alRom/bin/
alRom/data/class/
alRom/data/command/
alRom/data/guild/
alRom/data/help/
alRom/data/lang/
alRom/data/race/
alRom/data/religion/
alRom/data/skill/
alRom/note/
#AREADATA
Name Ilgranel Village~
Builders Sola Maegwen~
VNUMs 1700 1799
Credits Ilgranel Sola ~
Security 7
Continent 1
End



#MOBILESNEW
#MOB
Vnum 1702
Name barmaid~
Short {ca {yb{Ya{wr{ym{wa{Yi{yd{X~
Long {cWeaving through the crowd, this {yb{Ya{wr{ym{wa{Yi{yd{c carries a tray of drinks.{X
~
Description ~
Race human~
Act_flags AC
Aff 0
Align 0
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+11
Mana_dice 3d2+11
Dam_dice 1d2+5
Dam_type slap
Armor -8 -8 -8 -7
Clevel0
Cability 0
Off F
Imm 0
Start_pos stand
Default_pos stand
Sex female
Wealth 80
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1703
Name man leering~
Short {ca {Cl{ceerin{Cg {wm{Da{wn{X~
Long {cThis drunken {wm{Da{wn{c stumbles about, {Cl{ceerin{Cg{c rudely at the barmaids.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 0
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+10
Mana_dice 3d2+10
Dam_dice 2d2+8
Dam_type punch
Armor -9 -9 -8 -7
Clevel0
Cability 0
Off 0
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 5
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1704
Name irritable dwarf~
Short {can {ri{Rr{rritab{Rl{re {Wd{ww{Da{wr{Wf{X~
Long {cA glaring {Wd{ww{Da{wr{Wf{c sits here, {ri{Rr{rritab{Rl{re{c and muttering to himself.{X
~
Description ~
Race unique~
Act_flags AB
Aff 0
Align 0
Group 0
Level 1
Hitroll 1
Hit_dice 3d3+11
Mana_dice 3d3+11
Dam_dice 1d1+2
Dam_type chop
Armor -6 -6 -6 -5
Clevel0
Cability 0
Off CF
Imm CE
Start_pos sit
Default_pos stand
Sex male
Wealth 20
Form AHMV
Parts ABCDEFGHIJK
Size small
Material unknown
EndMob

#MOB
Vnum 1705
Name singing patron~
Short {ca {gs{Gi{gn{cg{gi{Gn{gg {wp{Datro{wn{X~
Long {cA {wp{Datro{wn{c bellows out slurred lyrics, {gs{Gi{gn{cg{gi{Gn{gg{c along with the inn's music.{X
~
Description ~
Race unique~
Act_flags A
Aff 0
Align 0
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+11
Mana_dice 3d2+11
Dam_dice 1d2+5
Dam_type pound
Armor -8 -8 -8 -7
Clevel0
Cability 0
Off 0
Imm CE
Start_pos stand
Default_pos stand
Sex male
Wealth 10
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1706
Name somber drow~
Short {ca {ws{Dombe{wr {Dd{Wr{wo{Dw{X~
Long {cA young {Dd{Wr{wo{Dw{c woman sits here, {ws{Dombe{wr{c and drawn into her own thoughts.{X
~
Description ~
Race elf~
Act_flags AB
Aff J
Align -2
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+11
Mana_dice 3d2+11
Dam_dice 1d2+5
Dam_type slap
Armor -8 -9 -8 -7
Clevel0
Cability 0
Off FN
Imm 0
Start_pos sit
Default_pos stand
Sex female
Wealth 8
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1707
Name shouting man~
Short {ca {rsh{Routi{rng {wm{Da{wn{X~
Long {cA disgrunted {wm{Da{wn{c rages about, {rsh{Routi{rng{c that his service was poor.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 0
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+11
Mana_dice 3d2+11
Dam_dice 1d2+5
Dam_type wrath
Armor -9 -8 -8 -7
Clevel0
Cability 0
Off FI
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 15
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1708
Name elder visitor~
Short {can {we{Wlde{wr{c v{wi{csit{wo{cr{X~
Long {cSeeking to drink in peace, an {we{Wlde{wr{c v{wi{csit{wo{cr{c of the inn wanders the garden.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 3
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+11
Mana_dice 3d2+11
Dam_dice 1d2+5
Dam_type beating
Armor -8 -8 -8 -7
Clevel0
Cability 0
Off 0
Imm 0
Start_pos stand
Default_pos stand
Sex either
Wealth 25
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1709
Name hiding child~
Short {ca h{Ci{cd{Ci{cng {Wc{whil{Wd{X~
Long {cA {Wc{whil{Wd{c attempts to h{Ci{cde from her playmates, curling up in a tight ball.{X
~
Description ~
Race human~
Act_flags ABH
Aff 0
Align 0
Group 0
Level 2
Hitroll 2
Hit_dice 5d2+19
Mana_dice 5d2+19
Dam_dice 2d2+8
Dam_type none
Armor -8 -8 -8 -7
Clevel0
Cability 0
Off FI
Imm 0
Start_pos stand
Default_pos stand
Sex female
Wealth 2
Form AHMV
Parts ABCDEFGHIJK
Size small
Material unknown
EndMob

#MOB
Vnum 1710
Name alley cat~
Short {can {ya{Yl{yl{Ye{yy c{Ya{yt{X~
Long {cPoking its nose into corners, an {ya{Yl{yl{Ye{yy c{Ya{yt{c searches for a meal.{X
~
Description ~
Race cat~
Act_flags AC
Aff Z
Align 0
Group 0
Level 2
Hitroll 2
Hit_dice 5d2+21
Mana_dice 5d2+21
Dam_dice 1d2+6
Dam_type scratch
Armor -7 -7 -7 -6
Clevel0
Cability 0
Off FH
Imm 0
Start_pos stand
Default_pos stand
Sex either
Wealth 5
Form AGV
Parts ACDEFHJKQUV
Size small
Material unknown
EndMob

#MOB
Vnum 1711
Name whimpering mutt~
Short {ca wh{Ci{cmper{Ci{cng {wm{Du{Wt{wt{X~
Long {cA lone {wm{Du{Wt{wt{c stands meekly, wh{Ci{cmper{Ci{cng and striving for attention.{X
~
Description ~
Race dog~
Act_flags A
Aff 0
Align 0
Group 0
Level 2
Hitroll 2
Hit_dice 5d2+21
Mana_dice 5d2+21
Dam_dice 1d2+6
Dam_type bite
Armor -8 -7 -8 -7
Clevel0
Cability 0
Off F
Imm 0
Start_pos stand
Default_pos stand
Sex either
Wealth 0
Form AGV
Parts ACDEFHJKUV
Size medium
Material unknown
Foff H
EndMob

#MOB
Vnum 1712
Name scampering boy~
Short {ca {gs{Gc{gam{ype{gri{Gn{gg {Wb{wo{Wy{X~
Long {cA young {Wb{wo{Wy{c grins mischievously, {gs{Gc{gam{ype{gri{Gn{gg{c about with purpose.{X
~
Description ~
Race human~
Act_flags AHS
Aff 0
Align -2
Group 0
Level 2
Hitroll 2
Hit_dice 5d2+21
Mana_dice 5d2+21
Dam_dice 1d2+6
Dam_type punch
Armor -7 -8 -8 -7
Clevel0
Cability 0
Off FHI
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 20
Form AHMV
Parts ABCDEFGHIJK
Size small
Material unknown
EndMob

#MOB
Vnum 1713
Name resting man~
Short {ca {Mr{destin{Mg {wm{Da{wn{X~
Long {cAn elderly {wm{Da{wn{c sits here, {Mr{destin{Mg{c and feeding the birds breadcrumbs.{X
~
Description ~
Race human~
Act_flags AB
Aff 0
Align 0
Group 0
Level 4
Hitroll 4
Hit_dice 9d2+37
Mana_dice 9d2+37
Dam_dice 2d2+10
Dam_type beating
Armor -7 -6 -6 -6
Clevel0
Cability 0
Off E
Imm 0
Start_pos sit
Default_pos stand
Sex male
Wealth 20
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1714
Name dignified woman~
Short {ca {Wd{wi{Dg{Wnif{Di{we{Wd {Cw{coma{Cn{X~
Long {cA {Wd{wi{Dg{Wnif{Di{we{Wd {Cw{coma{Cn{c sweeps past, her creme silk skirts swishing softly.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 0
Group 0
Level 7
Hitroll 7
Hit_dice 15d2+63
Mana_dice 15d2+63
Dam_dice 3d2+12
Dam_type slap
Armor -5 -5 -5 -4
Clevel0
Cability 0
Off FN
Imm 0
Start_pos stand
Default_pos stand
Sex female
Wealth 30
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1715
Name shopping mother~
Short {ca {Cs{cho{Cpp{cin{Cg {Wm{wo{Dth{we{Wr{X~
Long {cA young {Wm{wo{Dth{we{Wr{c quickly scans the area, {Cs{cho{Cpp{cin{Cg{c for this evening's meal.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 0
Group 0
Level 5
Hitroll 5
Hit_dice 11d2+46
Mana_dice 11d2+46
Dam_dice 2d2+10
Dam_type slap
Armor -6 -6 -6 -6
Clevel0
Cability 0
Off FN
Imm 0
Start_pos stand
Default_pos stand
Sex female
Wealth 40
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1716
Name searching wife~
Short {ca {Gse{gar{yc{ghi{Gng {Ww{wi{Df{We{X~
Long {cA wrathful {Ww{wi{Df{We{c stalks about, {Gse{gar{yc{ghi{Gng{c for her drunkard husband.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 0
Group 0
Level 6
Hitroll 6
Hit_dice 13d2+55
Mana_dice 13d2+54
Dam_dice 3d2+11
Dam_type beating
Armor -5 -6 -5 -5
Clevel0
Cability 0
Off DFI
Imm 0
Start_pos stand
Default_pos stand
Sex female
Wealth 10
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1717
Name butterfly~
Short a {Wb{Gu{yt{ct{ge{Rr{wfl{gy{0~
Long A {Wb{Gu{yt{ct{ge{Rr{wfl{gy{0 flutters about here in the breeze.
~
Description ~
Race song bird~
Act_flags AI
Aff T
Align 0
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+11
Mana_dice 1d10+85
Dam_dice 1d2+5
Dam_type beating
Armor 8 8 8 8
Clevel0
Cability 0
Off FH
Imm 0
Start_pos stand
Default_pos stand
Sex none
Wealth 10
Form AG
Parts ACDEFKP
Size tiny
Material unknown
Ffor W
Fpar H
EndMob

#MOB
Vnum 1718
Name merchant~
Short {ca {Yme{yr{wch{ya{Ynt{X~
Long {cA foreign {Yme{yr{wch{ya{Ynt{c strolls along, his clothes hinting at Lurin's style.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 0
Group 0
Level 3
Hitroll 3
Hit_dice 7d2+31
Mana_dice 7d2+31
Dam_dice 1d3+6
Dam_type punch
Armor -7 -7 -7 -6
Clevel0
Cability 0
Off EF
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 60
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1719
Name young man~
Short {ca {Gy{goun{Gg {wm{Da{wn{X~
Long {cFingering an empty swordbelt, this {Gy{goun{Gg {wm{Da{wn{c makes his way to the smithy.{X
~
Description ~
Race human~
Act_flags AT
Aff 0
Align 0
Group 0
Level 8
Hitroll 8
Hit_dice 18d3+81
Mana_dice 18d3+81
Dam_dice 8d8+6
Dam_type pound
Armor -3 -3 -2 -2
Clevel0
Cability 0
Off EF
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 30
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1720
Name hunter~
Short {ca {yh{Gu{yn{gte{yr{X~
Long {cArmed for his trek to the woods, a {yh{Gu{yn{gte{yr{c stalks by with a sure foot.{X
~
Description ~
Race human~
Act_flags ABT
Aff 0
Align 0
Group 0
Level 3
Hitroll 3
Hit_dice 7d3+31
Mana_dice 7d3+31
Dam_dice 3d3+3
Dam_type stab
Armor -5 -5 -4 -4
Clevel0
Cability 0
Off EFHI
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 10
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1721
Name lofty elf~
Short {ca {wl{Woft{wy {ge{Gl{yf{X~
Long {cAn {ge{Gl{yf{c maiden sweeps past, {wl{Woft{wy{c and unconcerned for those nearby.{X
~
Description ~
Race elf~
Act_flags A
Aff J
Align 0
Group 0
Level 5
Hitroll 5
Hit_dice 11d2+51
Mana_dice 11d2+50
Dam_dice 1d5+7
Dam_type thrust
Armor -5 -6 -5 -5
Clevel0
Cability 0
Off FH
Imm 0
Start_pos stand
Default_pos stand
Sex female
Wealth 40
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1722
Name healer~
Short {ca {Yh{ye{Wal{ye{Yr{X~
Long {cAn aged {Yh{ye{Wal{ye{Yr{c walks about, an herb pouch adorning her waist.{X
~
Description ~
Race human~
Act_flags AH
Aff H
Align 0
Group 0
Level 12
Hitroll 11
Hit_dice 25d4+122
Mana_dice 25d4+124
Dam_dice 4d3+11
Dam_type wrath
Armor -1 -1 -1 -1
Clevel0
Cability 0
Off EF
Imm K
Start_pos stand
Default_pos stand
Sex female
Wealth 25
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1723
Name boy wooden sword armed~
Short {can {ya{crme{yd {Wb{wo{Wy{X~
Long {cA {Wb{wo{Wy{c tramps about, gripping a {Yw{yood{cen s{ywor{Yd{c menacingly.{X
~
Description ~
Race human~
Act_flags A
Aff 0
Align 0
Group 0
Level 3
Hitroll 3
Hit_dice 7d2+28
Mana_dice 7d2+28
Dam_dice 2d2+9
Dam_type thwack
Armor -7 -7 -7 -6
Clevel0
Cability 0
Off FHK
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 5
Form AHMV
Parts ABCDEFGHIJK
Size small
Material unknown
EndMob

#MOB
Vnum 1729
Name Jaryn~
Short {GJ{gary{Gn{c the pet trainer{X~
Long {GJ{gary{Gn{c waits by the pet cages, feeding a small rabbit.{X
~
Description ~
Race elf~
Act_flags AB
Aff J
Align 0
Group 0
Level 100
Hitroll 100
Hit_dice 201d33+2021
Mana_dice 100d10+85
Dam_dice 33d3+55
Dam_type none
Armor -57 -57 -57 -37
Clevel0
Cability 0
Off 0
Imm B
Start_pos stand
Default_pos stand
Sex male
Wealth 1000
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1731
Name Glegnar Smith~
Short {WG{wlegna{Wr{c the {wS{Dmit{wh{X~
Long {WG{wlegna{Wr{c the {wS{Dmit{wh{c hammers a thin, {Yglo{ywing st{Yrip{c over his anvil.{X
~
Description Sweltering in the heat of his forge, Glegnar spends hour upon hour stood
here creating wonders from all kinds of metal.  From gold and silver
adornments to tough alloy armor and weapons...  You want something made from
metal?  Glegnar's your Dwarf.  
~
Race unique~
Act_flags AB
Aff J
Align 0
Group 0
Level 151
Hitroll 0
Hit_dice 0d0+0
Mana_dice 0d0+0
Dam_dice 0d0+0
Dam_type none
Armor 0 0 0 0
Clevel0
Cability 0
Off 0
Imm CE
Start_pos stand
Default_pos stand
Sex male
Wealth 10000
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
MobTrig GRALL 1731 100~
EndMob

#MOB
Vnum 1733
Name Loni~
Short {WLoni{0~
Long A beautiful elven girl with long flowing {Wwhite hair{0 stands here.
~
Description As radiant as the sun, Loni spends her time in this shop crafting from
wood, and the occasional metal tip kindly supplied by Glegnar the owner of
The Master's Anvil, weapons of the hunt.  She looks at you with an open and
beautiful face so well associated with those of elven kin.  Her eyes shine
with a playful light as she anticipates a sale from the new customer through
the door.  
~
Race elf~
Act_flags AB
Aff J
Align 50
Group 0
Level 100
Hitroll 100
Hit_dice 201d33+2021
Mana_dice 100d10+85
Dam_dice 33d3+55
Dam_type none
Armor -57 -57 -57 -37
Clevel0
Cability 0
Off 0
Imm B
Start_pos stand
Default_pos stand
Sex female
Wealth 10000
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
MobTrig GREET 1733 100~
EndMob

#MOB
Vnum 1734
Name Viradon~
Short {RViradon{0~
Long {RViradon{0 slowly runs a cleaning cloth over his blades.
~
Description Despite his size, Viradon looks as though he can more than take care of
himself.  Trained in magic and all forms of weaponry, he can teach you the
skills you need.  
~
Race human~
Act_flags ABJK
Aff 0
Align 0
Group 0
Level 151
Hitroll 161
Hit_dice 308d51+4560
Mana_dice 308d52+4539
Dam_dice 149d141+76
Dam_type none
Armor -94 -98 -97 -88
Clevel0
Cability 0
Off 0
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 0
Form AHMV
Parts ABCDEFGHIJK
Size small
Material unknown
MobTrig GRALL 1734 100~
EndMob

#MOB
Vnum 1784
Name onuch forger forges~
Short {WO{wnuc{Wh{c the {wF{Dorge{wr{X~
Long {WO{wnuc{Wh{c, the Blacksmith's apprentice, {wf{Dorge{ws{c various pieces of equipment.{X
~
Description ~
Race unique~
Act_flags AB
Aff J
Align 0
Group 0
Level 250
Hitroll 1000
Hit_dice 1d1+10000
Mana_dice 1d1+10000
Dam_dice 1d1+1100
Dam_type pound
Armor -50 -50 -50 -50
Clevel0
Cability 0
Off H
Imm ABCDE
Start_pos stand
Default_pos stand
Sex male
Wealth 10000
Form AHMV
Parts ABCDEFGHIJK
Size medium
Material unknown
EndMob

#MOB
Vnum 1796
Name rabbit~
Short a {8rabbit{0~
Long A cute fluffy {8rabbit{0 is here nibbling things.{0
~
Description ~
Race rabbit~
Act_flags AI
Aff 0
Align 0
Group 0
Level 1
Hitroll 1
Hit_dice 3d2+11
Mana_dice 1d10+85
Dam_dice 1d2+5
Dam_type none
Armor 8 8 8 8
Clevel0
Cability 0
Off FH
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 0
Form AGV
Parts ACDEFHJK
Size small
Material unknown
Xp_tolevel 2000
EndMob

#MOB
Vnum 1797
Name monkey~
Short the {ymonkey{0~
Long A cute loveable {ymonkey{0 is here.
~
Description ~
Race human~
Act_flags AI
Aff 0
Align 0
Group 0
Level 3
Hitroll 3
Hit_dice 7d2+31
Mana_dice 3d10+85
Dam_dice 1d3+6
Dam_type bite
Armor 7 7 7 7
Clevel0
Cability 0
Off 0
Imm 0
Start_pos stand
Default_pos stand
Sex male
Wealth 0
Form AHMV
Parts ABCDEFGHIJK
Size small
Material unknown
Xp_tolevel 2000
EndMob

#MOB
Vnum 1798
Name sprite~
Short a {csprite{0~
Long A {csprite {0flits about in the air here.
~
Description ~
Race bat~
Act_flags AI
Aff TZ
Align 0
Group 0
Level 2
Hitroll 2
Hit_dice 5d2+21
Mana_dice 2d10+85
Dam_dice 1d2+6
Dam_type none
Armor 7 7 7 8
Clevel0
Cability 0
Off FH
Imm 0
Start_pos stand
Default_pos stand
Sex female
Wealth 0
Form AGV
Parts ABCDEFGHIJKP
Size tiny
Material unknown
Xp_tolevel 2000
EndMob

#END



#OBJECTSNEW
#OBJ
Vnum 1701
Name trident~
Short a {gt{cr{gi{cd{ge{cn{gt{0~
Desc A {Wsilver{0 tipped {gt{cr{gi{cd{ge{cn{gt{0 is propped up here.~
Material 0
Extra 0
Extra2 0
Wear AN
Level 6
Weight 3
Cost 520
Plevel 0
Exp 0
Xp_tolevel 0
Condition P
Use

Type 15
String ~
Value exotic 0 0 none 0


$

EndObj

#OBJ
Vnum 1702
Name stake~
Short a {ywooden stake{0~
Desc A sharp {ywooden stake{0 lies here on the floor.~
Material 0
Extra 0
Extra2 0
Wear AN
Level 3
Weight 1
Cost 210
Plevel 0
Exp 0
Xp_tolevel 0
Condition P
Use

Type 15
String ~
Value exotic 0 0 none 0


$

EndObj

#OBJ
Vnum 1703
Name spear~
Short a sharp spear~
Desc A {ywooden{0 pole sharpened to service as a spear is here.~
Material 0
Extra 0
Extra2 0
Wear AN
Level 5
Weight 2
Cost 300
Plevel 0
Exp 0
Xp_tolevel 0
Condition P
Use

Type 15
String ~
Value exotic 0 0 none 0


$

EndObj

#OBJ
Vnum 1704
Name bow arrow~
Short a {ybow{0 and {r>>>{y-{Warrow{y-{8>{0~
Desc A {ybow{0 and quiver of {r>>>{y-{Warrows{y-{8>{0 lies here.~
Material 0
Extra 0
Extra2 0
Wear AN
Level 2
Weight 3
Cost 280
Plevel 0
Exp 0
Xp_tolevel 0
Condition P
Use

Type 15
String ~
Value exotic 0 0 none 0


$

EndObj

#OBJ
Vnum 1726
Name pedestal~
Short a {Wm{war{Wb{wl{We{0 pedestal~
Desc A short a {Wm{war{Wb{wl{We{0 pedestal stands in the centre of the room, holding a book.~
Material 0
Extra 0
Extra2 0
Wear 0
Level 1
Weight 0
Cost 0
Plevel 0
Exp 0
Xp_tolevel 0
Condition P
Use

Type 20
String ~
Value 0 0 0 0 0 

$

EndObj

#OBJ
Vnum 1735
Name wooden bench~
Short {ca w{yo{cod{ye{cn {yb{Ye{yn{Yc{yh{X~
Desc {cA sturdy w{yo{cod{ye{cn {yb{Ye{yn{Yc{yh{c sits by the garden, welcoming a rest.{X~
Material 0
Extra 0
Extra2 0
Wear 0
Level 1
Weight 50
Cost 1
Plevel 0
Exp 0
Xp_tolevel 0
Condition P
Use

Type 20
String ~
Value 0 0 0 0 0 

$

EndObj

#END



#ROOMSNEW
#ROOM
Vnum 1700
Name Inside the {YRi{ysing S{Yun{c Inn{X~
Desc The smell of beer and freshly cooked food mingles here with the stench of
bodily odours, although the roaring log fire and cheerful looking barmaids
brighten the general mood of the tavern.  The sounds of beer mugs clinking
and brash drunken singing echos through from the farthest reaches of the inn
in stark comparison to the stoic faces seated around the nearby tables.  A
small table is directly to the left complete with two chairs and litter of
empty mugs.  
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1761
0
Exit
1
~
~
0
1760
AB
Exit
3
~
~
0
1765
0
EndRoom

#ROOM
Vnum 1701
Name The {gM{Ga{yz{ge{c Keeper's {WH{wom{We{X~
Desc A sparsely furnished room with only a table in the centre of the room, a
large rocking chair in the corner and a cabinet up against one wall.  The
one this there is no shortage of here, hoever, is plants.  Garlands hang
down from the ceiling and walls, tall bushes in huge pots lie in the very
corners of the room, and every avaliable flat surface is home to some potted
plant or another.  The abundance of insects both flying and crawling between
the many plants gives the impression nature has moved in.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1702
AB
Exit
2
~
~
0
1719
AB
EndRoom

#ROOM
Vnum 1702
Name The {gM{Ga{yz{ge{c Keeper's {GG{ya{grd{ye{Gn{X~
Desc Nature and man meet together here in this scenic garden.  Twin borders
lead down either side of the path through the garden, down towards the maze
at the far end, or back up to the Maze Keeper's House at the top.  Large
ornamental bushes and trees line the far reaches of the garden, with a lush
lawn growing before them.  A rocking chair similar to that in the house is
on the grass on the western side of the garden, the floor around it spread
with papers of some kind.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1703
0
Exit
3
~
~
0
1701
AB
EndRoom

#ROOM
Vnum 1703
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 4
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1703
0
Exit
1
~
~
0
1704
0
Exit
2
~
~
0
1703
0
Exit
3
~
~
0
1702
0
EndRoom

#ROOM
Vnum 1704
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1704
0
Exit
1
~
~
0
1703
0
Exit
2
~
~
0
1705
0
Exit
3
~
~
0
1703
0
EndRoom

#ROOM
Vnum 1705
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1705
0
Exit
1
~
~
0
1704
0
Exit
2
~
~
0
1703
0
Exit
3
~
~
0
1706
0
EndRoom

#ROOM
Vnum 1706
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1704
0
Exit
1
~
~
0
1705
0
Exit
2
~
~
0
1707
0
Exit
3
~
~
0
1706
0
EndRoom

#ROOM
Vnum 1707
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1707
0
Exit
1
~
~
0
1707
0
Exit
2
~
~
0
1708
0
Exit
3
~
~
0
1703
0
EndRoom

#ROOM
Vnum 1708
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1708
0
Exit
1
~
~
0
1709
0
Exit
2
~
~
0
1709
0
Exit
3
~
~
0
1708
0
EndRoom

#ROOM
Vnum 1709
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1710
0
Exit
1
~
~
0
1709
0
Exit
2
~
~
0
1708
0
Exit
3
~
~
0
1708
0
EndRoom

#ROOM
Vnum 1710
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1705
0
Exit
1
~
~
0
1711
0
Exit
2
~
~
0
1710
0
Exit
3
~
~
0
1707
0
EndRoom

#ROOM
Vnum 1711
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1711
0
Exit
1
~
~
0
1711
0
Exit
2
~
~
0
1712
0
Exit
3
~
~
0
1708
0
EndRoom

#ROOM
Vnum 1712
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1713
0
Exit
1
~
~
0
1712
0
Exit
3
~
~
0
1712
0
EndRoom

#ROOM
Vnum 1713
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1713
0
Exit
1
~
~
0
1710
0
Exit
2
~
~
0
1712
0
Exit
3
~
~
0
1714
0
EndRoom

#ROOM
Vnum 1714
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1715
0
Exit
1
~
~
0
1714
0
Exit
2
~
~
0
1704
0
Exit
3
~
~
0
1705
0
EndRoom

#ROOM
Vnum 1715
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1704
0
Exit
1
~
~
0
1716
0
Exit
2
~
~
0
1713
0
Exit
3
~
~
0
1715
0
EndRoom

#ROOM
Vnum 1716
Name In the {GHe{gdg{ye {gMa{Gze{X~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1716
0
Exit
1
~
~
0
1715
0
Exit
2
~
~
0
1718
0
Exit
3
~
~
0
1714
0
EndRoom

#ROOM
Vnum 1717
Name The {GHe{gdg{ye {gMa{Gze{c Garden{X~
Desc {r ______________
 {wThe chaos of the maze opens           {r /    /    /   /|\
 {wup into a small but cute garden.     {r /____/____/___//'\\
 {wA quaint-looking wishing well       {r /  /    /   / //{w| |{r\\
 {wlike those found in a storytales   {r /__/____/___/_//{w|| | {r\\
 {wstands proud amongst the flowers. {r /     /   /   //{w\|| |//{r\\
 {wThe Maze Keeper obviously takes  {r /_____/___/___// {w\|| |/  {r\\
 {wgood care of this garden, the   {R  ----{w| ||{R------'   {w|| | {R----
 {wmain focus of his maze.               {w| |{y^(^(^(^(^(^{w| {8====,
 {wThere is a small plaque               {w| ||{y^^^^||^^^^{w|| |  {8'==
 {wattached to the front of              {w| ||    {y||    {w|| |
 {wthe base of the well,                {8,{w| || {8-- {y|| {8-- {w|| |{8.
 {wseemingly a message from            {8|-.________________.-|
 {whim.                                {8|     /       \___   |
 {wThere are no obvious ways           {8|    |{Y.__________. {8\ |
 {wto leave this lovely                {8|___/ {Y|*        *|{8/ \|
 {wgarden.                             {8|   \ {Y| ======== |   {8|
                                          {8\{Y|  ======  |{0 
 
~
Room_flags 4
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
plaque~
{Y     __________________________________
 {Y    |                                  |
 {Y    | *       {yCongratulations!       {Y* |
 {Y    |                                  {Y|
 {Y    |    {yYou have reached the centre   {Y|
 {Y    |   {yof my maze, no small feat by   {Y|
 {Y    |   {yanyone's reckoning!  You may   {Y|
 {Y    |  {ynow notice there are no paths   {Y|
 {Y    |  {yleading from this garden...     {Y|
 {Y    |  {yTo leave, practice your skills  {Y|
 {Y    |           {yand RECALL.            {Y|
 {Y    |                                  {Y|
 {Y    | *              {yThe Maze Keeper {Y* |
 {Y    |__________________________________|{0
 
~
EndRoom

#ROOM
Vnum 1718
Name {gIn the Hedge Maze{0~
Desc A maze of gravel paths riddles off in all directions into the hedges
beyond; tall bushy plants that obscure all hope of seeing your way through
to the centre of the maze.  Small animal-like footprints cross the path at
frequent intervals, indicating at least some hunt whilst exploring, lost
deep within the madness of the Maze Keeper's maze.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1712
0
Exit
1
~
~
0
1717
0
Exit
2
~
~
0
1710
0
Exit
3
~
~
0
1706
0
EndRoom

#ROOM
Vnum 1719
Name {gM{Ga{yz{ge{c Lane{X~
Desc ~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1701
AB
Exit
2
~
~
0
1720
0
EndRoom

#ROOM
Vnum 1720
Name {gM{Ga{yz{ge{c Lane{X~
Desc ~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1719
0
Exit
2
~
~
0
1721
0
EndRoom

#ROOM
Vnum 1721
Name {gM{Ga{yz{ge{c Lane{X~
Desc ~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1720
0
Exit
3
~
~
0
1722
0
EndRoom

#ROOM
Vnum 1722
Name {gM{Ga{yz{ge{c Lane{X~
Desc ~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1783
0
Exit
1
~
~
0
1721
0
Exit
2
~
~
0
1723
0
EndRoom

#ROOM
Vnum 1723
Name {gM{Ga{yz{ge{c Lane{X~
Desc Although leading away from the busy center of the village, this quieter path does not show much evidence of peace at this point.
~
Room_flags 4
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1722
0
Exit
2
~
~
0
1724
0
Exit
3
~
~
0
1726
0
EndRoom

#ROOM
Vnum 1724
Name A Broad {YI{yntersectio{Yn{X~
Desc Three roads merge together, forming a wide and populated square.  The
roll of a small merchant's cart can be heard trailing south, while the
chatter of the village folk dominates the air.  Somewhere the ringing of a
blacksmith floats through the noise.  Set apart from the west, a small shop
looks onto the busy intersection, displaying a {Wsign{w.  Although the
streets to the east and south seem busy, the northern road stretches on
peacefully with little traffic.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
sign~
{cIlgranel's Fine {gP{Ge{gt {cE{Cm{cpori{Cu{cm!
 
Loyal pets in need of a {Rl{rovin{Rg{c home.{X
~
Exit
0
~
~
0
1723
0
Exit
1
~
~
0
1751
0
Exit
2
~
~
0
1725
0
Exit
3
~
~
0
1729
AB
EndRoom

#ROOM
Vnum 1725
Name {YW{yester{Yn {wC{Dh{Wa{wp{De{wl{c Road{X~
Desc The heavy and piercing sound of a hammer and anvil stabs at the air.  Its
obvious source in the west, the large building supports numerous open
windows to reduce the heat.  Despite the lack of need for further
identification, the shop proudly displays a {Wsign{w, carefully painted with
a large and black anvil.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
sign~
{D________
\{w|{D_  _{w|{D/
  /  \
~
Exit
0
~
~
0
1724
0
Exit
2
~
~
0
1732
0
Exit
3
~
~
0
1731
0
EndRoom

#ROOM
Vnum 1726
Name Library of {WEn{wlig{Dhte{wnme{Wnt{X~
Desc Like the gaping jaws of a primordial beast, the archway entry of the
Library of Enlightenment stretches open.  As far as the eye can see and as
high as the clouds above, books and tomes of ancient knowledge fill shelf
after shelf their weighty presence.  All around the towers of books,
scholars and students scurry about conducting business of their own
completely ignoring any newcomers into these halls of knowledge.  Standing
just inside the archway is a marble pedestal with a book full of knowledge
just waiting to be learned.  
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
book~
A thick book bound in the finest leather rests on the pedestal,
containing wisdom and knowledge from the lands.
Read into the pages if you dare know more...
 
 
({CEXA PAGE1, PAGE2 etc{0)
 
~
Exit
1
~
~
0
1723
0
Exit
3
~
~
0
1727
0
EndRoom

#ROOM
Vnum 1727
Name {WM{wai{Dn H{wal{Wl{X~
Desc Just past the main desk near the archway entrance, the Main Hall of the
library lies open to visitors.  Scores of desks and tables are scattered
throughout the open floor with students and scholars milling about
collecting scrolls and tomes for their own uses.  A slight breeze pours in
through the entryway filling the hall with the scent of warming foliage
outside the doors.  At the end of the hall lies a pair of polished ebony
doors piquing curiosity, all the while radiating an aura of sheer terror.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1726
0
Exit
2
~
~
0
1728
AB
EndRoom

#ROOM
Vnum 1728
Name ~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1727
AB
EndRoom

#ROOM
Vnum 1729
Name Ilgranel {gP{Ge{gt {cE{Cm{cpori{Cu{cm{X~
Desc Brightly coloured paintings of a wide variety of animals cover the low
stone walls.  Cats, dogs, horses and rabbits stare back at you from amongst
the slightly more exotic tigers, birds of prey and even imps, captured from
life on cavas with a master's brush strokes.  Unfortunatly the small '{ROut
of Stock{w' labels plastered along the bottom of most leaves a very limited
choice.  The sweet smell of fresh straw lingers in the air of this small
shop, seemingly coming from a small backroom from which the chatter of
monkeys can be heard and the brief high pitched whitterings of some small
creature or another.
A sign on the small countertop in the center of the shop reads:
'{gType {CLIST{g for a list of what is sold here, then {CBUY{g for the pet
of your choice.{w'
~
Room_flags 4096
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1724
AB
EndRoom

#ROOM
Vnum 1730
Name storage~
Desc ~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
EndRoom

#ROOM
Vnum 1731
Name The {WM{waste{Wr{c's {DA{wn{Dv{wi{Dl{X~
Desc The pungent aroma of stoked fires and raw metal fills the air.  Countless
blades, axes, and spears line the walls.  A smaller doorway leads west,
equally ringing and emitting heat.  Hunched over an anvil nearby, with a
large hammer in hand, is a stocky dwarf.  His grimy skin and sweaty face
does nothing to dim the fierce fire of determination in his eyes as he puts
the finishing touches on yet another blade of perfection.  Perhaps a fine
piece of equipment such as this could be for sale!  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1725
0
Exit
3
~
~
0
1784
0
EndRoom

#ROOM
Vnum 1732
Name An {YI{yntersectio{Yn{c of Paths{X~
Desc Signs, noise, and people gather to crowd this busy village intersection. 
Fumbling from the west, a drunken man leers at those around him, staggering
with the determined will to walk upright.  A shop in the south stands
unadorned, though an obscured {Wsign{w stands out front, beckoning customers to
read.  East and north stretch the Chapel Roads, a cluster of lanes that
circle the impassive chapel in the east 
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
sign~
{WP{woi{Dnty {YS{ytick{Ys {DDel{wux{We{Y
--------------------{D
{DWeapons for the Young Adventurer
{yUse with care!{X
~
Exit
0
~
~
0
1725
0
Exit
1
~
~
0
1735
0
Exit
2
~
~
0
1733
0
Exit
3
~
~
0
1760
0
EndRoom

#ROOM
Vnum 1733
Name {WP{woi{Dnty {YS{ytick{Ys {DDel{wux{We{X~
Desc Lining the walls of the shop are countless spears, tridents, and even a
few halberds.  A low {ywooden{w table stands in the centre of the room, its
surface covered with a variety of smaller weapons.  Renown for the quality
of her weapons, {WLoni{w runs a successful and popular business here selling
weapons of the hunt to the population of Ilgranel.  
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1732
0
Exit
3
~
~
0
1734
0
EndRoom

#ROOM
Vnum 1734
Name {RWe{rapo{Dn &{r Spe{Rll{c Tuition{X~
Desc The stench of stale sweat and burning sulphur is more than noticeable
here, the floor covered with an assortment of weapons and armaments.  More
than the odd scorch mark adorns the walls and ceiling and there appears to
be blade cuts and slashes into almost everything in sight.  
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1760
0
Exit
1
~
~
0
1733
0
EndRoom

#ROOM
Vnum 1735
Name {YS{youther{Yn {wC{Dh{Wa{wp{De{wl{c Road{X~
Desc No shop entrances grace this gentle curving of the road, though there is
not a lack of sights to observe.  A worn but sturdy building stands in the
southwest, while the impassive chapel rises in the east.  Outside of the
chapel's walls, a small garden flourishes, consisting mostly of flowering
shrubs and herbs.  As the garden draws birds and butterflies, a smooth
wooden bench has been placed here for villagers and travelers alike to enjoy
the small gathering of natural beauty.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1736
0
Exit
3
~
~
0
1732
0
EndRoom

#ROOM
Vnum 1736
Name {YS{youther{Yn {wC{Dh{Wa{wp{De{wl{c Road{X~
Desc The road is curved here, arching around the old structure seen in the
west.  From the side view, little can be determined of its function, but the
muffled zing of an unsheathed sword offers some hint.  Directly to the
south, scents of warm spices and baked good cause several passerby's to peek
in with interest.  As the door swings open, laughter and the soft impression
of a woman's singing meet the ears.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1735
0
Exit
1
~
~
0
1738
0
Exit
2
~
~
0
1737
0
EndRoom

#ROOM
Vnum 1737
Name Sugar and Spice~
Desc In this store is everything nice.  Bottles of exotic spices lend the room
a heavily scented air, while avoiding being overwhelming.  The young human
women behind the counter appear to be twins, not only by looks but by the
cheery manner in greeting patrons.  Ovens brimming with freshly baked breads
and pies make the small shop a warm environment, but nonetheless pleasing.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1736
0
EndRoom

#ROOM
Vnum 1738
Name Before the {wC{Dh{Wa{wp{De{wl{X~
Desc The horizontal road meets two imposing doorways here.  To the south, a
small and windowless building is marked with a hanging sign with the picture
of a vial.  In the north, smooth and even stone steps lead into the
geographic center of this busy village: the chapel.  The chapel's thick
wooden doors stand cracked open, inviting visitors but blocking most of the
street's noise.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1757
0
Exit
1
~
~
0
1741
0
Exit
2
~
~
0
1739
0
Exit
3
~
~
0
1736
0
EndRoom

#ROOM
Vnum 1739
Name Capes and Conjurations~
Desc The dark atmosphere of the room casts shadows on every item in this magic
shop.  Tables are strewn about with beakers and jars of magical items and
ingredients, some of which aren't identifiable.  The old man behind the
counter flashes a smile revealing blackened lumps of teeth and beckons to
the various scrolls and books on the shelves behind him, hoping to provoke a
sale.  
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1738
0
EndRoom

#ROOM
Vnum 1740
Name Jalyr's Adventuring Accessories~
Desc A very large man bellows at a hearty laugh at any entering customers from
behind his counter.  His good nature and easy humor mark his skill as a
salesman.  Among his wares are the common, and essencial, gear for any
adventurer.  All offered at a special low price, especially for aspiring
adventurers.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1741
0
EndRoom

#ROOM
Vnum 1741
Name Two Roads {YC{yonverg{Ye{X~
Desc In this meeting of Southern Chapel Road and Eastern Chapel Road, the
small bustle of the streets seems to slow.  Newcomers stop, peering down the
next street to explore, noting the various signs and larger points of
interest ahead.  Directly nearby, a simple little shop stands in the south,
its clear window revealing a robust man displaying a lantern to a young
adventurer.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1743
0
Exit
2
~
~
0
1740
0
Exit
3
~
~
0
1738
0
EndRoom

#ROOM
Vnum 1742
Name A P{ya{gt{ch to the {gW{Go{yo{gd{X~
Desc As the only exit and entrance to the village, this path is temporarily
adorned with two small wooden structures.  Not quite a gate, these posts are
manned by volunteer husbandmen, armed with poor excuses of swords, though
their appearance belies a practiced skill with the weapons.  Beyond the
guard post, the path plunges into the forests with the planned and
unhindered purpose of travel.  
~
Room_flags 4
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
EndRoom

#ROOM
Vnum 1743
Name {YE{yaster{Yn {wC{Dh{Wa{wp{De{wl{c Road{X~
Desc As the road continues north and south.  Two openings peer across the
street at one another.  In the west, the looming iron gates of the graveyard
stand steadfast and solemn, though eternally open for visitors.  The eastern
opening stands unique along this shop-ridden street.  A break in the
buildings reveals a heavily trodden path leading into the wilderness that
skirts the village.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1744
0
Exit
1
~
~
0
1742
0
Exit
2
~
~
0
1741
0
Exit
3
~
gates~
0
1756
0
EndRoom

#ROOM
Vnum 1744
Name {YE{yaster{Yn {wC{Dh{Wa{wp{De{wl{c Road{X~
Desc The moderately busy road continues to stretch north and south.  A young
man, his vest displaying marks of an area merchant, walks out of the eastern
building with a pleased look on his face.  As he carries a bag whose weight
and bulges are unmistakably coins, one could presume the somber and plain
building is a bank.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1746
0
Exit
1
~
~
0
1745
0
Exit
2
~
~
0
1743
0
EndRoom

#ROOM
Vnum 1745
Name The National Bank of the Ancients~
Desc ~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
1744
0
EndRoom

#ROOM
Vnum 1746
Name The {YN{yortheas{Yt{c Corner{X~
Desc As the roads converge, two prominent shops supply the village with
interesting, if not entirely necessary, goods.  The northern shop lacks
decoration or signs, forcing the potential customer to enter to discover its
nature.  The shop in the east absolutely glitters, the large and shining
window decorated with light-catching and carefully twisted silver.  Its
{Wsign{w, nailed above the door and painted with silver, beckons reading.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
sign~
{WB{wow{Ws{c, {wB{Da{Wngl{De{ws{c, & {WTr{wi{Dnk{we{Wts{X
~
Exit
0
~
~
0
1748
0
Exit
1
~
~
0
1747
0
Exit
2
~
~
0
1744
0
Exit
3
~
~
0
1749
0
EndRoom

#ROOM
Vnum 1747
Name {WB{wow{Ws{c, {wB{Da{Wngl{De{ws{c, & {WTr{wi{Dnk{we{Wts{X~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
1746
0
EndRoom

#ROOM
Vnum 1748
Name Shoehorn Legghorn - Shoehorn Showrooms~
Desc Shoehorn Legghorn has been the forerunner...  Well, the only shoehorn
maker in wider Midgaard for the last 15 years and in its time has developed
the easiest to use shoehorns in the realms.  What is a shoehorn for those of
you who have been living in a wooden box for the last 15 years?  It's a
device that helps you slip on shoes by guiding your foot into the shoe. 
With the recent introduction of slippers, flip-flops and slip-ons into the
market recently we've had to keep up with competition.  So, for a limited
time only we've drastically decreased prices of ALL custom made shoehorns! 
Made to fit your foot to your shoe, these shoehorns come with a money back
guarantee.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1746
0
EndRoom

#ROOM
Vnum 1749
Name {YN{yorther{Yn {wC{Dh{Wa{wp{De{wl{c Road{X~
Desc The short road stretches east and west, although only one shop adorns
this stretch.  A small {Wsign{w adorns the little northerly building,
displaying a vividly painted tomato.  In the south, a tall and impassive
fence shields the space beyond, which any villager would know to be the
graveyard.  Nearby, a child peeks out from a nearby and dusty bush,
squealing as his playmate spots him and begins to charge.  The game of tag
continues, accented by the occasional laughter and shrieks of the children. 
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
sign~
{R,{gv{R. 
({r({R  )
 `"' {X
~
Exit
0
~
~
0
1750
0
Exit
1
~
~
0
1746
0
Exit
3
~
~
0
1751
0
EndRoom

#ROOM
Vnum 1750
Name The {GSa{gla{yd {gBo{Gwl{X~
Desc Fruit, vegetables, nuts and edible fungi infact everything the plant
eater could desire lines the shelves of this small shop.  The fragrant scent
from the flowers in the doorway mingles with the earthy smell of potatos,
the crisp whiff of wild garlic, and the sweet smell of ripe plums and
peaches to form a bizzare assault on the nose.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1749
0
EndRoom

#ROOM
Vnum 1751
Name {YN{yorther{Yn {wC{Dh{Wa{wp{De{wl{c Road{X~
Desc Here upon the northern road, two entrances beckon visitors, although one
appears far more welcoming.  A shop door in the north is adorned with a
large {Wbanner{w to be read.  In the south, the metal gates of the village's
graveyard loom open, revealing the stone markers of the dead.  The laughter
of a nearby child merrily resonates against the buildings of the street.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
ExtraDesc
banner~
{BMal{be Fashi{Bons
{cIt's {Cnot{c an oxymoron!{X
~
Exit
0
~
~
0
1775
0
Exit
1
~
~
0
1749
0
Exit
2
~
gates~
0
1753
0
Exit
3
~
~
0
1724
0
EndRoom

#ROOM
Vnum 1752
Name A {wS{Wt{wo{Dn{we {cS{wt{ca{wi{cr{ww{ce{wl{cl{X~
Desc Even but rough stone stairs wind down beneath the chapel's floor. 
Curiously, lit torches frequent the walls, offering a warm and flickering
illumination.  A thick door lies at the base of the steps, carved with
symbols of cleansing, protection, and rebirth.  Dangling from a wooden peg
above the doorway hangs a tied clump of dried herbs, their scent long since
faded with age.  
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1773
AB
Exit
4
~
~
0
1759
AB
EndRoom

#ROOM
Vnum 1753
Name Chapel Graveyard~
Desc ~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
gates~
0
1751
0
Exit
1
~
~
0
1754
0
EndRoom

#ROOM
Vnum 1754
Name Chapel Graveyard~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1755
0
Exit
3
~
~
0
1753
0
EndRoom

#ROOM
Vnum 1755
Name Chapel Graveyard~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1754
0
Exit
2
~
~
0
1756
0
EndRoom

#ROOM
Vnum 1756
Name Chapel Graveyard~
Desc ~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1755
0
Exit
1
~
gates~
0
1743
0
EndRoom

#ROOM
Vnum 1757
Name The {GI{glg{yra{gne{Gl {wC{Dh{Wa{wp{De{wl{X~
Desc A still peace envelopes this room.  Otherwise filled with a soft dimness,
large windows allow streams of warm light to reach the stone floor.  Beneath
and outside of the windows thrive masses of green, flowering bushes within
and trees outside.  The building appears to be focused on the far, northern
end, where a form of natural altar stands solemnly.  
~
Room_flags 4
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1758
0
Exit
2
~
~
0
1738
0
EndRoom

#ROOM
Vnum 1758
Name A {wS{Wt{wo{Dn{we{c Altar{X~
Desc The focus of the chapel is here, in the form of a massive block of stone.
The top of the stone table has been chipped and polished smooth, but the
surrounding edges have been left naturally rough and pitted.  A bowl-shaped
dip has been ground into the stone's surface, filled with a sweet smelling
water.  Fresh flowers and sprigs of herbs circle the clear liquid, and tiny
runes have been carved into the stone, seemingly at random.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1757
0
Exit
3
~
~
0
1759
0
EndRoom

#ROOM
Vnum 1759
Name An {cA{Ci{cry {GW{gor{yksp{gac{Ge{X~
Desc This lofty chamber, more narrow and confined than the heart of the
chapel, supports several racks, shelves, and a large wooden table.  The
racks are lined with countless drying herbs, all tied together in clumps,
their strings displaying various colors that might indicate use.  The table
is temporarily littered with work knives and bits of stems and leaves. 
Along the walls are numerous shelves, weighted down with thick volumes of
lore and healing.  Tucked into the far corner, two oddities lie nearly
hidden from sight.  A thick chest sits with heavy locks, barring entry
without the proper skeleton key.  Beside it, the outline of a square is cut
from the planked floor, possibly a trapdoor of sorts.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1758
0
Exit
5
~
~
0
1752
AB
EndRoom

#ROOM
Vnum 1760
Name {wD{Wr{wunka{Wr{wd{c's W{wa{cy{X~
Desc Lit by lanterns both day and night, like a beacon for the village
people, Drunkard's way runs between the main village and the tavern, The Inn
of the Ancients.  Glass shards litter the ground, reflecting in the false
light like stars in a shining path to alcohol gifted freedom.  To the south
is an open doorway leading to the home of the village trainer.  People visit
him to learn new skills and improve on those they already have.  
~
Room_flags 0
Sector_type 1
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1732
0
Exit
2
~
~
0
1734
0
Exit
3
~
~
0
1700
AB
EndRoom

#ROOM
Vnum 1761
Name In the Inn~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1700
0
Exit
3
~
~
0
1762
0
EndRoom

#ROOM
Vnum 1762
Name In the Inn~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1761
0
Exit
2
~
~
0
1765
0
Exit
3
~
~
0
1763
0
EndRoom

#ROOM
Vnum 1763
Name In the Inn~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1762
0
Exit
2
~
~
0
1764
0
EndRoom

#ROOM
Vnum 1764
Name In the Inn~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1763
0
Exit
1
~
~
0
1765
0
Exit
2
~
~
0
1767
0
EndRoom

#ROOM
Vnum 1765
Name In the Inn~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1762
0
Exit
1
~
~
0
1700
0
Exit
2
~
~
0
1766
0
Exit
3
~
~
0
1764
0
EndRoom

#ROOM
Vnum 1766
Name In the Inn~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1765
0
Exit
3
~
~
0
1767
0
EndRoom

#ROOM
Vnum 1767
Name In the Inn~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1764
0
Exit
1
~
~
0
1766
0
Exit
2
~
~
0
1768
AB
EndRoom

#ROOM
Vnum 1768
Name A Small Porchway~
Desc This narrow passageway leads out from the Inn into the small Beer Garden
behind it.  Small hooks line the walls and it sppears as though this area is
used as a place to hang cloaks and coats.  A door back into the tavern and
another out into the garden beyond.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1767
AB
Exit
1
~
~
0
1769
AB
EndRoom

#ROOM
Vnum 1769
Name Beer {gG{Ga{grd{Ge{gn{X~
Desc A place to relax in the fresh open air with a chosen drink away from the
noise of the Inn.  Tables and chairs are dotted around the well kept lawn. 
Neat flower borders circle the edge of the garden and around the bases of
the three statues proudly standing tall; the focal points of this peaceful
haven.  Nature buzzes around in a calming harmony, soothing away the aches
and pains of travelling.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1770
0
Exit
2
~
~
0
1772
0
Exit
3
~
~
0
1768
AB
EndRoom

#ROOM
Vnum 1770
Name Beer {gG{Ga{grd{Ge{gn{X~
Desc The air in this corner of the garden seems warmer than the rest of it. 
Strangely that heat appears to be eminating from the magnificently carved
statue of the powerful Goddess Sola, Empress of Shadowfire.  Standing in a
bed of flames, their tongues licking up against her long black and red
robes, She appears a truly awesome sight.  Her face set in an expression of
determination, She still appears friendly and caring but the look in her
eyes suggests She is not one to be crossed.  One hand is held high aloft
with an actual fountain of fire escaping Her fingertips, the other is
holding a set of scales.  Unlike the scales of the Libra these are far from
balanced.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1771
0
Exit
3
~
~
0
1769
0
EndRoom

#ROOM
Vnum 1771
Name Beer {gG{Ga{grd{Ge{gn{X~
Desc The ever-apparent darkness sifts through this part of the garden, and its
contents.  A prominent statue stands tall in the middle of the room. 
Shrouded in what can only be seen as robes, dark as a moonless night.  There
is no face on the statue, a hood dark as the cloaks he wears, masks it. 
Davion is this man, this god.  At the feet of the statue, plants lay waist,
never to live again.  The air about the room is heavy and cold, and stale. 
Nothing lives in this room, save the travelers that pass by.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1770
0
Exit
1
~
~
0
1782
0
Exit
3
~
~
0
1772
0
EndRoom

#ROOM
Vnum 1772
Name Beer {gG{Ga{grd{Ge{gn{X~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1769
0
Exit
1
~
~
0
1771
0
EndRoom

#ROOM
Vnum 1773
Name Entrance to the {WC{wa{Dtacom{wb{Ws{X~
Desc The dry scent of must permeates the air, speaking of this chamber's age. 
A soft darkness envelopes the room, cloaking the space with a quiet and
previously undisturbed slumber.  Despite the apparent stillness of the room,
tiny eyes peer out of the shadows, awakened by the opened door.  
~
Room_flags 1
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1781
0
Exit
1
~
~
0
1774
0
Exit
3
~
~
0
1752
AB
EndRoom

#ROOM
Vnum 1774
Name A Pool of {yL{Yigh{yt{X~
Desc Nestled in a stone shelf carved into the wall, a small oil lamp casts out
a radiant glow, fending away the nearby darkness.  A closer look at the lamp
reveals exceptional craftsmanship, small runes coating its smooth surface. 
Likewise, this lamp appears to be the only object at hand that is not
thoroughly coated in dust.  Ambiguous grey objects loom nearby, many resting
on sturdy stone tables.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1780
0
Exit
1
~
~
0
1776
0
Exit
3
~
~
0
1773
0
EndRoom

#ROOM
Vnum 1775
Name Belzaar's {BMal{be Fashi{Bons{X~
Desc Belzaar, the village's finest (and only) tailor, proudly oversees his
humble shop.  Garments lay strewn about several racks and tables, arrayed in
eye-wrenching color combinations, though the individual garments are often
quite handsome.  Liberal amounts of leather straps and fine metal buttons
and clasps can be seen, with touches of moderate lace on the cuffs of more
regal ensembles.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1751
0
EndRoom

#ROOM
Vnum 1776
Name Within the {WC{wa{Dtacom{wb{Ws{X~
Desc Several footprints trail eastward along the wall here, the imprints
revealing to any tracker that the owners of the footprints were carrying a
heavy burden.  The curious trail does not appear very recently made, a
shallow layer of dust already beginning to thinly veil the imprints.  Apart
from the prints, this section along the catacomb walls reveals more tables,
ever shrouded in blankets of fabric and dust alike.  
~
Room_flags 1
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1779
0
Exit
1
~
~
0
1777
0
Exit
3
~
~
0
1774
0
EndRoom

#ROOM
Vnum 1777
Name Within the {WC{wa{Dtacom{wb{Ws{X~
Desc This space demands notice, if only for its dramatic decrease in dust and
enigmatic shapes.  The stone table dominating this corner deeply resembles
those before it, but its form appears more full, and its fabric and carvings
lie unhindered by the trappings of age.  The fabric reveals itself to be
skillfully woven, several dyes having been used to depict a scene fit for a
palace tapestry.  Although the heady scent of strong herbs and preservation
overpowers this corner, it does not quite mask the memorable smell of death.
~
Room_flags 1
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
0
~
~
0
1778
0
Exit
3
~
~
0
1776
0
EndRoom

#ROOM
Vnum 1778
Name Within the {WC{wa{Dtacom{wb{Ws{X~
Desc Little of remark separates this corner from the rest of the solemn
hallway.  Built up against the sturdy base of one of the many tables, a
large ball of dust and strings, along with several other fragments of
material that are difficult to identify form a small cavern with a small and
dark opening.  Several tiny squeaks emit from the round rat's nest before
silence once again befalls the chamber.  
~
Room_flags 1
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1777
0
Exit
3
~
~
0
1779
0
EndRoom

#ROOM
Vnum 1779
Name A Pool of {yL{Yigh{yt{X~
Desc A small runed lamp serves to dispel a bit of the surrounding darkness.  A
slight odor carries through the air, mingling with that of fresh herbs. 
Beside the lamp lies a basket of dried herb leaves, and ashes blanket the
shelf below the lamp.  Beneath the stronger scents of this space, a faint
aroma of smoke prevails.  
~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1778
0
Exit
2
~
~
0
1776
0
Exit
3
~
~
0
1780
0
EndRoom

#ROOM
Vnum 1780
Name Within the {WC{wa{Dtacom{wb{Ws{X~
Desc A footprint path treks across the dust here, revealing a recent and
often-used path arcing from the south and into the east.  A careful search
of the path would reveal tiny bits of dried petals and a darker shade of
dust, almost like ash.  Small circles of light beckon from both south and
east, flickering occasionally with the easily identified behavior of a
flame.  
~
Room_flags 1
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1779
0
Exit
2
~
~
0
1774
0
Exit
3
~
~
0
1781
0
EndRoom

#ROOM
Vnum 1781
Name Within the {WC{wa{Dtacom{wb{Ws{X~
Desc So near the entrance, the smell of age lies thick and heavy in the air. 
The deep layers of dust threaten to kick up into concealing clouds at the
slightest movement, making it clear that this corner has not seen many
visitors over the years.  Tiny tracks cover the omnipresent dust, likely
made by rodents and some kind of large insect or spider.  
~
Room_flags 1
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1780
0
Exit
2
~
~
0
1773
0
EndRoom

#ROOM
Vnum 1782
Name Beer {gG{Ga{grd{Ge{gn{X~
Desc Tucked into an alcove of vines and tall shrubs, the granite statue of
Goddess Maegwen stands shrouded in greens.  Her flowing robes appear made of
leaves with the hems adorned by spidery runes, delicately carved.  Her face
peers impassively, gravely displaying the burdens of Balance, showing both
compassion and brutality, mercy and destruction.  In Her delicate hands is
grasped a staff of a living bough, its fingers branched into three long,
leaf-adorned tines.  A crown of flowers and thorns lies bound against Her
forehead, and similar blossoms and spurs surround Her feet, recreating the
delicate path Her children must walk.  
~
Room_flags 0
Sector_type 2
X 0 0 0 0 0 0 0 0 0 0 0
Exit
3
~
~
0
1771
0
EndRoom

#ROOM
Vnum 1783
Name Seamstress Laenai~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
2
~
~
0
1722
0
EndRoom

#ROOM
Vnum 1784
Name The {DS{wm{Dit{wh{Dy{c's {WP{wrentic{We{X~
Desc ~
Room_flags 0
Sector_type 0
X 0 0 0 0 0 0 0 0 0 0 0
Exit
1
~
~
0
1731
0
EndRoom

#END



#SPECIALS
S



#RESETS
D 0 1700 1 1
D 0 1701 1 1
D 0 1701 2 1
D 0 1702 3 1
D 0 1719 0 1
D 0 1724 3 1
D 0 1727 2 1
D 0 1728 0 1
D 0 1729 1 1
D 0 1752 1 1
D 0 1752 4 1
D 0 1759 5 1
D 0 1760 3 1
D 0 1767 2 1
D 0 1768 0 1
D 0 1768 1 1
D 0 1769 3 1
D 0 1773 3 1
M 0 1717 1 1717 1
M 0 1711 2 1724 1
M 0 1712 2 1725 1
M 0 1718 1 1725 1
O 0 1726 0 1726
M 0 1729 1 1729 1
M 0 1798 50 1730 1
M 0 1797 50 1730 1
M 0 1796 50 1730 1
M 0 1731 1 1731 1
M 0 1710 2 1732 1
M 0 1716 1 1732 1
M 0 1733 1 1733 1
G 0 1704 0
G 0 1703 0
G 0 1702 0
G 0 1701 0
M 0 1734 1 1734 1
O 0 1735 0 1735
M 0 1713 1 1735 1
M 0 1714 2 1736 1
M 0 1715 2 1736 1
M 0 1711 2 1738 1
M 0 1723 1 1738 1
M 0 1712 2 1741 1
M 0 1719 1 1741 1
M 0 1720 1 1742 1
M 0 1722 1 1743 1
M 0 1709 1 1744 1
M 0 1721 1 1746 1
M 0 1710 2 1749 1
M 0 1715 2 1749 1
M 0 1714 2 1751 1
M 0 1784 1 1784 1
S



#SHOPS
1729 0 0 0 0 0 100 100 8 17
1731 0 0 0 0 0 100 100 3 23
1733 0 0 0 0 0 100 100 0 23
0



#MOBPROGS
#1731
mob echoat $n {X{0
mob echoat $n {gGlegnar says '{GAhem...{g'{0
mob echoat $n Glegnar coughs, clearing his throat.
mob echoat $n {X{0
mob echoat $n {gGlegnar sings '{mUnder the hills the heart of the axe{g'{0
mob echoat $n {gGlegnar sings '{mArises from cinders the still core of the fire,{g'{0
mob echoat $n {X{0
mob echoat $n Glegnar pauses, then turns noticing you stood watching him.
mob echoat $n {gGlengar says '{GGreetings!  Mind if I continue my song while you browse?{g'{0
mob echoat $n {gGlengar says '{GPlease answer yes or no.{g'{0
mob echoat $n Glegnar peers intently at you.
~
#1733
mob echo {X{0 
say Oooh hello $n and welcome to Pointy Sticks Deluxe!
say I hope you find something here that piques your fancy.
mob echo {X{0 
mob echo {WLoni{w giggles mischievously.
mob echo {X{0
~
#1734
mob echo {X{0
emote flashes a {Rblood-covered {0blade in the light.
mob echo {X{0
say Hello $n, how can I help you?
say Perhaps you have come here to {CPRAC {Gor {CTRAIN {Gyour skills?{0
mob echo {X{0
smile
~
#0

#OBJPROGS
#0

#ROOMPROGS
#0

#$