#AREADATA Name Miden'nir~ Builders None~ VNUMs 3500 3599 Credits { 5 15} Copper Miden'nir~ Security 9 End #MOBILESNEW #MOB Vnum 3500 Name wyvern~ Short the wyvern~ Long A monstrous wyvern slowly circles just above your head. ~ Description This huge winged creature looks really menacing. You are happy it doesn't APPEAR to be very hungry ... yet. ~ Race wyvern~ Act_flags AG Aff DFT Aff2 0 Align -200 Group 0 Level 8 Hitroll 2 Hit_dice 8d8+80 Mana_dice 1d1+149 Dam_dice 2d6+1 Dam_type bite Armor 5 4 5 6 Off CDFHNR Teach A Imm L Res 0 Vuln S Start_pos stand Default_pos stand Sex either Wealth 0 Form ABGZ Parts ACDEFHJKQVXZ Size huge Material unknown EndMob #MOB Vnum 3501 Name goblin mountain~ Short the goblin~ Long A mountain goblin is wandering about, mumbling to himself. ~ Description You see before you a small and twisted creature with knotted muscles. ~ Race goblin~ Act_flags AFGT Aff J Aff2 0 Align -500 Group 0 Level 6 Hitroll 1 Hit_dice 4d4+65 Mana_dice 1d1+99 Dam_dice 2d4+1 Dam_type punch Armor 4 6 4 9 Off KR Teach A Imm 0 Res Q Vuln C Start_pos stand Default_pos stand Sex male Wealth 25 Form AHMV Parts ABCDEFGHIJKZ Size small Material unknown EndMob #MOB Vnum 3502 Name boy small~ Short the small boy~ Long A small boy sits here, licking his wounds. ~ Description The poor boy has numerous cuts and scratches, but appears to be all right. He is apparently the only survivor of the ambush. ~ Race human~ Act_flags ABH Aff 0 Aff2 0 Align 500 Group 0 Level 4 Hitroll 0 Hit_dice 1d12+47 Mana_dice 1d1+99 Dam_dice 1d6+0 Dam_type beating Armor 8 8 8 10 Off I Teach A Imm 0 Res 0 Vuln C Start_pos rest Default_pos rest Sex male Wealth 0 Form AHMV Parts ABCDEFGHIJKZ Size small Material unknown EndMob #MOB Vnum 3503 Name innkeeper~ Short the Innkeeper~ Long The Innkeeper stands here, cleaning glasses. ~ Description The Innkeeper now spends most of his days waiting for customers, while the nights are spent watching out for goblins. His inn is no longer the happy place that is used to be in days past. ~ Race human~ Act_flags ABT Aff 0 Aff2 0 Align 500 Group 0 Level 10 Hitroll 1 Hit_dice 1d12+200 Mana_dice 1d1+149 Dam_dice 2d8+1 Dam_type punch Armor 2 2 2 8 Off BFKQ Teach A Imm AB Res CD Vuln 0 Start_pos stand Default_pos stand Sex male Wealth 350 Form AHMV Parts ABCDEFGHIJKZ Size medium Material unknown EndMob #MOB Vnum 3504 Name bard~ Short the bard~ Long A sullen bard is here, drinking away his problems. ~ Description You can smell the alcohol on his breath from across the room. This poor bard has been sitting here quite a while, drinking himself into oblivion. ~ Race human~ Act_flags ABST Aff D Aff2 0 Align 600 Group 0 Level 8 Hitroll 3 Hit_dice 1d12+110 Mana_dice 1d1+99 Dam_dice 2d6+0 Dam_type punch Armor 3 5 3 6 Off FIJKNQ Teach A Imm 0 Res 0 Vuln 0 Start_pos sit Default_pos sit Sex male Wealth 260 Form AHMV Parts ABCDEFGHIJKZ Size medium Material unknown EndMob #MOB Vnum 3505 Name horseman dark~ Short the dark horseman~ Long A dark horseman is here, mounted on his black steed. ~ Description The man is obviously an outlaw, and has no qualms about slashing you into little bits. ~ Race human~ Act_flags AGHS Aff P Aff2 0 Align -900 Group 0 Level 8 Hitroll 2 Hit_dice 1d12+110 Mana_dice 1d1+99 Dam_dice 2d5+2 Dam_type punch Armor 5 3 3 6 Off BFJKQ Teach A Imm 0 Res 0 Vuln 0 Start_pos stand Default_pos stand Sex male Wealth 400 Form AHMV Parts ABCDEFGHIJKZ Size medium Material unknown EndMob #MOB Vnum 3506 Name goblin lieutenant~ Short the goblin lieutenant~ Long A goblin lieutenant stands here, attempting to get his men in order. ~ Description The goblin lieutenant is rather angry, and looking for one of his men to beat up upon, but maybe you will do just fine ... ~ Race goblin~ Act_flags AFGT Aff J Aff2 0 Align -600 Group 0 Level 7 Hitroll 1 Hit_dice 1d12+100 Mana_dice 1d1+149 Dam_dice 1d10+1 Dam_type punch Armor 3 5 3 8 Off DKNR Teach A Imm 0 Res Q Vuln C Start_pos stand Default_pos stand Sex male Wealth 55 Form AHMV Parts ABCDEFGHIJKZ Size medium Material unknown EndMob #MOB Vnum 3507 Name goblin leader~ Short the goblin leader~ Long The goblin leader surveys the room. ~ Description The leader doesn't look too happy that you have found him here. He grabs for his shortsword and lunges for your neck. ~ Race goblin~ Act_flags ACFGT Aff J Aff2 0 Align -900 Group 0 Level 9 Hitroll 2 Hit_dice 1d12+120 Mana_dice 1d1+199 Dam_dice 1d12+3 Dam_type punch Armor 1 3 1 6 Off DJKNR Teach A Imm 0 Res Q Vuln C Start_pos stand Default_pos stand Sex male Wealth 500 Form AHMV Parts ABCDEFGHIJKZ Size medium Material unknown EndMob #END #OBJECTSNEW #OBJ Vnum 3500 Name sword short~ Short a goblin's short sword~ Orig_short a goblin's short sword~ Desc A rusted sword lies on the ground.~ Material iron~ Item_type weapon Extra 0 Wear AN Values sword 2 4 stab K Level 5 Weight 40 Cost 460 Condition A AffectObj 18 -1 ExtraDesc sword~ It looks heavier than your average short sword, but it could use some oiling. ~ EndObj #OBJ Vnum 3501 Name spear long~ Short a long spear~ Orig_short a long spear~ Desc A blackened spear with an evil-looking blade lies here.~ Material iron~ Item_type weapon Extra 0 Wear AN Values polearm 2 7 thrust F Level 6 Weight 80 Cost 100 Condition A AffectObj 17 2 ExtraDesc spear~ This used to be a boar spear, but it has been used for more dangerous game. ~ EndObj #OBJ Vnum 3502 Name helmet horned black~ Short a black horned helmet~ Orig_short a black horned helmet~ Desc A helmet with sharp black horns sits here.~ Material iron~ Item_type armor Extra 0 Wear AE Values AB AC C 0 A Level 5 Weight 30 Cost 490 Condition A EndObj #OBJ Vnum 3503 Name cloak stained~ Short a stained travelling cloak~ Orig_short a stained travelling cloak~ Desc A worn and stained cloak is crumpled up on the floor.~ Material cloth~ Item_type armor Extra 0 Wear AC Values B AB C 0 A Level 3 Weight 40 Cost 310 Condition A EndObj #OBJ Vnum 3504 Name bracer leather enchanted~ Short an enchanted leather bracer~ Orig_short an enchanted leather bracer~ Desc A leather bracer with mystic symbols sits here.~ Material leather~ Item_type armor Extra 0 Wear AM Values B C C B 0 Level 7 Weight 10 Cost 690 Condition G AffectObj 18 1 ExtraDesc bracer~ This bracer is covered with runes of protection and luck in combat. ~ EndObj #OBJ Vnum 3505 Name knife dagger~ Short a rune-covered knife~ Orig_short a rune-covered knife~ Desc A wide-bladed knife sits undisturbed on the floor.~ Material mithril~ Item_type weapon Extra GK Wear AN Values dagger 2 4 stab K Level 5 Weight 10 Cost 420 Condition P AffectObj 18 1 ExtraDesc knife dagger~ It's very sharp, you suspect this knife is more effective than many swords. It appears to be of elvish origins, and is made of finely crafted mithril, with a stylized ivory hilt. ~ EndObj #END #ROOMSNEW #ROOM Vnum 3500 Name The Plains~ Desc You are standing on the plains. This is a vast desolate place where the wind can howl undisturbed since nothing but you bars its way. However you are not the first to wander here. Before you somebody has left a small path. The path looks rather bewildered and is not the kind of path to lead to anywhere significant or important but it seems to have made up its mind to enter the hills far away north. ~ Room_flags 0 Sector_type 1 Exit 0 ~ ~ 0 0 4000 leaves north~ Exit 2 ~ ~ 0 0 3501 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3501 Name The Lane~ Desc You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south. ~ Room_flags 0 Sector_type 1 Exit 0 ~ ~ 0 0 3500 leaves north~ Exit 2 ~ ~ 0 0 3502 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3502 Name The Cross Roads~ Desc Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Midgaard lie to your west, and the highway continues the the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. ~ Room_flags 0 Sector_type 1 Exit 0 An old road leads towards the abandoned mines of Moria and the Dwarven Kingom. ~ ~ 0 0 3501 leaves north~ Exit 1 The road continues east, where you hear faint singing. ~ ~ 0 0 3525 leaves east~ Exit 2 A once mighty road leads through the dwarf forest towards ruined Thalos. ~ ~ 0 0 5261 leaves south~ Exit 3 The road leads west towards Midgaard. ~ ~ 0 0 3503 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3503 Name City Entrance~ Desc You stand on the outskirts of a large city - Midgaard; the capital of this land. The road leads east into the peace and quiet - and dangers - of the forest; and to the west it becomes the main street of the town; surrounded by a confusion of shops, bars, and market places. ~ Room_flags 4 Sector_type 1 Exit 1 ~ ~ 0 0 3502 leaves east~ Exit 3 ~ ~ 0 0 3053 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3505 Name The Trail to Miden'nir~ Desc You are in a light forest. A path leads south, but the passage to the east is easy enough. To the west, smoke can be seen rising above the treetops. The sprawl of Midgaard lies north of here. ~ Room_flags 0 Sector_type 3 ExtraDesc credits credit author~ +-------------------------------------------------+ | This area originally written for Copper II DIKU | | by ? | | Modifications and alterations for MERCmud DIKU | | by VampLestat 1 JAN 93 | +-------------------------------------------------+ ~ Exit 0 To the north, you see the southern gates of Midgaard. ~ ~ 0 0 3256 leaves north~ Exit 1 More light forest. ~ ~ 0 0 3506 leaves east~ Exit 2 This path cuts through the darkness of the Miden'nir. ~ ~ 0 0 3507 leaves south~ Exit 3 The Woodsman's Inn. ~ ~ 0 0 3570 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3506 Name The Miden'nir~ Desc You are in a dark forest. To the east, mountains block passage. From here, only the lighter forest to the west or south offer a way to travel. ~ Room_flags 0 Sector_type 3 Exit 1 ~ ~ 0 -1 3550 leaves east~ Exit 2 The forest is darker to the south. ~ ~ 0 0 3509 leaves south~ Exit 3 The forest gets lighter as you go west. ~ ~ 0 0 3505 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3507 Name The Miden'nir~ Desc The forest is deep here and the wind blows through the trees and through your hair. To the north, the forest gets lighter. However, the southern and western paths place you even deeper in the wood. ~ Room_flags 0 Sector_type 3 Exit 0 The forest is lighter in this direction. ~ ~ 0 0 3505 leaves north~ Exit 2 More and darker woods. ~ ~ 0 0 3510 leaves south~ Exit 3 There is a small path leading west. ~ ~ 0 0 3508 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3508 Name On a Small Path~ Desc A path is here, leading east and south through the dark woods of Miden'nir. Mountains slash the scenery to the west of here. ~ Room_flags 0 Sector_type 3 Exit 1 Wind-swept forest. ~ ~ 0 0 3507 leaves east~ Exit 2 To the south, the trail continues. ~ ~ 0 0 3511 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3509 Name The Miden'nir~ Desc The trees of Miden'nir are lush and green, hiding the evil that lurks in these woods. The trees become too thick to the west, but you may go north, south or travel toward the mountains that lie east of here. ~ Room_flags 0 Sector_type 3 Exit 0 The trees lighten up a bit this way. ~ ~ 0 0 3506 leaves north~ Exit 1 Huge grey mountains lie in this direction. ~ ~ 0 0 3512 leaves east~ Exit 2 The forest continues. ~ ~ 0 0 3514 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3510 Name A Crossroads~ Desc Here footworn paths meet leading north, south and east. The trees seem to be closing in on you at this point, and you can barely see the sky through the thick branches above your head. ~ Room_flags 0 Sector_type 3 Exit 0 Trees as far as the eye can see. ~ ~ 0 0 3507 leaves north~ Exit 1 There is an especially dark part of the forest this way. ~ ~ 0 0 3514 leaves east~ Exit 2 There is an especially dark section of forest this way. ~ ~ 0 0 3516 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3511 Name The Trail~ Desc You are on a north-south trail through the woods. To the west, impassable mountains glare at you, and the thick woods and undergrowth prevent any movement westward. ~ Room_flags 0 Sector_type 3 Exit 0 The trail bends to the north. ~ ~ 0 0 3508 leaves north~ Exit 2 To the south, the path re-enters the forest. ~ ~ 0 0 3515 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3512 Name The Miden'nir~ Desc The trees of Miden'nir are lush and green, hiding the evil that lurks in these woods. You can go north toward the mountains, or west to the forest, but the steep mountains prevent any movement east. ~ Room_flags 0 Sector_type 3 Exit 0 ~ ~ 0 -1 3550 leaves north~ Exit 2 A light section of forest. ~ ~ 0 0 3513 leaves south~ Exit 3 The forest continues here. ~ ~ 0 0 3509 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3513 Name The Miden'nir~ Desc The forest is dark, and becomes even darker west. You sense that there is something evil hidden in these woods. The forest gets lighter to the north. The wind kicks up as you ponder your options. ~ Room_flags 0 Sector_type 3 Exit 0 There is a small clearing to the north. ~ ~ 0 0 3512 leaves north~ Exit 3 It gets darker and thicker this way. ~ ~ 0 0 3514 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3514 Name Deep Forest~ Desc It is quite dark here, forest surrounds you. With each step, the forest seems to close around you, and get darker and more foreboding. It might just be time to head back to somewhere safe. ~ Room_flags 0 Sector_type 3 Exit 0 More forest. ~ ~ 0 0 3509 leaves north~ Exit 1 Lighter forest and mountains in the distance. ~ ~ 0 0 3513 leaves east~ Exit 2 More trees. ~ ~ 0 0 3517 leaves south~ Exit 3 The forest continues. ~ ~ 0 0 3510 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3515 Name Light Forest~ Desc The forest is light here and you can easily pick your way through the trail. To the east, the forest becomes thick and darker. South, the trail continues. ~ Room_flags 0 Sector_type 3 Exit 0 A trail leading north-south. ~ ~ 0 0 3511 leaves north~ Exit 1 The trees get thicker as you go east. ~ ~ 0 0 3516 leaves east~ Exit 2 More trees and some small hills. ~ ~ 0 0 3518 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3516 Name Muddy Ground~ Desc The ground is quite muddy here and puddles are all around. Your boots make a disgusting SQUISH as you walk here. You can go in any of the four cardinal directions from here. Hopefully, it will be dryer. ~ Room_flags 0 Sector_type 3 Exit 0 The Miden'nir continues. ~ ~ 0 0 3510 leaves north~ Exit 1 More trees. ~ ~ 0 0 3517 leaves east~ Exit 2 The trees get VERY thick to the south. You can barely see... ~ ~ 0 0 3519 leaves south~ Exit 3 Some light trees and daylight. ~ ~ 0 0 3515 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3517 Name Near the Mountains~ Desc The most prominent feature here is the mountains that lie to the east. You can only go north and west from here as the rocks stop all other movement. ~ Room_flags 0 Sector_type 3 Exit 0 Many trees to the north. ~ ~ 0 0 3514 leaves north~ Exit 3 There is a bit of a slope downward to the west. ~ ~ 0 0 3516 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3518 Name The Fading Trail~ Desc The trail becomes nearly unpassable here. You can go north as the forest is relatively light. To the south, you can see a path. ~ Room_flags 0 Sector_type 3 Exit 0 You can see a trail this way. ~ ~ 0 0 3515 leaves north~ Exit 2 Dark forests. ~ ~ 0 0 3522 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3519 Name The Dark Path~ Desc You are hemmed in by trees on either side of you. The path continues north and south, and while is much to thick to explore west, you can head off into the woods to the east. ~ Room_flags 0 Sector_type 3 Exit 0 The forest gets lighter this way. ~ ~ 0 0 3516 leaves north~ Exit 1 The forest continues. ~ ~ 0 0 3520 leaves east~ Exit 2 There is a strong stench coming from this direction. ~ ~ 0 0 3521 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3520 Name The Dark Forest~ Desc You stomp your way through the underbrush. The dark forest of Miden'nir get pretty thick here, and the branches high above your head are so thick that they block out all direct sunlight. While it is much too thick to go further east, you might be able to make your way though the forest to the south and west. ~ Room_flags 0 Sector_type 3 Exit 2 The thick forest continues. ~ ~ 0 0 3523 leaves south~ Exit 3 The thick forest continues. ~ ~ 0 0 3519 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3521 Name Carnage~ Desc Here, you see a gruesome sight. Blood is everywhere... on the trees and soaked into the ground. Two carcasses lie in front of you, seeming to look up at you. The forest is impassible to the south, but the other directions look ok. ~ Room_flags 1 Sector_type 3 ExtraDesc carcass body corpse carcasses bodies corpses~ The corpses looked as if they have been pierced by a large, jagged spear. The damage these people sustained is simply amazing. Worse, the lips on the bodies are a light shade of blue, hinting at poison in their systems. ~ Exit 0 Darkness... ~ ~ 0 0 3519 leaves north~ Exit 1 Your light does not extend that far. ~ ~ 0 0 3523 leaves east~ Exit 3 More dark forest. ~ ~ 0 0 3522 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3522 Name Deep in the Forest of Miden'nir~ Desc There is a sickening stench here. It smells of blood and death. To the north, you catch glimpses of daylight. To the east, you simply cannot see. The trees are close and stifling. ~ Room_flags 0 Sector_type 3 Exit 0 You see daylight and a trail to follow. ~ ~ 0 0 3518 leaves north~ Exit 1 The stench seems to becoming from this direction. ~ ~ 0 0 3521 leaves east~ Exit 2 ~ ~ 0 0 3533 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3523 Name The Dark Forest~ Desc The branches above you block out all direct sunlight, making the forest in this area rather dark. The forest continues east, where it meets the mountains. The air is still and stuffy - a stench comes from the west and an ugly feeling causes the hair to rise on the back of your neck! ~ Room_flags 0 Sector_type 3 Exit 0 It appears to get much darker that direction. ~ ~ 0 0 3520 leaves north~ Exit 1 ~ ~ 0 -1 3551 leaves east~ Exit 3 The sky becomes lighter in this direction. ~ ~ 0 0 3521 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3525 Name Along the Eastern Road~ Desc You are walking along a well-travelled road between Midgaard and lands east. A northern road crosses this one to the west, towards Midgaard. You hear faint, happy singing to the north. ~ Room_flags 0 Sector_type 1 Exit 0 You see a faint trail, covered with tiny footprints. The singing grows louder. ~ ~ 0 -1 101 leaves north~ Exit 1 The road continues to the east. ~ ~ 0 -1 3526 leaves east~ Exit 3 You can see the crossroads. ~ ~ 0 -1 3502 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3526 Name Along the Eastern Road~ Desc You are travelling down the eastern road between Midgaard and the eastern lands. The road back to Midgaard is west of you, and a heavily guarded checkpoint is east. A beautiful grove of trees is north, and a dirt path wanders off to the south. ~ Room_flags 0 Sector_type 1 Exit 0 You see a beautiful, shady grove -- it looks like a peaceful place to relax. ~ ~ 0 -1 8950 leaves north~ Exit 1 The road continues west towards a guarded checkpoint. ~ ~ 0 -1 3527 leaves east~ Exit 2 A dirt path leads to the gnome village. ~ ~ 0 -1 1501 leaves south~ Exit 3 The road continues west towards midgaard. ~ ~ 0 -1 3525 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3527 Name The Checkpoint~ Desc You are met by a group of heavily armored knights. They check you over for contraband, and then allow you to pass on. One of the knights cautions to not stray into the desert, lest you lose your way. ~ Room_flags 0 Sector_type 1 Exit 1 The continues east towards New Thalos. ~ ~ 0 -1 3528 leaves east~ Exit 3 The road continues west towards midgaard. ~ ~ 0 -1 3526 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3528 Name Along the Eastern Road~ Desc You are walking along a well-travelled road, just east of a heavily guarded checkpoint. You have covered about half the distance between the city of Midgaard and New Thalos. The air is getting drier and the heat more oppressive as you near the the barren wastes of the Sands of Sorrow. Up a hill to the north, you see a forested glade. ~ Room_flags 0 Sector_type 1 Exit 1 The road continues ahead, growing more arid as you near the desert. ~ ~ 0 -1 3529 leaves east~ Exit 3 You see a heavily guarded checkpoint to the west. ~ ~ 0 -1 3527 leaves west~ Exit 4 ~ ~ 0 0 11600 leaves up~ HealRate 100 EndRoom #ROOM Vnum 3529 Name Along the Eastern Road~ Desc The tempatures are climbing as you near the Sands of Sorrow, a barren wasteland blasted by arcane powers. Ahead of you, the road is partially buried by the creeping sands, and the air grows even hotter. ~ Room_flags 0 Sector_type 1 Exit 1 You see the Sands of Sorrow spilling over the road. ~ ~ 0 -1 3530 leaves east~ Exit 3 The road continues to the west, towards distant Midgaard. ~ ~ 0 -1 3528 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3530 Name Near the Sands of Sorrow~ Desc The eastern road is losing ground to the creeping desert here. You stagger in the growing heat, and wonder if you have enough water. The endless waste of the Sands of Sorrows is south, and the road continues east and west. The sun paints illusions at the edge of your vision, one of them looks like a far off city... ~ Room_flags 0 Sector_type 10 Exit 1 The road ahead is almost lost in the desert. ~ ~ 0 -1 3531 leaves east~ Exit 3 You see a clearer section of road. ~ ~ 0 -1 3529 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3531 Name Near the Sands of Sorrow~ Desc The road is almost completely swallowed by the desert here. The heat is sucking the life from your body, you wonder if it will ever end. To your south, the Sands of Sorrow stretch on for miles, and to the east you think you see the towers of a magnificent city...or is it just a mirage? ~ Room_flags 0 Sector_type 10 Exit 1 You can barely make out enough road to follow. ~ ~ 0 -1 3532 leaves east~ Exit 3 The desert thins a little to the west. ~ ~ 0 -1 3530 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3532 Name On the Outskirts of New Thalos~ Desc The sun is hot enough to melt your armor, but salvation is at hand. To the east, you see the mighty gates of New Thalos, one of the most prosperous cities of all of Thera. To the south, you see the endless wasteland of the Sands of Sorrows, and to the west you can barely make out a faint, but well-used, road leading to the City of Midgaard. ~ Room_flags 0 Sector_type 10 Exit 1 You see the west gate of New Thalos. ~ ~ 0 -1 9669 leaves east~ Exit 3 You see the road to Midgaard, covered with sand. ~ ~ 0 -1 3531 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3533 Name ~ Desc ~ Room_flags 0 Sector_type 0 Exit 0 ~ ~ 0 0 3522 leaves north~ Exit 2 ~ ~ 0 0 3534 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3534 Name ~ Desc ~ Room_flags 0 Sector_type 0 Exit 0 ~ ~ 0 0 3533 leaves north~ Exit 2 ~ ~ 0 0 3535 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3535 Name ~ Desc ~ Room_flags 0 Sector_type 0 Exit 0 ~ ~ 0 0 3534 leaves north~ Exit 2 ~ ~ 0 0 11700 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3550 Name At The Foot of The Mountains~ Desc You find yourself at the foot of the mountains, where it is much to steep to continue north or east. You see the lush, green forest of Miden'nir to the south and west. ~ Room_flags 0 Sector_type 5 Exit 2 The forest of Miden'nir spreads out before you. ~ ~ 0 -1 3512 leaves south~ Exit 3 The forest of Miden'nir spreads out before you. ~ ~ 0 -1 3506 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3551 Name The Deep in the Forest of Miden'nir~ Desc The branches above you block out all direct sunlight, making the forest in this area very dark. The forest continues west, but mountains block further exploration in all other directions, except south, where you notice a small tunnel dug into the mountainside. ~ Room_flags 1 Sector_type 3 Exit 2 ~ ~ 0 -1 3552 leaves south~ Exit 3 ~ ~ 0 -1 3523 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3552 Name A Tunnel in the Mountains~ Desc The walls of this tunnel were carved out many years ago by the goblins of this forest. The floor is well worn, and continues south, into the mountain, or back north out into the forest. ~ Room_flags 1 Sector_type 1 Exit 0 Outside, you see the forest of Miden'nir. ~ ~ 0 -1 3551 leaves north~ Exit 2 The tunnel continues to the south. ~ ~ 0 -1 3553 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3553 Name A Tunnel in the Mountains~ Desc The tunnel gets lighter to the north, presumably leading out, while to the south the passage gets smaller and smaller. A small alcove has been carved into the east wall. ~ Room_flags 1 Sector_type 1 Exit 0 The tunnel gets wider in this direction. ~ ~ 0 -1 3552 leaves north~ Exit 1 You see a small alcove. ~ ~ 0 -1 3554 leaves east~ Exit 2 The tunnel gets smaller in this direction. ~ ~ 0 -1 3555 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3554 Name A Small Alcove~ Desc A small alcove has been carved out here. There are a bunch of twigs and leaves thrown into a pile here, probably serving as a bed. ~ Room_flags 1 Sector_type 1 ExtraDesc twigs leaves bead~ The twigs and leaves have all been piled together as a makeshift bed for some small humanoid. ~ Exit 3 You see the main passageway. ~ ~ 0 -1 3553 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3555 Name A Tunnel in the Mountains~ Desc As you explore further into the mountainside, the tunnel gets smaller and smaller to the south. You almost have to hunch over to make your way thru this area. A small archway to the south leads into a large chamber. ~ Room_flags 1 Sector_type 1 Exit 0 The tunnel continues north. ~ ~ 0 -1 3553 leaves north~ Exit 2 You see a small cavern. ~ ~ 0 -1 3556 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3556 Name The Goblin Headquarters~ Desc The tunnel widens into a large (well, large for goblins) cavern that serves as the living quarters for the goblins of Miden'nir. The bones of numbers woodland creatures are strewn about the room, the remanents of a recent meal. ~ Room_flags 1 Sector_type 1 Exit 0 The tunnel heads north. ~ ~ 0 -1 3555 leaves north~ Exit 3 ~ ~ 0 0 3585 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3570 Name The Front of the Inn~ Desc You are standing on a well-worn path which opens into a clearing. An old, wooden building is here with smoke billowing from its chimney. A painted sign is visible on the porch to the west. You could go north or south around the building or leave this place and return to the forest. ~ Room_flags 0 Sector_type 3 ExtraDesc credits credit author~ +-------------------------------------------------+ | This zone originally written for Copper II DIKU | | by ? | | Modification and alterations for MERCmud DIKU | | by VampLestat 1 JAN 93 | +-------------------------------------------------+ ~ ExtraDesc sign~ The sign reads: The Woodsman ~ Exit 0 You can go north around the inn. ~ ~ 0 0 3571 leaves north~ Exit 1 Back through the trees to the Miden'nir. ~ ~ 0 0 3505 leaves east~ Exit 2 You can go south around the inn. ~ ~ 0 0 3572 leaves south~ Exit 3 The front door of the inn beckons. ~ ~ 0 0 3574 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3571 Name North of the Inn~ Desc You are standing north of the inn. Things don't look much different from this angle. The air here is filled with smells of smoke and cooking. South, the front porch is waiting for you... or you can see if there is a back door. ~ Room_flags 0 Sector_type 3 Exit 2 You see the front of the Inn. ~ ~ 0 -1 3570 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3572 Name South of the Inn~ Desc You are standing south of the inn. You could easily go north and enter through the front door, or west and to the rear of the establishment. You here some muffled cries from a tiny trail leading south of here. ~ Room_flags 0 Sector_type 3 Exit 0 This way leads to the front of the inn. ~ ~ 0 0 3570 leaves north~ Exit 2 The trail heads south. ~ ~ 0 0 3575 leaves south~ Exit 3 This way leads to the back of the inn. ~ ~ 0 0 3573 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3573 Name Behind the Inn~ Desc You now stand behind the inn. The smell here is not so pleasant as the keeper and his help throw a good deal of garbage here. A couple of piles of rubbish are to the west, but you will smell the worse for meddling there. As a clean alternative, you can go north or east around the inn. ~ Room_flags 0 Sector_type 3 Exit 1 You can go around the inn this way. ~ ~ 0 0 3572 leaves east~ Exit 3 Only rats and fool adventurers play in garbage. ~ ~ 0 0 3578 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3574 Name The Woodsman Inn~ Desc You are in the common room of the Woodsman Inn. A thin haze of smoke sits in the air here. The Inn is often empty, as the forest has become overrun by goblins as of late, and it is no longer safe in these parts. The bar is just north of here. If you'd rather have your own table, one is empty to the south. ~ Room_flags 12 Sector_type 1 Exit 0 The bar is here, manned by the innkeeper. ~ ~ 0 0 3576 leaves north~ Exit 1 You can leave now and return to fresher air. ~ ~ 0 0 3570 leaves east~ Exit 2 An empty table is a rare commodity. ~ ~ 0 0 3579 leaves south~ Exit 3 ~ ~ 0 0 3577 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3575 Name The Ambush Point~ Desc This is a overgrown foot-trail south of the inn. It leads west, but you would be hard pressed to follow it far. A number of bushes are trampled on and some medium sized branches have been knocked down. Obviously there has been a battle here rather recently. ~ Room_flags 0 Sector_type 3 Exit 0 The inn lies to the north. ~ ~ 0 0 3572 leaves north~ Exit 3 A trail thru the woods. ~ ~ 0 0 3581 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3576 Name The Bar~ Desc This is where people use to come and enjoy the food, drink and hospitality of the innkeeper, but as of late, he only serves the few adventurers that manage to survive a trip thru the forest. You can leave south and return to the common room. ~ Room_flags 0 Sector_type 1 Exit 2 You may retreat south back to the common room. ~ ~ 0 0 3574 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3577 Name The Bard's Table~ Desc You are in a darker corner in the Inn. A large round table with a few wooden chairs sits here. There is a large stain on the table, the remnants of a spilled drink. ~ Room_flags 8 Sector_type 1 Exit 1 You see the main floor of the Inn to the east. ~ ~ 0 0 3574 leaves east~ HealRate 100 EndRoom #ROOM Vnum 3578 Name Garbage dump~ Desc You stand knee deep in garbage. YECCH!!! It smells terrible and who knows what vermin live in these piles of filth ... ~ Room_flags 0 Sector_type 3 Exit 1 You can return to cleaner lands this way. ~ ~ 0 0 3573 leaves east~ HealRate 100 EndRoom #ROOM Vnum 3579 Name A Quieter Section of the Inn~ Desc There seems to be no one in this end of the Woodsman, probably a safe place to rest and lick your wounds ... ~ Room_flags 8 Sector_type 0 Exit 0 You see the common room. ~ ~ 0 0 3574 leaves north~ HealRate 100 EndRoom #ROOM Vnum 3581 Name On the Trail of the Horsemen~ Desc The path continues east and west of here. You notice fresh tracks in the soft ground that show the horsemen fled to the west. ~ Room_flags 0 Sector_type 3 Exit 1 Back to ambush point. ~ ~ 0 0 3575 leaves east~ Exit 3 The trail continues. ~ ~ 0 -1 3582 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3582 Name On the Trail of the Horsemen~ Desc The path continues east and south. You notice fresh tracks in the soft ground that show the horsemen turned, and fled south. ~ Room_flags 0 Sector_type 3 Exit 1 The trail continues. ~ ~ 0 0 3581 leaves east~ Exit 2 The tracks lead south. ~ ~ 0 -1 3583 leaves south~ HealRate 100 EndRoom #ROOM Vnum 3583 Name On the Trail of the Horsemen~ Desc The trail of the horsemen continues east and north along this path through the forest. The tracks are still fresh, so they must be near. ~ Room_flags 0 Sector_type 3 Exit 0 The trail continues. ~ ~ 0 -1 3582 leaves north~ Exit 3 The tracks lead east. ~ ~ 0 -1 3584 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3584 Name A Dead End Trail~ Desc The path comes to an abrupt end here, as the trees close around you and make any further exploration impossible. Fresh tracks cover the ground, and end right here. The horsemen must be nearby. ~ Room_flags 0 Sector_type 3 Exit 1 Back to along the trail. ~ ~ 0 0 3583 leaves east~ HealRate 100 EndRoom #ROOM Vnum 3585 Name A tunnel into the bowels of the Earth~ Desc ~ Room_flags 0 Sector_type 0 Exit 1 ~ ~ 0 0 3556 leaves east~ Exit 3 ~ ~ 0 0 3586 leaves west~ HealRate 100 EndRoom #ROOM Vnum 3586 Name A tunnel into the bowels of the Earth~ Desc ~ Room_flags 0 Sector_type 0 Exit 1 ~ ~ 0 0 3585 leaves east~ Exit 5 ~ ~ 0 0 10404 leaves down~ HealRate 100 EndRoom #END #SPECIALS M 3500 spec_poison S #RESETS M 0 3501 10 3506 2 E 0 3500 0 16 E 0 3074 0 7 M 0 3501 10 3509 2 E 0 3500 0 16 E 0 3072 0 5 M 0 3501 8 3512 2 E 0 3500 0 16 E 0 3045 0 5 M 0 3501 10 3512 2 E 0 3500 0 16 E 0 3502 0 6 E 0 3075 0 8 M 0 3501 10 3513 2 E 0 3500 0 16 E 0 3077 0 10 M 0 3500 2 3521 2 M 0 3500 2 3521 2 M 0 3506 4 3551 2 E 0 3502 0 6 E 0 3500 0 16 E 0 3072 0 5 M 0 3501 10 3556 2 E 0 3500 0 16 E 0 3076 0 9 M 0 3506 4 3556 2 E 0 3500 0 16 E 0 3502 0 6 E 0 3072 0 5 M 0 3507 1 3556 1 E 0 3072 0 5 E 0 3501 0 16 E 0 3502 0 6 M 0 3502 1 3575 1 M 0 3503 1 3576 1 M 0 3504 1 3577 1 E 0 3505 0 16 M 0 3505 4 3583 2 E 0 3503 0 3 E 0 3022 0 16 M 0 3505 4 3584 2 E 0 3504 0 14 E 0 3022 0 16 S #SHOPS 0 #MOBPROGS #0 #OBJPROGS #0 #ROOMPROGS #0 #$