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