#AREA
Clan Strongholds~
Orb~
~
0 0
0
#ROOMS
#47250
The Stables~
This large room is lined with hitching posts and feeding troughs. The
smell of the earthen walls and floor mingles with the scent of animals.
The floor is strewn with straw, but surprisingly free of other litter. A
crude staircase leads up.
~
~
33030151 0 9 0
D1
~
~
0 -1 47251 10 10 5
D3
polished granite door~
polished granite door~
407 2759 23063 10 10 5
-1
S
#47251
A Small Chamber~
You are in a small room, illuminated by a torches set in large holders
which stand on either side of the entry. The walls are made of large
slabs of polished granite fitted together flawlessly. You see a doorway
to the north, its massive wooden doors standing open in invitation.
~
~
33030151 0 9 0
D0
~
~
0 -1 47252 10 10 5
D3
~
~
0 -1 47250 10 10 5
-1
S
#47252
Common Room~
You have entered a large, low room with granite-panelled walls. A
fountain stands in the southeast corner, and the southwest corner is
graced by a statue of a small vyan. A large kettle of simmering elf stew
sits in a fire-pit in the center of the room. A bank teller stands
beyond a window in the western wall. A gracefully curving staircase
leads down and an open doorway leads south.
~
~
33030151 0 9 0
D2
~
~
0 -1 47251 10 10 5
D5
~
~
0 -1 47253 10 10 5
E
statue~
This little vyan is carved in pure, black obsidian. A plaque at the base
of the statue is engraved with the words: Asser Ksaryan. Known in these
realms as Assamit, Master Thief and beloved of Dark Watch. We thank him
for his generosity and keep him in our hearts.
~
1901 17 1509949540 -2 16
-1
S
#47253
Great Hall~
This immense chamber has been meticulously hewn from the living rock, its
walls rising at least twenty feet to reach the gracefully domed ceiling.
Intricate carvings line the walls, showing a glimpse of the many wars,
battles and conquests won by mighty dark warriors. Fiery, flickering
light radiates from dozens of torches mounted on the walls in golden
holders, bringing the carved surfaces to life. A small doorway leads to
the east, and the curved staircase leads up and down.
~
~
33030151 0 9 0
D1
~
~
0 -1 47256 10 10 5
D4
~
~
0 -1 47252 10 10 5
D5
~
~
0 -1 47257 10 10 5
-1
S
#47254
Armorsmith's Workroom~
This hot, smokey room is dominated by a huge black anvil. Along the
walls various tools have been neatly hung from metal racks. Bins of
scrap metal sit along the southern wall, filled with the twisted remains
of broken armor and half-melted weapons.
~
~
301469703 0 9 0
D0
~
~
512 -1 37244 10 10 5
A
custom~
~
if( mob_in_room( 1946, room ) )
act_tochar( #custom, ch );
else
continue;
~
E
custom~
Item Cost Lvl Ingredients
---- ---- --- -----------
Five mithril rings -- 1 mithril token
Five steel rings -- 1 steel token
Five iron rings -- 1 iron token
Five bronze rings -- 1 bronze token
~
!
0 0 0
A
custom~
mithril iron bronze steel~
mob = mob_in_room( 1946, room );
tell( mob, ch, #give );
~
E
give~
Well, give me the token and I'll exchange it for some rings of the same
metal.
~
!
0 0 0
1946 9 1509949540 3 0
-1
S
#47255
Armorsmith's Workroom~
Under Construction.
~
~
33034247 0 9 0
-1
S
#47256
Training Room~
This large room has been roughly carved into the solid granite. Torches
sit in holders on the north and south walls, dimly illuminating the
blood-spattered walls. The walls and floor are scarred and scorched from
many duels and training sessions. A large doorway on the western wall
leads back to the main chamber.
~
~
100139021 0 9 0
D3
~
~
0 -1 47253 10 10 5
2746 17 1509949540 -2 0
-1
S
#47257
Hallway~
You are standing in a long hallway, faintly lit by torches mounted on the
walls. The walls are damp and a few inches of water floods the floor.
The hallway stretches to the east, and a curving staircase leads up.
~
~
33030151 0 9 0
D4
~
~
0 -1 47253 10 10 5
A
unlock~
door~
if( has_obj( 2759, ch ) ) {
act_tochar( #lock, ch );
act_notchar( #rlock, ch );
transfer( ch, find_room( 47258 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
lock~
You fit your key into the lock...
~
E
rlock~
$n fits $s key into the lock and abruptly disappears.
~
E
arrive~
$n materializes in the room.
~
E
nope~
You lack the key - perhaps try picking it.
~
!
0 0 0
-1
S
#47258
Storage Room~
This small room is very dark, making it difficult to judge its size. The
walls are made of a dark metal, its panels joined together with large
rivets. A heavy metal door leads south.
~
~
33097735 0 9 0
A
unlock~
door~
if( has_obj( 2759, ch ) ) {
act_tochar( #lock, ch );
act_notchar( #rlock, ch );
transfer( ch, find_room( 47257 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
lock~
You fit your key into the lock...
~
E
rlock~
$n fits $s key into the lock and abruptly disappears!
~
E
arrive~
$n materializes in the room.
~
E
nope~
You lack the key - perhaps try picking it.
~
!
0 0 0
-1
S
#47259
Tower Foyer~
The entire room seems to be hollowed out of a single piece of ivory, and
polished until it appears to glow opalescent in the ambient light. A
spiral stair seamlessly rises up out of the floor, curving around itself
as it travels to the ceiling. There is no support pillar for this
structure, and the railings seem more serpents coiling through the air
than pieces of cold stone. A sapphire blue rune glows softly on the
outside wall, the only visible departure from the uninterrupted white of
the foyer.
---
The entire room seems to be hollowed out of a single piece of ivory, burn
marks and blood causes the almost translucent stone to glow an evil crimson in the ambient
light. A spiral stair, chipped and damaged, rises up out of the floor,
curving around itself as it travels to the ceiling. There is no support
pillar for this structure, and the railings seem more serpents coiling
through the air than pieces of cold stone. A dimly glowing rune pulses
angrily at about chest level, a malignant purple.
~
~
301465605 0 5 0
D1
ivory door~
ivory door~
195 -1 47260 10 10 5
D4
~
~
0 -1 47299 10 10 5
D5
~
~
0 -1 47322 10 10 5
E
oldrune~
The rune is simple, and has many flowing curves. A soft blue glow
radiates from it, as if it were not so much a part of this world, but a
reflection of another.
~
E
rune~
The rune is simple, and turns upon itself in twisted convolutions. A
malevolant violent glow radiates from it, as if it were not so much a
part of this world, but a reflection of another much darker.
~
A
trace~
rune~
if( !is_open( room, east ) ) {
act_tochar( #rune, ch );
act_notchar( #rrune, ch );
wait( 1 );
act_room( #open, ch );
open( room, east );
wait( 4 );
act_room( #close, ch );
close( room, east );
}
else {
act_tochar( #rune, ch );
act_notchar( #rrune, ch );
wait( 1 );
act_room( #close, ch );
close( room, east );
}
~
E
rune~
You trace the sinuous curves of the darkly glowing rune.
~
E
rrune~
$n traces the sinuous curves of the darkly glowing rune.
~
E
open~
The door swings silently open.
~
E
close~
The door swings silently closed.
~
!
0 0 0
-1
S
#47260
The Training Grounds - Near a Tower~
Pearlescent ivory walls soar far into the sky, seeminginly without end
from so close to the base. Not a seam, crack, or scratch can be seen in
these walls, leaving the strong impression that the whole of it was
created through a great expenditure of arcane power. Looking closer, a
softly gleaming rune pulses quietly at about chest level, a faint
sapphire.
--
Pearlescent ivory walls now stained with soot, rise far into the sky,
seemingly without end from so close to the base. Not a seam can be seen
in the tower's stone, but scratches and scorch marks reach roughly twenty
feet into the air. Above the darkened soot line, the alabaster tower
still rises unscathed. The seamless construction gives the strong
impression that the whole of it was created through a great expenditure
of arcane power. Looking closer, a dimly glowing rune pulses angrily at
about chest level, a malignant purple.
~
~
301465601 0 9 0
D0
~
~
0 -1 47318 10 10 5
D1
~
~
0 -1 47261 10 10 5
D3
ivory door~
ivory door~
195 -1 47259 10 10 5
E
oldrune~
The rune is simple, and has many flowing curves. A soft blue glow
radiates from it, as if it were not so much a part of this world, but a
reflection of another.
~
E
rune~
The rune is simple, and turns upon itself in twisted convolutions. A
malevolent violet glow radiates from it, as if it were not so much a part
of this world, but a reflection of another much darker.
~
A
trace~
rune~
if( !is_open( room, west ) ) {
act_tochar( #rune, ch );
act_notchar( #rrune, ch );
wait( 1 );
act_room( #open, ch );
open( room, west );
wait( 4 );
act_room( #close, ch );
close( room, west );
}
else {
act_tochar( #rune, ch );
act_notchar( #rrune, ch );
wait( 1 );
act_room( #close, ch );
close( room, west );
}
~
E
rune~
You trace the sinuous curves of the darkly glowing rune.
~
E
rrune~
$n traces the sinuous curves of the darkly glowing rune.
~
E
open~
The door swings silently open.
~
E
close~
The door swings silently closed.
~
!
0 0 0
-1
S
#47261
The Training Grounds~
Great trees soar overhead, creating a verdant canopy over the grassy area
below. Sunlight filters down through the leaves of many different kinds
of trees, illuminating embroidered banners hanging from the lower boughs.
The murmurs of a brook dance through the area, surrounding you with sound.
Glimpses of structures can be seen through the trees in every direction,
but at a great enough distance to not disturb the training grounds.
--
Great trees soar overhead, limbs outstretched but no longer clothed in
lush, green leaves. Hazy sunlight attempts to filter through the bare
branches, but the courtyard still seems shrouded in shadows. Once-fine
emrbroidered banners hang from the lower limbs of the trees, and flutter
silently in the chill wind. The sound of sluggishly flowing water can be
heard to the east, an almost mournful chorus. Glimpses of structures can
be seen through the trees in every direction, but at a great enough
distance to not disturb the training grounds.
~
[Adakar] first draft done
~
301465601 0 9 0
D0
~
~
0 -1 47262 10 10 5
D1
~
~
0 -1 47264 10 10 5
D2
crystalline doors~
crystalline doors~
67 -1 47263 10 10 5
D3
~
~
0 -1 47260 10 10 5
E
oldbanners~
Fluttering in the breeze is a myriad of different colored banners.
Adorning each of the silken flags is an embroidered crest, and the
personnal sigil of a member of the training grounds.
~
E
oldtrees~
Spaced about the large training grounds are trees of all
sorts. Large oaks, pines and maples spread their branches to the skies,
lending shade to the field, while smaller trees silently watch over the
training of the young combatants.
~
E
oldstructures~
Glancing around the area, you can see buildings in all directions.
Though you are too far away to make out any great detail, each seems to
be of the same quality and composition as the outer walls of the compound.
~
E
banners~
Flapping in the wind are the remnants of once-brilliantly colored banners.
Faded sigils adorn each banner, and the personal sigil of the Training
Grounds seems almost leeched of color by sunlight and neglect.
~
E
trees~
Spaced about the large training grounds are bare trees of many varieties.
Large oaks, pines, and maples spread their barren branches to the empty
sky, lending fitful shade to the field, while smaller trees stand silent
sentinel to times past.
~
E
structures~
Glancing around the area, you can see buildings in all directions.
Though you are too far away to make out any great detail, each seems to
be of the same quality and composition as the rest of the training
grounds, and in the same state of disrepair.
~
A
insert~
rod~
if( has_obj( 1767, ch ) ) {
if( !is_open( room, south ) ) {
act_tochar( #leave, ch );
act_notchar( #rleave, ch );
wait( 1 );
act_room( #open, ch );
open( room, south );
}
else {
act_tochar( #leave, ch );
act_notchar( #rleave, ch );
wait( 1 );
act_room( #close, ch );
close( room, south );
}
}
else
act_tochar( #nope, ch );
~
E
leave~
You insert the crystal rod into the octahedral hole in the center of the
doors.
~
E
rleave~
$n inserts an eight-sided crystal rod into the octahedral hole in the
center of the doors.
~
E
open~
The crystalline doors swing silently open.
~
E
close~
The crystalline doors swing silently closed.
~
E
nope~
You lack the crystal rod.
~
!
0 0 0
2167 9 1509949540 3 0
1355 9 1509949540 3 0
2168 9 1509949540 3 0
2169 9 1509949540 3 0
-1
S
#47262
The Guildhall~
The scents of pine, a strong soap, and a homecooked meal assail you as
you step through the door into the guildhall. A stone hearth completely
dominates the east wall of the room, filled with a blazing fire which
causes the contents of cookpot hanging from an iron hook to simmer
quietly. The wood floor is glows golden with the buff of many hours of
cleaning, and reflects the light of many candles set into iron sconces on
the support beams for the great eaved roof. An equally well-kept and
stocked bar lines the room to the west, with many leather-padded stools
offering a perch for a weary clansman.
---
Greasy black stains creep out into the center of the room, almost as if
someone had thoughtlessly scattered the coals of the fire onto the wood
of the floor. The stone hearth completely dominates the west wall of the
room, sootstained but still intact. An empty iron cookpot hangs from a
hook above the cold hearth, while several of the trestle tables have been
chopped into firewood-sized pieces, some stuffed into the hearth, some
scattered along the east side of the room. Shattered glass litters the
bar, which is almost untouched except for several deep scratches. There
is no evidence of the stools which must have stood before the bar, but
several of the benches have been thrown behind it.
~
[Eltrex] line 5 of the rdesc should be quietly. The wood floor glows golden
*cackle* and the name lives on.... <stare>
~
301465605 0 9 0
D0
~
~
0 -1 47267 10 10 5
D1
~
~
0 -1 47307 10 10 5
D2
~
~
0 -1 47261 10 10 5
D5
~
~
0 -1 47300 10 10 5
A
weave~
rod~
if( has_obj( 1767, ch ) ) {
act_tochar( #hand, ch );
act_notchar( #rhand, ch );
wait( 1 );
act_tochar( #bye, ch );
act_notchar( #rbye, ch );
transfer( ch, find_room( 47267 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
hand~
You weave an eight sided crystal rod in a decisive pattern.
~
E
rhand~
$n weaves an eight sided crystal rod in a decisive pattern.
~
E
bye~
A swirling red mist coalesces around you.
~
E
rbye~
A swirling red mist coalesces around $n. When it clear, $e is gone.
~
E
arrive~
A swirling red mist coalesces in the middle of the room, and $n steps out
of it.
~
E
nope~
You lack the crystal rod.
~
!
0 0 0
210 17 1509949540 -2 0
-1
S
#47263
Before the Gates~
You stand before a massive archway soaring high overhead. A knight
riding on horseback would not begin to approach the crest adorning the
top of the arch. A pair of crystalline doors, a milky quartz in color,
bar passage through the gate. No blemishes mar the surface of the
glistening doors, save a small octagonal hole set in the center. The
quartz seems to be suspended by magic, for no hinges can be seen
attaching them to the granite walls. No seams or foundations can be seen
in the stone, giving the impression it was pulled out of the ground
entirely by the forces of magic.
---
You stand before a massive archway soaring high overhead. A knight
riding on horseback would not begin to approach the now shattered crest
adorning the top of the arch. A pair of crystalline doors, a milky
quartz in color bar passage through the gate. Scratches and scorch marks
now mar the surface of these once glistening doors, a shattered fragment
broken off from the center of the door disfigures the octagonal hole set
into the middle of the quartz. No hinges can be seen, nor seams and
foundations in the stone, giving the impression it was pulled out of the
ground entirely by the forces of magic.
~
[Adakar] 1st draft done
~
301465601 0 9 0
D0
crystalline doors~
crystalline doors~
67 -1 47261 10 10 5
E
shattered crest~
The remains of an emblem are still recognizable despite the damage to the
crest. The crest of the Training Grounds, though incomplete silently
watches over those that pass through the crystal gates.
~
E
doors milky quartz gates~
Peering through the milky stone of the door, you begin to make out darker
patches against the translucent whiteness of the quartz. Wide gashes mar
the once-smooth surface of the massive doors, leaving the impression of
great force being applied to the gate. The stone's integrity has been
uncompromized, and the twin quartz doors still hang as if by magic.
~
E
walls stone~
The stone that makes up these seamless walls is an exacting color for the
ground beneath your feet. The complete lack of seams in the towering
walls combined with this perfect color gives a very strong impression
that the walls were forced up out of the ground by powerful magic's.
~
A
insert~
rod~
if( has_obj( 1767, ch ) ) {
if( !is_open( room, north ) ) {
act_tochar( #leave, ch );
act_notchar( #rleave, ch );
wait( 1 );
act_room( #open, ch );
open( room, north );
}
else {
act_tochar( #leave, ch );
act_notchar( #rleave, ch );
wait( 1 );
act_room( #close, ch );
close( room, north );
}
}
else
act_tochar( #nope, ch );
~
E
leave~
You insert the crystal rod into the octahedral hole in the center of the
doors.
~
E
rleave~
$n inserts an eight-sided crystal rod into the octahedral hole in the
center of the doors.
~
E
nope~
You lack the crystal rod.
~
E
open~
The crystalline doors swing silently open.
~
E
close~
The crystalline doors swing silently closed.
~
!
0 0 0
A
invoke~
rod~
if( has_obj( 1767, ch ) ) {
if( !mob_in_room( 1627, room ) ) {
act_tochar( #invoke, ch );
act_notchar( #rinvoke, ch );
wait( 1 );
act_room( #portal, ch );
mload( 1627, room );
wait( 7 );
send_to_room( #bye, room );
junk_mob( mob_in_room( 1627, room ) );
}
else
act_tochar( #nope, ch );
}
else
act_tochar( #norod, ch );
~
E
invoke~
@BYou invoke the power of the crystal rod, willing it to form a portal to
the material plane.
~
E
rinvoke~
@B$n holds an eight sided crystal rod before $m, incanting mystical
phrases.
~
E
portal~
@BA whirling blue portal materializes before you.
~
E
bye~
The shimmering portal glows brightly, then fades away.
~
E
nope~
You invoke the rod, but nothing happens.
~
E
norod~
You lack the crystal rod.
~
!
0 0 0
A
enter~
portal~
if( mob_in_room( 1627, room ) ) {
act_tochar( #enter, ch );
act_notchar( #rstep, ch );
transfer( ch, find_room( 19143 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
enter~
You step into the shimmering portal and reality shifts.
~
E
rstep~
$n steps into the shimmering portal and disappears.
~
E
nope~
Whatever that is you are unable to enter it.
~
E
arrive~
$n materializes from thin air.
~
!
0 0 0
-1
S
#47264
The Training Grounds - Near a Temple~
An imposing structure of obsidian marble soars up into the eastern sky.
Thinly veined with silver, the stone seems pulled out of the night sky
itself as it forms elegant arches and pillars across the front of the
building. A circular stained glass window gleams in dark jewel tones
from the center of the facade, surrounded by wickedly grinning gargoyles
carved from the same night-colored stone.
---
An imposing structure of obsidian marble soars up into the empty eastern
sky. Thinly veined with silver, the stone seems pulled out of the night
sky itself. Once elegant arches, pillars, and flying buttresses now lie
broken and crumpled on the ground. Remnants of a circular stained glass
window still gleam in dark jewel tones from the center of the facade,
now gaping holes diminishing its beauty. Wickedly grinning gargoyles
carved from the same night-colored stone of the walls surround the gaping
hole filled with jagged pieces of stained glass.
~
[Adakar] first draft done
~
301465601 0 9 0
D1
~
~
0 -1 47265 10 10 5
D3
~
~
0 -1 47261 10 10 5
E
structure temple~
The temple itself is a massive structure of dark marble. The building
seems to have been constructed by skilled craftsmen, and in a state of
disrepair.
~
E
obsidian marble thinly veined silver stone~
As black as the midnight sky, the marble is unblemished by any lighter
discoloration's, save for the veins of silver running through the stone.
~
E
arches pillars flying buttresses broken ground~
Shattered pieces of ebon marble lie strewn upon the ground at the base of
the temple. The grass growing up around each piece gives the impression
that none of these pieces have been moved recently.. Curving edges on
the fragments of rubble speak of elegant stonework that once matched the
gaping wounds of broken stone high upon the front wall of the building.
~
E
remnants circular stained glass window center gaping hole~
Sunlight reflects oddly off of the slivers of stained glass still
clinging to the iron framework of the great circular window. Myriad
colors in a darkened and twisted parody of a rainbow litter the ground
below the window, giving the impression of great intricacy in the
original pattern.
~
E
wickedly grinning gargoyle~
Shining black marble pulls away from gleaming silver teeth, cunningly
fashioned out of the stone to match the natural pattern of the gleaming
veins in the dark rock. Eerily lifelike, the creature crouching high
above your head almost seems to watching you with dark, evil eyes.
~
210 17 1509949540 -2 0
-1
S
#47265
Inside the Temple~
Polished silver braziers line the aisle and illuminate the temple
interior. Dark pillars the color of a midnight sky gleam as the silver
threads through the obsidian marble reflect the flickering candlelight.
silent rows facing the altar in front of them. A pristine white carpet
flows down the center aisle, meeting with the carpet covering the raised
dais at the center of the temple. Alabaster candles fill candelabras
along the far walls of the temple and send flashes of silver dancing
through the stone of the walls.
--
Tarnished silver braziers lie toppled along the aisle, once the main
illumination for the temple's interior. A single brazier stands near the
front of the room, feebly attempting to light the room alone. Dark
pillars, once brilliant columns, their silver threads reflecting the
flickering light from the braziers now show marks of great neglect. Cuts
and chips mar the pillars of marble ruining their value but not
diminishing the memory of their beauty. Pews lie broken and shattered on
the floor, no longer facing the altar in the front of the room. A dingy
white carpet, now no more than tattered remnants feebly attempts to flow
down the center aisle, converges with the threads of carpet covering the
raised dais at the center of the temple. Broken remains of alabaster
candles fill tarnished candelabras along the far walls of the temples.
~
[Adakar] first draft done
~
301465605 0 9 0
D1
~
~
0 -1 47266 10 10 5
D3
~
~
0 -1 47264 10 10 5
D4
~
~
0 -1 47302 10 10 5
E
tarnished silver braziers~
Taking more careful notice of the toppled braziers lining the aisle, you
notice that they number eight. Each of these three legged, silver
braziers are six feet tall, their pure silver now tarnished and barely
recognizable.
~
E
dark pillars columns marble~
The four pillars supporting the second story of the temple are in a
serious state of disrepair. The columns have been crafted out of a rare
black marble, silver threads running it in a pattern only nature could
create. Great gashes have been sliced into the pillars, the marble
chipped near the beginning of each slash.
~
E
pews shattered wood~
The pews that once made two rows of seats have all been shattered and
hacked up into small pieces. Judging by some of the larger pieces of the
pews, each must have been handcarved with extreme care and craftsmanship.
~
E
dingy white carpet tattered remnants aisle~
Flowing down the center aisle of the grand temple is the remnants of a
once fine carpet. Moths, time, neglect and the uncaring step of an
inestimable number of feet have all but destroyed the carpet. It is now
a dirty grey in color, and in a few places merely a few threads still
clinging together.
~
E
alabaster candles candelabras~
The alabaster candles that fill the candelabras which have been placed at
equal distances along the outer walls have all either been broken or
burned down to near nothing. Similar to the rest of the room, they show
great neglect in their appearance.
~
-1
S
#47266
The Altar to the Gods~
Alabaster candles surround you, their light reflected off of the silver
inlaid runes on the great stone that is the altar. Each rune is
flawlessly formed of pure silver, and is the symbol of a god or goddess.
None takes any precedence over any other, nor varies in anything other
than shape. A small ivory candle burns with a blue fire towards the
interior of the altar, one for each rune. No wax drips from these
candles, nor does the flame flicker in the slight draft that occasionally
causes the other tapers to waver.
---
Many flickering shadows are cast by the strangely glowing blue flames
adorning small ivory candles set upon the altar. Bent candelabras gleam
a dull metal at the edges of the room, with small grey pools of wax that
once were candles. The blue light reflects oddly off of the silver
inlaid runes on the great stone that is the altar. Each rune is
flawlessly formed of pure silver, and is the symbol of a god or goddess.
None takes any precedence over any other, nor varies in anything other
than shape. Strangely enough, the entire altar set-up appears to not
have been disturbed by the chaos that seems to have destroyed the temple
proper.
~
[Adakar] first draft...done
~
301465733 0 7 0
D1
thick mahogany door~
thick mahogany door~
391 -1 47301 10 10 5
D3
~
~
0 -1 47265 10 10 5
E
altar candles runes silver inlay stones~
Stepping closer to the marble slab of the altar, you feel a shiver run
down your spine, as if this site was under close scrutiny. Untouched and
perfectly polished, this altar to all gods of this realm seems almost
otherworldly. Small ivory candles are topped with a vibrant blue flame
that never wavers, even in the chill wind that runs through the compound.
~
E
bent candelabras dull metal grey small wax pools~
Once elegant candelabras are just so much scrap metal thrown carelessly
against the wall. Tiny pools of hardened greyish wax litter the floor,
almost as if the candles themselves were scattered about.
~
-1
S
#47267
Chamber of the Pyramid~
Glittering runes, pulsing with an unwordly power, are carved into the dark
obsidian walls. A single torch held in a mithril sconce feebly attempts
to illuminate the room, giving no warmth and little light. A stand
fashioned into the shape of a dragons claw sits in the center of the room,
holding in its grasp a crystalline pyramid. A swirling red haze dances
within the pyramid drawing the eye and nearly pulling your consciousness
into it.
---
Dark runes, dimly pulsing with an unworldly power, are carved into once
fine dark obsidian walls. Cracks and blood stains now mar the once
perfect complexion of these glistening walls. The burned out remains of
a single torch, held in a now tarnished and worthless mithril sconce
lends proof that this room was inhabited in the not so distant past. A
stand fashioned into the shape of a dragons claw lies tipped over on its
side in the center of the room, shattered on the floor is the remains of
the crystalline pyramid.
~
~
301533189 0 9 0
D2
~
~
0 -1 47262 10 10 5
E
oldrunes~
These magical runes are carved half an inch deep into the pure obsidian.
Each of these mystical sigils has been inlaid with a fine red powder,
reminiscent of crushed ruby.
~
E
runes~
These magical runes are carved half an inch deep into the cracked
obsidian walls. A fine red powder, now darkened and chipped in many
places fills these mystical sigils.
~
A
touch~
pyramid~
act_tochar( #hand, ch );
act_notchar( #rhand, ch );
wait( 1 );
act_tochar( #bye, ch );
act_notchar( #rbye, ch );
transfer( ch, find_room( 47262 ) );
act_notchar( #arrive, ch );
~
E
hand~
You place your hands on the crystalline pyramid.
~
E
rhand~
$n places $s hands on the crystalline pyramid.
~
E
bye~
A swirling red mist engulfs you.
~
E
rbye~
A swirling red mist rises from the red pyramid, engulfing $n.
~
E
arrive~
A swirling red mist coalesces in the middle of the room, and $n steps out
of it.
~
!
0 0 0
-1
S
#47268
Tower Foyer~
This dimly lit room has eight walls all of which are equal in size. To
the south lies a curtain bearing a four-leaf clover depiction. Each of
the walls bears symbols of vaious kinds, looking at them, they all show
something completely different. In the center of the room lies an altar
bearing three large statues. Torches burn from wall sockets, seeming to
never burn low. The light plays across the room delving into every
corner.
~
~
33030151 0 9 0
E
symbols~
Looking at the symbols, there are many to see. Perhaps looking at them
individually might help. There are -
A large confusing painting.
A four leaf clover woven into a curtain.
A large battle shield, with a runed crest.
A crest of a sword and hammer across an open book.
A tapestry with a blue field.
A stone block with intricate carvings.
A pitch black wall with deep inscriptions.
A triptych with a black obsidian frame and base.
~
E
large confusing painting~
The painting is approximately a meter and a half across, and at first
glance appears to be a uniform shade of dark maroon. A closer
inspection, however, reveals the depths and intricacies of the work. The
oil-paint has been built up in some areas, and when looked at in a
certain manner, the texture itself composes a second picture, seperate,
yet disturbing in its similarity to the main subject. Observing the
painting, you are drawn into the swirling maelstrom of the various shades
of colour used within it. Clouds seem to be moving at random around each
other, flowing into the central point, a single spot of utter blackness.
A small gold plate is affixed to the bottom edge of the mahogony frame.
It reads simply "Donated by The Order of The Obsidian Thorn".
~
E
four leaf clover woven~
A simple black curtain over the entrance to the south. Its soft
material seems to invite touching, with its smooth feel. Embroided upon
it is a bright green four-leaf clover. The clover has amazing beauty in
its simplistic design, seeming almost as if you could reach out and grab
it. In fine red silk, the words "Slen protect us, and all who enter."
are written on the bottom.
~
E
large battle shield runed~
An ancient oval shaped battle shield which is ringed in a
indecipherable runic script. The crest on the shield depicts the ghostly
form of a knight in ancient full plate armor. The shadowy form appears
to be saluting you with its deadly looking longsword.
A small plaque reads "Donated by clan SKap".
~
E
crest sword hammer open book~
Affixed to the wall here is a crest, made up of three items. At the back
is an old book, with cracked and yellowed pages, the runic emblems inside
it barely legible, but obviously inked with blood. The book is bound in
a silver leather-like cover, possibly the skin of a young silver dragon.
Crossed over this aged book are two weapons. A black obsidian hammer,
etched with runes, and a violet-hued krynite sword, a reddish tint on
its blade.
Under this, a small plaque reads "Knowledge, Skill, Power. The Training
Grounds, donated by clan RAIN".
~
E
tapestry blue field~
Centered on the tapestry is the emblem of the Watchers of the changing
Winds. On a field of royal blue is a silver crescent moon placed upon
its side. Up from the centre of the crescent grows a greate flourishing
oak tree, its branches full of life and reaching towards the sky.
A small plaque reads "Donated by clan Wind".
~
E
stone block intricate carvings~
A massive plain stone block covered with spidery writing, much of it
written in ancient languages. What you can read comes out as "Hero's of
the highland. Strength from the Hills to power us to succeed." After
that comes more gibberish, followed by a picture. The picture seems to
be of the hill dwelling races, including Dwarves, Gnomes and Halflings,
alongside all manner of people, fighting what appears to be a black mass,
but at closer inspection can be seen as masses of Orcs and Goblins.
~
E
pitch balck wall deep inscriptions~
A dark slab of stone with carefully handwritten inscriptions carved
into its surface. A title reads "To those who no longer grace us with
their presence..."
Beneath that, is a list- Alec, Fingolfin, Komodo, Zim, Arnea
Zwabaire, Logger, Snapdragon, Loriel, Staven, Endymion, Hakim, Kaliban,
Staer, Moonglum and Karalon. All of you have a special place in our
heritage.
~
E
triptych obsidian frame~
The base has pictures of knights in red-colored armor battling fearsome
dragons painted across it. The central panel depicting the Lord of the
Knights astride a Silver Dragon leading the knights of the Eternal Flame
against knights clad in charcoal black armor supported by a regiment of
demons. The left panel depicting a phoenix with its wing spread rising
above the emblem of the eternal flame. The right panel depicts Knights
of the Eternal Flame fighting orcs in the war-torn streets of Medienne.
~
-1
S
#47269
Nightfall's Dwelling~
This room, clearly someone's living area, is quite plush. Though clear
someone lives here, it is also clear they don't inhabit it often.
Covering the bare stone is a thick carpet that seems to glow a deep
green, while carefully positioned golden balls of light keep the room
well lit. Except for a large tapestry picturing the close of a day and a
picture with a simple wooden frame, the white walls are totally bare. In
the corner is a normal-sized bed that hasn't been used much.
~
~
33095687 0 9 0
D3
solid stone door~
solid stone door~
391 2953 51067 10 10 5
E
picture~
This is a small but well done painting of a young elven woman. Her long
blond hair slightly obscures the left side of her face, but not enough to
hide the long scar running the length of her cheek. Her icy grey-blue
eyes seem to follow you around the room, staring directly at you no
matter where you stand. Her full, red lips provide a stark contrast to
the pale milky-whiteness of her skin. Looking closely, you notice a
small red mark on her neck, the sign of the devil. A small plaque at the
bottom of the very simple frame reads simply: Kayla Sel'arvale.
~
2933 17 1509949540 -2 0
-1
S
#47270
Torgren's Office~
This room seems large at first glance, but you realize that is only due
to the lack of furniture. A small mat lies in the center of the room,
obviously worn from use. A large sack which appears to be filled with
several small rocks or other hard material hangs in one corner of the
room. Below it are a couple of large pieces of granite.
~
~
33030151 0 9 0
D2
~
~
3 -1 51067 10 10 5
-1
S
#47271
FoBB's Treasure Room~
Before you lies the great wealth of the Forgers. This cavernous room
contains a large number of chests, filled to the brim with bountiful
treasures. The walls of this room are created from large polished stone
slabs, reflecting the light from the treasure like a mirror.
~
~
33097735 0 9 0
A
enter~
tapestry~
act_tochar( #in, ch );
act_notchar( #rin, ch );
transfer( ch, find_room( 51066 ) );
act_notchar( #hi, ch );
~
E
in~
You step into the tapestry and feel reality shift.
~
E
rin~
$n steps up to the tapestry, hesitates, then steps through.
~
E
hi~
$n materializes in the middle of the room.
~
!
0 0 0
-1
S
#47272
Before a Great Shuvana Tree~
Grasping for the clouds, a shuvana tree stands tall and true, rising
above the Medienne skyline. The base of the trunk is as wide as a sand
wyrm is long and stretches taller than an arrow's shot. Massive branches
extend over the surrounding buildings and cast a great shade, creating a
nice respite from the sun's glare. Hanging on the trunk of the tree is a
plaque crafted of fine silver. Standing before the tree is a granite
monument.
~
~
33030151 0 9 0
D1
~
~
0 -1 21046 10 10 5
E
granite monument~
Inscribed in humanic is the following: "In loving memory of Moonglum and
all the members of the Followers of the Eternal Flame. May their spirit
be an inspiration to us all."
~
E
plaque silver~
The plaque is inscribed with the following in humanic: "May this tree, a
gift from the people of the Vaasa to the citizens of Medienne, herald a
new era of peace and hope."
~
E
tree trunk~
You see a cleverly disguised chimney snaking up the trunk and out of
sight.
~
A
whisper~
shuvana tree~
if( has_obj( 2962, ch ) ) {
act_tochar( #whisper, ch );
act_notchar( #rwhisper, ch );
wait( 1 );
act_tochar( #open, ch );
act_notchar( #ropen, ch );
transfer( ch, find_room( 47290 ) );
act_notchar( #arrive, ch );
loop( followers ) {
act_notchar( #ropen, rch );
transfer( rch, find_room( 47290 ) );
act_notchar( #arrive, rch );
}
}
else {
act_tochar( #whisper, ch );
act_notchar( #rwhisper, ch );
}
~
E
whisper~
You whisper softly to the great shuvana tree.
~
E
rwhisper~
$n whispers softly in Elvish to the great Shuvana tree.
~
E
open~
A portion of the tree trunk opens, and you step quickly inside before it
closes behind you.
~
E
ropen~
A portion of the tree trunk opens, and $n steps quickly inside before it
closes behind $m.
~
E
arrive~
$n steps into the room through a crack in the tree trunk which swiftly
closes.
~
E
fol~
Your group quickly jumps in behind you.
~
E
rfol~
You follow $n into the tree.
~
E
bye~
@eWORKS!!@N
~
!
0 0 0
-1
S
#47273
The Great Hall - The Council of Winds~
The lighting in this circular room comes from a small whirlwind of azure
faerie fire suspended above a large circular table. Murals at each of the
four cardinal directions are painted on the walls. The room is dominated
by an enormous round table surrounded by four curving benches. A hatch
has been built into the ceiling in the northwest portion of the room. A
rope ladder hangs down from the hole. A silver-inlaid spiral staircase
descends further into the tree.
~
pot of soup here.
~
33030151 0 9 0
D4
~
~
0 -1 47274 10 10 5
D5
~
~
0 -1 47290 10 10 5
E
wooden table~
This finely crafted table is made from solid oak. Carved into the center
of the table is an emblem traced in mithril, depicting a large tree
supported by a crescent moon.
~
E
murals walls~
The mural on the north wall depicts the rugged mountains of the north.
On the eastern wall, the Vaasan forest is shown in all its splendor. A
wetland scene of marshes and swamps covers the south wall. The west wall
is graced with a mural of verdant rolling hills and plains.
~
2714 17 1509949540 -2 0
-1
S
#47274
The Wind Watch~
The great shuvana tree opens up around and above you. The floor and walls
are nothing more than the huge branches and leaves of the tree itself.
The extensive boughs of the shuvana tree prevent any sight of the streets
of the city below. The vastness of the sky seems to fill you with a great
sense of mystical awe. You can feel the magic of the tree as if it stood
in the Vaasa itself.
~
~
33030151 0 9 0
D5
~
~
0 -1 47273 10 10 5
-1
S
#47275
The Gatehouse~
As you near the end of the road a majestic wall of milky alabaster rises
gleaming toward the sky, sparkling veins of silver ripple through its
smooth marble surface. Set within the depths of a crenellated archway
that bisects this vast expanse of ivory stone, lays an intricately
crafted gate of mithril, its center design that of a dragon in flight
surrounded by a ring of golden chain. Lying just below, etched into the
surface, lies the motto, Strength in Fellowship.
~
enter code here.
~
33030151 0 9 0
D0
~
~
0 -1 47276 10 10 5
A
touch~
runed gate~
if( !is_open( room, down ) ) {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
wait( 1 );
send_to_room( #gate, room );
send_to_room( #wink, find_room( 21022 ) );
open( room, down );
wait( 3 );
send_to_room( #close, room );
send_to_room( #bye, find_room( 21022 ) );
close( room, down );
}
else
act_tochar( #already, ch );
~
E
open~
You place your hands gently on the runed gate and whisper a soft
incantation.
~
E
ropen~
$n places $s hands gently on the runed gate and whispers a soft
incantation.
~
E
gate~
The mithril gates swing silently open.
~
E
close~
The mithril gates swing shut and lock with a soft *click*.
~
E
wink~
A pair of pearl and mithril gates winks into existence, joined to a case
of opalescent stairs with spiral down to the ground.
~
E
bye~
The staircase and gates fade slowly out of existence.
~
E
already~
The gates are already open.
~
!
0 0 0
-1
S
#47276
Open Stables~
The stables are airy and well lit. The semi-sweet scent of fresh hay
wafts through the air here, emanating from the stalls along both the east
and west walls. Along the west wall buckets of grain stand ready for
weary horses. Along the east wall bowls of meaty leftovers await pets of
other persuasion. To the north you can barely make out the gleam of ivy
covered white latticework.
~
~
33030151 0 9 0
D0
~
~
0 -1 47277 10 10 5
D2
~
~
0 -1 47275 10 10 5
-1
S
#47277
Gazebo~
You enter a beautiful white gazebo, covered with ivy and bright colored
flowers. Birds chirp among the latticework and hop about along the
flowers and leaves. A finely crafted bench of shuvana-wood, blanketed
with small velvet cushions, invitingly appeals to the weary traveler. A
small fountain burbles merrily in the center of the gazebo, its
aquamarine stone speckled with sparkling hints of gold. The fountain is
complete with a small statue of a cherub, smiling at the passerby.
~
~
33030151 0 9 0
D0
~
~
0 -1 47281 10 10 5
D1
~
~
0 -1 47278 10 10 5
D2
~
~
0 -1 47276 10 10 5
D3
~
~
0 -1 47279 10 10 5
A
~
~
send_to_room( #bird, room );
~
E
bird~
One of the small birds flutters down to the fountain and splashes about in
the crystal clear water.
~
!
2 350 0
2955 17 1509949540 -2 0
1 17 1509949540 -2 0
-1
S
#47278
Rose Garden~
The gentle fragrance of roses fills the air here. A narrow cobble stone
path winds it's way lazily through the garden, where a brilliant calliope
of color invites you to explore each pedal. Small butterflies wing their
way around from flower to flower, blending their own colors with them. In
the center of the garden stands a magnificent sundial, carved from a large
block of translucent jade. The sheer brilliance of the sundial makes it a
fitting centerpiece for the quiet, peaceful surroundings.
~
~
33030151 0 9 0
D0
~
~
0 -1 47282 10 10 5
D3
~
~
0 -1 47277 10 10 5
E
sundial~
This amazing piece of craftsmanship was carved from a single block of
jade and polished till it gleams in the light. Numerals are carved at
even intervals around its diameter, allowing you to tell the time of day
within even a few minutes.
~
A
~
~
send_to_room( #rose, room );
~
E
rose~
The scent of freshly blooming roses wafts through the area.
~
!
2 350 0
-1
S
#47279
The Aviary~
A large canopy of intertwining branches arches overhead, providing a home
for a riotous display of multi-hued birds. Avains of every description
chirp, warble, sing, hop, and rest here. An elaborate wrought iron bench
allows you rest here in the shade and feed the birds. A small spring
wells up here forming a miniature waterfall. The birds seems to collect
around it for splashing play and drinking.
~
~
33030151 0 9 0
D0
~
~
0 -1 47280 10 10 5
D1
~
~
0 -1 47277 10 10 5
E
waterfall~
A small natural spring flows forth here, falling into a basin by way of a
series of ledges.
~
A
feed~
birds~
act_tochar( #feed, ch );
act_notchar( #rfeed, ch );
~
E
feed~
A small cloud of birds envelops you, eating every last crumb of food, and
then dispersing as quickly as they arrived.
~
E
rfeed~
A small cloud of birds envelops $n, eating every last crumb of food, and
then dispersing as quickly as they arrived.
~
!
0 0 0
A
~
~
send_to_room( #bird, room );
~
E
bird~
The noisy chirping of the birds almost drowns out any other sounds as they
squabble over a tasty morsel.
~
!
2 350 0
3066 17 1509949540 -2 0
-1
S
#47280
A Grassy Courtyard~
As you enter this courtyard, your senses are barraged by a variety of
smells. Small patches of wildflowers dot this grassy area, the faint
outlines of a path where the flowers have learnt not to grow. In the
northeastern corner of the courtyard is a quarter-circular fountain. The
centerpiece of the fountain is that of a rampant dragon, made of a silvery
metal, the eye of the dragon a pale blue jewel that glitters is the light.
A short hawthorn hedge is growing along the east wall, the pleasant scent
mingling with that of the flowers.
~
~
33030151 0 9 0
D1
~
~
0 -1 47281 10 10 5
D2
~
~
0 -1 47279 10 10 5
E
fountain~
This quarter-circular fountain is made of a silvery metal. Simulating a
dragon, the eye is made of a pale blue jewel.
~
A
~
~
send_to_room( #water, room );
~
E
water~
The soft trickle of the water mesmerizes you for a moment with its
relaxing sound.
~
!
2 350 0
1044 17 1509949540 -2 29
-1
S
#47281
A Small Pond~
This vast, well manicured lawn is perfect for a large social gathering or
just relaxing in the shade. Majestic elms, maples, and pines are
scattered about, while a few willows grace a small pond with their shade.
Various brightly colored birds chirp happily among trees and hop about on
the many benches and chairs that adorn this idyllic scene. A huge
mansion of white marble stands watch over this peaceful haven from the
north. To the east, west, and south you can hear the splashing of
running water.
~
~
33030151 0 9 0
D0
~
~
0 -1 47284 10 10 5
D1
~
~
0 -1 47282 10 10 5
D2
~
~
0 -1 47277 10 10 5
D3
~
~
0 -1 47280 10 10 5
E
pond~
This small pond has a shallow bottom of tiles depicting a soaring crimson
dragon. A family of ducks paddle about looking for handouts.
~
A
~
~
send_to_room( #wind, room );
~
E
wind~
The leaves of the nearby willows wave and whisper with the wind.
~
!
2 350 0
-1
S
#47282
A Cobbled Courtyard~
This courtyard is set with evenly matching marbled cobblestones, though a
few hints of greenery manage to peep through the cracks. The gleaming
white cobblestones are without mars or cracks, newly laid, even around
the trunks of a few small shrubs to add color to the somber appearance of
the area. In the center of the courtyard is a fountain made of a
violet-blue stone. Around the outside perimeter of the fountain is
embossed symbols, one dedicated to each god. To the south, you can hear
the gleeful chirping of birds.
~
~
33030151 0 9 0
D2
~
~
0 -1 47278 10 10 5
D3
~
~
0 -1 47281 10 10 5
A
~
~
send_to_room( #chip, room );
~
E
chip~
Out of the corner of your eye you spot a small chipmunk dashing through
the bushes. When you turn to look, he's gone.
~
!
2 350 0
1 17 1509949540 -2 29
-1
S
#47283
Meditation Chamber~
This room is completely paneled in oak. The doors are only perceptible
from the walls by the thin, darkly varnished frames and handles. Against
the south wall sits a small shrine, consecrated to each of the gods. On
the left of the shrine sits a seven armed silver candelabra, providing a
dim light for the room. On the right side sits a brazier for burning
incense. The floors of this room are lightly padded with meditation
mats, and there is a small pile of pillows in the northwest corner,
should one be required to kneel on.
~
~
33030151 0 9 0
D3
door~
door~
131 -1 47284 10 10 5
A
pray~
shrine~
act_tochar( #pray, ch );
act_notchar( #rpray, ch );
~
E
pray~
The shrine pulses before you with a dim light as you feel closer in touch
with your god. A feeling of peace surrounds you.
~
E
rpray~
The shrine pulses as $n kneels before it.
~
!
0 0 0
A
~
~
send_to_room( #incense, room );
~
E
incense~
A tendril of multi-colored smoke wafts up from the brazier, blurring your
vision for a moment.
~
!
2 350 0
2956 17 1509949540 -2 0
-1
S
#47284
The Entrance Hall~
The smooth walls of this exquisite hallway are crafted of white marble
veined with silver. Upon the west wall hangs a tapestry, trimmed with
silver thread. To the north lies a great archway, a filled and lit
silver torch sconce burning on either side of the doorway. The torches
give off ample light without giving off smoke or being consumed. To the
east lies an oakenwood door, reinforced with mithril. The floor of this
hall is made from a single, unblemished piece of marble. In the
southeast corner of the grand hall, a great white marble staircase with
mithril and silver railings spirals upwards.
~
unlock rune action
hide west
~
33030151 0 9 0
D0
~
~
0 -1 47287 10 10 5
D1
door~
door~
131 -1 47283 10 10 5
D2
~
~
0 -1 47281 10 10 5
D3
door~
door~
131 -1 47285 10 10 5
D4
~
~
0 -1 47292 10 10 5
E
tapestry~
As you examine the tapestry more carefully, you discern scenes of knights,
wizards, and priests of old doing battle in the land of Tarik Nor, while
riding fantastic beasts against the armies of Temohpab. At the bottom of
the finely crafted piece of art you see a strange signature, looking more
rune-like then actual writing.
~
A
~
~
~
E
torch~
The torches flicker lightly, sending a flurry of shadows dancing about
the room.
~
!
2 350 0
-1
S
#47285
A Grand Library~
Upon entering this room, your nose is assailed with the smelled of aged
leather-bound books. Looking around, almost all of the available wallspace
has been lined with shelves, filled to the brim with carefully filed, neat
rows of tomes. Even the doors are not forgotten, upon them maps of the
realm. However, this library does not seem cluttered, there is a lot of
free space to move between the shelves. In the center of the room is a
writing desk, while a couch lies against one wall for those who wish to
take a more relaxed approach to their study.
~
no way to ssit at desk
couch matching desk?
~
33030151 0 9 0
D0
~
~
0 -1 47288 10 10 5
D1
~
door~
131 -1 47284 10 10 5
3067 17 1509949540 -2 0
-1
S
#47286
The Practice Hall~
With padded mats for flooring, and strong hardwood walls, this practice
room is well laid out. The flooring mats are spotted with blood in
places, where the friendly sparring seems to have gotten a little too
rough. The south wall has mirrors built on it in places, for those who
wish to watch their own performances and practice. A few practice dummys
lie scattered in the corners.
~
~
100139013 0 9 0
D1
~
~
0 -1 47289 10 10 5
D3
~
~
0 -1 47287 10 10 5
-1
S
#47287
Great Meeting Hall~
Your footfalls echo as you enter this great hall. The walls are finely
crafted gray marble, giving a much darker impression then any of the
other rooms you've seen thus far. Suits of armor and weapons of every
kind line the outerwalls of this room in an unparalleled display of war.
A large, oval, obsidian table rests in the middle of this room, every
surface polished to a brilliant gleam. Surrounding this table are six
thickly cushioned, black velvet chairs. A brilliant ball of white light
hangs above the table emanating soft white light over everything in the
room.
~
vault down
~
33030151 0 9 0
D1
~
~
0 -1 47286 10 10 5
D2
~
~
0 -1 47284 10 10 5
D3
~
~
0 -1 47288 10 10 5
A
place~
key~
if( has_obj( 2967, ch ) ) {
act_tochar( #place, ch );
act_notchar( #rplace, ch );
transfer( ch, find_room( 47291 ) );
act_notchar( #arrive, ch );
}
else
act_tochar( #nope, ch );
~
E
place~
You place a small shimmering silver dragon shaped key against a tiny
silver rune engraved breastplate of a towering suit of armor. The floor
in the corner begins to glow, and you feel yourself pulled to another
place.
~
E
rplace~
$n places a small shimmering silver dragon shaped key against a tiny
silver rune engraved in the breastplate of a towering suit of armor. The
floor in the corner begins to glow, and $n disappears without a trace.
~
E
arrive~
$n materializes in the center of the room.
~
E
nope~
<Type 'help' for help>
~
!
0 0 0
-1
S
#47288
An Elegant Lounge~
This pushily decorated lounge has the same white and silver veined marble
walls seen elsewhere in the building. To the east, an archway hall
concealed by red velvet drapes leads into a meeting hall. The walls of
this room are covered with expensive gilt-gold paintings and trophies of
past battles. On the west wall, a large well-stocked bar made of the same
white marble as the rest of the room matches the elegant decor. The south
wall frames a cozy fireplace which has a coat rack beside it for the
travel-worn adventurer to hang their hat. A comfortable couch sits
opposite the fire, and the entire floor is covered with a thick, soft
carpet.
~
~
33030151 0 9 0
D1
~
~
0 -1 47287 10 10 5
D2
~
~
0 -1 47285 10 10 5
E
couch~
This luxurious couch matches the decor of the lounge perfectly. The
backing and seats are all covered with the supple hide of a young dragon,
and there is ample room to seat four people. The legs of the couch each
end in the clawed foot of a dragon, providing an impressive looking, yet
sturdy base.
~
E
trophy~
On the wall is mounted the head of what must have been a gigantic red
dragon. Its expression is locked into the battle fury of its final
moments, and almost appears to hold a spark of life when illuminated by
the flickering light of the fireplace. Underneath the impressive head is
a small silver plaque, engraved with the words "Metharrr'en, slain by
Cassiopeia and Lyon."
~
1878 17 1509949540 -2 0
1127 17 1509949540 -2 0
1127 17 1509949540 -2 0
1127 17 1509949540 -2 0
1127 17 1509949540 -2 0
-1
S
#47289
The Practice Hall - West End~
This room is a continuation of the last. Noting the chips taken from the
hardwood walls, this room gives the impression that more serious fighting
has taken place here. The mats on the floor look slightly more worn with
scuffing and thin pierces then the previous room. A towering set of
mirrors is mounted on the southern wall for viewing your battles.
~
~
100139013 0 9 0
D3
~
~
0 -1 47286 10 10 5
-1
S
#47290
A Study Chamber~
Carved into the walls of this circular study chamber are numerous shelves
and storage cabinets. The quantity of books, tomes, and scrolls is
simply astounding. Many of them seem to be centuries old, as if
countless detailed histories have been recorded. Soft-glowing blue
flames emanate from four sconces placed in correspondence to the four
cardinal directions. In the southeast portion of the room is a stone
hearth with a gently burning fire. A silver-inlaid spiral staircase
ascends into the tree. A simple wooden door with attached counterweights
is south.
~
~
33032199 0 9 0
D4
~
~
0 -1 47273 10 10 5
A
whisper~
tree shuvana~
act_tochar( #whisper, ch );
act_notchar( #rwhisper, ch );
wait( 1 );
act_tochar( #open, ch );
act_notchar( #ropen, ch );
transfer( ch, find_room( 47272 ) );
act_notchar( #arrive, ch );
loop( followers ) {
act_notchar( #ropen, rch );
transfer( rch, find_room( 47272 ) );
act_notchar( #arrive, rch );
}
~
E
whisper~
You whisper softly to the great shuvana tree.
~
E
rwhisper~
$n whispers softly in Elvish to the great Shuvana tree.
~
E
open~
A portion of the tree trunk opens, and you step quickly inside before it
closes behind you.
~
E
ropen~
A portion of the tree trunk opens, and $n steps quickly inside before it
closes.
~
E
arrive~
$n steps into the room through a crack in the tree trunk which swiftly
closes.
~
!
0 0 0
1773 17 1509949540 -2 16
-1
S
#47291
The Vault~
Massive locked chests, weapons racks and armor closets sit on the
polished stone flooring under the many sturdy shelves adorning the walls.
This room is spacious, but yet seems cluttered by the vast amounts of
bags and sacks strewn throughout it. Yet still, the center of the room
is devoid of items. In this area, engraved with gold leaf on the floor,
lies a ring of golden chain, the diameter of a man. In the center of
this chain engraving is the symbol of a flying dragon. The words
'Strength in Fellowship' are also legible on a plaque just below the
massive symbol.
~
~
33097775 0 9 0
A
touch~
chain~
act_tochar( #chain, ch );
act_notchar( #rchain, ch );
transfer( ch, find_room( 47287 ) );
act_notchar( #arrive, ch );
~
E
chain~
You place your hands on the golden ring of chain and whisper a soft word.
~
E
rchain~
$n places $s hands on the golden ring of chain and whispers a soft word.
$n fades out of existence.
~
E
arrive~
$n materializes in the middle of the room.
~
!
0 0 0
-1
S
#47292
Upstairs Hallway - South End~
This upstairs hallway is reminiscent of the rest of the building,
featuring the same silver-veined white marble walls, smooth to the touch.
On either end of the hallway is a door flanked by a pair of torch sconces.
The hallway continues to the north, while the south door is open to the
outside air and a balcony beyond. The floor in this area is tiled with a
mosaic pattern of inch square tiles in black and white marble. This
pattern extends to both walls, and continues north along the corridor
ahead. The silver railing of the spiral staircase leading downwards ends
here.
~
~
33030151 0 9 0
D0
~
~
0 -1 47293 10 10 5
D5
~
~
0 -1 47284 10 10 5
A
~
~
send_to_room( #torch, room );
~
E
torch~
The torches flicker lightly, sending a flurry of shadows dancing about
the room.
~
!
2 350 0
-1
S
#47293
Upstairs Hallway - North End~
This part of the continuing hallway is slightly more elaborate than the
last. A crystalline chandelier hangs from the center of the ceiling,
illuminating the area. Amply lit, the twin doors to the east and west are
flanked not by torches, but by portraits of wildlife scenes. One set
portrays animal life near the Vaasa, the other, the gentle creatures of
Medienne forest. Upon the floor, the mosaic pattern of black and white
tiles continues down the length of the hallway.
~
~
33030151 0 9 0
D2
~
~
0 -1 47292 10 10 5
A
~
~
send_to_room( #chan, room );
~
E
chan~
The shimmering light from the chandelier plays across the rooms in a
dazzling display of color.
~
!
2 350 0
-1
S
#47294
A Vaulted Hall of Silver and Sable~
This wide, vaulted hall is regally adorned in somber colors. Walls of
lustrous grey stone are lined with silver and sable banners of the finest
silk depicting the shield and rose of the Knights. The blazons and
emblems of various heroes are hung over a wide hearth in the western wall.
Carved into the shape of a writhing silver dragon, the hearth radiates
heat and light to the entire room. The sapphire eyes of the silver dragon
glitter coldly with a faint light of their own.
~
~
33030151 0 9 0
D0
~
~
0 -1 47295 10 10 5
D1
~
~
0 -1 47297 10 10 5
D3
~
~
0 -1 47296 10 10 5
D4
~
~
0 -1 47298 10 10 5
E
banner~
The lovely black silk banners provide a rich background for the emblem of
the Knights. A grey shield rests in the middle of the sable silk, a
stark contrast of dark and light. A myriad of brightly shining stars
sprawls across the shield, in a seemingly random pattern. A rose of the
deepest crimson lies across a brilliantly radiant longsword of the purest
grey adamantine. The shield itself is trimmed in brightly shining silver.
~
-1
S
#47295
A Vaulted Hall of Silver and Sable~
Under Construction.
~
~
33030151 0 9 0
D2
~
~
0 -1 47294 10 10 5
-1
S
#47296
The Knight's Treasury~
This spartan room is filled with a few well-placed cabinets for weaponry
and chests for miscellaneous items. The walls are a somber grey color,
and no decoration or adornment graces the ashen walls. Black octahedral
tiles cover the floor in a midnight colored sea, reflecting the
flickering light of torches in silver sconces along the sober grey walls.
~
~
33097735 0 9 0
D1
~
~
0 -1 47294 10 10 5
-1
S
#47297
A Vaulted Hall of Silver and Sable~
Under Construction.
~
~
33030151 0 9 0
D3
~
~
0 -1 47294 10 10 5
-1
S
#47298
A Vaulted Hall of Silver and Sable~
Under Construction.
~
~
33030151 0 9 0
D5
~
~
0 -1 47294 10 10 5
-1
S
#47299
Ivory Spiral Stair~
The spiral stair continues toward the ceiling, stopping only for a small
landing before an ivory door. The absence of a support pillar for the
curving stair lends an ethereal quality to the hard stone as it arcs
above you. A brilliant green rune glows upon the door, elegant in its
simplicity yet somehow curving in such a way to make one ill.
~
~
33030149 0 5 0
D3
ivory door~
ivory door west w~
131 -1 47312 10 10 5
D4
~
~
0 -1 47311 10 10 5
D5
~
~
0 -1 47259 10 10 5
A
trace~
rune~
if( !is_open( room, west ) ) {
act_tochar( #rune, ch );
act_notchar( #rrune, ch );
wait( 1 );
act_room( #open, ch );
open( room, west );
wait( 4 );
act_room( #close, ch );
close( room, west );
}
~
E
rune~
You trace the curves of the twisted green rune.
~
E
rrune~
$n traces the curves of the twisted green rune.
~
E
open~
The door swings silently open.
~
E
close~
The door swings silently closed.
~
!
0 0 0
A
open close~
~
if( is_open( room, west ) ) {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
}
~
E
open~
No description.
~
E
ropen~
No description.
~
!
0 0 0
-1
S
#47300
The Arena of Champions~
A thick layer of fine sand covers the floor, colored a dark red in
several places. Wooden racks line the walls, no doubt once filled with
all manners of weapons. Carved above the empty weapon rack on the
southern wall is the creed of The Training Grounds, 'Knowledge is power'.
A quivering ball of mage light, slowly losing its power, hangs just a few
feet below the ceiling, still bright enough to light the arena grounds.
The fine layer of sand stretches out as far as you can see to both the
west and north, while a slightly rusty steel ladder leads upstairs.
~
~
33030149 0 7 0
D0
~
~
0 -1 47304 10 10 5
D3
~
~
0 -1 47303 10 10 5
D4
~
~
0 -1 47262 10 10 5
-1
S
#47301
Preparation Room~
What may have once been brilliant in its simplicity now makes this room
look bare and lonely. A small mat, now no more than a few bedraggled
threads still feebly clinging to each other, sits in front of the
shattered remains of a small table. No ornaments adorn the walls, save a
single rusted incense burner. A thick, carved mahogany door to the west,
blocks the only accessible passage out of this bare room.
~
[Adakar] first draft...done
~
301465733 0 6 0
D3
thick mahogany door~
thick mahogany door~
391 -1 47266 10 10 5
E
small mat bedraggled threads~
This small mat is just the right for a single person to kneel on. The
padding is all but gone and the mat only holds it shape because no one
has moved it recently.
~
E
rusted incense burner~
The incense burner may have once been made out of a shining steel, though
now rust has claimed its value. No incense remains within the burner yet
a faint smell of the outdoors, of lilacs and roses and a cold mountain
stream still permeates the air.
~
E
shattered table~
The table looks to have once sat a mere foot off the ground, the perfect
height for someone kneeling before it. It has since been broken to
pieces do doubt in a search for valuables that may have been stored
within it.
~
-1
S
#47302
Balcony Overlooking the Altar~
A few jagged shards of dark stained glass remain attached to the wrought
iron framework of the circular window. The remains of the window lie on
the ground far below, just outside of the temple entrance. Once fine
silken cushions lie torn open on the floor amongst the splinters of
wooden pews. A full-sized wooden organ, complete with mithril pipes sits
in an out of the way corner of the balcony. Dark, sticky stains cover
the organ reminiscent of spilled wine. The mithril pipes, show evidence
of both tarnish and abuse, no doubt someone failed in their attempt to
detach the pipes from the organ and the wall.
~
[Adakar] first draft done
~
301465605 0 7 0
D5
~
~
0 -1 47265 10 10 5
E
jagged shards dark stained glass wrought iron framework circular window~
Light streaming in through the broken window reflects oddly off of the
silvers of stained glass still clinging to the iron framework. Myriad
colors in a darkened and twisted parody of a rainbow twinkle in the light
giving the impression of great intricacy in the original pattern.
~
E
silken cushions splinters of wooden pews~
Small shreds of colorful silk from the torn open cushions once used by
the choir lie mixed in with the wooden pews that they once sat on. Gold
stitching can still be seen on a few of the silken pieces, hinting at
intricate patterns once emblazoning them.
~
E
full-sized organ mithril pipes~
A full-sized pipe organ, once used to accompany the choir sits in the
corner of the room. The mithril pipes attached to it and the wall show
abuse but still twinkle near the tops of the different sized pipes.
~
-1
S
#47303
The Arena of Champions~
Having been ripped from the wall, a fully stocked weapons rack now covers
a portion of the sandy floor. The weapons beneath it appear to have been
broken and bent under the weight of the massive wood rack. The steel
clamps that once held the rack in place are still buried deep within the
cold stone walls. An ephemeral ball of mage light hovers in the air just
a few feet below the ceiling, the remnants of the powerful spells that
were once cast upon the arena grounds. A trail of blood-stained sand
leads farther into the arena to the north, evidence of a tragic fight
that took place in the not so distant path.
~
~
33030149 0 8 0
D0
~
~
0 -1 47305 10 10 5
D1
~
~
0 -1 47300 10 10 5
E
weapons broken~
No description.
~
E
wooden rack~
No description.
~
E
ephemeral ball light~
No description.
~
-1
S
#47304
The Arena of Champions~
A flickering ball of mage light, hovering a few feet below the ceiling,
causes shadows to dance around in this corner of the arena. Wooden
training dummies, now broken, lend their forms to the dancing shadows,
making it difficult to focus on any one shape. A large section of the
stone floor in the center of the room has been cleared of its fine layer
of sand. Light can be seen at a short distance to both the south and the
west, perhaps emanting from more of the powerful magics worked here
quite some time ago.
~
~
33030149 0 9 0
D2
~
~
0 -1 47300 10 10 5
D3
~
~
0 -1 47305 10 10 5
-1
S
#47305
The Arena of Champions~
The upper most layers of the fine sand have been turned into a hard,
coagulated crimson mass. No doubt a massive battle occured here, proven
by the amount of blood that would be necessary to turn such a large
amount of the sand into the now hardened substance. Buried into the
northern wall is the shattered remains of an axe head, its shaft no
longer attached to the jagged metal embedded into the rock. Splintered
into a millon pieces, the remains of a weapons rack lie mixed in with the
sand layered upon the ground.
~
~
33030149 0 8 0
D1
~
~
0 -1 47304 10 10 5
D2
~
~
0 -1 47303 10 10 5
-1
S
#47306
Storage Room~
The shattered remains of the storage room door lies amongst the empty,
overturned crates that litter the room. The crates may have once held
exotic foods from across the lands, many bearing markings from far-away
cities, though now they all appear to be empty. Deep gouges have been
hacked into the dark wooden walls, no doubt in an attempt to find hidden
passages, obviously none were found by this destructive attempt. A
rusty, steel ring, wet with condensation is the only noticeable blemish
that betrays the existence of a finely crafted trapdoor set into the
northern section of the floor.
~
~
301465605 0 9 0
D2
~
~
0 -1 47307 10 10 5
D5
finely crafted trapdoor~
finely crafted trapdoor~
131 -1 47309 10 10 5
-1
S
#47307
Training Grounds Kitchen~
A large fireplace dominates the eastern wall of the room with an
apparently often used spit sitting over it. The smell of decay permeates
the air, caused by the rotting carcass of a rabbit floating in the small
basin used as a sink. A large preparation table spans the entire center
of the kitchen, heavily scarred from the sharp knives used by the
cooking staff. A trapdoor is set into the southern section of the floor,
just below the large open window which gives a scenic view of the outside
training grounds.
~
~
301465605 0 8 0
D0
~
~
0 -1 47306 10 10 5
D1
thick, stone door~
thick stone door~
131 -1 47310 10 10 5
D3
~
~
0 -1 47262 10 10 5
D5
wooden trapdoor~
wooden trapdoor~
131 -1 47308 10 10 5
-1
S
#47308
Cold Storage Room~
Cold water sluggishly rolls down the southern wall of this storage room,
funneled across the room in a wooden trough. Dimly pulsing orbs of white
light hang at equal intervals above the trough. The water appears to be
magically moved across the room, through the trough, towards the northern
wall. Large steel hooks, covered with coagulated blood hang from the
ceiling overtop of now rotted and broken tables. Wooden shelves lining
every square inch of wallspace are now totally bare save cobwebs and moss.
A carved wooden ladder, slimy with mold and mildew, leads up to a large
trapdoor set into the ceiling.
~
~
301596677 0 5 0
D4
wooden trapdoor~
wooden trapdoor~
131 -1 47307 10 10 5
-1
S
#47309
Damp Wine Cellar~
Water cascades down the southern wall, forming a small pool in the center
of the room which continually empties into an underground stream. Row
upon row of wine racks line this room, once having no doubtedly housed
some of the finest wines of the world, now sit empty. A few barrels sit
in a dark corner of the room, their wooden frames still perfectly water
proof. A fine, wooden spiral staircase, as perfect as the day it was
crafted leads to a dark mahogany trapdoor above you.
~
~
301465605 0 9 0
D4
finely crafted trapdoor~
finely crafted trapdoor~
131 -1 47306 10 10 5
-1
S
#47310
Food Smoking House~
A large fireplace dominates the western wall, combined with a second
smaller fire pit in the center of the room marks this room as the meat
smoking room. The entire room is made of stone, from the walls to the
tables that meat is supposed to sit on. Large hooks hang from the
ceiling, to be used in the curing process of beef and chicken. The stone
tables that ring the firepit in the center of the room have been gouged
deeply, ruining their value but not their practical use. A thick, stone
door designed to help keep all possible heat in the room, blocks your
passage to the west.
~
~
301465605 0 6 0
D3
thick, stone door~
thick stone door~
131 -1 47307 10 10 5
-1
S
#47311
Tower Stair~
Under Construction.
~
~
33030149 0 9 0
D3
~
~
0 -1 47313 10 10 5
D4
~
~
0 -1 47314 10 10 5
D5
~
~
0 -1 47299 10 10 5
-1
S
#47312
Mage Room1~
The forces of entropy seem to have had a hand in the utter chaos of what
looks to have formerly been a mage's workroom. Books, scrolls, broken
glass, and other items not easily identifiable are strewn across the
floor and atop the large stone table in the center of the room. The west
wall is covered in soot, seemingly reaching out from a small fireplace as
if in some kind of explosion. Half-burned books lie along the edge of
the blast radius, and it seems likely that someone was possessed of the
bad idea to throw a spellbook into the fire.
~
Mental note: write a search for scrolls atop the table
~
33030149 0 5 0
D1
ivory door~
ivory door~
131 -1 47299 10 10 5
A
search~
table scrolls books top~
~
!
0 0 0
3391 17 1509949540 -2 0
-1
S
#47313
Mage Room2~
Under Construction.
~
~
33030149 0 9 0
D1
~
~
0 -1 47311 10 10 5
-1
S
#47314
Tower Stair~
Under Construction.
~
~
33030149 0 9 0
D3
~
~
0 -1 47316 10 10 5
D4
~
~
0 -1 47315 10 10 5
D5
~
~
0 -1 47311 10 10 5
-1
S
#47315
Tower Stair~
Under Construction.
~
~
33030149 0 9 0
D3
~
~
0 -1 47317 10 10 5
D5
~
~
0 -1 47314 10 10 5
-1
S
#47316
Lab~
Under Construction.
~
~
33030149 0 9 0
D1
~
~
0 -1 47314 10 10 5
-1
S
#47317
High Mage's Room~
Under Construction.
~
~
33030149 0 9 0
D1
~
~
0 -1 47315 10 10 5
-1
S
#47318
Crushed Gravel Pathway~
A path of fine powdery gravel, once used to cushion the footfalls of the
residents of The Training Grounds, meanders parallel to the walls of the
guildhall. Sporadic trees, all having grown well into maturity, soar
high into the sky, once providing shade for anyone traipsing down the
path. The limbs of the trees are no longer clothed in lush greenery and
their barren limbs now appear to have a slight droop to them, making them
appear depressed and sickly. The crushed gravel path continues to the
north, while to the south the grounds open up before the sight of an
ivory tower.
~
~
301465601 12 7 0
D0
~
~
0 -1 47319 10 10 5
D2
~
~
0 -1 47260 10 10 5
-1
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#47319
Crushed Gravel Pathway~
Under Construction.
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#47320
Crushed Gravel Pathway~
Faint gurgling sounds can be heard coming from the west as you stand here
at a t-junction in the crushed gravel pathway. A towering tree, barren
limbed and sap dripping still stands protectivly over top a scarred and
chipped crystalline bench. A small marker stone sits at the base of the
barren tree, even covered in sap its inscriptions are still easily
readable. The crushed gravel path travels in all directions save north,
which is blocked by the crystalline bench and its living companion.
limbed and sap dripping still stands protectively over top a scarred and
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#47321
Beside a Fountain~
The gravel pathway has been crafted into a circular path here, ringing
the exquisite fountain that stands before you. The fountain captures the
visage of a forest unicorn in mid-rear, its crafter created it in such a
way that it is eerily lifelike. This small circular path, complete with
fountain looks to be untouched by time, the statue still appears to be as
new as the day it was carved, the gravel is still fresh and clean.
Slight gurgling noises emanate from the fountain as if its magic's were
still attempting to toss water up into the air for it to idly shower down
on the unicorn.
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#47322
Pool of Shadows~
Dark, still, water seems to draw the ambient light down into the
seemingly bottomless pool in the center of the room. The ivory walls are
shadowed, as if there were simply not enough light to brighten the room,
almost in spite of a faintly struggling mage globe hanging aloft in the
center of the room.
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pool dark water bottom center~
No light is reflected off of the surface of the pool, making the inky
blackness seem more a condensation of shadow than simple water. The
absence of even a hint of motion serves only to draw your eye further
into the depths, teasing your senses with the promise of other worldly
vision.
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A
scry stare~
pool water blackness~
act_tochar( #begin, ch );
wait( 1 );
act_tochar( #memory, ch );
wait( 1 );
act_tochar( #vision, ch );
wait( 1 );
act_tochar( #return, ch );
wait( 1 );
act_tochar( #blink, ch );
act_notchar( #rblink, ch );
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E
begin~
As your vision is drawn into the pool, you feel your will evaporating as
to what image you wish to see. You realize the pool will show you only
what it wishes.
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E
vision~
@BGreat trees soar overhead, creating a verdant canopy over the grassy
area below. Sunlight filters down through the leaves of many different
kinds of trees, illuminating embroidered banners hanging from the lower
boughs. The murmurs of a brook dance through the area, surrounding you
with sound. Glimpses of structures can be seen through the trees in
every direction, but at a great enough distance to not disturb the
training grounds.
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E
memory~
@bA wave of poignant sadness washes over you, as if remembering a thing
lost which could never be recoverd...
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E
return~
@bYou feel the image and sounds slip from your mind's eye, leaving the
scene to exist again only in memory.
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E
blink~
You blink quickly and shake your head, returning to yourself after the
power of the vision.
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E
rblink~
$n blinks quickly and shakes $s head, almost as if waking from a dream.
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!
0 0 0
A
splash~
water pool~
act_tochar( #stop, ch );
act_notchar( #rstop, ch );
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E
stop~
You swing your hand towards the water, but find yourself curiously
draining of the will to disturb the silent pool and so drop your hand to
your side.
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E
rstop~
$n starts forward, leaning a hand towards the water, thinks better of it,
and stops.
~
!
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#47323
Crushed Gravel Pathway~
A carefully sculpted turn in the pathway leads off to the north. The
track was once edged by a fine hedge, which now lies trampled and dying.
A large wooden structure is evident just a short distance to the north
along the pathway. The curving gravel trail leads off to both the east
and the north, large trees growing to the west prevent all travel in that
direction.
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#47324
Before a Wooden Barn~
The crushed gravel pathway comes to an end just as it meets up with a
large wooden barn. The building before you has been made entirely of a
thick, dark wood the likes of which you have never seen. Barely
noticeable through the trees to the west is the wall that surrounds The
Training Grounds' compound. A small hitching post sits off to the east
of the gravel path, no doubt this was mainly used for the harnessing of a
horse till a stableboy was able to tend to the beast. The crushed gravel
lends itself to an easy hike to the south, while the inside of the barn
is accessible through the large double doors to the north.
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large beam/lock for the stable doors
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stable door~
stable door~
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#47325
Inside the Stable~
You stand at the front of a beautifully built covered stable. Small
candle holders dot the free space on the walls next to the stable doors
to the both the east and west. Remnants of tallowed candles rest in each
of the candle holders, no doubt they were once used by the young
stableboys when late night guests arrived at The Training Grounds. A set
of large double doors, bars access to the outside world beyond the stable
itself.
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stable gate~
stable gate~
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D2
stable door~
stable door~
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stable gate~
stable gate~
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#47326
Small Stable Stall~
A discoloration appears in the southwestern corner of the wall in this
stable stall. The stain may very well have been caused by an animal that
had been backed into that corner and summarily slaughtered, as it appears
to be thicker near the center of the smear. Only a few stray pieces of
hay lie scattered across the dark wooden floor, obviously no animals have
been kept here in quite some time. A gate, just large enough for a full
sized war horse to walk through blocks your access to the east and the
stables beyond.
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#47327
Small Stable Stall~
The sweet smell of burnt hay assaults you as you enter the stable stall.
A pile of ash and remnants of burnt hay lie just underneath the charred,
yet still standing eastern wall. A small discolored rectangle appears on
the southern wall, possibly the only remaining proof that a plaque once
adorned the wooden walls. A small, empty feeding trough and a water pail
filled with fetid water are attached to the divider between this stall
and its northern neighbor. The only available exit is through the wooden
stable gate to the west, though a small child might attempt exit through
the window in the southern wall.
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#47328
Inside the Stable~
You stand at the back of the covered stables, a stall to both the east
and the west. A single bag of high quality feed lies ripped open on the
floor, its contents spilled out across the bed of bloody hay covering the
wooden floor. A hastily crafted lock has been set into the stall door to the
west, a sign written in shaky handwriting hangs crookedly above the lock.
Attached to the northern wall are wooden pegs, typically used by the
stableboys to hang up their tools, hanging from one is the decomposing
skull of an aged dwarf.
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[Adakar] action for search feed
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stable gate~
stable gate~
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stable gate~
stable gate~
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sign~
The sign was obviously hastily made and even more hastily hung. It
consists of a scorched board hanging at an odd angle with a few shaky
words scrolled in red ink. The words 'NevR oPen! DAnGr!' are clearly
visible.
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#47329
Small Stable Stall~
This stable appears to be kept in well maintained order. Both the wooden
feeding trough and the water pail, set into the divider on the southern
wall, have been filled with fresh grain and water. An ample supply of
fresh hay has been spread out on the ground, next to the bail from which
it originated. A small picture window has been set into the eastern wall
to allow natural light to brighten the room. A wooden stable gate blocks
your way back to the main stable thoroughfare to the west.
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#47330
Small Stable Stall~
This horse sized stall appears to have been untouched by the cruel test
of time. A small pile of clean, yet slightly mildewy hay lies in a
corner just underneath the small picturesque window in the western wall.
A small empty watering pail sits next to a feeding trough, both firmly
attached to the wooden wall. The only out of place object in this
seemingly quaint horse stall is the skeleton of a goblin lying just a
few feet from the doorway to the east.
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[Adakar] note: zombie, never touched by invaders
[Adakar] goblin skeleton
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#0