#AREADATA Name raschel~ Builders Raschel~ VNUMs 800 899 Credits (null)~ Security 1 Continent 0 End #MOBILESNEW #END #OBJECTSNEW #END #ROOMSNEW #ROOM Vnum 800 Name {gPath {Dto {bRuingate{x~ Desc {gThis path, long and twisting through a dense forest of tall white birch trees, brings you closer to the city that is Ruingate. Sounds of fleeing prey and hunter's arrows loosed from their bows can often be heard in these forests. The path is narrow and rocky in places.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 801 0 EndRoom #ROOM Vnum 801 Name Path To Ruingate~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 802 0 Exit 2 ~ ~ 0 800 0 EndRoom #ROOM Vnum 802 Name {DThe {rRuined {RGates{x~ Desc {rYou approach the corroded, wrought iron gates of the City, swung open and hanging from rusty hinges set in stone walls. The walls themselves stand nearly ten feet high. Brush and ivy have begun to claim the walls that surround the establishment. You feel {yeyes {ron your back. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 806 0 Exit 1 ~ ~ 0 803 0 Exit 2 ~ ~ 0 801 0 EndRoom #ROOM Vnum 803 Name Gatehouse~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 3 ~ ~ 0 802 0 Exit 4 ~ ~ 0 804 0 EndRoom #ROOM Vnum 804 Name Guard Tower~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 4 ~ ~ 0 805 0 Exit 5 ~ ~ 0 803 0 EndRoom #ROOM Vnum 805 Name Guard Tower~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 4 ~ ~ 0 808 0 Exit 5 ~ ~ 0 804 0 EndRoom #ROOM Vnum 806 Name Entry Road~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 809 0 Exit 2 ~ ~ 0 802 0 EndRoom #ROOM Vnum 807 Name {WR{ma{Ws{Yc{Whe{ml{R'{Ws {CE{Wde{Cn{x~ Desc {WPerfection is this Garden. The air is an ambrosia in and of itself, and your whole body feels relaxed in the presence of such exquisite creation. Lush trees, shrubs and ferns and the greenest of grass grows here, and ripe fruit is plentiful.{x ~ Room_flags 4 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 EndRoom #ROOM Vnum 808 Name Guard Tower~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 5 ~ ~ 0 805 0 EndRoom #ROOM Vnum 809 Name {YMain {GSquare{x~ Desc {DA simple well attracts the attention of the entire square, standing in the exact center of this main area. The main square of Ruingate is wide, leading in four distinct directions. First, up ahead, you can see a gallows tree standing black against the sky. Second, the residentials lead off in one direction, past the inn. Third, opposite the residentials, shops cluster about, signs swinging in the breeze. Lastly, the road leads back towards the gates of Ruingate. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 810 0 Exit 1 ~ ~ 0 811 0 Exit 2 ~ ~ 0 806 0 Exit 3 ~ ~ 0 812 0 EndRoom #ROOM Vnum 810 Name {RGall{Dows{x~ Desc {rThe gallows tree commands all attention in this square. Black and haunting, an eerie silence generally settles around this area unless of course there is someone standing up upon the gibbet. Taking up most of the space in the square is the commanding Hall of Law building. A flight of stone steps leads up to the gilded double doors, each emblazoned with the symbol of Ruingate: the gates opening on tongues of flame. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 813 0 Exit 1 ~ ~ 0 814 0 Exit 2 ~ ~ 0 809 0 Exit 3 ~ ~ 0 815 0 EndRoom #ROOM Vnum 811 Name {WVia Caspius{x~ Desc {wThis street has been paved neatly, though nothing else about it is neat. Trash and dirt has gathered in the corners of the street, at the curbs, and in the doorways of the many commercial buildings. Some are cleaner than others. Signs hanging above doorways or sitting outside depict the merchants' wares, inviting anybeast who has money burning a hole in their pocket to come and take a look. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 823 0 Exit 1 ~ ~ 0 825 0 Exit 2 ~ ~ 0 824 0 Exit 3 ~ ~ 0 809 0 EndRoom #ROOM Vnum 812 Name {WVia Ariadne{x~ Desc {wThis street, named for the Lord Regent's mother, is lined on both sides with neatly kept houses. At the corner of the main square is a large, two-story building with a large black sign over the door that reads "The Skull and Candle" in gold painted letters. Golden light pours out from the windows of what must be the town's inn. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 822 0 Exit 1 ~ ~ 0 809 0 Exit 2 ~ ~ 0 851 0 Exit 3 ~ ~ 0 852 0 EndRoom #ROOM Vnum 813 Name {WVia Narsalis{x~ Desc {w A carefully paved street leads up to the front steps of the Lord Regent's villa. This street has been swept clean by some beast looking to curry favor with his Lord and Lady. To the right of the Lord Regent's Residence, a wooden stadium has been erected, stone pilings beginning to be built up around the frame. A red tent stands at the corner nearest the Lord Regent's home, a thin path leading to the porch of the villa. To the left of the Residence is a large open field. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 820 0 Exit 1 ~ ~ 0 817 0 Exit 2 ~ ~ 0 810 0 Exit 3 ~ ~ 0 818 0 EndRoom #ROOM Vnum 814 Name {WHall {Dof {WLaw{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 816 0 Exit 3 ~ ~ 0 810 0 EndRoom #ROOM Vnum 815 Name {CParade{Dground{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 810 0 EndRoom #ROOM Vnum 816 Name {DHall {Wof {DLaw{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 814 0 EndRoom #ROOM Vnum 817 Name Stadium Stands~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 819 0 Exit 3 ~ ~ 0 813 0 EndRoom #ROOM Vnum 818 Name Gattick Field~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 813 0 EndRoom #ROOM Vnum 819 Name Fighting Pit~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 817 0 EndRoom #ROOM Vnum 820 Name Lord Regent's Residence~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 821 0 Exit 2 ~ ~ 0 813 0 EndRoom #ROOM Vnum 821 Name Lord Regent's Residence~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 820 0 EndRoom #ROOM Vnum 822 Name The Skull and Candle~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 812 0 EndRoom #ROOM Vnum 823 Name Udat's Apothecary~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 811 0 EndRoom #ROOM Vnum 824 Name Ironfist's Weaponry~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 811 0 EndRoom #ROOM Vnum 825 Name {WVia Caspius{x~ Desc {wThis street has been paved neatly, though nothing else about it is neat. Trash and dirt has gathered in the corners of the street, at the curbs, and in the doorways of the many commercial buildings. Some are cleaner than others. Signs hanging above doorways or sitting outside depict the merchants' wares, inviting anybeast who has money burning a hole in their pocket to come and take a look.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 826 0 Exit 2 ~ ~ 0 827 0 Exit 3 ~ ~ 0 811 0 EndRoom #ROOM Vnum 826 Name Clynt's Chints~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 825 0 EndRoom #ROOM Vnum 827 Name {CSanctum {YEntry{x~ Desc {cYou stand before a rather large building constructed entirely of stone. An iron fence 7 feet tall surrounds the Sanctum, the gate is usually open, as visitors to the Sanctum are welcome so long as they don't bear ill will against the Order members. And even if they did, the Order members within would hardly have any trouble at all protecting themselves. The doors are made of wrought iron and bear the Guild of the Sword Dancers Crest. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 825 0 Exit 2 ~ ~ 0 828 0 EndRoom #ROOM Vnum 828 Name {CHall {Dof {WLucidity{x~ Desc {DThis is how the Sanctum looks on the inside. The structure's black stone interior affords it a rather bleak and arcane ambience. The hallway is lit by torches bracketed into the walls. Flames cast eerie shadows across the bare, stone floor. Wooden doors have been set in the wall to your east and west.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 827 0 Exit 1 ~ ~ 0 829 0 Exit 2 ~ ~ 0 831 0 Exit 3 ~ ~ 0 830 0 EndRoom #ROOM Vnum 829 Name {cCouncil {mChamber{x~ Desc {rThis is where the Order's Officers often gather to discuss issues. The room isn't too fancy, but it has a nice, comfortable feel to it. Situated at the center of the room is a large, oblong table, seemingly finely crafted. Twenty-five matching chairs encircle the table, each one equipped with a red cusion to offer more comfort. Up against the far left wall is a tall scrollcase. A dark-maroon rug has been carefully woven for the floor of the Council Room. Two lanterns hang from a ceiling.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 3 ~ ~ 0 828 0 EndRoom #ROOM Vnum 830 Name {RIn{rfirm{Rary{x~ Desc {rThe infirmary is lit by five lanterns hanging on chains from the ceiling. A wide array of medical instruments have been placed on a counter. Next to the countertop is a door which leads to the Alchemy Chambers. A tall cabinet stands to the right of the Chamber door, and a fireplace has been built into the wall to the left of the door. Several cots line the western wall. In the center of the room stands a heavy table with a few pelts for padding and clean linen cloths covering it, for use in emergency operations.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 828 0 EndRoom #ROOM Vnum 831 Name {WHall {Dof {RPhantoms{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 828 0 Exit 1 ~ ~ 0 832 0 Exit 2 ~ ~ 0 834 0 Exit 3 ~ ~ 0 833 0 EndRoom #ROOM Vnum 832 Name {BWork{Cshop{x~ Desc {cA spacious, well lit Chamber. In the far corner stands a Forge setup, complete with Billows, a fire pit and a stack of iron rods ready to be used. An anvil rests in the corner. Along the left wall is a long carpentry table, littered by all manners of different tools. Mechanisms for stretching pelts and skins to be made into leather stand against the right wall. Along the front half of the right wall is the weaver and potter's area. A large pottery wheel and another fire pit stands in the corner, serving as a kiln.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 3 ~ ~ 0 831 0 EndRoom #ROOM Vnum 833 Name {YBarr{Gacks{x~ Desc {yYou enter a spacious, well-lit corridor. At the far end is a fireplace. The corridor is approximately 30 paces wide and four times as long. Lining the right side of the wall are beds made of stacks of pelts raised on wooden frames. They appear rather comfortable. The beds are spaced with 5 paces between each one. Across from each bed stands a large wooden chest, over which hangs a weapons rack. A few large wooden chairs cushioned with pelts have been positioned about the hearth. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 831 0 EndRoom #ROOM Vnum 834 Name {MHall {rof {YDiscord{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 831 0 Exit 1 ~ ~ 0 835 0 Exit 2 ~ ~ 0 837 0 Exit 3 ~ ~ 0 836 0 EndRoom #ROOM Vnum 835 Name {cTournament {yHall{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 3 ~ ~ 0 834 0 EndRoom #ROOM Vnum 836 Name {mTraining {yArena{x~ Desc {mYou've entered the Sanctum's rather large Arena. Here is where the members of the Order come to train in the Dance. The floor is covered in mats of woven reeds. Weaponry racks hanging on the walls bear practice arms for those training. A chain bolted to the floor bears shackles for the unlucky slave on target duty.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 838 0 Exit 1 ~ ~ 0 834 0 Exit 2 ~ ~ 0 839 0 EndRoom #ROOM Vnum 837 Name {bRecreation {yHall{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 834 0 Exit 4 ~ ~ 0 840 0 Exit 5 ~ ~ 0 841 0 EndRoom #ROOM Vnum 838 Name {DArsenal {bChamber{x~ Desc {gThe stone walls here are covered in racks of weapons. Several stepladders can be found about, aiding in reaching the higher-up items. Barrels and chests of armor, lances, bows and quivers of arrows line the walls as well.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 836 0 EndRoom #ROOM Vnum 839 Name {RSlave {rPen{x~ Desc {DA room made entierly of stone, with piles of straw thrown in no seeming order. Strange oil lamps have been attatched to the ceiling and covered with glass, providing minimal light. A basin on one side of the room is filled with lukewarm water, while another basin has been set into a hollow of the floor.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 836 0 EndRoom #ROOM Vnum 840 Name {cSanctum {CRoof{x~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 5 ~ ~ 0 837 0 EndRoom #ROOM Vnum 841 Name {YHall {Wof {RExodus{x~ Desc {mA stone stair descends into this hallway beneath the Sanctum. Few non-members have ever seen this stretch of hallway and lived. Torches bracketed to the walls provide ample light. The walls are also adorned by various paintings, hanging swords and tapestries. Set in the wall on your right is a heavy iron door. On your left is a wooden door leading to the Oracle. The Hall continues further. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 844 0 Exit 1 ~ ~ 0 842 0 Exit 3 ~ ~ 0 843 0 Exit 4 ~ ~ 0 837 0 EndRoom #ROOM Vnum 842 Name {yThe {gBursary{x~ Desc {YThis is the Bursary, the Order's Vault, where the riches of days spent bounty hunting are kept. The door is of wrought iron, and the walls are stone. Rubies, piles of silver and gold coin, other precious stones, decanters of gold, jewel-encrusted goblets and scepters, silvern circlets, brooches, velvet cloaks with golden embroidery, ornate necklaces and many miscellaneous other items litter the room. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 3 ~ ~ 0 841 0 EndRoom #ROOM Vnum 843 Name {mChamber {Cof {cthe {rArcane{x~ Desc {cThe front wall is covered in a thin layer of dried moss, and thin wisps of smoke rise from incense cones on the altar, which stands centered against the rearmost wall. The room is lit only by a few torches which have been bracketed to the stone walls. Two heavy wooden doors in the right wall lead to the Crypt and the Athenaeum.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 849 0 Exit 1 ~ ~ 0 841 0 Exit 2 ~ ~ 0 850 0 EndRoom #ROOM Vnum 844 Name {DHall {bof {gRuin{x~ Desc {cThe hall stretches further, leading you towards the final stop. A heavy iron door is set in the very end of the hallway - it leads to the Warden's private Chamber, the Dirge. The door is bolted and locked from within. Another wrought iron door is set in the wall to your right, leading to the Chamber of Elegy. To your left is a wooden door leading to the Coffer. More torches bracketed to the walls provide light for this Hallway.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 848 0 Exit 1 ~ ~ 0 845 0 Exit 2 ~ ~ 0 841 0 Exit 3 ~ ~ 0 846 0 EndRoom #ROOM Vnum 845 Name {GThe {CCoffer{x~ Desc {DThe Coffer can be described as a long, lurid corridor, lit only by a few torches bracketed to the walls. The air is stale, and smells faintly of bloodshed. Dry moss provides a very thin covering for the walls. A long walkway traverses between two rows of tall wooden stakes imbedded in the rock floor. Beast's skulls top the stakes, jaws open and grinning savagely. This is the bounty hunter's trophy room. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 3 ~ ~ 0 844 0 EndRoom #ROOM Vnum 846 Name {RChamber {Wof {YElegy{x~ Desc {rA chill fills this room, though it is lit by the flames of dozens of torches that give the room an eerie light. Bare stone floors hold stains ranging from dark red to black, with fresh spills of blood here and there. The walls are unadorned, save for several sets of shackles and chains set into the stone. From the ceiling hang even more shackles and chains, along with a heavier chain holding an iron cage. Around the room devices of torture have been scattered. A full dozen braziers full of glowing coals sit around the room, a rack of metal pokers and blades near each one. A trick of the imagination might allow one to hear the screams of old victims as they struggle against their jailors. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 844 0 Exit 3 ~ ~ 0 847 0 EndRoom #ROOM Vnum 847 Name {DThe {GEn{Yfor{Rcer{W'{Cs {DChamber{x~ Desc {yThis room is rather bleak and bare. A cot stands in the far corner of the room, opposite the door. A single lantern hangs from a chain bracketed to the ceiling - it doesn't provide much light. The walls, ceiling and floor are all hard stone. A weapon rack hangs on the wall. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 846 0 EndRoom #ROOM Vnum 848 Name {wThe {DDi{wr{Dge{x~ Desc {WThis room is nearly completely dark. The only light provided comes from a few candles at the very back of the Chamber. The deathlike thickness of the air here seems nothing short of otherworldly. It feels as though when you walk through this hallowed room, your body passes through astral beings themselves. Some patches of air seem denser than others somehow, as though some holy entity is between a state of nonexistance and materialization. The only item other than the candles is a white fur pelt that covers the floor.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 844 0 EndRoom #ROOM Vnum 849 Name {DAthenaeum{x~ Desc {r A rather spacious room, well lit by three lanterns hanging from the ceiling. Three of the four walls are concealed by rows and rolls of scrollcases and shelves. The shelves are filled mostly by leather-bound books. A ladder leans against the far wall, and a small table stands alone in the center of the room, strewn with scrolls, parchment, quill pens and ceramic bottles of ink. A mat of woven reeds serves as a carpet for the cold stone floor. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 2 ~ ~ 0 843 0 EndRoom #ROOM Vnum 850 Name {rCrypt{x~ Desc {DThe Sanctum's Mortuary. Cubbies have been built of stone along three of the four walls. Each contains a wooden coffin; not all coffins are filled, though. The air smells stale, and the only light provided the room is emitted by a single lantern hanging from the ceiling. A low slab of cut stone stands in the center of the Chamber. This is where the Haruspex goes about the embalming process.{x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 843 0 EndRoom #ROOM Vnum 851 Name Bard's Haven~ Desc ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 0 ~ ~ 0 812 0 EndRoom #ROOM Vnum 852 Name {WVia Ariadne{x~ Desc {wThis street, named for the Lord Regent's mother, is lined on both sides with neatly kept houses. At the corner of the main square is a large, two-story building with a large black sign over the door that reads "The Skull and Candle" in gold painted letters. Golden light pours out from the windows of what must be the town's inn. {x ~ Room_flags 0 Sector_type 0 X 0 0 0 0 0 0 0 0 0 0 0 Exit 1 ~ ~ 0 812 0 EndRoom #END #SPECIALS S #RESETS S #SHOPS 0 #MOBPROGS #0 #OBJPROGS #0 #ROOMPROGS #0 #$