
S
#1708
{YShire Road{x~
You are standing on Shire road, the main path that leads
through the Shire. You catch glimpses of some of the
small hobbit folk peering at you from the corner of your
eye. Most of the hobbits here are friendly and want no
trouble from you, just mind your business.
~
0 0 1
D1
You see Shire road.
~
~
0 -1 1709
D3
You see Shire road.
~
~
0 -1 1707
S
#1709
{YShire Road{x~
You are standing on Shire road, the main path that leads
through the Shire. You catch glimpses of some of the
small hobbit folk peering at you from the corner of your
eye. To the north a short road leads to some cottages.
You can head east or west as well.
~
0 0 1
D0
You see a short road.
~
~
0 -1 1729
D1
You see Shire road.
~
~
0 -1 1710
D3
You see Shire road.
~
~
0 -1 1708
S
#1710
{YEnd Of Shire Road{x~
You are at the eastern end of shire road. There is a
large wood gate blocking your path further east. It
appears that great the villagers have gone to great
lengths to seal it up with nails and boards. There is
a {bsign{x here nailed to the gate.
~
0 0 1
D3
You see Shire road.
~
~
0 -1 1709
E
sign~
-----------
By order of the Constable Thad. The eastern gate
is sealed! Do not attempt to cross further eastward
as it will mean your death.
-----------
~
S
#1711
{YNorth Shire Road{x~
You are moving along the northern part of shire road.
The gathering spot is directly south of here, or you
can head north towards the northern gate. There is
a {bsign{x here.
~
0 0 1
D0
You see North Shire road.
~
~
0 -1 1712
D2
You see the Gathering spot.
~
~
0 -1 1706
E
sign~
----------
By order of Constable Thad. All villagers and members of
this town must take part in the upkeep of the clay wall
that surrounds this village. We must keep out the evil
that is to our east!!
----------
~
S
#1712
{YNorth Shire Road{x~
You are on a small village road that leads north and south.
Along to the north you can see the village gate. Further to
the south you can see a gathering circle. Small cottages
dot the road on the east and west.
~
0 0 1
D0
You see North Shire road.
~
~
0 -1 1713
D2
You see North Shire road.
~
~
0 -1 1711
S
#1713
{YNorth Shire Road{x~
You are on a small village road that leads north and south.
Along to the north you can see a t-intersection. Further to
the south you can see a gathering circle. Small cottages
dot the road on the east and west.
~
0 0 1
D0
You see a t-intersection.
~
~
0 -1 1714
D2
You see North Shire road.
~
~
0 -1 1712
S
#1714
{YNorth Shire Intersection{x~
You have reached a t-intersection along North Shire
road. To the north you spot the villages north gate and
along to the south a ways is the gathering circle. A
muddy road heads off to the west here. There is a {bsign{x
here.
~
0 0 1
D0
You see a the north gate.
~
~
0 -1 1715
D2
You see North Shire road.
~
~
0 -1 1713
D3
You see a muddy road.
~
~
0 -1 1724
E
sign~
---------
North - Northern Gate
South - Gathering Square
West  - The Mud Pits
---------
~
S
#1715
{YThe Northern Shire Gate{x~
You are standing in a large clay archway that is built
into the wall that surrounds this village. You dont see
many people wandering about but you can hear alot of
whispers and laughing. There is a {bsign{x here.
~
0 0 1
D0
You see the Northern road.
~
~
0 -1 1600
D2
You see a t-intersection.
~
~
0 -1 1714
E
sign~
---------
From hear northward is the great northern road.
Tread fast and strong and keep up your guard.
---------
~
S
#1716
{YSouth Shire Road{x~
You are moving along South Shire road. You can
hear distant laughing and merry making coming from
somewhere around here. The gathering circle is to
the north while the road continues south.
~
0 0 1
D0
You see the gathering circle.
~
~
0 -1 1706
D2
You see South Shire road.
~
~
0 -1 1717
S
#1717
{YSouth Shire Road{x~
This small village sure is seems empty but you know
that is not the case. You can hear muffled talking
and people moving around, but just cant seem to spot
anyone. Guess they do not like strangers.
~
0 0 1
D0
You see South Shire road.
~
~
0 -1 1716
D2
You see South Shire road.
~
~
0 -1 1718
S
#1718
{YSouth Shire Road{x~
You are moving along South Shire road. You can
hear distant laughing and merry making coming from
somewhere around here. The gathering circle is along
the north while the road continues south.
~
0 0 1
D0
You see South Shire road.
~
~
0 -1 1717
D2
You see a corner in the road.
~
~
0 -1 1719
S
#1719
{YCorner On South Shire{x~
You have reached a corner on South Shire that heads off
to the east. Some small shrubs blend into the foresty
terrain of this tiny village. You see small cottages
dotted along the road, but the villagers sure are hard
to spot.
~
0 0 1
D0
You see South Shire road.
~
~
0 -1 1718
D1
You see South Shire road.
~
~
0 -1 1720
S
#1720
{YEast South Shire Road{x~
You are on an eastward leg of South Shire road. You
can smell something quite good cooking from here. To
the west is the corner towards the northward path or
you can head east towards the village wall.
~
0 0 1
D1
You see East South Shire road.
~
~
0 -1 1721
D3
You see a corner on South Shire road.
~
~
0 -1 1719
S
#1721
{YEast South Shire Road{x~
Something along this way is really starting to smell
good, too bad you cant figure out where it is coming
from. The road heads further east towards the village
wall, or you can continue west.
~
0 0 1
D1
You see East South Shire road.
~
~
0 -1 1722
D3
You see East South Shire road.
~
~
0 -1 1720
S
#1722
{YEast South Shire Road{x~
Something along this way is really starting to smell
good, too bad you cant figure out where it is coming
from. The road heads further east towards the village
wall, or you can continue west.
~
0 0 1
D1
You see the end of East South Shire road.
~
~
0 -1 1723
D3
You see East South Shire road.
~
~
0 -1 1721
S
#1723
{YThe End Of East South Shire Road{x~
You have come as far as you can on East South Shire.
The village wall lies directly to your east rising above
your head. The only way to go seems to be west, from
the way you came.
~
0 0 1
D3
You see East South Shire road.
~
~
0 -1 1722
S
#1724
{YMuddy Road{x~
You are standing on a wet dirt road that has turned into
a thick mud. Lots of footprints can be seen going in
both directions. To the west you see a small checkpoint
in a fence that surrounds the mud pits of this village.
You can return west to Shire road.
~
0 0 1
D1
You see Shire Road.
~
~
0 -1 1714
D3
You see a small checkpoint.
~
~
0 -1 1725
S
#1725
{YSmall Checkpoint{x~
You are at a small checkpoint in a metal fence that
surrounds the mud pits. The pits are where the villagers
make earthern ware items to use in the village and to
trade with the outside. To the west of here you see a
small open shack, while to the south the pits await.
~
0 0 1
D1
You see a Muddy road.
~
~
0 -1 1724
D2
You see the Mud Pits.
~
~
0 -1 1732
D3
You see a small open shack.
~
~
0 -1 1726
S
#1726
{YForemans Shack{x~
You are inside an open shack to the west of the fence
checkpoint. A rickety wooden desk sits in the center
of this room and behind it a small bone stool. There
are various plans attached to the walls showing how
to make pots, bricks, and other useful items from the
fine clay and mud in these pits.
~
0 0 0
D1
You see the checkpoint.
~
~
0 -1 1725
S
#1727
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D1
You see the mud pits.
~
~
0 -1 1732
D2
You see the mud pits.
~
~
0 -1 1728
S
#1728
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D0
You see the mud pits.
~
~
0 -1 1727
D1
You see the mud pits.
~
~
0 -1 1733
D2
You see the mud pits.
~
~
0 -1 1736
S
#1729
{YA Short Road{x~
You are on a narrow and short road that heads just a
small ways to the north. Small cottages and house are
on both sides of you. To the north you here the sounds
of banging.
~
0 0 1
D0
You see a short road.
~
~
0 -1 1730
D2
You see Shire road.
~
~
0 -1 1709
S
#1730
{YA Short Road{x~
You are on a narrow path heading north between some very
small and meager cottages. A banging sound is coming from
somewhere, along with some faint laughter. You can head
south to reach Shire road or continue north.
~
0 0 1
D0
You see a short road.
~
~
0 -1 1731
D2
You see a short road.
~
~
0 -1 1729
S
#1731
{YA Short Road{x~
You are on a narrow path heading north between some very
small and meager cottages. A banging sound is coming from
somewhere, along with some faint laughter. You can head
along to the south and reach shire road.
~
0 0 1
D2
You see a short road.
~
~
0 -1 1730
S
#1732
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D0
You see the mud pits.
~
~
0 -1 1725
D1
You see the mud pits.
~
~
0 -1 1734
D2
You see the mud pits.
~
~
0 -1 1733
D3
You see the mud pits.
~
~
0 -1 1727
S
#1733
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D0
You see the mud pits.
~
~
0 -1 1732
D1
You see the mud pits.
~
~
0 -1 1735
D2
You see the mud pits.
~
~
0 -1 1737
D3
You see the mud pits.
~
~
0 -1 1728
S
#1734
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D2
You see the mud pits.
~
~
0 -1 1735
D3
You see the mud pits.
~
~
0 -1 1732
S
#1735
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D0
You see the mud pits.
~
~
0 -1 1734
D2
You see the mud pits.
~
~
0 -1 1738
D3
You see the mud pits.
~
~
0 -1 1733
S
#1736
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D0
You see the mud pits.
~
~
0 -1 1728
D1
You see the mud pits.
~
~
0 -1 1737
S
#1737
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas.
~
0 0 1
D0
You see the mud pits.
~
~
0 -1 1733
D1
You see the mud pits.
~
~
0 -1 1738
D3
You see the mud pits.
~
~
0 -1 1736
S
#1738
{YFilthy Mud Pits{x~
You are in a pile of mud, it oozes and gushes around your
shoes and into your clothes. You wonder what kind of
worthwhile items could come from such muck. There are
various shaping tools sitting on wooden tables in the
drier areas. There is a {bsign{x stuck in the mud here.
~
0 0 1
D0
You see the mud pits.
~
~
0 -1 1735
D2
You see a gaping mud pit.
~
~
0 -1 1739
D3
You see the mud pits.
~
~
0 -1 1737
E
sign~
------------
DANGER!!!
There is a SINKHOLE south of here.
There is now way out of it!
DANGER!!!
------------
~
S
#1739
{RSINKHOLE{x!!!~
You have fallen into a huge sinkhole caused by over
digging these clay flats. As you struggle to get up
the edge, more and more mud comes down on top of you.
Best just to give up. You will never escape.
~
0 C 1
S
#0


#RESETS
*
M 1 1705 10 1700 2			a hobbit deputy to Western Entrance To The Shire
E 1 1715 100 3
E 1 1716 100 6
E 1 1717 100 7
E 1 1722 100 8
*
M 1 1705 10 1700 2			a hobbit deputy to Western Entrance To The Shire
D 1 1701 0 1			; {YShire Road{x Close North
D 1 1702 2 1			; {YInside A Cottage{x Close South
D 1 1703 0 1			; {YInside a Cottage{x Close North
D 1 1701 2 1			; {YShire Road{x Close South
*
M 1 1710 10 1732 10			a hobbit worker to {YFilthy MudPits{x
E 1 1700 100 0
E 1 1715 100 3
E 1 1723 100 8
*
M 1 1710 10 1733 10			a hobbit worker to {YFilthy Mud
E 1 1726 100 9
E 1 1728 100 14
*
M 1 1710 10 1734 5			a hobbit worker to {YFilthy Mud
*
M 1 1710 10 1735 2			a hobbit worker to {YFilthy Mud Pits{x
*
M 1 1710 10 1737 2			a hobbit worker to {YFilthy Mud Pits{x
*
M 1 1704 1 1706 1			the hobbit constable to {YThe Gathering Spot In The Shire{x
E 1 1715 100 3
E 1 1715 100 4
E 1 1713 100 5
E 1 1716 100 6
E 1 1718 100 7
E 1 1722 100 8
E 1 1726 100 9
E 1 1714 100 11
E 1 1728 100 14
E 1 1712 100 16
E 1 1702 100 17
*
M 1 1700 10 1708 10			a small boy to {YShire Road{x
*
M 1 1701 10 1712 10			a small girl to {YNorth Shire Road{x
E 1 1729 100 15
E 1 1731 100 17
*
M 1 1705 10 1715 2			a hobbit deputy to {YThe Northern Shire Gate{x
*
M 1 1705 10 1710 2			a hobbit deputy to {YEnd Of Shire Road{x
*
M 1 1706 1 1702 1			the hobbit grocer to {YInside A Cottage{x
G 1 1700 100
G 1 1701 100
G 1 1704 100
G 1 1705 100
G 1 1718 100
G 1 1719 100
*
M 1 1707 1 1703 1			the dark priest to {YInside a Cottage{x
E 1 1721 100 7
E 1 1710 100 16
O 1 1706 100 1706			a wood bench to {YThe Gathering Spot In The Shire{x
O 1 1707 100 1726			a cloth couch to {YForemans Shack{x
O 1 1706 100 1720			a wood bench to {YEast South Shire Road{x
O 1 1705 100 1720			a turkey leg to {YEast South Shire Road{x
*
M 1 1702 3 1720 3			a teenage girl to {YEast South Shire Road{x
E 1 1715 100 4
E 1 1720 100 7
E 1 1725 100 8
E 1 1727 100 9
E 1 1729 100 14
E 1 1729 100 15
E 1 1711 100 16
E 1 1731 100 17
O 1 1706 100 1730			a wood bench to {YA Short Road{x
O 1 1708 100 1702			a large pillow cushion to {YInside A Cottage{x
O 1 1703 100 1706			a pretty fountain to {YThe Gathering Spot In The Shire{x
*
M 1 1703 3 1723 3			a teenage boy to {YThe End Of East South Shire Road{x
E 1 1724 100 8
*
M 1 1708 1 1719 1			a rabid chipmunk to {YCorner On South Shire{x
*
M 1 1709 1 1709 1			a laughing hobbit kid to {YShire Road{x
*
M 1 1712 1 1713 1			the village bully to {YNorth Shire Road{x
*
M 1 1711 1 1714 1			a drunken hobbit to {YNorth Shire Intersection{x
S


#SHOPS
1706 3 4 1 10 9 100 100 0 23			the hobbit grocer
0


#SPECIALS
M  1707 spec_cast_mage			the dark priest
S


#$
ll Checkpoint{x~
You are at a small checkpoint in a metal fence that
surrounds the mud pits. The pits are where the villagers
make earthern ware items to use in the village and to
trade with the outside. To the west of here you see a
small open shack, while to the south the pits await.
~
0 0 1
D1
You see a Muddy road.
~
~
0 -1 1724
D2
You see the Mud Pits.
~
~
0 -1 1732
D3
You see a small open shack.
~
~
0 -1 1726
S
#1726
{YForemans Shack{x~
You artower.are   744   4563    310       74361  6367121071   6043 #AREA
tower.are~
The School Tower~
{ 5 35} Grehyton The Tower~
2600 2699

#MOBILES
#2600
Being~
the Being~
The being stands here, type LOOK BEING, to get some help.
~
You are nothing now. To become something you 
need a description that others can judge your
character on. Without a description the gods will
be angered, and you will probably be destroyed.
One can not exist without substance.
type LOOK yourname and you will see you do not
have a general description.
type DESC then your description
This will put in the first line of your description. Then you can type DESC + more description to add lines.
i.e.

desc A huge looking dwarf with long hair and a
desc + beard. He looks a little gruff but you
desc + think you see a smile under that mass of
desc + hair somewhere.

You can LOOK at yourself to see how it looks. 
Please remember NO description should include
what you are wearing.
~
elf~
BG 0 0 0
50 0 10d10+499 0d0+0 2d10+100 pound
0 0 0 0
0 0 0 0
stand stand male 0
0 0 medium 0
#2601
master~
the master~
A Master stands here.
~
Here stands a member of the Eternal Order of
Masters. He is skilled in all the arts and has
devoted lifetimes to training. On his left
cheek is the mark of his Order, a dark blue
crescent moon. Type TRAIN to see what abilitys
he can help you train in. Then train the ones
of your choice.
~
dwarf~
BGJV 0 0 0
50 2 10d10+499 0d0+0 10d10+100 pound
-25 -25 -25 -25
CFH 0 0 0
stand stand male 0
0 0 medium 0
#2602
slave~
the slave of battle~
A slave of battle stands here, waiting to destroy you.
~
Covered in scars and dried blood, he lives to
destroy. Maybe you can claim a final victory
over him.
~
school monster~
BG J -300 0
5 0 2d6+60 0d0+0 1d6+1 pound
5 5 5 5
0 0 0 0
stand stand male 0
0 0 medium 0
#2603
initiate~
the initiate~
The initiate of the Order stands here.
~
A strong member of the Order. He nods at you
at asks you if you want to PRAC.
~
giant~
BGK HJ 1000 0
50 0 50d10+4500 0d0+0 5d8+19 pound
-25 -25 -25 -25
0 0 0 0
stand stand male 0
0 0 medium 0
#2604
old man~
the old man~
An old man sits here behind a counter.
~
He glares at you and cackles, he knows your 
fate is sealed.
~
human~
BCG N 200 0
23 0 5d10+450 0d0+0 3d6+6 wrath
-6 -6 -6 -6
0 0 0 0
stand stand male 0
0 0 medium 0
#2605
avatar~
the avatar~
The avatar stands here healing the wounded.
~
Clothed in robes she has a kind and gentle aura.
~
elf~
BGa H 500 0
50 0 50d10+500 0d0+0 5d8+19 pound
-25 -25 -25 -25
0 0 0 0
stand stand female 0
0 0 medium 0
#2606
werewolf~
the werewolf~
The werewolf growls and spits, angry in its misery.
~
It was once a man, but now has forever shifted
into is crinos form.
~
school monster~
BG 0 0 0
1 0 2d6+10 0d0+0 1d4+0 claw
9 9 9 9
0 0 0 0
stand stand male 2
0 0 medium 0
#2607
lunatic~
the lunatic~
The lunatic stands here babbling about the gods.
~
His eyes look empty and distant. Ragged clothes
and rotting teeth.
~
school monster~
BG 0 0 0
1 0 2d6+5 0d0+0 1d4+0 pound
9 9 9 9
J 0 0 0
stand stand male 0
0 0 medium 0
#2608
cave fisher~
the cavefisher~
The cavefisher screeches and attacks!
~
Covered in spikey natural armor, it is a fierce
opponent.
~
school monster~
BFG 0 0 0
1 0 2d6+5 0d0+0 1d4+0 pound
8 8 8 8
C 0 0 0
stand stand male 0
H 0 medium 0
#2609
goblin warrior~
a goblin warrior~
A goblin warrior stands here, angry at your intrusion.
~
He is green and scaley. He shakes his fist at
you and spits.
~
school monster~
BG Z -500 0
1 0 2d6+0 1d4+0 0d0+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#2610
ogre~
the ogre~
The ogre stands here, daring you to attack.
~
Huge and dangerous, the ogre holds the key
to your descendancy.
~
school monster~
BG 0 -500 0
2 0 2d6+0 1d4+0 0d0+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#2611
shrieker~
the shrieker~
The shrieker stands here shrieking.
~
A giant purple fungus that are used to warn off
intruders.
~
school monster~
BG 0 0 0
1 0 2d6+5 1d4+0 1d4+0 slime
9 9 9 9
A 0 0 0
stand stand male 0
BHO 0 medium 0
#2612
war pig~
the war pig~
The war pig stands here defacating on the earth.
~
A sick pig, trained in the art of killing.
~
school monster~
GH 0 0 0
1 0 2d6+5 0d0+0 1d4+0 charge
9 9 9 9
C 0 0 0
stand stand male 1
H 0 medium 0
#2613
lesser orc~
the lesser orc~
The lesser orc stands here, fearing its master will return.
~
The orc a human/pig looking creature. This one
is of lower kind, a slave to the Uruk-Hai.
~
school monster~
GH 0 0 0
1 0 2d6+6 0d0+0 1d4+0 scratch
8 8 8 8
J 0 0 0
stand stand male 0
0 0 medium 0
#2614
greater orc~
the greater orc~
The Uruk-Hai orc stands here, raging mad.
~
He is a fierce looking creature, and leader of
all lesser orcs in his squad.
~
school monster~
BGH 0 -300 0
2 0 2d7+11 0d0+0 1d6+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#2615
elf slave~
the elf slave~
The elf slave screams and attacks.
~
The elf would rather die at your hands then its
masters.
~
school monster~
BFGH 0 0 0
1 0 2d6+5 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
0 0 medium 0
#2616
elf guard~
the elf guard~
The elf guard stands here at attention.
~
The elves here living in such close quarters with
the orcs, are forever in battle.
~
school monster~
BGH 0 0 0
1 0 2d6+5 0d0+0 1d4+0 pound
9 9 9 9
K 0 0 0
stand stand male 1
0 0 medium 0
#2617
high elf~
the high elf~
The high elf stands here wondering about you.
~
He is dressed in nice silks and armor.
~
school monster~
BGH 0 0 0
3 0 2d6+15 0d0+0 1d6+0 pound
9 9 9 9
I 0 0 0
stand stand male 0
0 0 medium 0
#2618
keeper~
the keeper~
The keeper of the crypt stands here, animating as you approach.
~
He is wrapped in old bandages, mummified years
ago by an ancient cult.
~
school monster~
BG 0 -500 0
3 0 2d6+13 0d0+0 1d6+0 pound
8 8 8 9
E 0 0 0
stand stand male 0
0 0 medium 0
#2619
skeleton~
the skeleton~
The skeleton stands here, rattling its bones.
~
Not much to look at, its clothes have long
since rotted.
~
school monster~
BG 0 0 0
1 0 2d6+0 0d0+0 1d4+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
H 0 medium 0
#2620
skeleton warrior~
the skeleton warrior~
The skeleton of some long dead warrior stands here.
~
It moves from the crypt in an agile manner,
unusual for the condition it is in.
~
school monster~
BG DF 0 0
4 0 2d7+12 0d0+0 1d5+1 pound
8 8 8 8
FK 0 0 0
stand stand male 10
H 0 medium 0
#2621
spider~
the spider~
The spider is here, waiting to devour you.
~
This hairy spider hides here, waiting for an
unwary passerby.
~
centipede~
BGU Q 0 0
2 0 2d7+11 0d0+0 1d6+0 pound
9 9 9 9
0 0 0 0
stand stand male 0
HMV BDEF medium 0
#0


#OBJECTS
#2600
note~
a note~
A note lies here.~
parchment~
trash O A
0 0 0 0 0
0 0 0 P
E
note~
-- Welcome to Infenal Realms --------------

To see the basic commands type HELP

To move about use the basic directions
North,South,East,West,Up,Down

To check what you are carrying type INVentory
To check what you are wearing type EQuipment

To check your stats type SCOre
To see how much money you have type WORth

You can stop wearing or using something by
typing REMOVE item, this will put that item
in your inventory, to use an item type HOLD
item, or if its a weapon WIELD item or if it
is clothing WEAR item.

Type AUTO to see what automatic features you
can enable.

You will find more help along the way.~
#2601
gebal leaf~
a gebal leaf~
A gebal leaf sits here, dripping nectar.~
balm~
food O A
10 10 0 0 0
0 0 0 P
E
leaf~
This leaf is from a sacred tree. It has a 
delicious nectar that gives you nourishment.~
#2602
cistern~
a cistern~
A skull shaped cistern is here.~
bone~
fountain O 0
10000 10000 water 0 0
0 600 0 P
E
cistern~
This cistern is in the shape of a skull, and
it appears to be carved out of some huge piece
of bone. ~
#2603
bloodied corpse~
a bloodied corpse~
A bloodied corpse lies here.~
slime~
trash O 0
0 0 0 0 0
0 2 0 P
E
corpse~
This person or thing appears to have been 
hacked apart in a vicious manner. When you 
look closely at it, you notice it has your face.
~
#2604
unsafe raft~
a unsafe raft~
An unsafe raft sits here.~
cork~
boat 0 A
0 0 0 0 0
0 1 1 P
#2605
skullinator~
a skullinator~
A skullinator rests here.~
brass~
trash 0 AO
0 0 0 0 0
0 1 0 P
E
skullinator~
A medical tool used for severing the skull.~
#2606
rotting shirt~
a rotting shirt~
A rotting shirt rests here.~
cloth~
trash 0 AD
0 0 0 0 0
0 0 0 P
#2607
dirty pants~
a pair of dirty pants~
A pair of dirty pants rests here.~
cloth~
trash 0 AF
0 0 0 0 0
0 1 0 P
#2608
game~
the game~
The game sits here waiting for you to play it.~
bone~
trash 0 AO
0 0 0 0 0
0 0 0 P
A
3 -5
#2609
heavy leather boots~
a pair of heavy boots~
A pair of heavy leather boots sits here.~
hard leather~
armor 0 AG
8 8 8 8 1
0 1 0 P
#2610
red amulet~
a red amulet~
A red amulet glitters in the dirt.~
bone~
light A AC
0 0 100 0 0
0 1 0 P
#2611
key~
a key~
a rusty key sits here.~
ash~
key 0 AO
0 0 0 0 0
0 0 0 P
#2612
skull key~
a skull key~
A key with a skull shaped handle sits here.~
brass~
key P A
0 0 0 0 0
0 0 0 P
#2613
battleaxe~
a battleaxe~
A battleaxe rests here.~
brass~
weapon 0 AN
axe 1 8 cleave 0
0 2 0 P
#2614
hand axe~
a hand axe~
A hand axe rests here.~
bone~
weapon 0 AN
axe 1 6 cleave 0
0 1 0 P
#2615
bo stick~
a bo stick~
A bo stick sits here.~
bone~
weapon 0 AN
staff 1 4 pound 0
0 1 0 P
#2616
flail~
a flail~
A flail rests here.~
brass~
weapon 0 AN
flail 2 6 pound 0
0 3 0 P
#2617
halberd~
a halberd~
A halberd stands here, against a wall.~
copper~
weapon 0 AN
polearm 3 8 slice 0
0 5 0 P
#2618
hammer~
a hammer~
A large hammer sits here.~
brass~
weapon 0 AN
mace 2 6 pound 0
0 5 0 P
#2619
mace~
a mace~
A mace rests here.~
crystal~
weapon 0 AN
mace 2 5 pound 0
2 4 0 P
#2620
morning star~
a morning star~
A morning star rests here.~
bronze~
weapon 0 AN
flail 2 4 pound 0
3 5 0 P
#2621
pick~
a pick~
A military pick rests here~
bronze~
weapon 0 AN
flail 2 4 scratch 0
2 4 0 P
#2622
bastard sword~
a bastard sword~
A bastard sword rests here.~
brass~
weapon 0 AN
sword 2 6 slash 0
5 3 0 P
#2623
wicked dagger~
a wicked dagger~
A wicked dagger rests here.~
brass~
weapon 0 AN
dagger 2 4 scratch 0
3 2 0 P
#2624
pool~
a pool~
A pool of clear water is here.~
bone~
fountain O 0
500 500 water 0 0
0 600 0 P
#2625
small twig~
a small twig~
A small twig sits here.~
bone~
key 0 AO
0 0 0 0 0
0 1 0 P
E
twig~
It resembles a key of some kind.~
#2626
banded chest piece~
a banded chest piece~
A banded chest piece sits here.~
brass~
armor 0 AD
8 8 8 9 1
2 2 0 P
#2627
great helmet~
a great helmet~
A great helmet rests here.~
brass~
armor 0 AE
8 8 8 8 1
0 1 0 P
#2628
chainmail~
a suit of chainmail~
A suit of chainmail sits here.~
brass~
armor 0 AD
7 7 7 8 3
2 3 0 P
#2629
brass leggings~
a pair of leggings~
A pair of leggings made of brass sits here.~
brass~
armor 0 AF
8 8 8 9 1
0 2 0 P
#2630
bracers~
a pair of bracers~
A pair of bracers rest here.~
bone~
armor 0 AI
8 8 8 9 1
0 1 0 P
#2631
dark amulet~
a dark amulet~
A dark amulet lies on the floor~
brass~
key 0 AO
0 0 0 0 0
0 1 0 P
E
amulet~
On the back these words are inscribed.
Skcol erao nh ctam~
#2632
skeleton key~
a skeleton key~
A skeleton key sits here.~
adamantite~
key 0 AO
0 0 0 0 0
0 1 0 P
#0


#ROOMS
#2600
Top of the tower~
You are on top of a giant tower. The wind is 
raging, and dark clouds loom all around. Looking
over the edge you see the tower descending into
a mist that obscurs the earth below. There is a
plaque on battlement here.
~
0 0 1
D5
~
~
1 -1 2601
E
plaque~
There is a trapdoor going down. Type open 'down'
to open it. Then type 'down' to go that way.~
S
#2601
Chamber of the 10th ring, LEARNING.~
You are in a circular chamber underneath the
top of the tower. The black obsidian blocks
create an eerie reflection from your light source
. A small note lies on the floor here. Type GET 
NOTE to take it then type LOOK NOTE to read it.
You can go up to the TOP of the tower or continue
down, through another trapdoor.
~
0 D 0
D4
~
~
1 -1 2600
D5
~
~
1 -1 2602
S
#2602
Chamber of the 9th ring, TRAINING.~
You are disc apparently floating in a black void.
Upwards you can see a trapdoor hanging in the
nothingness. A hole in the center of this disc
leads down into the blackness below. In all four
directions <N,E,S,W> you see other discs hovering
in space. There is a person standing on each one.
Goto each, when you are done, go down through
the hole.
~
0 D 0
D0
~
~
0 -1 2603
D1
~
~
0 -1 2605
D2
~
~
0 -1 2606
D3
~
~
0 -1 2604
D4
~
~
1 -1 2601
D5
~
~
0 -1 2607
S
#2603
The platform of being~
The disc you stand on is floatin in a void. Mists
are swirling all about you. In each swirl you see
the lifetime of some great hero or a poor serf.
Images flood your vision and thoughts, you realize it is time to BECOME something and some
one. LOOK at the person here and they will help
you on your way.
~
0 D 0
D2
~
~
0 -1 2602
S
#2604
Order of the Masters~
This is the training platform of the Order of
the Masters. The Masters will be found in 
different places throughout theses lands. Sometimes they are hard to identify, but usually
if you LOOK at them, you will know.
~
0 D 0
D1
~
~
0 -1 2602
S
#2605
Disc of life~
A circular disc, spinning in a blackened void.
On this disc are items you need to survive.
A bit of food, you can TAKE it. And a fountain to
DRINK from. Be sure you EAT and DRINK during
your travels or you will surely perish.
~
0 D 0
D3
~
~
0 -1 2602
S
#2606
Disc of destruction~
Images swirl about this disc, depicting death
in all its many forms. War and battle are a 
major part of your existence here, so learn 
to deal with it well.
~
0 D 0
D0
~
~
0 -1 2602
S
#2607
Chamber of the 8th ring, BATTLE.~
This disc appears to have been ravaged by 
battle. Broken swords and armor are scattered
about. Burn marks scar the floor, and dried 
puddles of blood are under your feet.
There is a plaque hovering in space here.
~
0 D 0
D1
~
~
0 -1 2608
D4
~
~
0 -1 2602
D5
~
~
0 -1 2609
E
plaque~
This is your first chance at battle. It is
destined that you will be destroyed. This is
the first lesson of battle, you will sometimes
lose and have to run to fight another day.
Type WIMPY 10, to set yourself to flee at 10
hitpoints. Then go east and attack the creature
there. When you return go down.~
S
#2608
Untold odds~
This room is covered in the dried guts and blood
of many an adventurer. A stench greets your 
nostrils as you enter. Do not fear.
~
0 D 0
D3
~
~
0 -1 2607
S
#2609
Chamber of the 7th ring, KNOWLEDGE.~
The disc of knowledge. It is run by the Order of
Knowledge. The members of the Order are known
for their abilitys in the training of skills.
You will find them throughout the lands.
Sometimes they are hard to find, just LOOK at
people and you will know.
~
0 D 0
D4
~
~
0 -1 2607
D5
~
~
0 -1 2610
S
#2610
Rocky formation~
Suddenly you appear on a piece of ancient rock
jutting out of a churning sea of water. An
eerie red glow can be seen on the easter horizon.
A little to the north is a small rickety shack. 
There is a sign here..
~
0 0 5
D0
~
~
1 -1 2611
D1
~
~
0 -1 2612
D4
~
~
0 -1 2609
E
sign~
In water you need a boat to travel.
To use a boat all you need to do is have it in your inventory.~
S
#2611
Inside a shack~
The broken shack about you seems as if it will
come down at any minute, the wind can be heard
through the cracks in the roof. An wrinkled old
man sits here behind a counter.
There is a sign here.
~
0 DN 0
D2
~
~
1 -1 2610
E
sign~
This is a shop. 
You will purchase items from shops in your 
travels. Type LIST to see what is for sale.
If you have money you can BUY the item.
~
S
#2612
Churning ocean.~
The dark waters swirl and splash all around
your small raft. You cant control your direction
as you have no paddle. The will take you east.
~
0 0 7
D1
~
~
0 -1 2613
D3
~
~
0 -1 2610
S
#2613
Churning ocean.~
Winds and bursts of rain drench you. The cold
waters of the ocean stretch off in all directions
The current is growing stronger pulling you east.
~
0 0 7
D1
~
~
0 -1 2614
D3
~
~
0 -1 2612
S
#2614
The whirlpool~
The dark waters swirl about sucking you into
a whirlpool formed from the strong winds.
You will surely go down.
~
0 0 7
D3
~
~
0 -1 2613
D5
~
~
0 -1 2615
S
#2615
Chamber of the 6th ring.  HEALING.~
You have reached the 6th ring, you are now ready
to test your skills. The ultimate test, that
will put your life on the line. Here you will
battle. There is a sign here.
~
0 D 0
D0
~
~
0 -1 2618
D1
~
~
0 -1 2619
D2
~
~
0 -1 2620
D3
~
~
0 -1 2616
D4
~
~
0 -1 2614
D5
~
~
0 -1 2621
E
sign~
In the four areas around you are creatures.
Some will attack you on sight, others are docile
and wont attack until you are hostile towards 
them. After you fight you may be hurt, come
back to this room and REST or SLEEP these are
two of the ways to gain hitpoints, mana, and
movement back. When you are done, go down.~
S
#2616
Dank hallway.~
Slime covers the walls of this hallway. A moldy
stench assaults your nostrils. You can go east
to the Avatar, or west.
~
0 D 0
D1
~
~
0 -1 2615
D3
~
~
0 -1 2617
S
#2617
The pit of the werewolf.~
The dank hallway leads you down into a filthy
pit. Bones and rotting equipment lay scattered
about.
~
0 D 0
D1
~
~
0 -1 2616
S
#2618
Asylum hall.~
This looks like a room in an asylum. Padded
walls and twisted medical tools lie on the 
floor.
~
0 D 0
D2
~
~
0 -1 2615
S
#2619
Natural cave.~
A natural cave formed over time. Rocks and 
minerals lie all about.
~
0 D 0
D3
~
~
0 -1 2615
S
#2620
The dark crag.~
A rocky crag, covered in a glowing fungus.
A faint humming sound can be heard.
~
0 D 0
D0
~
~
0 -1 2615
S
#2621
Chamber of the 5th ring, GUILDS.~
This chamber is dedicated to the 4 major guilds
on this world. To the north is the chamber of
the Order Of Light. To the east is the chamber of
the Cult Of Chaos. To the south lies the chamber
of the Dark Hand, and to the west lies the 
chamber of the Order of Archons. When you are
done go down.
~
0 D 0
D0
~
~
0 -1 2622
D1
~
~
0 -1 2623
D2
~
~
0 -1 2624
D3
~
~
0 -1 2625
D4
~
~
0 -1 2615
D5
~
~
0 -1 2626
S
#2622
Order Of Light.~
This room is filled with weapons and armor.
Tapestrys depicting ancient battles and 
glorius deeds cover the walls.
There is a sign here.
~
0 D 0
D2
~
~
0 -1 2621
E
sign~
The Order Of Light.

Its God and leader Grehyton the stealer of magic.
Its purpose to defend against evil and bring
greater glory to the light. You must be at least
level 10 to join. Seek a member and follow the
light if you wish to join.~
S
#2623
Cult Of Chaos.~
Swirling images and ever changing scenes 
invade your senses. The Cult is dedicated to
preserving the maelstrom that will take all of 
us.
There is a sign here.
~
0 D 0
D3
~
~
0 -1 2621
E
sign~
The Cult Of Chaos

To join you must be at least tenth level.
You can seek a current member of wait to be 
approached, your actions will determine if you
are ready. The Cult's leader is the God Chardros.
It is said, Chardros knows all deeds and will
find you if you are ready.~
S
#2624
The Dark Hand.~
The Dark Hand, a guild that accepts all types.
Most members are thieves or assassins. Seek
the hand when you least expect it.
There is a sign here.
~
0 D 0
D0
~
~
0 -1 2621
E
sign~
Seek the Dark Hand when you reach level 10.
Its leader is Nep the Unseen, a mortal thief
turned God.~
S
#2625
Order of Archons~
This chamber is dedicated to Law. The Archons
dedicate their lives to smashing out the evil
murders and thieving that plague the cities.
~
0 D 0
D1
~
~
0 -1 2621
S
#2626
Chamber of the 4th ring.~
The fourth ring. You have made it! Now a final
test before you descend into the pits below to
hopefully find you way out of this forsaken tower.
~
0 D 0
D4
~
~
0 -1 2621
D5
A brown trapdoor.~
door~
1 2611 2627
S
#2627
The Center Caves.~
You are in the center of the caves. Twisted
passage ways lead off in all directions.
A sign is here.
~
0 0 0
D0
~
~
0 -1 2634
D1
~
~
0 -1 2628
D2
~
~
0 -1 2647
D3
~
~
0 -1 2641
D4
A brown trapdoor.~
door~
1 2611 2626
D5
A well hidden trapdoor sits in the floor.~
trapdoor~
1 2632 2648
E
sign~
You are now in the caves, make your way through
them and down to the bottom. When you are done
you should find the exit and leave.~
S
#2628
A twisted passageway.~
This passageway twists and turns like the
bowels of some beast. A strange smell is in
the air.
~
0 D 0
D1
~
~
0 -1 2629
D3
~
~
0 -1 2627
S
#2629
An open room.~
This room is formed from a natural cave.
Broken pieces of furniture litter the floor.
A pile of straw is in the corner.
~
0 D 0
D0
~
~
0 -1 2630
D3
~
~
0 -1 2628
S
#2630
Slight Cave in.~
The passageway here is slightly obscured
by collapsed rocks. It seems strange that
the tower holds caverns like this. It almost
seems as if your deep in the earth.
~
0 D 0
D2
~
~
0 -1 2629
D3
~
~
0 -1 2631
S
#2631
Vault of the shrieking.~
This cavern is covered in fungus and mold.
Huge mushrooms grow from the rocks. An eerie
glows comes from some mold.
~
0 D 0
D0
~
~
0 -1 2632
D1
~
~
0 -1 2630
S
#2632
Chamber of the Uruk-Hai.~
This chamber formed of natural rock, is the
main room of the Uruk-Hai, or greater orc.
A rickety table is in the center.
~
0 0 1
D0
A heavy iron bound door.~
door~
1 2612 2633
D2
~
~
0 -1 2631
S
#2633
Vault Of Weapons.~
This room appears to be a chamber for weapons
and armor the orcs are gathering. Their intention
is to smash the elves once and for all.
~
0 D 0
D2
A heavy iron bound door.~
door~
1 2612 2632
S
#2634
Sloped Passageway.~
You are in a corridor that is on a descending
angle. The walls are covered with a strange
glowing fungus.
~
0 D 0
D0
~
~
0 -1 2635
D2
~
~
0 -1 2627
S
#2635
Uneven Corridor.~
The ground of this corridor has been chisled 
away, making your steps uneven and dangerous.
~
0 D 0
D0
~
~
0 -1 2636
D2
~
~
0 -1 2634
S
#2636
Open Chamber.~
A natural rock open chamber. A small pool is 
formed in the corner. The eerie light of the
fungus makes you dizzy.
~
0 D 0
D2
~
~
0 -1 2635
D3
~
~
0 -1 2637
S
#2637
Natural Statues.~
The cave formations here resemble statues of
humanoid form. The fungus is still glowing and
lightin your path.
~
0 D 0
D0
~
~
0 -1 2638
D1
~
~
0 -1 2636
S
#2638
Guarded Entrance.~
This cave has been made into a makeshift guard
area. Defensive equipment is standing ready to
cover the entrance.
~
0 D 0
D2
~
~
0 -1 2637
D3
~
~
0 -1 2639
S
#2639
Hall of the Elves.~
A grand cavern, covered with elvish runes.
A large table sits in the center.
~
0 D 0
D0
The door is made to look like natural rock.~
door~
1 2625 2640
D1
~
~
0 -1 2638
S
#2640
Vault of Armors.~
A room carved out of living stone. It appears
to be an armory of some sort. Tools for making
and repairing weapons are all about.
~
0 D 0
D2
The door is made to look like natural rock.~
door~
1 2625 2639
S
#2641
Dusty Hallway.~
A dusty hallway, it seems as if no one has been
this way in quite some time.
~
0 AD 0
D1
~
~
0 -1 2627
D3
~
~
0 -1 2642
S
#2642
Transformation.~
The natural stone caverns you have been in give
way to a man made hallway. It is constructed of
the black obsidian bricks you saw so long ago at
the top of the tower.
~
0 AD 0
D1
~
~
0 -1 2641
D3
~
~
0 -1 2643
S
#2643
Obsidian Hallway.~
The hallway is umoving and unchanging. 
Moving forever onward it seems. Your reflection
in the stones seems to shift on its own accord.
~
0 AD 0
D0
~
~
0 -1 2644
D1
~
~
0 -1 2642
S
#2644
Obsidian Hallway.~
This part of the hallway has the smell of death.
Rotting piles of bandages lay on the floor.
~
0 AD 0
D0
~
~
0 -1 2645
D2
~
~
0 -1 2643
S
#2645
Vault of the Keeper.~
An altar is the first thing you see as you
enter this room. On the far wall is a huge door.
It has a huge lock on its handle.
~
0 AD 0
D0
The door is huge and covered in iron shodding.~
door~
1 2631 2646
D2
~
~
0 -1 2644
S
#2646
Tomb of the Warrior.~
A massive coffin occupies the center of this 
room. Rusted suits of armor line the walls along
with decorative swords and shields.
~
0 AD 0
D2
It is huge, iron shodding covers its face.~
door~
1 2631 2645
S
#2647
Shrine of the Avatar.~
This is a shrine to the Avatar of healing.
Glowing light flows through this room from the
shrines base to the gem encrusted walls.
~
0 AD 0
D0
~
~
0 -1 2627
S
#2648
Amongst the Ruins.~
You have entered an ancient ruined hallway.
Rubble is all about you. Without some kind
of light you would be totally blind here.
~
0 AD 0
D0
~
~
0 -1 2649
D4
A brown trapdoor.~
trapdoor~
1 2632 2627
S
#2649
Hallway in the Ruins.~
This is a hallway that was destroyed by a 
battle long ago. There are still some traces
of the war as skeletons and broken weapons are
strewn about.
~
0 AD 0
D0
~
~
0 -1 2650
D2
~
~
0 -1 2648
S
#2650
Hallway in the Ruins.~
The hallway here is covered in cobwebs and
trash. You can here some shuffling up towards
the ceiling.
~
0 AD 0
D0
~
~
0 -1 3001
D2
~
~
0 -1 2649
S
#0


#RESETS
O 1 2600 100 2601			a note to Chamber of the 10th ring
*
M 1 2600 1 2603 1			the Being to The platform of being
*
M 1 2601 1 2604 1			the master to Order of the Masters
O 1 2601 100 2605			a gebal leaf to Disc of life
O 1 2601 100 2605			a gebal leaf to Disc of life
O 1 2601 100 2605			a gebal leaf to Disc of life
O 1 2602 100 2605			a cistern to Disc of life
O 1 2603 100 2606			a bloodied corpse to Disc of destruction
*
M 1 2602 1 2608 1			the slave of battle to Untold odds
*
M 1 2603 1 2609 1			the member to Chamber of the 7th ring, KNOWLEDGE.
*
M 1 2604 1 2611 1			the old man to Inside a shack
G 1 2604 -1
*
M 1 2605 2 2615 2			the avatar to Chamber of the 6th ring.  HEALING.
*
M 1 2606 1 2617 1			the werewolf to The pit of the werewolf.
O 1 2605 100 2618			a skullinator to Asylum hall.
O 1 2602 100 2615			a cistern to Chamber of the 6th ring.  HEALING.
O 1 2601 100 2615			a gebal leaf to Chamber of the 6th ring.  HEALING.
*
M 1 2607 1 2618 1			the lunatic to Asylum hall.
E 1 2606 100 5
E 1 2607 100 7
E 1 2608 100 17
*
M 1 2608 1 2619 1			the cavefisher to Natural cave.
*
M 1 2609 1 2620 1			a goblin warrior to The dark crag.
E 1 2609 100 8
*
M 1 2610 1 2626 1			the ogre to Chamber of the 4th ring.
E 1 2610 100 3
G 1 2611 100
D 1 2626 5 2			; Chamber of the 4th ring. Lock Down
D 1 2627 4 2			; The Center Caves. Lock Up
D 1 2600 5 1			; Top of the tower Close Down
D 1 2601 4 1			; Chamber of the 10th ring, LEARNING. Close Up
*
M 1 2611 5 2631 5			the shrieker to Vault of the shrieking.
*
M 1 2611 5 2631 5			the shrieker to Vault of the shrieking.
*
M 1 2611 5 2631 5			the shrieker to Vault of the shrieking.
*
M 1 2611 5 2631 5			the shrieker to Vault of the shrieking.
*
M 1 2612 2 2628 2			the war pig to A twisted passageway.
*
M 1 2612 2 2628 2			the war pig to A twisted passageway.
*
M 1 2613 3 2630 3			the lesser orc to Slight Cavein.
*
M 1 2613 3 2630 3			the lesser orc to Slight Cavein.
*
M 1 2613 3 2630 3			the lesser orc to Slight Cavein.
*
M 1 2614 3 2632 3			the greater orc to Chamber of the Uruk-Hai.
E 1 2615 100 16
G 1 2612 100
D 1 2633 2 2			; Vault Of Weapons. Lock South
D 1 2632 0 2			; Chamber of the Uruk-Hai. Lock North
O 1 2622 100 2633			a bastard sword to Vault Of Weapons.
O 1 2621 100 2633			a pick to Vault Of Weapons.
O 1 2620 100 2633			a morning star to Vault Of Weapons.
O 1 2619 100 2633			a mace to Vault Of Weapons.
O 1 2618 100 2633			a hammer to Vault Of Weapons.
O 1 2617 100 2633			a halberd to Vault Of Weapons.
O 1 2616 100 2633			a flail to Vault Of Weapons.
O 1 2615 100 2633			a bo stick to Vault Of Weapons.
O 1 2614 100 2633			a hand axe to Vault Of Weapons.
O 1 2613 100 2633			a battleaxe to Vault Of Weapons.
O 1 2623 100 2633			a wicked dagger to Vault Of Weapons.
*
M 1 2614 3 2632 3			the greater orc to Chamber of the Uruk-Hai.
E 1 2623 100 16
*
M 1 2614 3 2632 3			the greater orc to Chamber of the Uruk-Hai.
E 1 2620 100 16
*
M 1 2615 3 2629 3			the elf slave to An open room.
*
M 1 2615 3 2629 3			the elf slave to An open room.
*
O 1 2624 100 2636			a pool to Open Chamber.
*
M 1 2616 3 2638 3			the elf guard to Guarded Entrance.
E 1 2614 100 16
*
M 1 2616 3 2638 3			the elf guard to Guarded Entrance.
E 1 2621 100 16
*
M 1 2617 2 2639 2			the high elf to Hall of the Elves.
E 1 2619 100 16
G 1 2625 100
*
M 1 2617 2 2639 2			the high elf to Hall of the Elves.
E 1 2622 100 16
D 1 2639 0 2			; Hall of the Elves. Lock North
D 1 2640 2 2			; Vault of Armors. Lock South
O 1 2630 100 2640			a pair of bracers to Vault of Armors.
O 1 2629 100 2640			a pair of leggings to Vault of Armors.
O 1 2628 100 2640			a suit of chainmail to Vault of Armors.
O 1 2627 100 2640			a great helmet to Vault of Armors.
O 1 2626 100 2640			a banded chest piece to Vault of Armors.
O 1 2626 100 2640			a banded chest piece to Vault of Armors.
D 1 2645 0 2			; Vault of the Keeper. Lock North
D 1 2646 2 2			; Tomb of the Warrior. Lock South
*
M 1 2605 2 2647 2			the avatar to Shrine of the Avatar.
*
M 1 2618 1 2645 1			the keeper to Vault of the Keeper.
E 1 2606 100 5
E 1 2623 100 16
G 1 2631 100
*
M 1 2620 1 2646 1			the skeleton warrior to Tomb of the Warrior.
E 1 2628 100 5
E 1 2627 100 6
E 1 2629 100 7
E 1 2630 100 10
E 1 2613 100 16
G 1 2632 100
*
M 1 2619 3 2643 3			the skeleton to Obsidian Hallway.
*
M 1 2619 3 2643 3			the skeleton to Obsidian Hallway.
*
M 1 2619 3 2644 3			the skeleton to Obsidian Hallway.
D 1 2648 4 2			; Amongst the Ruins. Lock Up
D 1 2627 5 2			; The Center Caves. Lock Down
*
M 1 2621 1 2650 1			the spider to Hallway in the Ruins.
S


#SHOPS
2604 22 0 0 0 0 100 100 0 22			the old man
0


#SPECIALS
M  2605 spec_cast_adept			the avatar
M  2621 spec_poison			the spider
S


#$ing your steps uneven and dangerous.
~
0 D 0
D0
~
~
0 -1 2636
D2
~
~
0 -1 2634
S
#2636
Open Chamber.~
A natural rock open chamber. A small pool is 
formed in the corner. The eerie light of the
fungus makes you dizzy.
~
0 D 0
D2
~
~
0 -1 2635
D3
~
tower.are   744   4563    310       74361  6367121071   6043 #AREA
tower.are~
The School Tower~
{ 5 35} Grehyton The Tower~
2600 2699

#MOBILES
#2600
Being~
the Being~
The being stands here, type LOOK BEING, to get some help.
~
You are nothing now. To become something you 
need a description that others can judge your
character on. Without a description the gods will
be angered, and you will probably be destroyed.
One can not exist without substance.
type LOOK yourname and you will see you do not
have a general description.
type DESC then your description
This will put in the first line of your description. Then you can type DESC + more description to add lines.
i.e.

desc A huge looking dwarf with long hair and a
desc + beard. He looks a little gruff but you
desc + think you see a smile under that mass of
desc + hair somewhere.

You can LOOK at yourself to see how it looks. 
Please remember NO description should include
what you are wearing.
~
elf~
BG 0 0 0
50 0 10d10+499 0d0+0 2d10+100 pound
0 0 0 0
0 0 0 0
stand stand male 0
0 0