#AREADATA Name Midgaard~ Author Diku~ Levels 0 64 Security 1 VNUMs 3000 3380 Act ~ Builders ~ Recall 3001 Reset You hear the patter of little feet.~ Note ~ End #MOBDB #3000 Name wizard~ Short the wizard~ Long A wizard walks around behind the counter, talking to himself. ~ Descr The wizard looks old and senile, and yet he looks like a very powerful wizard. He is equipped with fine clothing, and is wearing many fine rings and bracelets. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Spec spec_cast_mage~ Shop scroll~ wand~ staff~ potion~ ~ 105 15 0 23 End #3001 Name baker~ Short the baker~ Long The baker looks at you calmly, wiping flour from his face with one hand. ~ Descr A fat, nice looking baker. But you can see that he has many scars on his body. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop ~ ~ ~ ~ ~ 110 100 0 23 End #3002 Name grocer~ Short the grocer~ Long A grocer stands at the counter, with a slightly impatient look on his face. ~ Descr A tall grocer, who moves two 200 pounds bag of flour around on his shoulders. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop light~ treasure~ trash~ container~ food~ 150 40 0 23 End #3003 Name weaponsmith~ Short the weaponsmith~ Long A weaponsmith. ~ Descr A young weaponsmith, who still has lots to learn. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop weapon~ ~ ~ ~ ~ 130 40 0 23 End #3004 Name armourer armorer~ Short the armourer~ Long An armourer stands here. ~ Descr An old but very strong armourer, he has made more armours in his lifetime than you have ever seen. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop armor~ ~ ~ ~ ~ 100 50 0 23 End #3005 Name thief~ Short the thief~ Long A thief, all dressed in black. ~ Descr Well COUNT your money! ~ Act scavenger wimpy~ AffectBy sneak hide~ Alignment 100 Level 8 Race Human~ Sex male~ Spec spec_thief~ End #3006 Name captain~ Short the captain~ Long A retired captain stands here, selling boats. ~ Descr This captain has killed more sharks than you have eaten peas. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop boat~ ~ ~ ~ ~ 120 90 6 22 End #3007 Name sailor~ Short the sailor~ Long A sailor stands here, waiting to train you. ~ Descr He looks like a strong, fit sailor. ~ Act sentinel train~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ End #3008 Name boy~ Short the pet shop boy~ Long A pet shop boy is here, humming gently. ~ Descr He is young and close-cropped and looks quite happy. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop ~ ~ ~ ~ ~ 100 100 0 23 End #3009 Name jeweller~ Short the jeweller~ Long The jeweller is standing behind the desk. ~ Descr He is fat and has a content although watchful look on his face. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop treasure~ ~ ~ ~ ~ 150 50 9 17 End #3010 Name leather worker~ Short the leather worker~ Long The leather worker is sitting by the table, sewing a leather cap. ~ Descr He looks as an honest, hard-working artisan who only just earns enough to keep himself going. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop armor~ ~ ~ ~ ~ 110 90 8 21 End #3011 Name executioner~ Short the executioner~ Long The executioner is here polishing his blades. ~ Descr A masked man with muscles bulging all over his body. You can tell by the look in his eyes that he enjoys seeing you cower in his presence. ~ Act sentinel stay_area~ AffectBy detect_invis sanctuary~ Alignment 1000 Level 50 Race Human~ Sex male~ Spec spec_executioner~ Trigger fight~ 3070 40~ Trigger greet~ 3071 50~ Trigger speech~ 3072 looking at?~ End #3012 Name healer~ Short the healer~ Long A healer is here. ~ Descr Although retired from adventuring, the healer still lends a hand. ~ Act sentinel stay_area~ AffectBy detect_invis sanctuary~ Alignment 1000 Level 40 Race Human~ Sex male~ Spec spec_cast_adept~ End #3020 Name guildmaster master~ Short the guildmaster~ Long Your guildmaster is standing here. ~ Descr Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, and you notice that she is surrounded by a blue shimmering aura. ~ Act sentinel practice~ AffectBy ~ Alignment 1000 Level 24 Race Human~ Sex female~ Spec spec_cast_mage~ End #3021 Name guildmaster master~ Short the guildmaster~ Long Your guildmaster is standing here. ~ Descr You are in no doubt that this guildmaster is truly close to your god; he has a peaceful, loving look. You notice that he is surrounded by a white aura. ~ Act sentinel practice~ AffectBy sanctuary~ Alignment 1000 Level 24 Race Human~ Sex male~ Spec spec_cast_cleric~ End #3022 Name guildmaster master~ Short the guildmaster~ Long Your guildmaster is standing here. ~ Descr You realize that whenever your guildmaster moves, you fail to notice it: the way of the true thief. She is dressed in poor clothing, having the appearance of a beggar. ~ Act sentinel practice~ AffectBy ~ Alignment 1000 Level 24 Race Human~ Sex female~ Spec spec_thief~ End #3023 Name guildmaster master~ Short the guildmaster~ Long Your guildmaster is standing here. ~ Descr This is your master. Big and strong with bulging muscles. Several scars across his body prove that he was using arms before you were born. He has a calm look on his face. ~ Act sentinel practice~ AffectBy ~ Alignment 1000 Level 24 Race Human~ Sex male~ End #3024 Name sorcerer~ Short the sorcerer~ Long A sorcerer is guarding the entrance. ~ Descr He is an experienced mage who has specialized in the field of Combat Magic. He is here to guard the Mage's Guild and his superior knowledge of offensive as well as defensive spells make him a deadly opponent. ~ Act sentinel~ AffectBy invisible~ Alignment 800 Level 23 Race Human~ Sex male~ Spec spec_cast_mage~ End #3025 Name templar~ Short the knight templar~ Long A knight templar is guarding the entrance. ~ Descr He is a specially trained warrior belonging to the military order of the Faith. His duty is to protect the faithful from persecution and infidel attacks and his religious devotion combined with his superior skill makes him a deadly opponent. ~ Act sentinel~ AffectBy ~ Alignment 800 Level 23 Race Human~ Sex male~ End #3026 Name assassin~ Short the assassin~ Long An assassin is guarding the entrance. ~ Descr He is a thief who has specialized in killing others as effectively as possible, using all sorts of weapons. His superior knowledge of how and where to use them combined with his extraordinary stealth makes him a deadly opponent. ~ Act sentinel~ AffectBy hide~ Alignment 800 Level 23 Race Human~ Sex male~ End #3027 Name knight~ Short the knight~ Long A knight is guarding the entrance. ~ Descr He is an expert warrior who has attained knighthood through countless chivalrous deeds. His duty is to protect the Guild of Swordsmen and his extreme skill combined with his experience in warfare makes him a deadly opponent. ~ Act sentinel~ AffectBy ~ Alignment 800 Level 23 Race Human~ Sex male~ End #3040 Name bartender~ Short the bartender~ Long A bartender watches you calmly, while he skillfully mixes a drink. ~ Descr A tired looking Bartender who hates trouble in his bar. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop ~ ~ ~ ~ ~ 110 100 0 23 End #3041 Name waiter~ Short the waiter~ Long A waiter is going around from one place to another. ~ Descr A tired looking waiter. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ End #3042 Name waiter~ Short the waiter~ Long A man who in his young days was a famous sorcerer but now leads a quiet, peaceful life as a waiter. ~ Descr ~ Act sentinel~ AffectBy ~ Alignment 600 Level 50 Race Human~ Sex male~ Spec spec_cast_mage~ Shop ~ ~ ~ ~ ~ 100 100 0 23 End #3043 Name waiter~ Short the waiter~ Long A waiter who seems to have reached contact with God. ~ Descr ~ Act sentinel~ AffectBy ~ Alignment 600 Level 50 Race Human~ Sex male~ Spec spec_cast_cleric~ Shop ~ ~ ~ ~ ~ 110 100 0 23 End #3044 Name waiter~ Short the waiter~ Long A waiter who knows where all his customers keep their money. ~ Descr ~ Act sentinel~ AffectBy ~ Alignment 600 Level 50 Race Human~ Sex male~ Spec spec_thief~ Shop ~ ~ ~ ~ ~ 170 100 0 23 End #3045 Name waiter~ Short the waiter~ Long A waiter who easily could kill you, and still carry quite a few firebreathers. ~ Descr ~ Act sentinel~ AffectBy ~ Alignment 600 Level 50 Race Human~ Sex male~ Shop ~ ~ ~ ~ ~ 150 100 0 23 End #3046 Name filthy~ Short Filthy~ Long Filthy is standing here, eager to serve you a special drink. ~ Descr Filthy looks real, ehm, dirty. He likes to keep his costumers happy, but do not mess with him or else he'll get upset. ~ Act sentinel~ AffectBy ~ Alignment 600 Level 50 Race Human~ Sex male~ Shop ~ ~ ~ ~ ~ 100 90 0 23 End #3050 Name dealer dave~ Short Dave the Dealer~ Long Dave the Dealer stands in the shadows here. ~ Descr Dave looks just like the dealer hoodlum you see on T.V. He's wearing a concert shirt and Levi 501's. His hair is pulled back into a pony tail. He's here to sell you trash. Or is it? Because he is a Sensitive Ponytail Man, ~ Act scavenger stay_area~ AffectBy detect_invis detect_hidden infrared~ Alignment 0 Level 50 Race Human~ Sex male~ Spec spec_cast_psionicist~ Shop weapon~ trash~ treasure~ ~ ~ 120 50 0 23 End #3060 Name cityguard guard~ Short the cityguard~ Long A cityguard stands here. ~ Descr A big, strong, helpful, trustworthy guard. ~ Act scavenger stay_area~ AffectBy ~ Alignment 1000 Level 15 Race Dwarf~ Sex male~ Spec spec_guard~ End #3061 Name janitor~ Short the janitor~ Long A janitor is walking around, cleaning up. ~ Descr ~ Act ~ AffectBy ~ Alignment 900 Level 1 Race Gnome~ Sex male~ Spec spec_janitor~ End #3062 Name fido dog~ Short the beastly fido~ Long Beastly Fido is here. ~ Descr Fido is a small dog that has a foul smell and pieces of rotted meat hanging around his teeth. ~ Act aggressive wimpy~ AffectBy ~ Alignment -200 Level 0 Race Animal~ Sex male~ Spec spec_fido~ End #3063 Name vagabond~ Short the vagabond~ Long A vagabond is here, looking for victims. ~ Descr He looks pretty mean. ~ Act scavenger~ AffectBy ~ Alignment -200 Level 5 Race Human~ Sex male~ End #3064 Name drunk~ Short the drunk~ Long A singing, happy drunk. ~ Descr A drunk who seems to be too happy, and to carry too much money. ~ Act ~ AffectBy ~ Alignment 400 Level 2 Race Human~ Sex male~ Trigger greet~ 3067 100~ Trigger delay~ 3068 100~ End #3065 Name beggar~ Short the beggar~ Long A beggar is here, asking for a few coins. ~ Descr The beggar looks like she is fed up with life. ~ Act sentinel~ AffectBy ~ Alignment 400 Level 1 Race Human~ Sex female~ Trigger greet~ 3001 80~ Trigger bribe~ 3002 10000~ Trigger bribe~ 3003 1000~ Trigger bribe~ 3004 100~ Trigger bribe~ 3005 1~ Trigger fight~ 3006 20~ Trigger death~ 3007 50~ End #3066 Name cat~ Short an alley cat~ Long An alley cat hisses at you. ~ Descr The alley cat is half starved and more than a little feral. ~ Act aggressive wimpy~ AffectBy ~ Alignment -200 Level 0 Race Animal~ Sex male~ Spec spec_fido~ End #3067 Name cityguard guard~ Short the cityguard~ Long A cityguard is here, guarding the gate. ~ Descr A big, strong, helpful, trustworthy guard. ~ Act sentinel stay_area~ AffectBy ~ Alignment 1000 Level 15 Race Human~ Sex male~ Spec spec_guard~ End #3068 Name cityguard guard~ Short the cityguard~ Long A cityguard is here, guarding the gate. ~ Descr A big, strong, helpful, trustworthy guard. ~ Act sentinel stay_area~ AffectBy ~ Alignment 1000 Level 15 Race Dwarf~ Sex male~ Spec spec_guard~ End #3069 Name cityguard guard~ Short the cityguard~ Long A cityguard is here, guarding the mayor. ~ Descr A big, strong, helpful, trustworthy guard. ~ Act sentinel stay_area~ AffectBy invisible hide~ Alignment 1000 Level 20 Race Human~ Sex male~ Spec spec_guard~ End #3090 Name kitten~ Short the kitten~ Long A small loyal kitten is here. ~ Descr The kitten looks like a cute, little, fierce fighter. ~ Act sentinel scavenger~ AffectBy ~ Alignment 400 Level 1 Race Animal~ Sex neutral~ End #3091 Name puppy~ Short the puppy~ Long A small loyal puppy is here. ~ Descr The puppy looks like a cute, little, fierce fighter. ~ Act sentinel scavenger~ AffectBy ~ Alignment 400 Level 3 Race Animal~ Sex neutral~ End #3092 Name beagle~ Short the beagle~ Long A small, quick, loyal beagle is here. ~ Descr The beagle looks like a fierce fighter. ~ Act sentinel scavenger~ AffectBy ~ Alignment 400 Level 5 Race Animal~ Sex neutral~ End #3093 Name rottweiler~ Short the rottweiler~ Long A large, loyal rottweiler is here. ~ Descr The rottweiler looks like a strong, fierce fighter. ~ Act sentinel scavenger~ AffectBy ~ Alignment 400 Level 7 Race Animal~ Sex neutral~ End #3094 Name wolf~ Short the wolf~ Long A large, trained wolf is here. ~ Descr The wolf looks like a strong, fearless fighter. ~ Act sentinel scavenger~ AffectBy ~ Alignment 0 Level 9 Race Animal~ Sex neutral~ End #3100 Name maid~ Short the maid~ Long The maid is waiting for your order. ~ Descr She is very beautiful with golden hair, and deep blue eyes. A good reason for coming here more often. ~ Act sentinel~ AffectBy ~ Alignment 1000 Level 50 Race Human~ Sex female~ Spec spec_cast_cleric~ Shop ~ ~ ~ ~ ~ 110 90 6 23 End #3120 Name sexton~ Short the sexton~ Long A sexton is sitting here, drinking hot tea. ~ Descr The sexton looks like he is relaxing after another grave-digging job. ~ Act sentinel~ AffectBy ~ Alignment 800 Level 3 Race Human~ Sex male~ Spec spec_cast_cleric~ End #3121 Name swan~ Short the swan~ Long A swan is swimming around in the pond. ~ Descr The white swan is very elegant. ~ Act sentinel~ AffectBy ~ Alignment 1000 Level 1 Race Animal~ Sex neutral~ End #3122 Name duckling~ Short the duckling~ Long A duckling is swimming around in the pond. ~ Descr The duckling is adorable, it looks most of all like a tiny furball. ~ Act sentinel~ AffectBy ~ Alignment 1000 Level 0 Race Animal~ Sex neutral~ End #3123 Name sparrow~ Short the sparrow~ Long A sparrow is flapping around on the ground. ~ Descr The sparrow looks like it is enjoying life. ~ Act stay_area wimpy~ AffectBy ~ Alignment 1000 Level 0 Race Animal~ Sex neutral~ End #3124 Name duck~ Short the duck~ Long A duck is here, quacking happily. ~ Descr The duck is quite fat. It looks like it is enjoying life. ~ Act stay_area~ AffectBy ~ Alignment 1000 Level 1 Race Animal~ Sex neutral~ End #3140 Name captain~ Short the captain~ Long The captain of the guard is looking very upset. ~ Descr A big, strong, angry captain. ~ Act sentinel scavenger aggressive~ AffectBy detect_invis~ Alignment 1000 Level 17 Race Human~ Sex male~ End #3141 Name cityguard guard~ Short the cityguard~ Long A cityguard stands here, looking very upset. ~ Descr A big, strong, angry guard. ~ Act sentinel scavenger aggressive~ AffectBy ~ Alignment 1000 Level 15 Race Human~ Sex male~ End #3142 Name secretary~ Short the secretary~ Long A secretary is sitting at the desk. ~ Descr She looks very busy. The Secretary says 'Sorry, but the Mayor is extremely busy today'. The Secretary says 'Please sit down and have a seat in the meantime'. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 12 Race Human~ Sex female~ End #3143 Name mayor~ Short the mayor~ Long The mayor is here. He shakes your hand. ~ Descr He is a stocky, middle-aged man with thin, grey hair. ~ Act sentinel~ AffectBy protect_evil~ Alignment 900 Level 23 Race Human~ Sex male~ Spec spec_mayor~ End #3144 Name crier~ Short the town crier~ Long The town crier is here, weeping quietly. ~ Descr He is very good at his job - completely dissolved in tears. ~ Act wimpy~ AffectBy ~ Alignment 900 Level 1 Race Human~ Sex male~ End #3150 Name guildmaster master~ Short the guildmaster~ Long Your guildmaster is levitating here. ~ Descr Even though your guildmaster looks old and tired, you are amazed by the vast power you can sense emanating from her. She notices you as you enter, but you can tell that you take up only a small portion of her attention. ~ Act sentinel practice~ AffectBy ~ Alignment 1000 Level 23 Race Human~ Sex female~ Spec spec_cast_psionicist~ End #3151 Name gypsy~ Short the gypsy~ Long A gypsy is guarding the entrance. ~ Descr She used to wander the Realm, practicing her psionic arts, but now she is acting as the guard to the Psionicist's Guild. She may be small, but so was Yoda. I wouldn't cross her. ~ Act sentinel~ AffectBy invisible~ Alignment 500 Level 22 Race Human~ Sex female~ Spec spec_cast_psionicist~ End #3152 Name waiter~ Short the waiter~ Long A waiter is here, waiting to serve you a drink. ~ Descr A man who once bent spoons with the best of them, he is now content to mix drinks and make conversation. ~ Act sentinel~ AffectBy ~ Alignment 600 Level 50 Race Human~ Sex male~ Spec spec_cast_psionicist~ Shop ~ ~ ~ ~ ~ 150 100 0 23 End #3153 Name mapmaker map maker~ Short the Map Maker~ Long The Map Maker looks up from the map he is working on and offers you assistance. ~ Descr A rather old man, wearing spectacles from his years spent staring at pieces of parchment under poor lighting. ~ Act sentinel~ AffectBy ~ Alignment 900 Level 50 Race Human~ Sex male~ Shop ~ ~ ~ ~ ~ 150 100 0 23 End #3160 Name croupier~ Short the slick croupier~ Long A slick croupier is here, ready to take your bet. ~ Descr He's a seedy-looking character, who doesn't look like he's happy to be playing by the rules. ~ Act sentinel stay_area~ AffectBy ~ Alignment 0 Level 50 Race Human~ Sex male~ End #0 #OBJDB #3000 Name barrel beer~ Short a barrel of beer~ Descr A beer barrel has been left here.~ Type drink_con~ Extra ~ Wear take~ Values 50~ 50~ 1~ 0~ 0~ Weight 65 End #3001 Name bottle beer~ Short a bottle of beer~ Descr A beer bottle has been left here.~ Type drink_con~ Extra ~ Wear take~ Values 8~ 8~ 1~ 0~ 0~ Weight 10 End #3002 Name bottle ale~ Short a bottle of ale~ Descr A dark bottle of ale has been left here.~ Type drink_con~ Extra ~ Wear take~ Values 8~ 8~ 3~ 0~ 0~ Weight 10 End #3003 Name bottle firebreather~ Short a bottle of firebreather~ Descr A firebreather has been left here.~ Type drink_con~ Extra ~ Wear take~ Values 8~ 8~ 7~ 0~ 0~ Weight 10 End #3004 Name bottle local~ Short a bottle of local specialty~ Descr A dark bottle has been left here.~ Type drink_con~ Extra ~ Wear take~ Values 8~ 8~ 8~ 0~ 0~ Weight 10 End #3005 Name axe blade~ Short an executioner's axe~ Descr An executioner's axe is here waiting to possess its next user.~ Type weapon~ Extra anti-evil anti-neutral~ Wear take wield~ Values 0~ 5~ 6~ 1~ 0~ Weight 60 ExtraDescr axe blade~ It is quite heavy. The blade is made of some metal that you can't even spell. The edge of the blade looks as if it could cut through anything or anyone. ~ End #3009 Name potpie pot pie food~ Short a big pot pie~ Descr A big pot pie has been left here.~ Type food~ Extra ~ Wear take~ Values 40~ 0~ 0~ 0~ 0~ Weight 5 End #3010 Name donation pit~ Short the donation pit~ Descr A pit for sacrifices is in front of the altar.~ Type container~ Extra ~ Wear ~ Values 10000~ 0~ 0~ 0~ 0~ Weight 0 ExtraDescr pit~ This is where you put money and items to help Doz expand this shrine and convert more people to the belief of Eru our creator. ~ End #3011 Name license~ Short a license to kill~ Descr A license to kill is here. *mu-hahahaha!*~ Type furniture~ Extra inventory~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr license~ This item allows you to kill other players, use it with care! ~ End #3020 Name dagger~ Short a dagger~ Descr A dagger with a long thin blade is here.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 2~ 4~ 11~ 0~ Weight 1 End #3021 Name sword small~ Short a small sword~ Descr A small sword lies here.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 2~ 5~ 11~ 0~ Weight 3 End #3022 Name sword long~ Short a long sword~ Descr A long sword has been left here.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 2~ 6~ 3~ 0~ Weight 8 End #3030 Name torch~ Short a torch~ Descr A large torch.~ Type light~ Extra ~ Wear take~ Values 0~ 0~ 24~ 0~ 0~ Weight 1 End #3031 Name lantern~ Short a hooded brass lantern~ Descr A hooded brass lantern has been left here.~ Type light~ Extra ~ Wear take hold~ Values 0~ 0~ 100~ 0~ 0~ Weight 4 ExtraDescr lantern~ It is a large and robust but somewhat battered oil lantern made from brass, equipped with a handle to make it handy and a hood to protect its flame. Some letters have been scratched on its bottom. ~ ExtraDescr letters~ They say, "Use 'hold lantern' to activate." ~ End #3032 Name bag~ Short a bag~ Descr A small bag.~ Type container~ Extra ~ Wear take~ Values 50~ 0~ 0~ 0~ 0~ Weight 2 End #3033 Name box~ Short a box~ Descr A small box.~ Type container~ Extra ~ Wear take~ Values 10~ 0~ 0~ 0~ 0~ Weight 5 End #3040 Name scroll identify~ Short a scroll of identify~ Descr A scroll has carelessly been left here.~ Type scroll~ Extra magic~ Wear take~ Values 12~ identify~ ~ ~ ~ Weight 1 ExtraDescr scroll identify~ The scroll has a magic formula drawn upon it: ??? ? ? ? ? ? * ~ End #3041 Name potion yellow~ Short a yellow potion of see invisible~ Descr A small yellow potion has carelessly been left here.~ Type potion~ Extra magic~ Wear take~ Values 12~ detect invis~ ~ ~ ~ Weight 1 ExtraDescr potion yellow~ The potion has a small label 'Detect The Invisible'. ~ End #3042 Name scroll recall~ Short a scroll of recall~ Descr A scroll has carelessly been left here.~ Type scroll~ Extra magic~ Wear take~ Values 12~ word of recall~ ~ ~ ~ Weight 4 ExtraDescr scroll~ The scroll has a formula of 'Word of Recall' written upon it. ~ End #3045 Name jacket scale mail~ Short a scale mail jacket~ Descr A scale mail jacket is lying on the ground.~ Type armor~ Extra ~ Wear take body~ Values 4~ 0~ 0~ 0~ 0~ Weight 40 End #3046 Name bronze breast plate~ Short a bronze breast plate~ Descr A bronze breast plate is lying on the ground.~ Type armor~ Extra ~ Wear take body~ Values 6~ 0~ 0~ 0~ 0~ Weight 80 End #3050 Name raft~ Short a raft~ Descr A raft has been left here.~ Type boat~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 75 ExtraDescr raft~ The raft looks very primitive. ~ End #3051 Name canoe~ Short a canoe~ Descr A canoe has been left here.~ Type boat~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 32 ExtraDescr canoe~ The canoe is fairly light. ~ End #3060 Name jerkin~ Short a leather jerkin~ Descr A leather jerkin is lying on the ground.~ Type armor~ Extra ~ Wear take body~ Values 2~ 0~ 0~ 0~ 0~ Weight 5 End #3061 Name cap~ Short a leather cap~ Descr A leather cap is lying on the ground.~ Type armor~ Extra ~ Wear take head~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 End #3062 Name pants~ Short a pair of leather pants~ Descr A pair of leather pants is lying on the ground.~ Type armor~ Extra ~ Wear take legs~ Values 2~ 0~ 0~ 0~ 0~ Weight 5 End #3063 Name boots~ Short a pair of leather boots~ Descr A pair of leather boots lies here.~ Type armor~ Extra ~ Wear take feet~ Values 2~ 0~ 0~ 0~ 0~ Weight 3 End #3064 Name gloves~ Short a pair of leather gloves~ Descr A pair of leather gloves is lying on the ground.~ Type armor~ Extra ~ Wear take hands~ Values 2~ 0~ 0~ 0~ 0~ Weight 1 End #3065 Name sleeves~ Short a pair of leather sleeves~ Descr A pair of leather sleeves is lying on the ground.~ Type armor~ Extra ~ Wear take arms~ Values 2~ 0~ 0~ 0~ 0~ Weight 3 End #3066 Name jerkin~ Short a studded leather jerkin~ Descr A studded leather jerkin is lying on the ground.~ Type armor~ Extra ~ Wear take body~ Values 3~ 0~ 0~ 0~ 0~ Weight 10 End #3067 Name cap~ Short a hard leather cap~ Descr A hard leather cap is lying on the ground.~ Type armor~ Extra ~ Wear take head~ Values 3~ 0~ 0~ 0~ 0~ Weight 2 End #3068 Name pants~ Short a pair of studded leather pants~ Descr A pair of studded leather pants is lying on the ground.~ Type armor~ Extra ~ Wear take legs~ Values 3~ 0~ 0~ 0~ 0~ Weight 8 End #3069 Name boots~ Short a pair of hard leather boots~ Descr A pair of hard leather boots lies here.~ Type armor~ Extra ~ Wear take feet~ Values 3~ 0~ 0~ 0~ 0~ Weight 4 End #3070 Name gloves~ Short a pair of hard leather gloves~ Descr A pair of hard leather gloves is lying on the ground.~ Type armor~ Extra ~ Wear take hands~ Values 3~ 0~ 0~ 0~ 0~ Weight 1 End #3071 Name sleeves~ Short a pair of studded leather sleeves~ Descr A pair of studded leather sleeves is lying on the ground.~ Type armor~ Extra ~ Wear take arms~ Values 3~ 0~ 0~ 0~ 0~ Weight 4 End #3072 Name jerkin scale mail~ Short a scale mail jerkin~ Descr A scale mail jerkin is lying on the ground.~ Type armor~ Extra ~ Wear take body~ Values 4~ 0~ 0~ 0~ 0~ Weight 20 End #3073 Name coif scale mail~ Short a scale mail coif~ Descr A scale mail coif is lying on the ground.~ Type armor~ Extra ~ Wear take head~ Values 4~ 0~ 0~ 0~ 0~ Weight 4 End #3074 Name skirt scale mail~ Short a long scale mail skirt~ Descr A long scale mail skirt is lying on the ground.~ Type armor~ Extra ~ Wear take legs~ Values 4~ 0~ 0~ 0~ 0~ Weight 20 End #3075 Name boots reinforced~ Short a pair of reinforced boots~ Descr A pair of reinforced boots lies here.~ Type armor~ Extra ~ Wear take feet~ Values 4~ 0~ 0~ 0~ 0~ Weight 6 End #3076 Name gloves reinforced~ Short a pair of reinforced gloves~ Descr A pair of reinforced gloves is lying on the ground.~ Type armor~ Extra ~ Wear take hands~ Values 4~ 0~ 0~ 0~ 0~ Weight 2 End #3077 Name sleeves scale mail~ Short a pair of scale mail sleeves~ Descr A pair of scale mail sleeves is lying on the ground.~ Type armor~ Extra ~ Wear take arms~ Values 4~ 0~ 0~ 0~ 0~ Weight 8 End #3097 Name shield small metal~ Short a small metal shield~ Descr A small metal shield is lying on the ground.~ Type armor~ Extra ~ Wear take shield~ Values 4~ 0~ 0~ 0~ 0~ Weight 3 End #3100 Name tea cup~ Short a cup of tea~ Descr A cup has been set here.~ Type drink_con~ Extra ~ Wear take~ Values 2~ 2~ 11~ 0~ 0~ Weight 3 ExtraDescr cup~ It is a small simple cup. ~ End #3101 Name coffee cup~ Short a cup of coffee~ Descr A cup has been set here.~ Type drink_con~ Extra ~ Wear take~ Values 2~ 2~ 12~ 0~ 0~ Weight 3 ExtraDescr cup~ It is a small simple cup. ~ End #3102 Name water cup~ Short a cup of water~ Descr A cup has been set here.~ Type drink_con~ Extra ~ Wear take~ Values 2~ 2~ 0~ 0~ 0~ Weight 3 ExtraDescr cup~ It is a large simple cup. ~ End #3105 Name bracer bronze~ Short a bronze bracer~ Descr A bronze bracer is lying on the ground.~ Type armor~ Extra ~ Wear take wrist~ Values 6~ 0~ 0~ 0~ 0~ Weight 8 End #3106 Name bracer iron~ Short an iron bracer~ Descr An iron bracer is lying on the ground.~ Type armor~ Extra ~ Wear take wrist~ Values 7~ 0~ 0~ 0~ 0~ Weight 8 End #3120 Name key iron~ Short a key~ Descr An iron key has been left here.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr key iron~ The iron key is not special. ~ End #3121 Name key rusty~ Short a key~ Descr A rusty key has been left here.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr key rusty~ The key is a fairly large rusty key. You notice some fresh dirt on it. ~ End #3122 Name key wooden~ Short a key~ Descr A wooden key has been left here.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr key wooden~ The wooden key is not special. ~ End #3123 Name key brass~ Short a key~ Descr A brass key has been left here.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr key brass~ The brass key is small and looks like it fits a very complicated lock. ~ End #3124 Name sword long~ Short a long sword~ Descr A long sword has been left here.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 3~ 8~ 3~ 0~ Weight 8 ExtraDescr sword long~ This is the ceremonial sword of the Mayor of Midgaard. ~ End #3129 Name hand cuffs~ Short a pair of hand cuffs~ Descr A pair of hand cuffs has been left here.~ Type trash~ Extra ~ Wear take hold~ Values 0~ 0~ 0~ 0~ 0~ Weight 4 End #3130 Name desk drawer~ Short the desk~ Descr A desk is set against the western wall.~ Type container~ Extra ~ Wear ~ Values 34~ 15~ 3122~ 0~ 0~ Weight 100 ExtraDescr drawer~ You notice a keyhole in the drawer. ~ End #3131 Name safe~ Short the safe~ Descr A safe is placed in a dark corner of the room.~ Type container~ Extra ~ Wear ~ Values 34~ 15~ 3123~ 0~ 0~ Weight 100 ExtraDescr safe~ The safe is very heavy. ~ End #3132 Name gold coins~ Short the gold~ Descr A lot of gold is here.~ Type money~ Extra ~ Wear take~ Values 52385~ 0~ 0~ 0~ 0~ Weight 0 End #3133 Name city key~ Short the City Key~ Descr The very big City Key is lying here.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 10 End #3134 Name bench~ Short the Bench~ Descr A white-painted wooden bench is standing here.~ Type furniture~ Extra ~ Wear ~ Values 0~ 0~ 0~ 0~ 0~ Weight 100 ExtraDescr bench~ It is a quite heavy but very comfortable bench. It is placed with its front towards the river so you can sit and watch the river and the houses on the other side. ~ End #3135 Name fountain water~ Short a fountain~ Descr A small white fountain gushes forth here.~ Type fountain~ Extra ~ Wear ~ Values 50~ 50~ 0~ 0~ 0~ Weight 500 ExtraDescr fountain~ It is very nice. Made from fine white marble. ~ End #3136 Name coins gold~ Short a small pile of gold coins~ Descr A small pile of gold coins lies here.~ Type money~ Extra ~ Wear take~ Values 20~ 0~ 0~ 0~ 0~ Weight 0 End #3137 Name key steel~ Short a steel key~ Descr A large steel key has been left here.~ Type key~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr key steel~ A key of this size must fit a very strong lock. ~ End #3138 Name skin water buffalo~ Short a buffalo water skin~ Descr A bloated dead buffalo is on the floor.~ Type drink_con~ Extra ~ Wear take~ Values 100~ 100~ 0~ 0~ 0~ Weight 5 End #3139 Name letter resignation~ Short the receptionist's letter of resignation~ Descr The receptionist's letter of resignation is taped to the wall.~ Type furniture~ Extra ~ Wear ~ Values 0~ 0~ 0~ 0~ 0~ Weight 999 ExtraDescr letter resignation~ The letter is written in a bold and feminine Carolinian hand. To whom it may concern, Merc Industries has installed a new no-rent save and quit system. Apparently one can now save and quit at any time from anywhere inside a town or out. My services here are no longer required. Diana the Receptionist ~ End #3140 Name notice liquidation bank~ Short the bank's notice of liquidation~ Descr The bank's notice of liquidation is taped to the wall.~ Type furniture~ Extra ~ Wear ~ Values 0~ 0~ 0~ 0~ 0~ Weight 999 ExtraDescr notice liquidation bank~ The letter is written in a reserved and dignified Spencer hand. To whom it may concern, Merc Industries has charmed your money. Apparently one's gold will remain close, even beyond death. We are closing down our offices and ATM machines. Our services here are no longer required. Midgaard City Bank ~ End #3160 Name sign notice note rules~ Short a sign~ Descr The sign giving the rules to UPPER, LOWER, OR TRIPLE is posted here.~ Type furniture~ Extra ~ Wear ~ Values 0~ 0~ 0~ 0~ 0~ Weight 999 ExtraDescr sign notice note rules~ To play UPPER, LOWER, OR TRIPLE, simply type: bet <amount> <choice> where <amount> is your wager in gold pieces, and <choice> is one of "upper", "lower", or "triple". The croupier will roll three six-sided dice, and if the sum of the numbers on the three dice is 10 or less, the result is "Lower". If the sum is 11 or more, the result is "Upper". However, if all three dice have the same value, the result is "Triple", and all bets of "Upper" and "Lower" will lose. If you bet on the correct "Upper" or "Lower" result, you win back double your bet. If you correctly pick "Triple", you win 37 times your bet. ~ End #3161 Name staff~ Short a nondescript staff~ Descr You see a rather nondescript staff here.~ Type staff~ Extra hum magic~ Wear take hold~ Values 17~ 1~ 1~ cone of silence~ 0~ Weight 10 End #3162 Name wand~ Short a nondescript wand~ Descr You see a rather nondescript wand here.~ Type wand~ Extra hum magic~ Wear take hold~ Values 11~ 3~ 3~ mute~ 0~ Weight 3 End #3163 Name wand~ Short a nondescript wand~ Descr You see a rather nondescript wand here.~ Type wand~ Extra hum magic~ Wear take hold~ Values 13~ 2~ 2~ remove silence~ 0~ Weight 3 End #3170 Name wand~ Short a wand of water breathing~ Descr Here is a wand which will allow you to breathe underwater.~ Type wand~ Extra hum magic~ Wear take hold~ Values 0~ 10~ 10~ breathe water~ 0~ Weight 3 End #3350 Name standard sword~ Short a standard issue sword~ Descr You see a standard issue sword here.~ Type weapon~ Extra magic~ Wear take wield~ Values 0~ 3~ 4~ 3~ 0~ Weight 5 Affect hitroll~ 2 ~ Affect damroll~ 2 ~ ExtraDescr standard sword~ You see a sword of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3351 Name standard dagger~ Short a standard issue dagger~ Descr You see a standard issue dagger here.~ Type weapon~ Extra magic~ Wear take wield~ Values 0~ 4~ 4~ 11~ 0~ Weight 5 Affect hitroll~ 2 ~ Affect damroll~ 1 ~ ExtraDescr standard dagger~ You see a dagger of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3352 Name standard mace~ Short a standard issue mace~ Descr You see a standard issue mace here.~ Type weapon~ Extra magic~ Wear take wield~ Values 0~ 4~ 4~ 7~ 0~ Weight 5 Affect hitroll~ 2 ~ Affect damroll~ 2 ~ ExtraDescr standard mace~ You see a mace of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3353 Name standard vest~ Short a standard issue vest~ Descr You see a standard issue vest here.~ Type armor~ Extra ~ Wear take body~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard vest~ You see a vest of great craftsmanship. Stamped on the side is: Merc Industries ~ End #3354 Name standard shield~ Short a standard issue shield~ Descr You see a standard issue shield here.~ Type armor~ Extra ~ Wear take shield~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard shield~ You see a shield of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3355 Name standard cloak~ Short a standard issue cloak~ Descr You see a standard issue cloak here.~ Type armor~ Extra ~ Wear take neck~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard cloak~ You see a cloak of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3356 Name standard helmet~ Short a standard issue helmet~ Descr You see a standard issue helmet here.~ Type armor~ Extra ~ Wear take head~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard helmet~ You see a helmet of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3357 Name standard leggings~ Short a pair of standard issue leggings~ Descr You see a pair of standard issue leggings here.~ Type armor~ Extra ~ Wear take legs~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard leggings~ You see leggings of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3358 Name standard boots~ Short a pair of standard issue boots~ Descr You see a pair of standard issue boots here.~ Type armor~ Extra ~ Wear take feet~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard boots~ You see boots of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3359 Name standard gloves~ Short a pair of standard issue gloves~ Descr You see a pair of standard issue gloves here.~ Type armor~ Extra ~ Wear take hands~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard gloves~ You see gloves of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3360 Name standard sleeves~ Short a pair of standard issue sleeves~ Descr You see a pair of standard issue sleeves here.~ Type armor~ Extra ~ Wear take arms~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard sleeves~ You see sleeves of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3361 Name standard cape~ Short a standard issue cape~ Descr You see a standard issue cape here.~ Type armor~ Extra ~ Wear take about~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard cape~ You see a cape of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3362 Name standard belt~ Short a standard issue belt~ Descr You see a standard issue belt here.~ Type armor~ Extra ~ Wear take waist~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard belt~ You see a belt of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3363 Name standard bracer~ Short a standard issue bracer~ Descr You see a standard issue bracer here.~ Type armor~ Extra ~ Wear take wrist~ Values 5~ 0~ 0~ 0~ 0~ Weight 5 ExtraDescr standard bracer~ You see a bracer of great craftsmanship. Imprinted on the side is: Merc Industries ~ End #3364 Name ring signet~ Short a city guard signet ring~ Descr You see a ring with a strange symbol on the floor.~ Type armor~ Extra magic~ Wear take finger~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Affect ac~ -6 ~ Affect saving-spell~ -2 ~ End #3365 Name banner~ Short a war banner~ Descr A war banner is on the floor here.~ Type light~ Extra glow magic~ Wear take~ Values 0~ 0~ -1~ 0~ 0~ Weight 1 Affect saving-spell~ -2 ~ Affect ac~ -2 ~ ExtraDescr banner~ This is the official Merc war banner to see you through the darkest realm! ~ End #3371 Name ring diamond wedding~ Short a diamond wedding ring.~ Descr A diamond wedding ring has been left here.~ Type armor~ Extra bless~ Wear take finger~ Values 1~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr ring diamond wedding~ A slender gold band set with a marquise-cut four carat blue-white solitaire. Inscribed on the inside of the band is: 'I love you forever.' ~ End #3372 Name band gold wedding~ Short a gold wedding band.~ Descr A gold wedding band has been left here.~ Type armor~ Extra bless~ Wear take finger~ Values 1~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr band gold wedding~ A wide, plain circle of gold inscribed: 'I love you forever.' ~ End #3373 Name map midgaard~ Short a map of the city of midgaard~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ This map brought to you courtesy of the Midgaard City Council. Altar Mud school (up from Temple) | / | / Temple/Recall | Cleric Guild -- Temple -- Grunting (* up from Temple Square Boar square is "In the | Air area*) Magic | General Weapon Psionicist Shop Bakery | Store Shop Guild | | | | | | To -- West -- Main -- Main-- Market -- Main -- Main -- East -- To Forest Gate Street Street Square Street Street Gate Crossroads | | | | | | | Wall Mage Armoury | Jeweler Warrior Wall Road Guild | Guild Road | | | | | To Dangerous | | Neighborhood(west) | Leather | Map Pet and the Circus (s) | Shop | Store Shop | | | | | Wall -- End -- Poor -- Common -- Dark -- Alley -- End -- Mob Road Alley Alley Square Alley At Levee of Alley Factory | | | | | | | Grubby Inn | Thief Levee Abandoned Wall | Guild Warehouse Road | | | | River | | To South Midgaard Dump (note: Each line is not a single move, but shows links between rooms.) Scale: Really Big. This is a big city! North: To top of map ~ End #3374 Name map drow~ Short a map leading to the drow homeland~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ (An exerpt from a journal of an unknown adventurer) Date Unknown ... and after locating Horl the Knight and paying his bail, we finally left Midgaard on the first day of the new moon, 3 days behind schedule. Our guide says that he knows the quickest way to Thalos, and that we can expect to reach the ruins there by late tomorrow. We left the east gate of Midgaard, and travelled east for several hours until reaching a spot where several roads cross. We traveled south for another hour or two, then decided to pitch camp for the night. Once again, I, Gagglesneeze, the Greatest Mage to walk these lands, am stuck with the midnight watch. How I long for a group that realizes the delicate rest required of a mage. Today, we continued south, until the woods thickened and we were forced to turn east or west, or return north in failure. Following our guide's lead, we turned east and walked through the woods for several hours, turning south at noon, and then preceding east again when we had skirted the clump of thickets that had forced us out of our way. We now stand at the top of a valley, and are making camp here for the night. Our guide assures us that Thalos lies just over the far rim of the valley. For once, I will get some sleep, as I have convinced that fool priest Karl to take my watch for me. Hopefully tomorrow morning we may begin amassing treasure in Thalos. Today did not bode well from the very beginning. I awoke to a small amount of yelling going on in camp. It appeared our guide had left in the middle of the night, taking some of Ravin the Burglar's gold and equipment with him. We decided to look for Thalos anyway. It was nowhere to be found. But the thief, Ravin, found a cave behind a fox hole down in the valley. We preceded into the cave, and came to a spot where we could only go down or return the way we had came. We rested before decending, and I had no more than fallen asleep for a quick nap, when a dark creature that looked vaguely elvish attacked me from out of nowhere. The others quickly subdued him. We then decended into the hole below us, prepared for anything but what awaited us. 2 more of the creatures jumped out of hiding and attacked us. Only Ravin's finding a secret door below allowed us to escape. We then went west, the only direction left to us, and were set upon by a fantastically quick creature wielding a glowing black longsword. I was the only one able to flee the fight alive. Now I am hiding amongst some goblin slaves...all of my spells exhausted. I can hear the foot troops looking for me outside. I don't know how i will survive this... ~ End #3375 Name map shadow galaxy tower towers sorcery draconians~ Short a map leading to Shadow Grove, Galaxy, and Towers of Sorcery and Draconians~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ An excerpt from a book recently acquired from the mages guild by the thief Picard (to whom our condolences go out). The magical forest known as shadow grove has long been known as a place in which even those with the best direction sense may be confused. However, it is the gateway to such places as the Galaxy, the Tower of High Sorcery, and the Tower of the Draconians. The route to the Grove is a well established one. Travel west from midgaard, until further travel west is no longer possible. Travel south until you can go west again, and then continue west. Continuing in this manner, zigzagging west and south, the traveler will eventually reach a dusty part of the forest. From this point, travel north, and west and north again. From here the Entrance to Shadow Grove can be seen to the north. Our experts recommend this method for traveling in the Grove itself. In each new area, check all exits, and often you will be able to see if you have reached the entrance to the spot you set out for. Traveling in daylight will often aid this process. Also, our experts have noted that oftentimes, traveling in the same direction twice will return you to the spot you left from originally. However, traveling north, then back south, for example, will take you to a different area. The entrance to the Galaxy is said to be found by talking with a gypsy in a tavern. The entrances to the Towers of Sorcery and of the Draconians are said to be gigantic Gates. Also, if you see poor Edward, please be nice to him, the poor fool can't seem to find his way out... ~ End #3376 Name map mahn-tor~ Short a map leading to the land of Mahn-tor~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ Seeing as there is a lack of worthy opponents who come to my land, I present this map to the mapstore in Midgaard, with my instructions to reproduce it for any who feel they are worthy. Travel east of midgaard to the crossroads. Turn north, until you may travel east. Go east until you may travel up a hill. Continue up the hill to the top, and continue east. Then go down and enter the valley below you. Continue east and north to the waterfall. Continue north, and then take the trail east as far as it goes. Continue on the trail, going whichever way you can, until the trail splits. Travel east, and then go south. You will be in my realm, and may try to find your way to me. Mahn-Tor, Minotaur Grand Master ~ End #3377 Name map haven antarctic~ Short a map leading to the antarctic land of haven~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ We began our journey about mid-morning. We had hoped to get an early start, but were held up while we waited for the shops to open so that we could gather supplies for our expedition. The three of us were eager to leave town after having either stolen from or killed nearly every shopkeeper in Midgaard. The locals were not happy about our presence and as such, we feared the Executioner might decide to take some action against us if we remained. It was Hogar who had caused most of our problems, but he also was a necessary part of our team. No one could equal his skill with the sword, at least none we had previously encountered... Whirl often tries to get Hogar to see how unnecessary a lot of his fighting is, but he doesn't seem to listen to her divine guidance. I suppose that as a thief, I usually end up doing a lot of the more mundane, but necessary actions to get us where we need to go. However, I enjoy the adventures I've shared with these two, especially Whirl. Without her, where would we, in fact, where would I be now? Well, we set off from Midgaard along the river heading west away from town, and although in full view due to the daylight we wanted to avoid, the locals seemed more glad we had left than angry enough to give chase. We went under the bridge which crosses the river and continued west. As we continued west there wasn't too much to see, the forest seemed to grow darker as we moved, and long shadows seemed to be hiding some secret danger, however nothing became of it. Gradually we came to a split in the river where it appeared to go around an island, which was more shadowed than even the forest had been. After some thought, we decide to brave it and found a small spot where we could land and walk on the island's south side. Following a farely difficult path, we found a small domocile. Whirl seemed to be upset about something here, and strangely so was Hogar, so we decided not to press further and quickly left the island to continue going west along the river. We noticed quickly that the river was getting much wider now, and soon were at the mouth of the great river. Not wanting to get too far from land just yet, we entered the ocean and went south along the shoreline. I must say at this point my arms were getting tired of paddling, so Whirl graciously cast a spell which cause my body to have a density less than that of air! Whirl did the same to Hogar, and this seemed to life our spirits a little, as the going was made easier. I wonder why she didn't think of this sooner? Moving with the speed of the wind, we begin to find ourselves reaching colder waters. Reaching a point where we could no longer go south, we continued to the west. Wow! It's a good thing Whirl cast that spell, the waters here are so rough, I wonder how we would have survived in those canoes. Another turn to the south leads us to much colder waters, we can see icebergs floating in the ocean below us. I'm getting dreadfully cold now and wish we could turn back, but it seems we cannot and continue onward to the south. This is going to be my last entry. It has been two days since last I wrote. We encountered an enormous white bear which so surprised us, it managed to mortally wound Hogar, and I suffered several cuts before the bear finally succumbed to the combined efforts of Whirl and I. She had tried desparately to help Hogar during the battle and afterwards, but the cold, along with the seriousness of the wounds told us he wouldn't make it. Hogar died shortly there after. I'm afraid there may be more of those horrible beasts in this place, but we can no more go forward, than we can go back. At least I am with Whirl. The bear meat should be enough to keep us alive for a little while, time enough for us to finally be alone together. .... This journal entry is one of many found in a book which had floated in the ocean protected by some magical force from the water and salt. The finder can only guess at what happened to the two who were left alive there in the cold alone, but hopes that the knowlege from the book will help others avoid the same fate. ~ End #3378 Name map desert eastern~ Short a map leading to the Eastern Desert, and adjacent lands~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ Those seeking the Eastern Desert should first purchase a canoe or raft from the retired Captain, who can be found down by the river in Midgaard. The following set of directions was obtained from the legendary mage Shapeshifter, whom it is said spent so much time (lost?) in the desert, that he finally killed off the nomad leader and made it his home. Shapeshifter reports that there are several interesting places that may be visited from the eastern desert. To get to the desert, the mage recommends that one get upon the river and travel east. The journey will take the adventurer through an underground channel, until finally an under- ground lake will be the last point at which boats will be used. Continuing east up a passageway will bring one to the edge of the desert. The desert is easy to lose one's way in, but such interesting areas as MegaCity, the Pyramid of the Sphynx, the Nomad Camp, and the Lair of the Brass dragon can be approached only from the desert. Although even the great Shapeshifter is not able to give exact directions, he was able to provide this help. The Brass Dragon's Lair is in a cave that one reaches from a ledge that is plagued with strong gusts of wind. MegaCity lies just over a small hill. And the Pyramid may only be entered by those willing to climb to the top of the pyramid, although this is not as easy of a feat as one might think. ~ End #3379 Name map moria~ Short a map leading to the Caves of Moria~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ Many young adventures first make their fortunes in the Caves of Moria. This is often attributed to the quick reproduction rates of the denizens of the caves. Such creatures as the kobold, the hobgoblin, and the hideous troll can be found within the caves. The caves are also reputed to be the base of operations for several dangerous rogue mages. Those seeking the caves should first stock themselves with food and water, as there is little of nourishment within the caves. A few brave souls who were lucky to make it out of the caves alive after running out of supplies, report that the mushrooms that grow in the caves are not fit for human con- sumption. After acquiring supplies, travel out the east gate of Midgaard, sticking to the roads as far as the Crossroads. From there, a party must wander north through the plains, until a cave mouth is reached. This is the entrance to Moria. Some things to take heed of about Moria. Many adventurers have exited the caves through a cavern to the north of the complex, and have then followed a trail up the mountain. Those foolish enough to do so have had to return to town in failure, apparently too embarrassed to reveal what happened. Also, several adventurers have reported tangling with centipedes, climbing down a hole to the west of the centipedes home, and then running into a powerful mage. Many are the parties that have gone to attempt to recover corpses from this powerful wizard. - Faithfully yours, Alexis, the Lady Cleric ~ End #3380 Name map goblin~ Short a map leading to the King of the Goblins~ Descr A rolled up map lies here.~ Type furniture~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 ExtraDescr map~ It was during the invasion by Darkside the Beholder, that I first journeyed to the Goblin Caverns. Accompanied by Demonspawn the Warrior, and Partan, I left town through the east gate. We turned south at the Crossroads, and pitched camp after traveling as far south as we were able. The next day, we turned east, zigzaggin east and south, until we went down into a valley. At this point, we turned north, following a trail through the woods. At this point, we became somewhat lost, and had to wander for a while before we found the entrance to the Goblin's mountain lair. The assistance of Odin didn't hurt of course. Although I am not sure of the exact route, I believe that we turned west and then back north at least once, and possibly twice. We found ourselves at the foot of the mountain, and were able to climb it and enter the Goblin Caves. However, the most exciting part of our expedition occurred after we had defeated Darkside (at the cost of Demonspawn, Partan, and several younger adventurers who happened to be in the area). I discovered a secret door in the mountain side that opens into a store room, that directly adjoins to the Goblin King's throne room. If only Odin hadn't summoned us back to his altar in Midgaard to reward us, I might have been able to find out exactly where the secret door is. All that I can say, is that it is in the forest, and guarded by a Goblin Sentinel. Recorded from an interview with with Tholeus, Hero of Midgaard. ~ End #0 #ROOMDB #3001 Name The Temple Of Midgaard~ Descr You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. Equally large steps lead UP through a small door into the ENTRANCE to MUD SCHOOL. (type 'up' to go to MUD SCHOOL.) A small plaque is on this wall. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr plaque~ This entire world has been integrated, modified, debugged, and enhanced by Hatchet, Kahn, and Furey of MERC Industries to be run by any MERC Mud. 1992 December 17 ~ Reset M 3011 1 100 Reset E 3005 16 100 Reset E 3005 18 100 Door north~ ~ -1 3054 At the northern end of the temple hall is a statue and a huge altar. ~ ~ Door south~ ~ -1 3005 You see the temple square. ~ ~ Door up~ ~ 0 3700 You see the entrance to Mud School. ~ ~ End #3002 Name Cleric's Inner Sanctum~ Descr This is the inner sanctum. A picture of the mighty Thor, is hanging on the wall, just above the altar which is set against the western wall. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset M 3021 1 100 Door east~ ~ -1 3003 You see your favorite place, the bar of divination. ~ ~ End #3003 Name Cleric's Bar~ Descr The bar is one of the finest in the land, lucky it is members only. Fine furniture is set all around the room. A small sign is hanging on the wall. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each. ~ Reset M 3043 1 100 Reset E 3002 -1 100 Reset E 3004 -1 100 Reset E 3022 16 100 Door south~ ~ -1 3004 You see the entrance. ~ ~ Door west~ ~ -1 3002 You see the inner sanctum. ~ ~ End #3004 Name Entrance to Cleric's Guild~ Descr The entrance hall is a small modest room, reflecting the true nature of the Clerics. The exit leads east to the temple square. A small entrance to the bar is in the northern wall. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3025 1 100 Reset E 3022 16 100 Reset M 3060 12 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3355 4 100 Door north~ ~ -1 3003 You see the bar, richly decorated with really stylish furniture. ~ ~ Door east~ ~ -1 3005 You see the Temple Square. ~ ~ End #3005 Name The Temple Square~ Descr You are standing on the temple square. Huge marble steps lead up to the temple gate. The entrance to the Clerics Guild is to the west, and the old Grunting Boar Inn, is to the east. Just south of here you see the market square, the center of Midgaard. ~ Flags ~ Sector city~ Regen 100 100 Reset O 3135 0 100 Door north~ ~ -1 3001 You see the temple. ~ ~ Door east~ ~ -1 3006 You see the good old Grunting Boar Inn. ~ ~ Door south~ ~ -1 3014 You see the Market Square. ~ ~ Door west~ ~ -1 3004 You see the entrance to the Clerics Guild. ~ ~ Door up~ ~ -1 3057 You see the air. ~ ~ End #3006 Name Entrance to the Grunting Boar Inn~ Descr You are standing in the entrance hall of the Grunting Boar Inn. The hall has been wisely decorated with simple but functional furniture. A small staircase leads up to the defunct reception room and the bar is to the east. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3061 5 100 Door east~ ~ -1 3007 Surprise! You see the bar. ~ ~ Door west~ ~ -1 3005 You see the temple square. ~ ~ Door up~ ~ -1 3008 You see the defunct reception room. ~ ~ End #3007 Name The Grunting Boar~ Descr You are standing in the bar. The bar is set against the northern wall, old archaic writing, carvings and symbols cover its top. A fireplace is built into the western wall, and through the southeastern windows you can see the temple square. This place makes you feel like home. A small sign with big letters is fastened to the bar. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ The sign reads: Free instructions provided by the Grunting Boar Inn. Buy - Buy something (drinkable) from the bartender. List - The bartender will show you all the different drinks and specialties, and tell the price of each. ~ ExtraDescr writing carving carvings symbols symbol~ Although it is very hard to understand, you think it looks a lot like beer, poems about beer, and small beer-mugs. ~ Reset M 3040 1 100 Reset E 3000 -1 100 Reset E 3001 -1 100 Reset E 3022 16 100 Reset M 3064 3 100 Door west~ ~ -1 3006 You see the exit to the entrance hall. ~ ~ End #3008 Name The Defunct Reception~ Descr You are standing in a dusty, defunct reception. The staircase leads down to the entrance hall. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 3139 0 100 Reset O 3140 0 100 Door down~ ~ -1 3006 You see the entrance hall. ~ ~ End #3009 Name The Bakery~ Descr You are standing inside the small bakery. A sweet scent of Danish and fine bread fills the room. The bread and Danish are arranged in fine order on the shelves, and seem to be of the finest quality. A small sign is on the counter. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr danish pastry~ You see that this is truly delicious pastry. Must be made by a Dane from Denmark (which surely is not the capital of Sweden!). Former ruler of Scandinavia, England, Northern Germany, Northern France, Russia, Greenland, Iceland, Estonia etc. etc. The sight of those large, wholesome chokoladeboller makes your mouth water and your soul sing. ~ ExtraDescr sign~ Free instructions provided by the store: Buy - Will buy you some bread or pastry. List - The baker will kindly tell you the price and sort of the bread in his bakery. ~ Reset M 3001 1 100 Reset E 3009 -1 100 Reset E 3022 16 100 Door south~ ~ -1 3013 You see the main street. ~ ~ End #3010 Name The General Store~ Descr You are inside the general store. All sorts of items are stacked on shelves behind the counter, safely out of your reach. A small note hangs on the wall. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ Reset M 3002 1 100 Reset E 3030 -1 100 Reset E 3031 -1 100 Reset E 3138 -1 100 Reset E 3011 -1 100 Reset E 3022 16 100 Door south~ ~ -1 3015 You see the main street. ~ ~ End #3011 Name The Weapon Shop~ Descr You are inside the weapon shop. There is a small note on the counter. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr note~ The note reads: List - Show which various items are in the store. Buy - Buy an item. Value - The shopkeeper will (free of charge) tell how much he will pay for your item. Sell - Sell an item. ~ Reset M 3003 1 100 Reset E 3020 -1 100 Reset E 3021 -1 100 Reset E 3022 -1 100 Reset E 3022 16 100 Door south~ ~ -1 3016 You see the main street. ~ ~ End #3012 Name Main Street~ Descr You are at the end of the main street of Midgaard. South of here is the entrance to the Guild of Magic Users. The street continues east towards the market square. The magic shop is to the north and to the west is the city gate. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3062 15 100 Door north~ ~ -1 3033 You see the magic shop. ~ ~ Door east~ ~ -1 3013 You see the main street. ~ ~ Door south~ ~ -1 3017 You see the entrance to the Guild of Magic Users. ~ ~ Door west~ ~ -1 3040 You see the city gate. ~ ~ End #3013 Name Main Street~ Descr You are on the main street passing through the City of Midgaard. South of here is the entrance to the Armoury, and the bakery is to the north. East of here is the market square. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3009 You see the bakery. ~ ~ Door east~ ~ -1 3014 You see the market square. ~ ~ Door south~ ~ -1 3020 You see the armoury. ~ ~ Door west~ ~ -1 3012 You see the main street. ~ ~ End #3014 Name Market Square~ Descr You are standing on the market square, the famous Square of Midgaard. A large, peculiar looking statue is standing in the middle of the square. Roads lead in every direction, north to the temple square, south to the common square, east and westbound is the main street. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr statue~ What you see is the Midgaard Worm, stretching around the Palace of Midgaard. ~ Reset M 3060 12 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3356 6 100 Door north~ ~ -1 3005 You see the temple square. ~ ~ Door east~ ~ -1 3015 You see the main street. ~ ~ Door south~ ~ -1 3025 You see the common square. ~ ~ Door west~ ~ -1 3013 You see the main street. ~ ~ End #3015 Name The Main Street~ Descr You are on Main Street crossing through town. To the north is the general store, and the main street continues east. To the west you see and hear the market place and to the south is the Jeweller's Shop. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3010 You see the general store. ~ ~ Door east~ ~ -1 3016 You see Main Street. ~ ~ Door south~ ~ -1 3034 You see the Jeweller's Shop. ~ ~ Door west~ ~ -1 3014 You see the market square. ~ ~ End #3016 Name The Main Street~ Descr The main street, to the north is the weapon shop and to the south is the Guild of Swordsmen. To the east you leave town and to the west the street leads to the market square. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3062 15 100 Door north~ ~ -1 3011 You see the weapon shop. ~ ~ Door east~ ~ -1 3041 You see the city gate. ~ ~ Door south~ ~ -1 3021 You see the swordsmen's guild. ~ ~ Door west~ ~ -1 3015 You see the main street leading to the market square. ~ ~ End #3017 Name Entrance to Mage's Guild~ Descr The entrance hall is a small, poor lighted room. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3024 1 100 Reset E 3022 16 100 Reset M 3060 12 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3357 7 100 Door north~ ~ -1 3012 You see the main street. ~ ~ Door south~ ~ -1 3018 You see your favorite place, the Mage's Bar. ~ ~ End #3018 Name Mage's Bar~ Descr The bar is one of the weirdest in the land. Mystical images float around the air. Illusions of fine furniture appear all around the room. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset M 3042 1 100 Reset E 3002 -1 100 Reset E 3003 -1 100 Reset E 3022 16 100 Door north~ ~ -1 3017 You see the lobby. ~ ~ Door east~ ~ -1 3019 You see the laboratory. ~ ~ End #3019 Name Mage's Laboratory~ Descr This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. A well in the middle of the floor leads down into darkness. Vile smells waft from the depths. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset M 3020 1 100 Door west~ ~ -1 3018 You see the bar. ~ ~ End #3020 Name The Armoury~ Descr The armoury with all kinds of armours on the walls and in the window. You see helmets, shields and chain mails. To the north is the main street. On the wall is a small note. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr note~ You can use these commands for trading: value <item> To get the price of an item in your possession. sell <item> To sell something. buy <item> To buy something (provided that the shop has it in store). list Gives you a listing of the shop's inventory. WE DON'T GIVE CREDIT; WE DON'T EXPECT TO RECEIVE CREDIT! NO HAGGLING ~ Reset M 3004 1 100 Reset E 3072 -1 100 Reset E 3073 -1 100 Reset E 3074 -1 100 Reset E 3075 -1 100 Reset E 3076 -1 100 Reset E 3077 -1 100 Reset E 3097 -1 100 Reset E 3022 16 100 Door north~ ~ -1 3013 You see the main street. ~ ~ End #3021 Name Entrance Hall to the Guild of Swordsmen~ Descr The entrance hall to the Guild of Swordsmen. A place where one has to be careful not to say something wrong (or right). To the east is the bar and to the north is the main street. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3027 1 100 Reset E 3022 16 100 Reset M 3060 12 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3358 8 100 Door north~ ~ -1 3016 You see the main street. ~ ~ Door east~ ~ -1 3022 You see the swordsmen's bar, many noises comes from there. ~ ~ End #3022 Name The Bar of Swordsmen~ Descr The bar of swordsmen, once upon a time beautifully furnished. But now the furniture is all around you in small pieces. To the south is the yard, and to the west is the entrance hall. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset M 3045 1 100 Reset E 3002 -1 100 Reset E 3003 -1 100 Reset E 3004 -1 100 Reset E 3022 16 100 Door south~ ~ -1 3023 You see the practice yard. ~ ~ Door west~ ~ -1 3021 You see the entrance hall to the thieves guild. ~ ~ End #3023 Name The Tournament and Practice Yard~ Descr The practice yard of the fighters. To the north is the bar. A well leads down into darkness. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset M 3023 1 100 Door north~ ~ -1 3022 You see the bar. ~ ~ End #3024 Name Eastern End of Poor Alley~ Descr You are at the poor alley. South of here is the Grubby Inn and to the east you see common square. To the north is the entrance to the Dragon Cult. The alley continues further west. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3062 15 100 Door east~ ~ -1 3025 You see the common square. ~ ~ Door south~ ~ -1 3048 You see the Inn. ~ ~ Door west~ ~ -1 3044 You see the poor alley. ~ ~ End #3025 Name The Common Square~ Descr The common square, people pass you, talking to each other. To the west is the poor alley and to the east is the dark alley. To the north, this square is connected to the market square. From the south you notice a nasty smell. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3050 1 100 Reset E 3352 -1 100 Reset M 3062 15 100 Door north~ ~ -1 3014 You see the market square. ~ ~ Door east~ ~ -1 3026 You see the dark alley. ~ ~ Door south~ ~ -1 3030 You see the city dump. ~ ~ Door west~ ~ -1 3024 You see the poor alley. ~ ~ End #3026 Name The Dark Alley~ Descr The dark alley, to the west is the common square and to the south is the Guild of Thieves. The alley continues east. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr guild~ It is the thieves guild, don't enter if you care about your health or money. ~ Reset M 3063 5 100 Reset E 3021 16 100 Reset M 3066 1 100 Door north~ ~ -1 3065 You see the Map Store. ~ ~ Door east~ ~ -1 3045 The alley continues east. ~ ~ Door south~ ~ -1 3027 You see the entrance to the thieves guild. ~ ~ Door west~ ~ -1 3025 You see the common square. ~ ~ End #3027 Name Entrance Hall to the Guild of Thieves~ Descr The entrance hall to the thieves' and assassins' guild. A place where you can lose both your life and your money, if you are not careful. To the north is the dark alley and to the east is the thieves' bar. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3026 1 100 Reset E 3022 16 100 Reset M 3060 12 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3359 9 100 Reset M 3005 5 100 Reset E 3020 16 100 Door north~ ~ -1 3026 You see the alley. ~ ~ Door east~ ~ -1 3028 You see the thieves bar, where everything disappears. ~ ~ End #3028 Name The Thieves Bar~ Descr The bar of the thieves. Once upon a time this place was beautifully furnished, but now it seems almost empty. To the south is the yard, and to the west is the entrance hall. (Maybe the furniture has been stolen?!) ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr furniture~ As you look at the furniture, the chair you sit on disappears. ~ Reset M 3044 1 100 Reset E 3003 -1 100 Reset E 3004 -1 100 Reset E 3022 16 100 Door south~ ~ -1 3029 You see the secret yard. ~ ~ Door west~ ~ -1 3027 You see the entrance hall to the thieves guild. ~ ~ End #3029 Name The Secret Yard~ Descr The secret practice yard of thieves and assassins. To the north is the bar. A well leads down into darkness. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset M 3022 1 100 Door north~ ~ -1 3028 You see the bar. ~ ~ End #3030 Name The Dump~ Descr The dump, where the people from the city drop their garbage. Through the garbage you can see a large junction of pipes, looks like the entrance to the sewer system. South of here you see the river and to the north is the common square. ~ Flags no_mob~ Sector field~ Regen 100 100 Door north~ ~ -1 3025 You see the common square. ~ ~ End #3031 Name The Pet Shop~ Descr The Pet Shop is a small crowded store, full of cages and animals of various sorts and sizes. There is a sign on the wall. ~ Flags indoors pet_shop~ Sector inside~ Regen 100 100 ExtraDescr sign~ The sign reads: Use 'List' to see the available pets. Use 'Buy <pet> <name>' to buy yourself a pet and name it. You can use 'order <pet> <instructions>' to order your pets around. If you abuse your pet, it will no longer regard you as its master. If you have several pets you may use 'order all <instructions>' Regards, The Shopkeeper ~ Reset M 3008 1 100 Door south~ ~ -1 3045 You see the Alley. ~ ~ End #3032 Name Pet Shop Store~ Descr This is the small dark room in which the Pet Shop Boy keeps his pets. It is vital that this room be immediately after the pet shop. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3090 1 100 Reset M 3091 1 100 Reset M 3092 1 100 Reset M 3093 1 100 Reset M 3094 1 100 End #3033 Name The Magic Shop~ Descr You are in a small room that smells of rare chemicals and spices. Dividing the room in two is a large desk, and on the wall behind it are numerous shelves crammed with jars, bottles, books and scrolls of all sorts and sizes. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr jars bottles~ Some of them are transparent enabling you to see that some contain colored powders while others contain body parts of various animals. ~ ExtraDescr books~ Most of them appear to be very old and dusty. ~ ExtraDescr scrolls~ Each scroll is stored in a leather tube that protects it from moist. ~ Reset M 3000 1 100 Reset E 3040 -1 100 Reset E 3041 -1 100 Reset E 3170 -1 100 Door south~ ~ -1 3012 You see the main street. ~ ~ End #3034 Name The Jeweller's Shop~ Descr You are in a small, beautifully furnished room. The warm light emanating from the small oil lamps on the walls is reflected in the hard, polished surface of the big mahogany desk that stands in the centre of the room. A small sign with golden letters stands on the desk. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr oil lamps~ They are made from polished gold and looks as if they are securely fastened to the smooth stone walls. ~ ExtraDescr desk~ Your face is reflected in its surface. ~ ExtraDescr sign~ The golden letters say :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the jeweller evaluate an item. ~ Reset M 3009 1 100 Door north~ ~ -1 3015 You see Main Street. ~ ~ End #3035 Name The Leather Shop~ Descr An acrid smell fills this large room. Along the walls are numerous shelves containing all sorts of animal hide and in the crackling fireplace hangs a big iron pot with boiling water. In the middle of the room is a large oak table. A wooden sign is hanging above the fireplace. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr fireplace~ It is a rather large fireplace made from heavy granite rocks. ~ ExtraDescr table~ It is made from solid oak but appears to be very used. Its surface is covered in marks and scratches. A large burning candle stands directly on the table surface, tallow flowing down its sides. ~ ExtraDescr pot~ Several large pieces of leather hide are boiling in the iron pot. ~ ExtraDescr sign~ The wooden sign says :- Use 'list' to see what is in store, 'buy <item>' to buy an item, 'sell <item>' to sell an item and 'value <item>' to make the leather worker evaluate an item. ~ Reset M 3010 1 100 Reset E 3066 -1 100 Reset E 3067 -1 100 Reset E 3068 -1 100 Reset E 3069 -1 100 Reset E 3070 -1 100 Reset E 3071 -1 100 Door south~ ~ -1 3044 You see the alley. ~ ~ End #3040 Name Inside the West Gate of Midgaard~ Descr You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads east and Wall Road leads south from here. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ ExtraDescr gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ ExtraDescr tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Reset M 3068 2 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3361 12 100 Reset M 3068 2 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3362 13 100 Door east~ ~ -1 3012 You see Main Street. ~ ~ Door south~ ~ -1 3042 You see the road running along the inner side of the city wall. You notice that it is called Wall Road. ~ ~ Door west~ door~ 3133 3052 The city gate is to the west. ~ gate~ End #3041 Name Inside the East Gate of Midgaard~ Descr You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here. South of here is the wall road, but it looks dirty and not too safe. To the north you see the Psionicist's Guild. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ ExtraDescr gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ ExtraDescr tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Reset M 3067 2 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3360 10 100 Reset M 3067 2 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3354 11 100 Door north~ ~ 0 3152 You see the Psionicist's Guild. ~ ~ Door east~ door~ 3133 3053 You see the city gate. ~ gate~ Door west~ ~ -1 3016 You see Main Street.~ ~ End #3042 Name Wall Road~ Descr You are walking next to the western city wall. The road continues further south and the city gate is just north of here. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Door north~ ~ -1 3040 You see the city gate. ~ ~ Door south~ ~ -1 3043 The road continues further south. ~ ~ End #3043 Name Wall Road~ Descr You are walking next to the western city wall. Wall Road continues further north and south. A small, poor alley leads east. Some letters have been written on the wall here. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr letters~ It says 'Who watches the watchmen?' ~ ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Door north~ ~ -1 3042 The road continues further north. ~ ~ Door east~ ~ -1 3044 The alley leads east. ~ ~ Door south~ ~ -1 3047 The road continues further south. ~ ~ End #3044 Name Poor Alley~ Descr You are in narrow and dirty alley leading east and west. The leather shop is to the north. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3065 2 100 Door north~ ~ -1 3035 The leather shop is to the north. ~ ~ Door east~ ~ -1 3024 The alley leads east. ~ ~ Door west~ ~ -1 3043 The alley leads west. ~ ~ End #3045 Name Alley at Levee~ Descr You are standing in the alley which continues east and west. South of here you see the levee. North is the Pet Shop. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ 0 3031 You see, hear, and smell the pet shop. ~ ~ Door east~ ~ -1 3046 The alley leads east. ~ ~ Door south~ ~ -1 3049 You see the levee. ~ ~ Door west~ ~ -1 3026 The alley leads west. ~ ~ End #3046 Name Eastern end of Alley~ Descr You are standing at the eastern end of the alley. An old three-story warehouse is directly south of here, and the Mob Factory is east. ~ Flags ~ Sector city~ Regen 100 100 Door south~ ~ -1 3050 You see the warehouse. ~ ~ Door west~ ~ -1 3045 You see the alley. ~ ~ End #3047 Name Wall Road~ Descr You are standing on the road next to the western city wall which continues north. South of here is a bridge across the river. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Door north~ ~ -1 3043 You see the road. ~ ~ Door south~ ~ -1 3051 You see the bridge. ~ ~ End #3048 Name Grubby Inn~ Descr You are inside the old Grubby Inn. This place has not been cleaned for several decades, vile smells make you dizzy. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3046 1 100 Reset E 3003 -1 100 Reset E 3004 -1 100 Reset E 3022 16 100 Reset M 3065 2 100 Door north~ ~ -1 3024 You see the alley. ~ ~ End #3049 Name Levee~ Descr You are at the levee. South of here you see the river gently flowing west. The river bank is very low making it possible to enter the river. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3006 1 100 Reset E 3050 -1 100 Reset E 3051 -1 100 Door north~ ~ -1 3045 You see the Alley. ~ ~ Door south~ ~ -1 3203 You see the river flowing west. ~ ~ End #3050 Name Abandoned Warehouse~ Descr You are inside the only room in the old warehouse. The place is very dusty and appears to have been unused for many years. The skylight spills violet-tinged light. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3007 1 100 Door north~ ~ -1 3046 You see the alley. ~ ~ End #3051 Name On the Bridge~ Descr You are standing on the stone bridge crosses the river. The bridge is built out from the western city wall and the river flows west through an opening in the wall ten feet below the bridge. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr bridge~ It is built from large grey rocks that have been fastened to each other with some kind of mortar, just like the wall. ~ ExtraDescr opening~ You cannot really see it from here as it is somewhere beneath your feet. ~ ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Door north~ ~ -1 3047 You see the road. ~ ~ Door south~ ~ -1 3100 You see the Concourse. ~ ~ End #3052 Name Outside the West Gate of Midgaard~ Descr You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the west you can see the edge of a big forest. A small dusty trail leads north along the wall. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ ExtraDescr gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ ExtraDescr tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Door east~ door~ 3133 3040 The city gate is to the east. ~ gate~ End #3053 Name Outside the East Gate of Midgaard~ Descr You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. To the north a small dusty trail follow the city wall. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ ExtraDescr gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ ExtraDescr tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Door west~ door~ 3133 3041 You see the city gate. ~ gate~ End #3054 Name By the Temple Altar~ Descr You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. Above you, you see rooms reserved for the workers of this mud. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr altar~ Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble. ~ ExtraDescr statue odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. ~ Reset O 3010 0 100 Reset M 3012 1 100 Door south~ ~ -1 3001 You see the southern end of the temple. ~ ~ Door up~ ~ 0 3060 ~ ~ End #3057 Name In the air...~ Descr WOW you can fly! You are floating in the air above Temple Square of Midgaard. ~ Flags no_mob~ Sector air~ Regen 100 100 Door down~ ~ 0 3005 Back down on the earth where you should be! ~ ~ End #3060 Name Rooms Above the Altar~ Descr You are above the temple altar. Here you see rooms meant for the working immortals of this mud to sit down and discuss issues. To the north, you see the general meeting room. To the east, you see the Builders' room. To the south, you see the Implementors' room. To the west, you see the Coders' room. Below you, you see the temple altar. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 Door north~ ~ 0 3061 You see the general meeting room. ~ ~ Door east~ ~ 0 3062 You see the Builders' room. ~ ~ Door south~ ~ 0 3063 You see the Implementors' room. ~ ~ Door west~ ~ 0 3064 You see the Coders' room. ~ ~ Door down~ ~ 0 3054 You see the Temple Altar below you. ~ ~ End #3061 Name General Meeting Room~ Descr You are inside the general meeting room, where the issues of this mud are discussed. You see a large table and chairs, along with three seats at the far end, meant for the three directors of this mud, Demonspawn, Kahn, and Kith. The exit is to the south. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 Door south~ ~ 0 3060 ~ ~ End #3062 Name Builders' Room~ Descr You are inside the Builders' room, where the issues regarding areas of this mud are discussed. You see a large table and chairs, along with a large seat at the far end, meant for the director of areas, Demonspawn. The exit is to the west. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 Door west~ ~ 0 3060 ~ ~ End #3063 Name Implementors' Room~ Descr You are inside the Implementors' room, where the issues regarding this mud are discussed. You see a large table and chairs, along with a large seat at the far end, meant for the director of implementors, Kith. The exit is to the north. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 Door north~ ~ 0 3060 ~ ~ End #3064 Name Coders' Room~ Descr You are inside the Coders' room, where the issues regarding the code of this mud are discussed. You see a large table and chairs, along with a large seat at the far end, meant for the director of coders, Kahn. The exit is to the east. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 Door east~ ~ 0 3060 ~ ~ End #3065 Name The Cartography Store~ Descr You are inside a small wooden building, in which maps are copied and sold. Rows of shelves and pigeon holes hold countless maps. For the adventurer who wants to get into the seldom traveled areas, this is the place to be. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr note~ The note reads: List - Show which various maps are in the store. Buy - Buy a map. ~ Reset M 3153 1 100 Reset E 3373 -1 100 Reset E 3374 -1 100 Reset E 3375 -1 100 Reset E 3376 -1 100 Reset E 3377 -1 100 Reset E 3378 -1 100 Reset E 3379 -1 100 Reset E 3380 -1 100 Door south~ ~ -1 3026 You see the main street. ~ ~ End #3100 Name Northwest end of Concourse~ Descr You are at the concourse, the city wall is just west. A small promenade goes east, and the bridge is just north of here. The concourse continues south along the city wall. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3051 You see the Bridge. ~ ~ Door east~ ~ -1 3101 You see the promenade. ~ ~ Door south~ ~ -1 3127 The promenade continues far south. ~ ~ End #3101 Name Promenade~ Descr The river gently flows west just north of here. The promenade continues further east and to the west you see the city wall. Park Road leads south from here. ~ Flags ~ Sector city~ Regen 100 100 Reset O 3134 0 100 Door east~ ~ -1 3102 The promenade. ~ ~ Door south~ ~ -1 3131 Park Road leads south. ~ ~ Door west~ ~ -1 3100 You see the Concourse. ~ ~ End #3102 Name Promenade~ Descr The river gently flows west just north of here. The promenade continues both east and west. South of here you see the entrance to the park, and a small building seems to be just west of the entrance. ~ Flags ~ Sector city~ Regen 100 100 Reset O 3134 0 100 Door east~ ~ -1 3103 You see the promenade. ~ ~ Door south~ ~ -1 3105 You see the park entrance. ~ ~ Door west~ ~ -1 3101 You see the promenade. ~ ~ End #3103 Name Promenade~ Descr The river gently flows west just north of here. The promenade continues both east and west. A small path leads south. Looking across the river you see the levee. ~ Flags ~ Sector city~ Regen 100 100 Reset O 3134 0 100 Door east~ ~ -1 3104 You see the Concourse. ~ ~ Door south~ ~ -1 3132 The small path leads south. ~ ~ Door west~ ~ -1 3102 You see the promenade. ~ ~ End #3104 Name Northeast end of Concourse~ Descr You are at the Concourse. The city wall is just east and a small promenade goes west. Looking across the river you see a building that resembles a warehouse. The Concourse continues south along the city wall. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ Door south~ ~ -1 3130 The Concourse continues south. ~ ~ Door west~ ~ -1 3103 You see the promenade. ~ ~ End #3105 Name Park Entrance~ Descr You are standing just inside the small park of Midgaard. To the north is the promenade and a small path leads south into the park. To your east is the famous Park Cafe. ~ Flags no_mob~ Sector city~ Regen 100 100 Door north~ ~ -1 3102 You see the promenade. ~ ~ Door east~ ~ -1 3106 You see Park Cafe. ~ ~ Door south~ ~ -1 3108 You see the park. ~ ~ End #3106 Name Park Cafe~ Descr You are inside Park Cafe, a very well lighted, cosy place. The cafe is built from large logs. Through the windows in the northern wall you see the river, and through the southern window you see many vigorous colorful plants. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3100 1 100 Reset E 3100 -1 100 Reset E 3101 -1 100 Reset E 3102 -1 100 Reset M 3120 1 100 Reset E 3121 -1 100 Door west~ ~ -1 3105 You see the park entrance. ~ ~ End #3107 Name Small path through the park~ Descr You are walking along a small path through the park. The path continues south and east. ~ Flags ~ Sector city~ Regen 100 100 Door east~ ~ -1 3108 ~ ~ Door south~ ~ -1 3113 ~ ~ End #3108 Name Small path in the park~ Descr You are standing on a small path inside the park. The park entrance is just north of here, and Park Cafe is just east of the entrance. The path leads further east and west. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3105 You see the northern park entrance. ~ ~ Door east~ ~ -1 3109 ~ ~ Door west~ ~ -1 3107 ~ ~ End #3109 Name Small path in the park~ Descr You are on a small path running through the park. It continues west and south and just north of here you see the southern wall of Park Cafe. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3123 1 100 Door south~ ~ -1 3115 ~ ~ Door west~ ~ -1 3108 ~ ~ End #3110 Name Cityguard Head Quarters~ Descr You are inside a tidy office. A big desk made from dark wood is standing in the centre of the room. ~ Flags indoors~ Sector inside~ Regen 100 100 Door east~ door~ -1 3111 You see Park Road. ~ door~ Door west~ door closed locked~ 3120 3142 You see a sign saying 'KEEP OUT'. ~ door~ End #3111 Name Park Road~ Descr The road continues north and south. A building is just west of here, you notice a sign on the door. The park entrance is to the east. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr building door sign~ The sign on the door says:- Cityguard Head Quarters ~ Reset M 3060 20 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3120 -1 100 Reset M 3060 20 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset E 3363 15 100 Reset M 3060 20 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Reset M 3060 20 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset E 3353 5 100 Door north~ ~ -1 3131 ~ ~ Door east~ ~ -1 3112 You see the park entrance. ~ ~ Door south~ ~ -1 3118 ~ ~ Door west~ door~ -1 3110 You see the cityguard head quarters. ~ door~ End #3112 Name Western Park Entrance~ Descr You are standing at the western end of the park. A small path leads east into the park and going west through the entrance you will reach Park Road. ~ Flags no_mob~ Sector city~ Regen 100 100 Door east~ ~ -1 3113 ~ ~ Door west~ ~ -1 3111 ~ ~ End #3113 Name A path in the park~ Descr You are in the park. The paths lead north and west. Westwards is the park entrance and to the east you see a small pond. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3124 2 100 Door north~ ~ -1 3107 ~ ~ Door east~ ~ -1 3114 You see the pond. ~ ~ Door west~ ~ -1 3112 You see the western park entrance. ~ ~ End #3114 Name The Pond~ Descr You are swimming around in the pond, feeling rather stupid. You can get back on the path from the eastern and western end of the pond. ~ Flags ~ Sector water_swim~ Regen 100 100 Reset M 3121 1 100 Reset M 3122 1 100 Door east~ ~ -1 3115 ~ ~ Door west~ ~ -1 3113 ~ ~ End #3115 Name A path in the park~ Descr You are in the park. The paths lead north and east. Eastwards is the park entrance and to the west you see a small pond. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3124 2 100 Door north~ ~ -1 3109 ~ ~ Door east~ ~ -1 3116 ~ ~ Door west~ ~ -1 3114 ~ ~ End #3116 Name Eastern Park Entrance~ Descr You are standing at the eastern end of the park. A small path leads west into the park. Going east through the entrance you will reach Emerald Avenue. ~ Flags no_mob~ Sector city~ Regen 100 100 Door east~ ~ -1 3117 ~ ~ Door west~ ~ -1 3115 ~ ~ End #3117 Name Emerald Avenue~ Descr You are at Emerald Avenue which continues north and south. To the west is the park entrance and to the east is the not very big Town Hall of Midgaard. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3132 ~ ~ Door east~ ~ -1 3137 ~ ~ Door south~ ~ -1 3119 ~ ~ Door west~ ~ -1 3116 ~ ~ End #3118 Name Park Road~ Descr You are on Park Road which leads north and south. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3111 ~ ~ Door south~ ~ -1 3135 ~ ~ End #3119 Name Emerald Avenue~ Descr You are standing at a bend on Emerald Avenue. The road leads north and west. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3117 ~ ~ Door west~ ~ -1 3133 ~ ~ End #3120 Name Road Crossing~ Descr You are in the middle of the road cross. Roads lead in all directions. A huge black iron chain as thick as a tree trunk is fastened into the ground at the centre of the road cross. Its other end leads directly upwards towards the sky. A road sign is here. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr sign~ The sign points in all directions: North - Emerald Avenue. East - Park Road. South - Emerald Avenue. West - Park Road. Someone has added the following with red paint: Up - Redferne's Flying Citadel. ~ ExtraDescr chain~ The the chain reaches the clouds high above you. It must take some really powerful magic to hold such a chain in place. ~ Reset M 3144 1 100 Door north~ ~ -1 3133 ~ ~ Door east~ ~ -1 3136 ~ ~ Door south~ ~ -1 3134 ~ ~ Door west~ ~ -1 3135 ~ ~ End #3121 Name Emerald Avenue~ Descr You are standing at a bend on Emerald Avenue. The road leads south and east. ~ Flags ~ Sector city~ Regen 100 100 Door east~ ~ -1 3134 ~ ~ Door south~ ~ -1 3125 ~ ~ End #3122 Name Park Road~ Descr You are on Park Road which leads south and north. Elm Street is east of here. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3136 ~ ~ Door east~ ~ -1 3123 ~ ~ Door south~ ~ -1 3126 ~ ~ End #3123 Name Elm Street~ Descr You are on Elm street. Park Road is to the west and Elm Street continues in eastward direction. ~ Flags ~ Sector city~ Regen 100 100 Door east~ ~ -1 3124 ~ ~ Door west~ ~ -1 3122 ~ ~ End #3124 Name End of Elm Street~ Descr You are at the end of Elm Street. An old elm tree grows here. ~ Flags ~ Sector city~ Regen 100 100 ExtraDescr elm tree~ The fresh young leaves of the elm tree wave gently in the wind. ~ Door west~ ~ -1 3123 ~ ~ End #3125 Name Emerald Avenue~ Descr You are on Emerald Avenue which continues north. The Concourse is south of here. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3121 ~ ~ Door south~ ~ -1 3128 ~ ~ End #3126 Name Park Road~ Descr You are on Park Road which continues north. The Concourse is south of here. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3122 ~ ~ Door south~ ~ -1 3129 ~ ~ End #3127 Name On the Concourse~ Descr You are at the southwest corner of the city wall. The Concourse leads both north and east. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3100 ~ ~ Door east~ ~ -1 3128 ~ ~ End #3128 Name On the Concourse~ Descr The Concourse continues both east and west. Emerald Avenue is north of here. ~ Flags ~ Sector city~ Regen 100 100 Reset M 3005 5 100 Reset E 3020 16 100 Door north~ ~ -1 3125 ~ ~ Door east~ ~ -1 3129 ~ ~ Door west~ ~ -1 3127 ~ ~ End #3129 Name On the Concourse~ Descr The Concourse continues both east and west. Park Road is north of here and an iron grate leads south to the graveyard. A bronze sign has been set on the wall next to the grate. ~ Flags dark~ Sector city~ Regen 100 100 ExtraDescr grate~ Looks heavy. ~ ExtraDescr sign~ The sign says :- Graveyard of Midgaard Many brave adventurers have found their final resting place here. Please show respect and do not desecrate their tombs. ~ Door north~ ~ -1 3126 ~ ~ Door east~ ~ -1 3130 ~ ~ Door west~ ~ -1 3128 ~ ~ End #3130 Name On the Concourse~ Descr You are at the southeast corner of the city wall. The Concourse leads both north and west. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3104 ~ ~ Door west~ ~ -1 3129 ~ ~ End #3131 Name Park Road~ Descr You are at Park Road which continues north and south. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3101 ~ ~ Door south~ ~ -1 3111 ~ ~ End #3132 Name Emerald Avenue~ Descr You are standing on the north end of Emerald Avenue. To the north is the promenade and to the east is the small street Penny Lane. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3103 ~ ~ Door east~ ~ -1 3139 ~ ~ Door south~ ~ -1 3117 ~ ~ End #3133 Name Emerald Avenue~ Descr You are standing at a bend on Emerald Avenue. To the east the road goes on and to the south is the Road Crossing. ~ Flags ~ Sector city~ Regen 100 100 Door east~ ~ -1 3119 ~ ~ Door south~ ~ -1 3120 ~ ~ End #3134 Name Emerald Avenue~ Descr You are standing at a bend on Emerald Avenue. To the west the road goes on and to the north is the Road Crossing. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3120 ~ ~ Door west~ ~ -1 3121 ~ ~ End #3135 Name Park Road~ Descr You are at a bend on Park Road. To the north the road goes on and to the east is the Road Crossing. To the south, the ancient cliffs rise from deep under the ground, forming a wall. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3118 ~ ~ Door east~ ~ -1 3120 ~ ~ End #3136 Name Park Road~ Descr You are at a bend on Park Road. To the south the road goes on and to the west is the Road Crossing. ~ Flags ~ Sector city~ Regen 100 100 Door south~ ~ -1 3122 ~ ~ Door west~ ~ -1 3120 ~ ~ End #3137 Name The Waiting Room~ Descr You are standing in the waiting room at the town hall. Wooden chairs stand along the walls and a long desk is placed in the middle of the room. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3142 1 100 Door east~ ~ -1 3138 It looks like some kind of office. ~ ~ Door west~ ~ -1 3117 The exit west leads to Emerald Avenue. ~ ~ End #3138 Name The Mayor's Office~ Descr You are in the not very big office of the Mayor of Midgaard. A large and polished but completely empty desk is standing in front of an armchair that looks so comfortable that it most of all resembles a bed with the head end raised slightly. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr chair armchair~ This chair is really a masterpiece. A chair where one can sit as comfortably as in a bed. All lecture halls should be equipped with these things. ~ Reset M 3143 1 100 Reset E 3133 17 100 Reset E 3124 16 100 Reset M 3069 4 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset M 3069 4 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset M 3069 4 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Reset M 3069 4 100 Reset E 3365 0 100 Reset E 3364 1 100 Reset E 3350 16 100 Door west~ ~ -1 3137 The waiting room is to the west. ~ ~ End #3139 Name Penny Lane~ Descr You are on Penny Lane. Emerald Avenue is to the west and Penny Lane continues in eastward direction. ~ Flags ~ Sector city~ Regen 100 100 Door east~ ~ -1 3140 ~ ~ Door west~ ~ -1 3132 ~ ~ End #3140 Name Penny Lane~ Descr You are on Penny Lane. The narrow road continues north and west. ~ Flags ~ Sector city~ Regen 100 100 Door north~ ~ -1 3141 ~ ~ Door west~ ~ -1 3139 ~ ~ End #3141 Name End of Penny Lane~ Descr You are at the end of Penny Lane. The only exit appears to be south. ~ Flags ~ Sector city~ Regen 100 100 Reset O 3135 0 100 Reset O 3136 0 100 Door south~ ~ -1 3140 ~ ~ End #3142 Name Captain's Office~ Descr You are in the Office of the Captain of the Guard. The Midgaard Coat of Arms is hanging on the north wall and a heavy steel door is to the south. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr arms~ Although a bit dusty the Coat of Arms is an excellent piece of work. ~ Reset M 3140 1 100 Reset E 3122 -1 100 Reset E 3137 -1 100 Reset M 3141 4 100 Reset M 3141 4 100 Reset M 3141 4 100 Reset M 3141 4 100 Reset O 3130 0 100 Reset P 3123 3130 100 Reset O 3131 0 100 Reset P 3132 3131 100 Door east~ door closed locked~ 3120 3110 You see the Cityguard Head Quarters. ~ door~ Door south~ door closed locked~ 3137 3143 You see the heavy steel door. ~ door~ End #3143 Name The Jail~ Descr You are in a dark and humid jail. The dark stone walls are hard and cold to the touch. A heavy steel door is to the north. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr wall walls~ The walls are marked with lots of scratches. Some of them spell sentences like "JAIL IS BETTER THAN SQL" and "INGRES STRIKES AGAIN". ~ Door north~ door closed locked~ 3137 3142 You see the heavy steel door. ~ door~ End #3150 Name Psionicist's Meditation Chamber~ Descr This is the place where all psionicists come to enhance their abilities. The room is dimly lit, so it is difficult to tell what the decorations might look like. What you can see looks dull enough, so you're glad it isn't lit any better. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 Reset M 3150 1 100 Door east~ ~ -1 3151 You see your favorite place, the Spoonbender Lounge. ~ ~ End #3151 Name Spoonbender Lounge~ Descr This lounge looks like a nice place to relax, have a drink, and try to impress your psionicist friends. Behind the bar there are paintings of that master of spoonbending, Uri Geller, and of the famed Karnak the Magnificent. You also see a small sign standing on the bar. ~ Flags no_mob indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ The sign reads: Free instructions provided by the waiter: Buy - Buy something (drinkable) from the waiter. List - The waiter will show you all the different drinks and specialties, and tell the price of each. ~ ExtraDescr painting paintings picture pictures uri geller karnak~ You stare at the paintings. They stare back at you. I'd bet you're going to blink first. ~ Reset M 3152 1 100 Reset E 3002 -1 100 Reset E 3003 -1 100 Reset E 3004 -1 100 Door south~ ~ -1 3152 You see the entrance. ~ ~ Door west~ ~ -1 3150 You see the meditation chamber. ~ ~ End #3152 Name Entrance to Psionicist's Guild~ Descr You have entered a simple room, with a rather strange jumble of beads and silk in the corner. All six of your senses tingle with the energy emanating from these rooms. To the north you see the Spoonbender Lounge, and Main Street is to the south. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 3151 1 100 Door north~ ~ -1 3151 You see the lounge, with plenty of comfortable chairs. ~ ~ Door south~ ~ -1 3041 You see Main Street and the ever-watchful Members of the Watch. ~ ~ End #3170 Name Dry Land~ Descr This room is on dry land. To the south is a SECT_WATER_SWIM room, and to the east is a SECT_UNDERWATER room. ~ Flags ~ Sector field~ Regen 100 100 Door east~ door~ -1 3175 ~ ~ Door south~ door pickproof~ -1 3171 ~ ~ End #3171 Name North Swim Room~ Descr This room is SECT_WATER_SWIM, as is the room to the south. North is dry land, and east is a SECT_UNDERWATER room. ~ Flags ~ Sector water_swim~ Regen 100 100 Door north~ door bashproof~ -1 3170 ~ ~ Door east~ door bashproof pickproof~ -1 3174 ~ ~ Door south~ door passproof~ -1 3172 ~ ~ End #3172 Name South Swim Room~ Descr This room is SECT_WATER_SWIM, as is the room to the north. To the east is a SECT_UNDERWATER room. ~ Flags ~ Sector water_swim~ Regen 100 100 Door north~ door pickproof passproof~ -1 3171 ~ ~ Door east~ door bashproof passproof~ -1 3173 ~ ~ End #3173 Name South Underwater Room~ Descr This room is SECT_UNDERWATER, as is the room to the north. To the west is a SECT_WATER_SWIM room. ~ Flags ~ Sector underwater~ Regen 100 100 Door north~ door bashproof pickproof passproof~ -1 3174 ~ ~ Door west~ ~ -1 3172 ~ ~ End #3174 Name Center Underwater Room~ Descr This room is SECT_UNDERWATER, as are the rooms to north and south. To the west is a SECT_WATER_SWIM room. ~ Flags ~ Sector underwater~ Regen 100 100 Door north~ ~ -1 3175 ~ ~ Door south~ ~ -1 3173 ~ ~ Door west~ ~ -1 3171 ~ ~ End #3175 Name North Underwater Room~ Descr This room is SECT_UNDERWATER, as is the room to the south. To the west is dry land. ~ Flags ~ Sector underwater~ Regen 100 100 Door south~ ~ -1 3174 ~ ~ Door west~ ~ -1 3170 ~ ~ End #3200 Name Under the Bridge~ Descr The arch under the bridge is covered by seaweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. ~ Flags ~ Sector water_noswim~ Regen 100 100 ExtraDescr wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. Looks pretty solid. ~ Door east~ ~ -1 3201 ~ ~ End #3201 Name On the River~ Descr North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. ~ Flags ~ Sector water_noswim~ Regen 100 100 Door east~ ~ -1 3202 ~ ~ Door west~ ~ -1 3200 ~ ~ End #3202 Name On the River~ Descr North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. ~ Flags ~ Sector water_noswim~ Regen 100 100 Door east~ ~ -1 3203 ~ ~ Door west~ ~ -1 3201 ~ ~ End #3203 Name On the River~ Descr The levee is directly north of here. The river flows in an east west direction. ~ Flags no_mob~ Sector water_noswim~ Regen 100 100 Door north~ ~ -1 3049 ~ ~ Door east~ ~ -1 3204 ~ ~ Door west~ ~ -1 3202 ~ ~ End #3204 Name On the River~ Descr You see the warehouse on the northern riverbank. East of here you see the city wall. The river flows west towards the levee. ~ Flags ~ Sector water_noswim~ Regen 100 100 Door east~ ~ -1 3205 ~ ~ Door west~ ~ -1 3203 ~ ~ End #3205 Name On the River~ Descr The river enters from a hole in the eastern city wall. The hole has been blocked by several vertically positioned iron bars set into the wall. ~ Flags ~ Sector water_noswim~ Regen 100 100 Door west~ ~ -1 3204 ~ ~ End #0 #MOBPROGS #3001 if ispc $n beg $n say Spare some gold? endif ~ #3002 dance $n french $n ~ #3003 say Oh my GOD! Thank you! Thank you! french $n ~ #3004 say Wow! Thank you! Thank you! ~ #3005 thank $n ~ #3006 say Help! Please somebody help me! if rand 50 say Ouch! else say I'm bleeding. endif ~ #3007 if rand 50 mob echoaround $i $I says 'Now I go to a better place.' else mob echoaround $i $I says 'Forgive me God for I have sinned...' endif ~ #3067 if isdelay $i break else mob echoat $n $I rises and begins to wobble towards you... mob echoaround $n $I rises and begins to wobble towards $N... mob remember $n mob delay 5 endif ~ #3068 if hastarget $i puke $q say S-sorry, matey... burp else mob forget endif ~ #3070 cackle ~ #3071 look $n if isgood $n smile $n say How are you doing? else mob echoaround $n $I eyes $n suspiciously. mob echoat $n $I eyes you suspiciously. endif ~ #3072 growl $n say An insect! if rand 5 if isgood $n mob echoaround $n $I eyes $n suspiciously. mob echoat $n $I eyes you suspiciously. else mob kill $n endif endif ~ #0 #$