tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Clan Houses~
Merior~
~

0 0
4
#ROOMS

#51000
The Foyer~
A small puddle lies here at the foot of the earthen wall from which the

cavern emerges.  Surprisingly, a breathtaking, cavernous rotunda extends

from this small entrance as far as the eye can see.  Appearing to bound

at infinity, the domed ceiling arches upwards into dancing shadows

eminating from the sparse flicker of firelight.  Intricate designs that

adorn the surrounding walls moving in a hypnotic pattern as the faint

lights cascade over their surface.  Shimmering from high overhead, an

enormous, majestic bronze banner glares down ominously upon all who enter. 

A deathly silence devours this room save for the soft footsteps forever

echoing from the marble floor, and the distant dripping echo of an

unknown liquid forming pools in the darkness.

~
grae's room

~
301465639 0 5 0
D1
~
~
0 -1 51015 10 10 5
E
earthen~
The southern wall is made entirely of moist, dark earth, and is covered

in creeping vines which cling to its surface and extend upwards into

blackness.  The large hole, cut into the earth above, looks well beyond

the reach of anyone trying to enter from below.  earth above your reach.

~
E
up ceiling~
Squinting in the faint light, you manage to make out the darkest heights

of the rotunda.  Judging the distance to be approximately 50 feet, you

begin to realize how far below the earth the cavern lies.

~
E
shadows~
The shadows dance around you menacingly, as if to warn you of some

terrible danger residing in this place.  One shadow is your own,

stretching out behind you and spilling against the earthen wall, greatly

exaggerating your size.  An intense feeling envelops you that you are

being watched...  perhaps by the shadows themselves.

~
E
bronze banner~
A large, rectangular field of solid bronze glares down from on high. 

Forged in the bronze is the image of a gloved fist holding a globe of

darkness.  The details visible in the forging are incredible, making the

hand seem to clench the darkness within tighter as the lights cause the

shadows to dance along its surface.

~
E
marble floor~
The floor is made entirely of exquisite marble.  Though colors are

distorted and unclear in the lighting of the rotunda, you can see the

elaborate crimson swirls against an ivory background...  the origin of

such rare stone a mystery.

~
A
climb~
vines~
if( find_skill( ch, climb ) > 6 ) {

  act_tochar( #out, ch );

  act_notchar( #go, ch );

  transfer( ch, find_room( 33050 ) );

  }

else

  {

act_tochar( #nope, ch );

act_notchar( #stay, ch );

}

~
E
out~
You hang onto the vine, and gingerly lower yourself back to the ground.

~
E
go~
You see $n grab hold of the vine and climb down towards the ground.

~
E
nope~
You grab hold of the vine, but are unable to climb out of the foyer.

~
E
stay~
You see $n grab hold of the vine, but $e isn't able to climb up it.

~
!
0 0 0
-1
S

#51001
Great Hall~
Dim, yellow light given off by flickering torches placed at intervals

along tapestry-hung walls and radiant heat drifting from the maw of a

massive stone fireplace lend a cheery warmth to the vast hall, its upper

reaches melting into the gloom of a raftered ceiling looming high

overhead.  Within the heart of the room, bearskins blanket the cold stone

floor, while randomly placed about the hearth, comfortable chairs provide

a place for study and conversation, several tables close by piled high

with ancient tomes of knowledge.  At key points high upon the stone-laid

walls and flanking a long, oaken trestle table, various articles of war

hang proudly as though unseen guardians hold them still.  Poised

majestically above the fireplace, passing judgment upon all those within

its gaze, the red-hued statue of a large dragon emerges from a shallow

alcove in the wall.  Several arched passageways lead off from the main

hall, and facing the hearth a heavy, iron-banded door of age-darkened

wood offers exit to the forest beyond.

~
mophus clan house

enter from 37178

~
301467687 0 9 0
D0
~
~
0 -1 51092 10 10 5
D1
~
~
0 -1 51093 10 10 5
E
weapons war~
Glinting in the flickering torch light, various weapons of war draw the

attention...  large metal shields, mighty battle axes, maces, hammers,

and a wide variety of deadly blades wrought in iron and steel, each

polished to a shine, but maintained in whatever state of damage their

final battle left them.

~
E
tapestry~
One particular tapestry catches the eye...  stitched in some distant,

misty past, the fine detail and the still-bright colors mark it clearly

as a masterpiece.  Depicted therein is a dragon, massive in size, golden

scales glinting brightly, graceful translucent wings idle and folded

along his sides.  The great wyrm is coiled around a treasure hoarrd, his

enormous head at rest atop the pile.  His razor-sharp teeth are bared in

a parody of a smile as he contemplates the objects held in each taloned

hand - in one an antiquated suit of adamantine armor, in the other a tome

of ancient and arcane knowledge.  By some trick of light or artistry his

glowing red eyes seem to follow each of your movements, as if determining

your worthiness.

~
E
dragon statue~
With an aura of wisdom and the stance of a predator, this stone-wrought

dragon gazes calmly across the hall.  Its right claw curls possessively

over the mantle of the fireplace, talons of untarnished stell gleaming in

the light of the flames from below.  Upon each side of the dragon's broad

head rest two large, expertly crafted gems...  deep crimson eyes that

glow faintly as though light flowed between them.

~
E
fireplace~
The heady aroma of burning logs teh size of small trees drifts from the

cavernous maw of a stone fireplace that covers the entire wall opposite

teh door.  Fire-blackened, a pot filled with a savory mixture hangs from

a hook poised over the white-hot coals, the small bubbles of a slow

simmer rising and bursting on the surface.  Spitted upon an iron rod,

casually turned by a passing hand, the haunch of some slain beast

crackles and pops as melting fat drips into orange-blue flames.  Warmth

radiates from the blaze, filling the room with a cheering warmth.

~
A
~
~
act_room( #smell, ch );

~
E
smell~
The smell of the stew wafts through the room.

~
!
2 800 0
A
exit~
~
act_tochar( #go, ch );

act_notchar( #bye, ch );

transfer( ch, find_room( 37178 ) );

~
E
go~
You leave the safety of your haven and return to the world outside.

~
E
bye~
You see $n disappear out the exit.

~
!
0 0 0
719 17 1509949540 -2 16
-1
S

#51002
Before the Gates of a Massive Stone Keep~
Rising up directly to the north of here are the massive black obsidian

stone walls of an enormous keep.  Four towers can be clearly seen resting

high atop the battlements of the keep, each capped with a large banner

which ripples in the constant breeze.  Set into the center of the stone

wall is a massive wooden gate covered in thick iron bars.  Attached on

each of the of the gates are shields with a silver dragon etched onto

their surface.  Hanging on each side of the gates are two torches which

flicker with an unnatural greenish flame, illuminating the entire path to

the keep.  To the south a small footpath works its way back onto the sea

trail.

~
~
301465605 12 6 0
D2
~
~
0 -1 21070 10 10 5
A
~
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

act_tochar( #door, ch );

act_notchar( #door1, ch );

close( room, north );

lock( room, north );

~
E
door~
@WThe massive wooden gates slowly grind to a close behind you and you

hear a loud @R*CLANK*@n @Was they lock.@n 

~
E
door1~
@WThe massive wooden gates slowly grind to a close and you hear a loud

@R*CLANK*@n @Was they lock.@n 

~
!
1 0 1
-1
S

#51003
Entrance Chamber~
Large silk tapestries adorn the walls bearing the mark of the Knights of

the Eternal Flame.  A large fireplace lies in the western wall heating

and illuminating this small room.  A few chairs line the eastern wall

offering visitors a place to sit and rest a moment.  A large crystal

chandelier hangs from the ceiling sending a rainbow of colors around the

room.  A large finely woven rug covers the floor embroidered with the

image of a large red dragon soaring across a full moon.  Paintings of

fully-armored knights adorn the western wall each with the name of one of

the clan's members.  Upon the northern wall lies a large marble archway

leading to a brightly lit room.

~
~
301465639 0 6 0
D0
~
~
0 -1 51004 10 10 5
E
North Arch marble~
The arch is carved from white marble and several carvings have been

etched into its surface.  Each carving represents a sector of the clan

and has been finely detailed by skilled hands.  The white marble shines

brightly in the light and you can almost see your own reflection in it.

~
E
rug finely woven dragon soaring moon~
This giant masterpiece has been finely detailed in every respect for the

image contained on it.  The dragon has been detailed right down to spikes

on its tail and its blood-red eyes.  This appears to be a rare and true

masterpiece.

~
E
crystal chandelier~
This massive chandelier is composed entirely of crystal and silver bits. 

The crystals send a rainbow of colors around the room every few moments

creating a beautiful sight.

~
A
~
~
if( !is_player( ch ) )

  end;

if( is_follower( ch ) )

  end;

act_tochar( #door1, ch );

act_notchar( #door, ch );

close( room, south );

lock( room, south );

~
E
door1~
@WThe massive wooden gates slowly grind to a close behind you and you

hear a loud @R*CLANK*@n @Was they lock.@n 

~
E
door~
@WThe massive wooden gates slowly grind to a close and you hear a loud

@R*CLANK*@n @Was they lock.@n 

~
!
1 0 4
-1
S

#51004
Elegantly Furnished Living Room~
Several plush couches and chairs fill this large room along with a few

small maple tables.  Torches line the walls giving off an enormous amount

of light.  A large fireplace has been set into the eastern wall and small

coffee pots can be seen hanging over the flames.  Upon a few of the the

tables lie elegant marble chess boards and reading books.  An elegant oak

bookcase covers the western wall, filled completely with books and

scrolls.  To the north an elegant redwood door has been placed into the

wall while to the south a glyph-covered archway marks the entrance to the

entrance chamber.

~
~
301467655 0 9 0
D0
elegant redwood door~
elegant redwood door~
407 2422 51083 10 10 5
D2
~
~
0 -1 51003 10 10 5
D3
~
~
235 -1 51018 10 10 5
E
bookcase west~
The bookcase appears quite old but still maintains its beautiful

composure.  Several hundred books line its shelves ranging from books on

the art of war to poetry.  Scrolls covering the topics of magic lie tied

in fine silk ribbons.

~
E
chess boards marble~
The chess boards have been carved from a single slab of black-white

streaked marble.  Each chess piece has been carved in the likeness of a

battle-ready knight, tall, imposing kings and regular foot soldiers.

~
A
Pull tilt~
book~
if( !is_open( room, west ) ) {

  act_tochar( #pull, ch );

  act_notchar( #pull1, ch );

  open( room, west );

  }

else

  act_tochar( #open?, ch );

~
E
pull1~
@W$n slides one of the books from the bookcase out a bit and suddenly the

bookcase slides open, revealing a dark hallway.

~
E
pull~
@WYou pull one of the books from the bookcase out a bit and suddenly it

slides open, revealing a dark a hallway.

~
E
open?~
The bookcase is already open.

~
!
0 0 0
A
~
~
if( is_follower( ch ) )

  end;

if( !is_player( ch ) )

  end;

Wait( 1 );

send_to_room( #close, room );

close( room, west );

~
E
close~
@WThe sound of grinding stone fills the room as you notice the bookcase

slowly slide back into place and lock.

~
!
1 0 8
-1
S

#51005
Within a Large Obsidian Chamber~
Save to the north, the walls of this chamber glisten midnight black, the

mirrorlike sheen of polished obsidian.  The dull red-orange glow of a

lava flow flickers across the surface of the walls, illuminating the room

with the haunting hue of the setting sun.  The north wall is rough, the

wall of a natural cavern.  However, looking closely to the wall you can

see that it hides a door built into the rock.  A massive staircase carved

into the rock leads up to another large chamber.

~
~
301465607 0 8 0
D0
hidden door~
hidden door rock~
415 2392 28153 10 10 5
D4
~
~
0 -1 51006 10 10 5
E
walls obsidian~
The walls of obsidian are flawless and smooth.

~
E
lava flow~
The lava's glow can be seen through some cracks in the floor.

~
E
north wall~
The wall's surface is rough and worn with age.  A door is built into it.

~
E
door rock~
The door has been expertly hidden so that it blends perfectly into the

rock around it.  A small dark keyhole lies in its center.

~
E
keyhole~
The keyhole is dark and looks to be able to lock the door of rock.

~
E
staircase up~
The steps are of black granite and lead up into a large chamber.

~
A
~
~
wait( 1 );

act_room( #door, ch );

close( room, north );

lock( room, north );

~
E
door~
@eThe door slides silently shut with a rush of air.

~
!
1 0 1
-1
S

#51006
A Massive Hall of Shadow and Obsidian~
The dark recesses of this massive hall are draped in shadow.  The

mirrorlike surface of the polished obsidian walls absorb the glare of

intruding light.  Dark banners hang from the smooth stone ceiling,

emblems of war and heralds of destruction.  Arches lead out of the

chamber to the east and west, while a stairway of stone leads down into a

chamber which glows red and orange.  In the center of the room, a

majestic fountain in the likeness of a watchful gargoyle stands guard

over the hall.

~
~
301465607 0 9 0
D0
~
~
0 -1 51022 10 10 5
D3
~
~
0 -1 51008 10 10 5
D5
~
~
0 -1 51005 10 10 5
E
banners~
The banners are finely woven and decorated with the seals of the

members of the Order to whom they belong.

~
1744 17 1509949540 -2 0
-1
S

#51008
A Long Obsidian Hall~
Other than the open archway which leads into a large chamber to the east,

the walls, floor, and ceiling of this room gleam with darkness itself. 

The obsidian of the walls has been so perfectly polished that it appears

you are adrift in a void of infinite blackness, stretching out in all

directions.  A long table of solid black granite stretches along the

length of the hall, with long benches on either side.  At the head of the

table is set a large throne carved from a solid block of obsidian.

~
~
301467655 0 9 0
D1
~
~
0 -1 51006 10 10 5
E
archway east~
The arch is smooth and at least eighteen feet high.

~
1740 17 1509949540 -2 0
1741 17 1509949540 -2 0
1742 17 1509949540 -2 0
1743 17 1509949540 -2 0
-1
S

#51009
Before a Shadowy Fortress~
Fog from the Northern Sea lies heavily on the flagstone road that leads

to this drawbridge.  Vines and moss cover the stone rampart that prevents

the unwary from stepping north, off the embankment and into the vast sea.

Standing where the flagstones end is a waist high marble pedestal.

Looking west the view is blocked by an immense mist enshrouded

fortress.  Separating the road and the fortress lays a deep ravine, from

which you hear the sound of fast moving water.

~
e is 21029

~
301465605 0 9 0
D3
drawbridge~
drawbridge~
195 62 51010 10 10 5
E
pedestal marble~
The angled top of the pedestal is engraved with the words The Shadow

Knights of Ages Past - We remember.

~
A
search~
pedestal~
act_tochar(#search, ch );

act_notchar(#rsearch, ch );

~
E
search~
You search the marble pedestal, revealing a keyhole behind one of the

engraved letters.

~
E
rsearch~
$n searches the marble pedestal, revealing a keyhold behind one of the

engraved letters.

~
!
0 0 0
A
unlock~
letter~
if( !is_open( room, west ) ) {

  if( has_obj( 2502, ch ) ) {

    act_tochar( #yep, ch );

    act_notchar( #ryep, ch );

    open( room, west );

    wait( 2 );

    send_to_room( #close, room );

    send_to_room( #close, find_room( 51010 ) );

    close( room, west );

    }

  else

    act_tochar( #nope, ch );

  }

else

  act_tochar( #open, ch );

~
E
yep~
You unlock the letter and the drawbridge raises to allow you to pass.

~
E
ryep~
$n unlocks the letter and the drawbridge raises, allowing $m to pass.

~
E
nope~
You lack the key - perhaps try picking it.

~
E
close~
The drawbridge rumbles shut.

~
E
open~
The drawbridge is already open.

~
!
0 0 0
-1
S

#51010
A Smokey Flagstone Courtyard~
Gray smoke drifts from several cooking fires adding a ghostly dimness to

the air.  The smell of some soup or stew reaches you from a large black

pot above one of these fires.  On the east side of the courtyard is a

drawbridge with a lever next to it.  To the west is a damp passage

angling down into the cliff side.  Hanging next to the passage is an iron

ring suspended from a chain.  To the south is an archway leading inside

the fortress.  Racks of weapons and armor give this place an air of

readiness and confidence.


A small sign has been nailed crookedly to the wall.

~
~
301465605 0 9 0
D0
~
~
0 -1 51031 10 10 5
D1
drawbridge~
drawbridge~
195 -1 51009 10 10 5
D2
~
~
0 -1 51012 10 10 5
D3
portcullis~
portcullis~
471 -1 51011 10 10 5
E
cauldron~
A large black cauldron filled with a hearty looking soup gently bubbles

above a cooking fire.

~
E
sign~
Scrawled in big, blocky letters are the words:


"No soup for you!"

@I-Sosumi, part-time SKAP chef and Jago, protector of the soup cauldron

~
A
~
~
send_to_char(#west, ch );

continue;

~
E
delete~
You carefully go down the damp passage crossing under an old rusty

~
E
west~
You carefully go down the damp passage crossing under an old rusty

portcullis at its bottom.

~
!
3 0 8
A
pull~
lever~
if( !is_open( room, east ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  send_to_room( #ropen, find_room( 51009 ) );

  open( room, east );

  wait( 2 );

  send_to_room( #close, room );

  send_to_room( #close, find_room( 51009 ) );

  close( room, east );

  }

else

  act_tochar( #dork, ch );

~
E
pull~
You pull the lever and the drawbridge raises.

~
E
rpull~
$n pulls the lever and the drawbridge raises.

~
E
close~
The drawbridge rumbles shut.

~
E
dork~
The drawbridge is already open.

~
E
ropen~
The drawbridge opens with a series of clanks and rattles.

~
!
0 0 0
A
pull~
chain~
if( !is_open( room, west ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, west );

  wait( 2 );

  send_to_room( #close, room );

  send_to_room( #close, find_room( 51011 ) );

  close( room, west );

  }

else

  act_tochar( #dork, ch );

~
E
pull~
You pull the chain and the portcullis raises.

~
E
rpull~
$n pulls the chain and the portcullis raises.

~
E
close~
The portcullis closes slowly.

~
E
dork~
The portcullis is already open.

~
!
0 0 0
1773 17 1509949540 -2 16
-1
S

#51011
A Ledge Overlooking the Beach~
You are standing on a wide shelf of rock.  This ledge is just high enough

to give you a good view of both the beach below and out into the sea.

From here it looks like an easy climb down to the shoreline.  To the east

is an old rusty portcullis, beyond which you see a damp passage that

angles up into the rock face.

~
~
301465607 0 9 0
D1
portcullis~
portcullis~
471 1767 51010 10 10 5
A
~
~
wait( 2 );

if( !is_open( room, east ) )

  end;

close( room, east );

send_to_room( #close, room );

send_to_room( #close, find_room( 51010 ) );

~
E
close~
The portcullis closes with much rattling and creaking.

~
!
1 0 2
A
climb~
down cliff~
act_tochar( #char, ch );

act_notchar( #climb, ch );

transfer( ch, find_room( 21099 ) );

act_notchar( #rchar, ch );

~
E
char~
You carefully begin to climb down the steep cliff.

~
E
climb~
$n begins carefully climbing down the steep cliff.

~
E
rchar~
$n comes climbing down the steep cliff.

~
!
0 0 0
A
unlock~
portcullis~
if( !is_open( room, east ) ) {

  if( has_obj( 2502, ch ) ) {

    act_tochar( #yep, ch );

    act_notchar( #ryep, ch );

    open( room, east );

    wait( 3 );

    send_to_room( #close, room );

    send_to_room( #close, find_room( 51010 ) );

    close( room, east );

    }

  else

    act_tochar( #nope, ch );

  }

else

  act_tochar( #open, ch );

~
E
yep~
You place your key into the small lock and the portcullis raises.

~
E
ryep~
$n places $s key into the small lock and the portcullis raises.

~
E
nope~
You lack the key - perhaps try picking it.

~
E
close~
The portcullis slowly closes.

~
E
open~
The portcullis is already open.

~
!
0 0 0
-1
S

#51012
Hall of Eternal Shadows~
You have entered a gigantic circular hall with many tall granite columns

rising to a lofty domed ceiling.  Four large bronze braziers burn

brightly illuminating the many tapestries adorning the walls.  A large

circular table dominates the center of the room with a stone bench

completely surrounding it.  In the north wall is an archway that leads

outdoors.  Next to the archway is a spiral staircase that rises to the

ceiling.  A swirling portal engulfs the southern wall, the bluish mist

churning and roiling.

~
~
301465607 0 9 0
D0
~
~
0 -1 51010 10 10 5
D1
~
~
0 -1 51029 10 10 5
D3
~
~
0 -1 51027 10 10 5
D4
~
~
0 -1 51014 10 10 5
E
granite table round~
This round, granite table sits in the middle of the chamber, dominating

the entire room.  The insignia of the Shadow Knights is inscribed in the

middle of the table.

~
A
enter~
portal~
if( has_obj( 2502, ch ) ) {

  act_tochar( #enter, ch );

  act_notchar( #renter, ch );

  transfer( ch, find_room( 51013 ) );

  act_notchar( #arrive, ch );

  }

else

  act_tochar( #nope, ch );

~
E
enter~
You step into the misty portal and reality shifts.

~
E
renter~
$n steps into the portal and disappears into the mist.

~
E
arrive~
$n steps out of the swirling portal.

~
E
nope~
You try to enter the portal but the mist firms, solidly blocking your path.

~
!
0 0 0
1319 17 1509949540 -2 0
1879 17 1509949540 -2 0
-1
S

#51013
Shadow Knights Treasure Vault~
This small chamber seems to have been hued from the very rock of the

cliff.  Rough carved walls for several alcoves, each containing an iron

bound chest.  The only lighting apparent is from a small torch at the

rear of the chamber.  Littered about the chamber are several coins and

gems, each reflecting a shimmering display of color.  A portal of

swirling mist has been set into the northern wall, the bluish mist

roiling.

~
~
301533191 0 9 0
A
quit~
~
act_tochar( #nope, ch );

act_notchar( #rnope, ch );

transfer( ch, find_room( 51009 ) );

continue;

~
E
nope~
@eYou try to leave the realms but are transported to another location!

~
E
rnope~
@e$n tries to leave the realms but is transported to another location.

~
!
0 0 0
A
enter~
portal~
act_tochar( #enter, ch );

act_notchar( #renter, ch );

transfer( ch, find_room( 51012 ) );

act_notchar( #arrive, ch );

~
E
enter~
You step into the misty portal and reality shifts.

~
E
renter~
$n steps into the mists and is gone.

~
E
arrive~
$n steps out of the swirling portal.

~
E
nope~
You try to enter the portal but the mist firms, solidly blocking your path.

~
!
0 0 0
-1
S

#51014
Balcony Overlooking the Sea~
You are standing on a stone balcony looking out over the northern sea. 

Looking around, you see eagles flying from nest to nest in the distance. 

At the docks west of Medienne you see a merchant ship loading its wares. 

You smell the scent of the sea and can occasionally hear sounds from the

courtyard below.

~
~
301467655 0 9 0
D5
~
~
0 -1 51012 10 10 5
A
~
~
i = 1d3;

if( i == 1 )

  send_to_room(#foam, room );

if( i == 2 )

  send_to_room(#gulls, room );

~
E
foam~
You hear the call of a seagull in the distance.

~
E
gulls~
You hear the call of a seagull in the distance.

~
!
2 150 0
1878 17 1509949540 -2 0
-1
S

#51015
Meeting Hall~
Light from a roaring fire within a large, natural hearth lights up this

cavernous room.  A huge table, made of the same marble shot through with

swirling crimson found in the main cavern dominates the room. 

Distinctive chairs, gathered from the corners of the world, stand huddled

close around the table.  Carefully rolled scrolls and leather-bound

ledgers are kept in an oak bookcase, within easy reach of the head of the

table.  Above the bookcase, a smaller version of the great bronze banner

hangs quietly brooding.  On the western wall, under a grand archway,

towering double doors made of heavy, dark-stained wood loom ominously.

~
[Ssleestaq] should be swirling crimson. ooops.

~
301465639 0 9 0
D0
double doors~
double doors~
131 -1 51017 10 10 5
D3
~
~
0 -1 51000 10 10 5
D5
trapdoor~
trapsdoor~
203 -1 51043 10 10 5
E
doors stained~
The enormous double doors tower over the room, greatly unproportional to

their very narrow width.  Keenly fashioned from rare darkenwood and

accented with elegant polished brass handles and trim, the images of the

room reflect from the doors' surface with a mirror-like quality. 

Curiously, the handles are located a mere 2' above the doors' base.

~
A
pull~
book~
if( !is_open( room, down ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, down );

  send_to_room( #open, find_room( 51043 ) );

  wait( 3 );

send_to_room( #close, room );

  send_to_room( #close, find_room( 51043 ) );

  close( room, down );

  }

else

  act_tochar( #nothing, ch );

~
E
pull~
You pull a book out of the shelf and a section of the floor slides away!

~
E
rpull~
$n pulls a book out of the shelf and a section of the floor slides away!

~
E
open~
The ceiling slides away with a rush of air.

~
E
nothing~
The trapdoor is already open.

~
E
close~
The trapdoor slides shut.

~
!
0 0 0
1820 17 1509949540 -2 0
1863 17 1509949540 -2 0
1864 17 1509949540 -2 0
1865 17 1509949540 -2 0
1866 17 1509949540 -2 0
-1
S

#51016
Smoke-Filled Kitchen~
Shelves and cabinets run wall-to-wall in this large kitchen.  Cauldrons

sit atop fire pits bubbling with fresh food and looking around you notice

that you could feed an army with all the food contained within here.  A

long obsidian table lies in the center of the room covered with loaves of

bread, large cuttery knives, goblets and the occasional half-eaten slab

of beef.  Streams of smoke float up towards the ceiling only to be blown

out through a small ventilation shaft in the northeast corner of the room. 

Set into the eastern wall is a heavy black adamantite door which is

covered in black scorch marks.

~
[Terek] 51083 north

~
301465607 0 9 0
D1
heavy black adamantite door~
heavy black adamantite door~
407 2422 51084 10 10 5
1818 17 1509949540 -2 16
-1
S

#51017
Grae's Office~
The cold marble floor gives way in this room to a plush, white-grey fur

carpeting, completely damping the cavernous echoes from without.  The

rich aroma of fine tobacco lingers in the air, taunting the senses, while

overhead a chandelier bathes the office in a soothing, dim candlelight. 

A small but elegant desk made of heavy, dark-stained wood is centered

against the back wall of the office, squarely facing the arched entry. 

Adorning the wall behind the desk is an enormous painting.  A single

tanned-leather chair resides behind the desk which overlooks three small

overstuffed chairs that sit in silent audience.

~
~
301465639 0 9 0
D2
double doors~
double doors~
131 -1 51015 10 10 5
E
desk~
The large surface of the darkenwood desk is unblemished and incredibly

tidy.  Neatly placed on the desk is an empty scroll and a small jar of

black ink, from which a feather quill protrudes.  Displayed on the

forward facing edge of the desk is a bronze name-plate etched with the

words: "Grae Soul - Founder" 

~
E
painting~
The painting, which covers a large portion of the wall upon which it is

displayed, protrays a regal, aged gnome whose eyes seem to peer into your

soul with untold wisdom.  Quite obviously wealthy and distinguished, the

proud gnome posed for the artist in front of a lavish estate.  The once

brilliant colours of the painting have long since lost their luster,

leaving the figure dismal and lifeless, save for his piercing eyes. 

Barely legible on the bottom edge of the tarnished bronze frame is etched

the name: Talmon Soul.

~
A
none~
~
send_to_room( #flicker, room );

~
E
flicker~
The candles in the stately chandelier flicker slightly, causing the

shadows in the room to dance gently.

~
!
2 200 0
1858 17 1509949540 -2 0
-1
S

#51018
Black Obsidian Stone Hallway~
Torches line this large hallway, shedding a deep scarlet color upon the

black obsidian walls.  Cobwebs hang down from the ceiling, suggesting

this passage has not been used in some time.  Doors run the length of the

hallway, each a different color and made of a different material.  To the

east a small steel @b@Rlever@n rests upon the wall.

~
Doors in desc are for future member rooms..

Terek 51074 south

~
301465637 0 9 0
D0
adamantite door~
adamantite door~
147 2422 51024 10 10 5
D1
~
~
235 -1 51004 10 10 5
D2
small adamantite door~
small adamantite door~
391 2422 51074 10 10 5
D3
~
~
0 -1 51026 10 10 5
A
push pull~
lever~
if( !is_open( room, east ) ) {

  act_tochar( #open, ch );

  act_notchar( #open1, ch );

  Open( room, east );

  }

else

  act_tochar( #open?, ch );

~
E
open~
@WYou pull the lever down and suddenly the wall slides openly silently.

~
E
open1~
@W$n pulls the lever down and suddenly the wall slides openly silently.

~
E
open?~
The secret wall is already open.

~
!
0 0 0
A
~
~
if( is_follower( ch ) )

  end;

if( !is_player( ch ) )

  end;

Wait( 1 );

send_to_room( #close, room );

close( room, east );

~
E
close~
@WThe sound of grinding stone fills the hallway as you notice the wall

slide back into place and lock.

~
!
1 0 2
-1
S

#51019
Gateway to the Dawn~
You are standing in a red cobblestone courtyard forming a gilded pathway

to the ivy-covered, stone walls and towering spires of the stronghold.  A

white stone fountain splashes with crystal-clear water in the center of

the circle.  Dark-green moss grows in an intricate pattern along the side

of the fountain and an abundance of brightly-colored roses grow at the

base.  Lace-leafed trees gracefully lend shade in each corner of the

courtyard where ferns grow alongside comfortable wooded benches.

~
~
301465605 0 9 0
D2
~
~
0 -1 51020 10 10 5
D3
~
~
0 -1 51021 10 10 5
E
fountain~
The fountain is made out of lovely white stone.

~
1 17 1509949540 -2 29
845 17 1509949540 -2 0
-1
S

#51020
Sanctuary~
Richly-colored, woven tapestries, depicting triumphant battles and

glorious quests of the Seekers For the Dawn, adorn the smooth, marble

walls of this holy room.  Incense burning from golden holders along the

walls imparts a heavy, but pleasant aroma to the peaceful atmosphere.

Bordered by flaming torches, a large golden shield bearing the clan

symbol, hangs on the wall.  The lush carpeting and colorful seating

arrangements provide for comfortable meditating or just relaxing.

~
~
301465605 0 9 0
D0
~
~
0 -1 51019 10 10 5
E
golden shield~
Engraved into the shield is the symbols of the Seekers For the Dawn. 

Upon closer examination of the symbol you see a golden sun rising above

green rolling hills on a field of dark blue speckled with silver stars.

~
2013 17 1509949540 -2 0
-1
S

#51021
Grand Hall of the Seekers~
A clamorous din fills the air in this main meeting hall.  The warm glow

from the fireplace gives a homely ambience to the area.  A large

oakenwood table fills a great portion of the room, as servants constantly

place food and drink on and clear empty dishes from it.  The hall's high

cathedral ceiling and tall columns take away all depth perception and

give the room a magical aura about it.  For those not wishing to stay for

the feast, a soup cauldron heats in the fire; while a bar provides

refreshments for the weary clansmen.  In the far northwest corner of the

room, a cloakroom teller stores items acquired on grandious quests.

~
~
301471749 0 9 0
D1
~
~
0 -1 51019 10 10 5
1773 17 1509949540 -2 16
-1
S

#51022
A Dark Obsidian Hallway~
A somber red light reflects off the dark obsidian walls of this dark

hallway.  Small lanterns with red lenses hang from iron brackets set into

the stone.  The air is cool, as are the smooth obsidian walls.  A heavy

obsidian door bound by iron bands sits midway down the hallway on the

north wall.

~
where are extras

~
301471749 0 9 0
D0
heavy obsidian door~
heavy obsidian door~
407 2135 51023 10 10 5
D2
~
~
0 -1 51006 10 10 5
D5
~
~
0 -1 51094 10 10 5
-1
S

#51023
A Dark Sleeping Chamber~
This large chamber is long and wide.  Polished walls of black obsidian

reflect the dancing flames of a fireplace set into the north wall.  The

floor is warm, perhaps from the proximity of the nearby lava flows and

the heat from the fire.  The ceiling is high, and cobwebs hang in the

corners.  A tapestry hangs next to the door on the east wall.

~
~
301471749 0 9 0
D2
heavy obsidian door~
heavy obsidian door~
407 2135 51022 10 10 5
E
pool table~
A pool table sits in the center of the room.  Built out of a block of

obisidian, this pool table has a deep burgundy felt top.  Pool balls are

spread about the table, and several cues are held in a rack built into one

side.

~
2130 17 1509949540 -2 0
2129 17 1509949540 -2 0
-1
S

#51024
Stormeblade's Quarters~
This large living chamber is elegantly furnished with rare and unique

objects.  Along the northern wall of the room lies a king-size bed made

from rare shuvana wood.  A large, white yeti-hair rug covers the floor

from wall to wall.  Upon the smooth, black obsidian walls of the room

hang suits of plate armor, various weapons and large, colorful shields. 

Standing along the eastern wall are glass cases, each containing a suit

of armor made from the hides of several different dragons.  The stones

which compose the ceiling have had a beautiful painting of dragons

dueling in mid-air painted across them.  A large, heavily-reinforced

adamantite door lies to the south.

~
~
301465639 0 9 0
D2
adamantite door~
adamantite door~
147 2422 51018 10 10 5
-1
S

#51025
Gabrielle's Chambers~
Forest green and silver are the dominant colors decorating this simple,

yet elegant room.  Thick velvet drapes hang all the way down to the

polished Vaasanwood floors.  Sconces set in the wall light the room with

a soft glow.  A large four-poster bed stands in the corner, crafted of

rare shuvanawood, as is the rest of the furniture in the room.  The sound

of water bubbling draws your attention to a white marble fountain in the

left corner.  A statue of Pan stands in the center of the fountain, water

pouring out of his flute into a pool set in the floor.  The windows are

left open, allowing a pleasant breeze to enter the room, occasionally

rustling the drapes.

~
[Gabrielle] My sconces are in more than one wall

~
301465639 0 9 0
D2
ruby-studded pine door~
ruby-studded pine door~
147 2422 51026 10 10 5
-1
S

#51026
Black Obsidian Stone Hallway~
Massive stone pillars line this section of the hallway, each with a torch

set in between them.  Glancing around you see doors to the north and

south, leading to other sections of the keep.  The black obsidian stones

which make up the walls, floor, and ceiling have had pictures of knights

in red-colored armor battling fearsome dragons painted across them.  To

the east the hallway continues, heading into a more brightly light

section.

~
~
301465637 0 9 0
D0
ruby-studded pine door~
ruby-studded pine door~
147 2422 51025 10 10 5
D1
~
~
0 -1 51018 10 10 5
D2
blood-stained steel door~
blood-stained steel door~
147 2422 51033 10 10 5
D3
~
~
0 -1 51034 10 10 5
-1
S

#51027
West Wing Hallway~
You stand in a dimly lit stone hallway.  Torches sputter in sconces set

along the stone walls.  To the east is a tall archway leading into a

grand hall, while to the west the hallway continues on.  In both the

north and south walls are large oak doors bound in strips of iron.  The

still dusty air surrounds you in a profound silence.

~
~
301465607 0 9 0
D1
~
~
0 -1 51012 10 10 5
D3
~
~
0 -1 51028 10 10 5
-1
S

#51028
West Wing Hallway~
You stand at the end of a dimly lit stone hallway.  Torches sputter in

sconces set along the stone walls.  Large oak doors bound in strips of

iron are set in the north, south, and west walls.  The hallway continues

east toward a distant hall.  Set into the flagstone floor you see a large

brass plate with writing engraved on it.

~
~
301465607 0 9 0
D0
massive oaken door~
massive oaken door~
391 2245 51044 10 10 5
D1
~
~
0 -1 51027 10 10 5
D2
door of ebony wood~
door ebony wood~
407 2345 51046 10 10 5
E
floor brass plate writing~
Inscribed into a large brass plate is the words, "The Shadow Knights of      

Ages Past West Wing,  home to eternal comrades at arms."

~
E
massive oaken door~
A massive oaken door, bound in iron.  A brass knocker dominates the

woooden expanse, above a carven sigil of the Shadow Knights.

~
-1
S

#51029
East Wing Hallway~
You stand in a dimly lit stone hallway.  Torches sputter in sconces set

along the stone walls.  To the west is a tall archway leading into a

grand hall, while the hallway takes a vertical slope downward.  In both

the north and south walls are large oak doors bound in strips of iron. 

The still dusty air surrounds you in a profound silence.

~
~
301465607 0 9 0
D3
~
~
0 -1 51012 10 10 5
D5
~
~
0 -1 51070 10 10 5
-1
S

#51031
Rock Garden~
You are surrounded by beautiful flowers, plants, and rock formations. 

The foliage buzzes with the sounds of insects and birds.  A cobblestone

path leads from an archway to the south, circles a tall stone fountain

shaped like a bear standing on its hind legs, then heads west to the

doors of the stable.  High stone walls separate this little paradise from

the outside world.  A quaint little bridge of white pine stretches to the

west, toward a stable.

~
~
301465603 0 9 0
D2
~
~
0 -1 51010 10 10 5
D3
stable gate~
stable gate~
131 -1 51032 10 10 5
E
stone fountain bear~
Before you stands a tall stone fountain carved in the shape of a grizzly 

bear rearing up on its hind legs.  Water trickles from its open maw looking 

vaguely like saliva dripping from a hungry mouth.  Along the basin of the   

fountain are the inscribed words, "In memory of our fallen comrade Logger."

~
E
bridge~
This bridge spans a small, dark recess.  The gloomy pit is at odds with

the cheerful little bridge.

~
A
climb~
down~
act_tochar( #down, ch );

act_notchar( #rdown, ch );

transfer( ch, find_room( 51064 ) );

act_tochar( #arrive, ch );

act_notchar( #rarrive, ch );

interpret( ch, "sit" );

~
E
down~
You climb down into the darkness beneath the bridge.

~
E
rdown~
$n climbs down into the darkness beneath the bridge.

~
E
arrive~
@eAs you enter the room you fall flat on your back sliding down a @Gslime

coated@n@e ramp.

~
E
rarrive~
$n comes sliding down the slime coated ramp!

~
!
0 0 0
1 17 1509949540 -2 0
-1
S

#51032
The Shadow Knights' Stables~
The smell of straw and hay permeates your nose as you enter this huge

barn.  The barn is ringed in enough stalls to house an army of animals. 

In front of each stall is a basin for food and water and to each side are

hooks for hanging up equipment.  The only obvious exit is a large wooden

double door to the east.

~
~
301465607 0 9 0
D1
large wooden door~
~
131 -1 51031 10 10 5
-1
S

#51033
Trunks' Quarters~
Few personal ornaments adorn this gymnasium-like room.  The whole

atmosphere of this room is dark, forboding, and reflects the tortured

soul that resides here.  A full-length mirror stands in the corner, ready

to relect your gaze.  Shattered glass remains on the floor, unswept and

covered in blood.  A rolled up mat lies next to a wall, serving as

Trunks' simple bed.  Hanging from the ceiling are a dozen various

punching bags, and fighting dummies scattered around the room.  Some of

the dummies are intact, most are not.  The dummies that have been broken

bear many viscious bloodstains and dents to mark the brutal force that

they have withstood.  On one wall a set of sacred robes of the Paladin

class is hung here.  The robes are bloodstained, tattered, and torn.  The

once white robes, once decorated with gold embroidery are now decorated

in with dried blood.  Alone in the corner of his room is a small pillar

of pure marble.  Upon this small pillar is one small ring of pure gold,

shining brightly, the remnant of hope left in this warrior's soul.

~
~
301465637 0 9 0
D0
blood-stained steel door~
blood-stained steel door~
147 2422 51026 10 10 5
-1
S

#51034
Black Obsidian Stone Hallway~
The smooth black obsidian walls of the hallway here have had several

carvings of knights battling fearsome dragons etched into their surface. 

In between each of the large carvings hang fine silk tapestries with the

symbol of the Knights of the Eternal Flame delicately woven in with fine

black thread.  Above you the ceiling has been painted with the image of a

massive silver dragon battling an even larger red dragon in mid-air.  To

the east the hallway continues through the keep.

~
West is 51052 to be connected

~
301465637 0 9 0
D1
~
~
0 -1 51026 10 10 5
D2
rune-inscribed door~
rune-inscribed door~
147 2422 51035 10 10 5
D3
~
~
0 -1 51052 10 10 5
-1
S

#51035
Maurer's Quarters~
Soft white light from an undiscernable source give this room a pleasant

glow.  Lying against one of the ivory-white walls is an enormous

bookshelf containing volumes of ancient prayer books, scrolls, and

pamphlets.  Against the facing wall is an ornate altar to the goddess

Algesa.  The twinkle in the eye of the warrior goddess's statue and its

captivating smile give it life-like qualities.  In a small corner of the

room lies a comfortable, yet simple-looking cot.  Lying on the marble

floor is a bearskin rug completing the decor of this otherwise

modereately furnished room.  To the north lies an ivory, rune-inscribed

door.

~
~
301465637 0 9 0
D0
rune-inscribed door~
rune-inscribed door~
147 2422 51034 10 10 5
-1
S

#51036
A Rise in the Mountain Side~
As you climb the rise you see before you a massive structure cut in to the

mountainside. A perfect square, 24 hands by 24 hands, has been chiseled

into the solid rock.  Recessed within that square is what appears to be

the front of a great fortress.  The structure looks like the forward wall

of any standard keep you have ever seen around the realm.  However, there

are now other walls to this keep.  It appears as if the mountain itself

provides the other three walls of the fortress.  Set in the middle of the

stone masonry front are a set of massive double doors.

~
~
301465605 0 9 0
D0
massive double doors~
massive double doors~
195 -1 51037 10 10 5
D1
~
~
0 -1 12612 10 10 5
E
door~
The doors appear as if they would swing outward in a massive arc, one

swinging clockwise, the other counter to it.  Made of polished steel, you

can see your reflection in the doors, although some weird angle of light

makes you look a lot shorter.  In the middle of the left door is an image

of some humanoid molded into the steel.

~
E
image humanoid ~
The image is of a short humanoid, but it is hard to tell what race.  It

has the nose and ears that are prevalent in the gnomish blood lines.  The

figure has a full grown beard that only a dwarf could love.  It has the

legs of neither a squat dwarf, or a short gnome.  They seem as if they

belong to a hill-land halfling, and are set in the position of walking up

some unseen incline.  Strangest of all is the sword the figure figure

trudgingly holds up in its right hand.  The sword is obviously too large

for the small creature, yet it looks like it belongs there, because its

hands are also out of proportion compared to the rest of the body.  They

are the hands of a human sized bi-ped.  In the figures other hand it

looks as if it is using a monks staff to help with balance going up that

unseen incline.  The final feature you notice is the one imperfection in

the image, a small hole in its chest.

~
A
place~
heart~
if( has_obj( 2223, ch ) ) {

  act_tochar( #hole, ch );

  act_notchar( #rhole, ch );

  send_to_room( #open, find_room( 51037 ) );

  open( room, north );

  wait( 2 );

  send_to_room( #close, room );

  send_to_room( #close, find_room( 51037 ) );

  close( room, north );

  }

else

  act_tochar( #fail, ch );

~
E
hole~
You fit the beautifully crafted mithril heart into the hole, and the

doors swing silently open.

~
E
rhole~
$n fits the beautifully crafted mithril heart into the hole, and the

doors swing silently open.

~
E
close~
The opposing doors swing shut with a breath of air.

~
E
fail~
You don't seem to have the heart.

~
E
open~
The massive doors swing open.

~
!
0 0 0
-1
S

#51037
Entry Hall~
The entrance hall of the fortress makes it pretty apparent that this is

like no other fortress in the realm.  The walls were all built by the

mountain itself, and molded over centuries of shifting and shakes. 

Although constructed by nature, the room was obviously refined by those

less enduring.  There is neither a stray pebble on the floor, nor an

unsightly crack in any of the walls.  There is a small circular hole in

the ceiling which is emmiting a dim light.  The floor of the entrance

slopes slightly, and you can either exit the fortress upward or head

downward, deeper into the complex.

~
~
301465605 0 9 0
D2
massive double doors~
massive double doors~
195 -1 51036 10 10 5
D5
~
~
0 -1 51038 10 10 5
E
hole ceiling~
Within the hole is a masterpiece of highlander ingenuity.  The hole

extends all the way to the surface of the mountain peek above.  Every

couple of feet there is a mirror of highly polished dwarven steel set at

varying angles.  The mirrors seem to take the light from above and pass

it from one mirror to another, until it finally illuminates the room. 

Fixxed below the mirrors are some sort of lenses of varying concavity and

convexity.  During the day, the lenses are covered with blinders, but

during the night time hours the lenses are uncovered.  The lenses help

attract and focus the ambient light of the moon and the stars, thus

keeping the fortress lit day and night.  On the lowest lense you see

small script scratched in the bottom.

~
E
script bottom~
Lenses courtesy of the gnomish crafters guild.

~
A
open ~
doors south massive double~
if( is_open( room, south ) )

  act_tochar( #nothing, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  send_to_room( #message, find_room( 51036 ) );

  open( room, south );

  wait( 2 );

  send_to_room( #close, room );

  close( room, south );

  send_to_room( #close, find_room( 51036 ) );

  }

~
E
open~
You open the massive double doors.

~
E
ropen~
$n opens the massive double doors.

~
E
nothing~
The doors are already open.

~
E
close~
The doors close silently.

~
E
message~
The massive doors swing open.

~
!
0 0 0
-1
S

#51038
Common Room~
This room, directly down from the entry hall looks well used and worn. 

It is quite large, and the ceiling is perfectly smooth and parabolic in

shape.  There are giant pillows strewn all over the floor.  Along the

east wall there is a small end table surrounded by big overstuffed and

brilliantly colored chairs.  On the table is a small tray full of pipe

ash, and on the floor is a spittoon made of pure lapis.  The center of

the common room is dominated by a column of water rushing through the

ceiling and just as quickly flowing through the floor into some

underground river you hear rushing below.  In a shallow pool created by

the waterfall is a small metallic wine rack keeping slightly chilled

wines.  A spiral stair at the western edge of room leads upward into an

unseen room, and a doorway in the northern wall leads further down into

the fortress.  You can go upwards to the south and the entry hall.

~
~
301465637 0 9 0
D0
~
~
0 -1 51040 10 10 5
D3
~
~
0 -1 51039 10 10 5
D4
~
~
0 -1 51037 10 10 5
A
w we wes west~
~
act_tochar( #west, ch );

continue;

~
E
west~
You climb the spiral staircase to the west.

~
E
rwest~
$n heads west up the spiral staircase.

~
!
0 0 0
A
n no nor nort north~
~
act_tochar( #north, ch );

continue;

~
E
north~
You head further into the depths of the mountain.

~
E
rnorth~
$n leaves north.

~
E
arrive~
$n arrives from the south.

~
!
0 0 0
2224 17 1509949540 -2 0
-1
S

#51039
Mage's Library~
This room within a dwarven seeming complex is remarkable in that there is

not a single artifact, ornamentaion, or bit of architecture that looks

even the slighest bit dwarvish.  Ancient pictures of ancient folk

decorate the walls.  Where there aren't pictures there are book shelves,

either fully wall height, or fastened to the walls half way up.  There is

not a single space on any of the shelves not taken up by a book.  Where

there isnt a full height bookshelf there are simple work benches covered

with all manner of clutter and clatter, and cupboards below the benches

overflowing with magical components and reagents.  A spiral stair case

carved in stone leads down to the common room.  A quick look at the floor

gives the most amazing sight of all.

~
[Fyli] isnt should be isn't

~
301465605 0 9 0
D1
~
~
0 -1 51038 10 10 5
E
floor~
When you look at the floor you notice you are standing on thin air high

above a mountain range!  Taking a step back you realize it is some sort

of illusion.  Drawn on the floor is a giant eye, with a clear center. 

Below the clear center you can see the images of the mountains as true as

life.  Pointing from the center of the eye is a red arrow that looks as

if it could be rotated to point off in various directions.

~
E
book~
Arranged on the shelves are books on all sorts of studies and

disciplines, from the arcane to the common from the world impacting to

from the world impacting to the trivial; from teaching to learning.

~
-1
S

#51040
Hall of Heroes~
This hall is grand in both length and height.  Upon both walls are murals

of important highlander battles.  In between murals are portraits of

valiant Heroes, both past and present.  Not only is there light from the

mirror system, but eash of the portraits is lit by torchlight.  In the

center of the hall on the east wall of pure krynite.  The placard below

the bust labels it as simply, Thane.  In the center of the hall on the

west wall is a painting of the captain and his sergeants in battle.  The

only exit is south, back to the common room.

~
slide picture, to get into west

[Orb] messed up line

[Kenobi] fourth line down, eash should be each

~
301465605 0 9 0
D1
~
~
0 -1 51041 10 10 5
D2
~
~
0 -1 51038 10 10 5
D3
secret wall~
secret wall~
203 -1 51042 10 10 5
A
slide~
picture~
if( is_open( room, west ) ) {

  act_tochar( #nothing, ch );

  end; 

  }

else {

  act_tochar( #slide, ch );

  act_notchar( #rslide, ch );

  send_to_room( #west, find_room( 51042 ) );

  open( room, west );

  }

~
E
slide~
You slide the picture aside and a section of the wall falls away!

~
E
rslide~
$n slides the picture aside and a section of the wall falls away!

~
E
nothing~
The secret wall is already open.

~
E
west~
The eastern wall slides away.

~
!
0 0 0
A
~
~
wait( 1 );

if( !is_open( room, west ) )

  end;

else {

  send_to_room( #close, room );

  send_to_room( #close, find_room( 51042 ) );

  close( room, west );

  }

~
E
close~
The wall silently slides closed.

~
!
1 0 8
-1
S

#51041
Thane's Study~
Obviously this is a room where much work is done.  There are maps and

documents strewn accross a large table in the center of the room.  There

are no chairs surrounding the table, as if it is not a place to ever

relax.  On the east wall is the Thane's desk.  Covered with scrolls and

odd bits of parchment it is in utter disarry.  A spilled ink pot has

created a small puddle of sticky ink over the left corner of the desk. 

Behind the Thane's desk is a picture of the current thane, Vampy.  On the

west wall of the room is the captain's desk.  The captain's desk is

immaculate, with all his papers neatly placed in a light wooden rack.  A

golden feather sticks neatly from the desk's upright ink pot.  Behind the

captain's desk is a portrait of the current captain of the clan, Snorri. 

On the east wall are renditions of all the past thane's of the clan,

symbolizing the continuity of the clan, and how they have survived in the

past and will survive in the future, regardless of who the current thane

is.

~
~
301465637 0 9 0
D3
~
~
0 -1 51040 10 10 5
-1
S

#51042
Storeroom~
This is a storeroom for all manner of gear and supplies.  It appears as

if the Heroes clan keeps its members well supplied and well prepared for

battle.  Along one wall is huge weapons rack that is made to accomodate

all sorts of weapons from long pikes to short hand axes.  An eight tiered

shelf dominates another wall.  The shelves are made of the sturdiest oak,

and various armours and garments of protection fill them to the top. 

Along the third wall are 12 kegs labeled "Ale" and a large tub labeled

"Dried Goods".  In the middle of the room is a large chest of oak with

gold strapping.  Oddly the mirrored light system that affects the rest of

the complex is not present here.  On the east wall is a small hatch,

obviously the exit.

~
~
301533221 0 9 0
D1
secret wall~
secret wall~
203 -1 51040 10 10 5
A
turn~
hatch~
if( is_open( room, east ) )

  act_Tochar( #nothing, ch );

else {

  act_tochar( #hatch, ch );

  act_notchar( #rhatch, ch );

  send_to_room( #east, find_room( 51040 ) );

  open( room, east );

  }

~
E
hatch~
You turn the hatch and the eastern wall slides away!

~
E
rhatch~
$n turns the hatch and the eastern wall falls away!

~
E
nothing~
The secret wall is already open.

~
E
east~
The western wall slides open.

~
!
0 0 0
A
~
~
if( is_open( room, east ) ) {

  wait( 1 );

  send_to_room( #close, room );

  send_to_room( #rclose, find_room( 51040 ) );

  close( room, east );

  }

~
E
close~
The eastern wall slides shut.

~
E
rclose~
The western wall slides shut.

~
!
1 0 2
-1
S

#51043
Secret Vault~
You have descended into a large, rectangular room, carefully constructed

from floor to ceiling of highly polished steel.  Like the rib cage of

some fell beast, steel girders line the room, arcing up the walls into

the ceiling above.  A semi-sphere of white protrudes from the ceiling's

center, bathing the room in a crisp light which reflects harshly from the

cold steel.  In stark contrast to the lush accomodations provided

throughout the rest of the lair, it becomes obvious that this room was

designed with one function in mind: security.

~
~
301533223 0 9 0
D4
~
~
203 -1 51015 10 10 5
E
rib cage girder arc~
Along the length of the room, huge steel girders thrust their way up the

walls, arcing at their tops into the ceiling, like the rib cage of some

titanic beast.  If the entire cavern system above were to collapese,

perhaps this room alone would remain intact, far into eternity.

~
E
write light semi-sphere~
Originating from no discernible source, this semi-sphere of white light

is almost certainly of magic origin.  No warmth is provided by the light,

and the walls only reflect back coldly the contents, and occupants, of

the room.

~
A
~
~
act_tochar( #up, ch );

continue;

~
E
up~
You climb up the girders and out of the vault.

~
!
3 0 16
A
open~
trapdoor door up~
if( !is_open( room, up ) ) {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  open( room, up );

  wait( 3 );

  send_to_room( #close, room );

  send_to_room( #close, find_room( 51015 ) );

  close( room, up );

  }

else

  act_tochar( #nothing, ch );

~
E
open~
You open the trapdoor.

~
E
ropen~
$n opens the trapdoor.

~
E
nothing~
The trapdoor is already open.

~
E
close~
The trapdoor slides closed.

~
!
0 0 0
A
enter~
mirror~
if( has_obj( 1621, ch ) ) {

act_tochar( #step, ch );

transfer( ch, find_room( 141 ) );

}

else

act_tochar( #nope, ch );

~
E
step~
You step into your reflection and emerge in another place.

~
E
nope~
You try to step into the mirror but crash into the unyielding glass.

~
!
0 0 0
-1
S

#51044
An Austere Apartment~
This room is bright and open, with large windows to the west and north,

looking out over the Great North Sea.  In the southwestern corner of the

spacious room is a simple, but beautifully crafted spiral stair, leading

down.  A large bed, crafted of pine dominates the north wall.  A quilt of

the softest down peeks out from underneath a light blue coverlet on the

bed.  Two small tables bracket the bed, the same craftsmanship and

austerity as the rest of the room pieces.  On the left one is a small

jade box and a silver brush and comb beneath the candelabra.  The right

is topped only by the candelabra, carefully set to the center of the

table in such a way to make the other seem unorderly.

~
~
301465607 0 9 0
D2
massive oaken door~
massive oaken door~
391 2245 51028 10 10 5
D5
~
~
0 -1 51045 10 10 5
E
nighttable right~
A small table with a single drawer, this table stands close to the head

of the bed.  The candelabra stands in the exact center of the table, so

precicely that it could only have been carefully placed there.

~
E
nighttable left~
A small table with a single drawer, this table stands close to the head

of the bed.  A finely wrought brass candelabra stands on the left end of

the table to make room for a small jade box and a silver vanity set.

~
E
spiral stair~
Elegantly simple, crafted of glowing pine, this spiral stair descends

into the floor.

~
A
~
~
act_tochar( #down, ch );

continue;

~
E
down~
You descend the spiral staircase, toward the cliffs below.

~
!
3 0 32
2243 17 1509949540 -2 0
-1
S

#51045
A Paradise Overlooking the Sea~
Stepping off the last stair, a lush paradise awaits your pleasure.  A

natural hotspring bubbles at the top of the cliff face to the south,

spilling down into a basin of the same black granite, large enough to fit

a number of people.  Exotic plants are in pots everywhere, creating a

natural screen to the north.  The expanse of the Great Northern Sea can

be seen to the west.  The waves can be seen silently breaking on the

rocky shore far below, the music of the hotspring drowning out the roar

of the waves.

~
~
301465607 0 9 0
D4
~
~
0 -1 51044 10 10 5
E
view~
Looking out over the edge of the platform, the vista of the Great

Northern Sea rises to meet your gaze.  The sea crashes against the jagged

rocks below, white froth arcing to the sky with each braking wave.  The

tableau is strangely silent, the rush of the hotspring drowning out the

music of the waves.

~
E
plants~
Tropical plants reach to the sky here, lush and verdant.  Several bright

colored flowers peer out of the canopy of leaves.  Terra cotta pots,

neatly arragned and of simple design, house the hothouse treasures.

~
A
~
~
act_tochar( #up, ch );

continue;

~
E
up~
You ascend the spiral stair.

~
!
3 0 16
2244 17 1509949540 -2 0
-1
S

#51046
A Chaotically Decorated Room of Pretties~
A blinding array of colours dazzle your eyes from all angles.  The thick,

plushy carpet is a meticulously creamy ivory tone, a pale green throw-rug

embroidered with a deep coloured rose tossed in the centre of the room.

A profusion of multicoloured flowers lie in a tangled heap in a corner,

bathing in the sunlight from a large, airy window seat overlooking the

sea.  A windchime designed of carefully cut crystalline shapes sparkles

in the light, sending showers of rainbows cascading through the room.

Against one wall near the window is a small cubby hole of a bed, snuggled

into a nook in the corner.  Glittering trinkets are heaped in every nook,

cranny and shelf, creating a wild jumble of items only their collector

could find beautiful.  Resting in the cushioned seat of the bay window is

a small easel, complete with miniature brushes and paints, obviously

designed for little hands.  Tacked on the green-painted walls of the room

are charcoal drawings, hand-painted maps, and pictures of places across

the realm, done in a careful hand.  Beside the door is a tiny shrine set

up to honor the goddess of love, Anor.

~
~
301465607 0 9 0
D0
door of ebony wood~
door ebony wood~
407 2345 51028 10 10 5
E
bed~
The bed is rather large, compared to the other furnishings of this

elaborate room.  The coverlet is made of a blue-green satin, the shade of

which matchs the walls.  It seems well supplied with a stock of downy

feather pillows.

~
E
shrine~
A little altar rests by the doorway, adorned with a garland of white and

blue and rosy pink flowers.  Atop it burns a steady flame of sweet

smelling incense, which permeates the room with its sensual frangrance. 

On a shelf above the altar, a small ivory figurine of the beautiful

goddess has beeen placed.

~
1400 17 1509949540 -2 0
-1
S

#51047
The Spinning Coin~
This is a jovial, well-lit tavern that seems to radiate good-will in the

cheery light that reflects from the chandolier.  A bar dominates the east

wall, and is stacked with all sorts of common pub drinks.  A sign hangs

over the bar, as does a list of prices.  A staircase leads downward

through a runed trapdoor to another level.

~
[Ssleestaq] appropriate what?  fix yer sign.

~
301465607 0 9 0
D2
pub door~
pub door~
23 2352 259 10 10 5
D5
trapdoor~
trapdoor door~
407 2352 51049 10 10 5
E
trap~
An emerald green four leaf clover has been painted onto the door, and a

pretty silk blindfold draped across it.

~
E
sign~
The sign reads:


@e"Rumors and information may be bought at a price, contact the

appropriate who are around at this time." 

~
2353 17 1509949540 -2 1
23 17 1509949540 -2 6
-1
S

#51049
The Lounge~
Comfy chairs and tables lie strewn about the room in a disorganised manner

here. The walls are simply decorated with the symbol of Slen- A four leaf

clover with a blindfold draped over it. An archway leads south to a small,

well-lit room while a staircase heads upwards. A strange swing seems to

hang from the western corner.

~
~
301465607 0 9 0
D0
hard wood door~
hard wood door~
1 -1 51091 10 10 5
D2
~
~
0 -1 51050 10 10 5
D4
trapdoor~
trapdoor door~
407 2352 51047 10 10 5
A
sit rest~
~
if( rflag( status0, room ) )

act_tochar( #swingempty, ch );

else

act_tochar( #dangerous, ch );

~
!
0 0 0
2351 17 1509949540 -2 0
-1
S

#51050
The Shrine to Slen~
This small room is the chapel to Slen. Against the east wall lies a simple

wooden altar upon which lies a marble four-leaf clover, with a dirty old

cloth draped across it. Three rows of pews face the altar, as if awaiting

a sermon.

~
~
301465607 0 9 0
D0
~
~
0 -1 51049 10 10 5
D3
~
~
0 -1 51051 10 10 5
-1
S

#51051
General Quarters~
This wide room houses many bunk beds, and is strewn with personal junk and

hidden valuables alike. Only a truly strange mind would be able to find

anything in the squalor which is the general quarters for the stronghold.

~
~
301531143 0 9 0
D1
~
~
0 -1 51050 10 10 5
-1
S

#51052
Black Obsidian Stone Hallway~
Several stone statues line the walls of the hallway here, each carved in

the likeness in one of the Knights of the Eternal Flame members. 

Mutli-colored shields hang from the walls, each bearing the name of each

sector of the clan throughout the centuries.  Ruby-encrusted mithril

braziers sit along the wall blazing brightly with blue and red flames

with illuminate the hallway.  The hallway continues to span to the east

and west from here, continuing along the black obsidian hallway.

~
Terek 51075 is North

~
301465605 0 9 0
D1
~
~
0 -1 51034 10 10 5
D3
~
~
0 -1 51053 10 10 5
-1
S

#51053
Below a Stone Staircase~
This small alcove houses a magnificent set of reddish-colored stone

stairs which spiral up above you out of view.  A lone torch hangs from

the western wall and directly below it lies a mural of several

heavily-armored knights standing before the corpses of black, red and

green adult dragons.  An enormous silk tapestry depicting a lone knight

in red armor, charging an ancient blue dragon with a glowing lance, has

been hung on the soutern wall.  To the east the hallway continues towards

the outer ring of the keep while to the north an elegant marble arch

marks the start of another hallway branch.

~
up is 51054

~
301465605 0 9 0
D0
~
~
0 -1 51075 10 10 5
D1
~
~
0 -1 51052 10 10 5
D4
~
~
0 -1 51054 10 10 5
-1
S

#51054
Second Floor - Staircase Landing~
Silk tapestries adorn the northern and southern walls of the landing

here, each depicting a battle between knights in pitch-black armor

mounted atop black dragons and knights in red-colored armor mounted atop

bronze dragons.  In the center of the room a black obsidian staircase

spirals down out of view and also continues up above you towards the

third floor.  To the south lies a heavy ironwood door leading out towards

the battlements.

~
up is 51062

~
301465605 0 9 0
D2
heavy ironwood door~
heavy ironwood door~
407 2422 51055 10 10 5
D4
~
~
0 -1 51062 10 10 5
D5
~
~
0 -1 51053 10 10 5
-1
S

#51055
Second Floor - Battlements~
Rows of adamantite braziers line the walkway along the battlements here,

each blazing brightly.  Peering out over the ledges you can see the city

of Chiiron off to the southwest, Medienne to the southeast and the vast

Northern Sea off to the south.  Along the western side of the battlements

are several abandoned archer's posts.  Off to the east you spot many huge

catapaults resting along the edge of the walls.  To the north lies a

heavy ironwood door, leading back into the interior of the keep.

~
~
301465601 0 9 0
D0
heavy ironwood door~
heavy ironwood door~
407 2422 51054 10 10 5
-1
S

#51056
Inside the Base of a Shuvana Tree~
Centuries of carefully tended growth, with the magical aid of druids and

elves, have caused a rather spacious opening to form inside this shuvana

tree.  The same bark that covers the outside of the giant tree also

covers the inside provide protection from insects and rot.  Adding to the

protection, soft rushes have been strewn across the level ground formed

by the tree to prevent moisture from causing woodrot.  Oposite an elegant

arch inscribed into the southern wall, a natural staircase grown into the

wood.  begins its spiral up into the higher recesses of the tree.

~
~
301465607 0 9 0
D4
~
~
0 -1 51057 10 10 5
A
south~
~
if( has_obj( 2394, ch ) ) {

  act_tochar( #invoke, ch );

  act_notchar( #rinvoke, ch );

  wait( 2 );

  act_tochar( #meld, ch );

  act_notchar( #rmeld, ch );

  wait( 1 );

  transfer( ch, find_room( 51061 ) );

  act_notchar( #arrive, ch );

  loop( followers ) {

    ch = rch;

    if( !is_resting( ch ) ) {

      act_tochar( #follow, ch );

      act_notchar( #rfollow, ch );

      wait( 1 );

      transfer( ch, find_room( 51061 ) );

      act_notchar( #arrive, ch );

      }

    }

  }

else

  act_tochar( #no, ch );

~
E
invoke~
@G    

You gently lay your hand upon the bark of the tree within the frame of

the inscibed arch and ask its permission to leave.

@n

~
E
rinvoke~
@G

$n lays $s hand against the bark of the tree with a solemn reverence.

@n

~
E
meld~
@G    

Feeling the tree's acknowledgement, you walk forward and the tree parts

around you like the water of a placid lake.

@n

~
E
rmeld~
@G   

A look of transcendent wonder crosses $n's face as $e steps forward to

walk through the tree.  The tree flows around $m like the waters of a

placid lake as $e passes through it leaving no trace of $s passage behind.

@n

~
E
arrive~
@G 

$n steps out of the large shuvana tree to the north, its bark flowing

around $m like a pool of water.

@n

~
E
follow~
@G    

Feeling from within yourself the trees acceptance, you feel no hesitation

to follow and you also step through the tree.  It is a wonderous feeling

that fills you with a sense of strength grounded in the earth and a

tranquility born of timelessness.

@n

~
E
rfollow~
@G    

$n follows after with a look of serenity on $s face.

@n

~
E
no~
There is no exit in that direction.

~
E
test~
@RCheck@n

~
!
0 0 1
-1
S

#51057
Inside a Shuvana Tree~
A widening of the winding spiral of stairs into a small room, no larger

than ten feet in any direction, provides a convenient place to rest

during the long journey through the tree.  Small alcoves in the wall

provide depressions for the balls of light continually brought down to

light the way for travellers.  On either side of the room stairs spiral

away leading further down or higher up into the tree.

~
~
301465607 0 9 0
D4
~
~
0 -1 51058 10 10 5
D5
~
~
0 -1 51056 10 10 5
-1
S

#51058
Town Square~
The green leaves of carefully tended branches overhead allow the light of

the sun, moon or stars to stream through in enchanting patterns that

shift with every breeze.  The platform upon which the visions of light

fall surrounds the trunk of the shuvana tree seems to have been formed

from the natural branches.  Well-worn scuff marks show where people have

travelled along the wide branches that lead off in many directions,

though most often the tracks seem to come from, or to, a portal set into

the side of the tree.  Beyond the portal you can see a tight spiral of

stairs leading deeper into the tree.

~
~
301465607 0 9 0
D1
~
~
0 -1 51060 10 10 5
D3
~
~
0 -1 51059 10 10 5
D5
~
~
0 -1 51057 10 10 5
-1
S

#51059
The Conclave~
The branches of a few trees have mingled and grown together to form a

rather large natural platform.  Through means of careful tending or magic

the tops of the branches have been leveled and smoothed to form a

flooring as stable and smooth as any a stone mason could ever craft.

Smaller branches that fork away from the perimeter form natural walls

with capacious windows.  It is almost as if you are sheltering within the

hands of the noble giants of trees.  Wide openings offer egress along

branches to the east and west.

~
~
301465607 0 9 0
D1
~
~
0 -1 51058 10 10 5
-1
S

#51060
The Dancing Dryad Tavern~
A rather comfortable nook has formed in the crux of several branches

where they meet a shuvana tree.  Someone has taken the time and care to

carefully shape branches into a half wall along the permiter and an

overhanging ceiling above.  The cozy little spot has become a favorite

among the locals, and in time turned from meeting spot into an outright

tavern.  Someone has gone to great lengths to carefully raise and lay

enough broad flat stones to for form a safe spot for a central fireplace

above which hangs a heavy iron kettle.

~
[Poulenc] someone has gone to great lengths to carefully raise and lay enough broad flat stones to for form a safe spot...

~
301467655 0 9 0
D3
~
~
0 -1 51058 10 10 5
1901 17 1509949540 -2 16
-1
S

#51061
Small Clearing in the Vaasa~
A small, natural clearing has formed between the massive roots of a

shuvana tree.  Wildflowers mingle with heather that grows in profusion

about the huge, tangled roots.  The rich, brown bark of the ancient tree

shows no signs of ever having been nicked or scratched as if it has been

carefully tended over its centuries of growth.  From somewhere high in the

canopy the sound of birdsong drifts down on the gentle breeze.

~
old clan hall entrance.  Save for same purpose?

~
301465605 0 9 0
D1
~
~
0 -1 19064 10 10 5
-1
S

#51062
Third Floor - Staircase Landing~
Housed in this large alcove are several suits of knight's armor, polished

to a bright shine and quite reflective.  Various swords, daggers, lances

and spears hang upon the northern wall, each with a small plaque beneath

it identifying its true name and purpose.  Several reddish-colored glyphs

have been etched into the western wall which glow with an unnatural light. 

Above you a small oaken trapdoor covered in mithril bands and glowing

runes has been set into the ceiling.  In the center of the room lies a

black obsidian staircase which spirals down out of view and up where it

ends before the trapdoor.

~
~
301465605 0 9 0
D4
oaken trapdoor~
oaken trapdoor~
407 2422 51063 10 10 5
D5
~
~
0 -1 51054 10 10 5
-1
S

#51063
Wizard's Tower - Aislinn's Alcove~
Upon entering this cozy room you feel quite welcome and relaxed. 

Floorboards made of fine vaasan oak are swept clean and polished, yet

worn just enough to make the room look inviting and lived in, but not so

much so that it detracts from the beauty of the wood, or the room.  Soft,

shaggy rugs made of various animal hides cover the floor here and there

creating a warm, homey setting that seems suitable for any occasion. 

Shelves covered by books, scrolls, and various other items line the walls. 

A small wooden desk sits in the right corner of the room and is covered

by half-written scrolls, and manuscripts.  In the middle of this room

stands a large marble fountain.  The water glistens and gurgles forth

from an intricately carved vase held by a statuette of ivory carved in

the form of a young, beautiful elven maiden.  Candles mounted in holdes

and sat in various dishes glow, creating sufficient though dim lighting

for this comfortable room.  A small bed made of shuvana wood sits towards

the back left side of the room.  The right side is dominated by a large

fireplace that seems to be the main heat source for the room.

~
[Gabrielle] sat should be set

[Gabrielle] holdes should be holders

~
301465605 0 9 0
D5
oaken trapdoor~
oaken trapdoor~
407 2422 51062 10 10 5
-1
S

#51064
The Troll Pit~
A single tarnished brass lantern hangs from the bridge above,

illuminating this pit with a greenish glow.  The floor, filled with

assorted bottles and half-devoured corpses, has a fine film of greenish

ooze.  A pleasant aroma of rotten elf flesh mingles with the sweet

essence of grain alcohol caresses your nostrils.  Condensation slowly

drips from the overhanging bridge making soft splashes as the water mixes

with the filth upon the floor.

~
~
301465603 0 9 0
A
search move shake~
corpse~
act_room( #help, ch );

~
E
help~
Within the mess of corpses, an arm and legless dwarf reveals itself.

Barely breathing the dwarf softly whispers, @YHelp. Me.@n as he falls back

to a comatose state.

~
!
0 0 0
A
climb~
up out ~
act_tochar( #up, ch );

act_notchar( #rup, ch );

transfer( ch, find_room( 51031 ) );

act_notchar( #rup, ch );

~
E
up~
You scramble up the embankment and out of the troll pit.

~
E
rup~
$n scrambles up the embankment and out of the troll pit.

~
!
0 0 0
2436 17 1509949540 -2 0
2437 17 1509949540 -2 0
-1
S

#51065
Before a Glimmering Steel Fortress~
Before you stands a tall fortress, its walls covered with thick, polished

steel plates.  Horizontally mounted high on the fortress' outer walls are

large obsidian pikes with thick, black flags draped from the tips. 

Inscribed on the flags are large steel swords, set ablaze with a dancing

blue flame.  Large, ornately carved steel doors appear to be the only

entrance into this sturdy fortress of steel.

~
~
301465603 0 9 0
D2
~
~
0 -1 57082 10 10 5
-1
S

#51066
Inside a Glimmering Steel Fortress.~
This room appears to be a massive gathering hall with high, domed

ceilings.  Attached to the walls are large steel swords, ablaze in a

magical azure aura, casting light upon the whole room.  A wide table sits

in the middle of the room, surrounded by three long, curved benches. 

Adorning one wall is an ornate black silk tapestry, with a large steel

sword ablaze with blue flames.  Inscribed along the top of the tapestry

are the words "Forgers of the Burning Blade." 

~
n is 47271

~
301465603 0 9 0
D1
large onyx door~
large onyx door~
0 -1 51067 10 10 5
D3
large onyx door~
large onyx door~
131 -1 51068 10 10 5
E
door~
Before you is a very large onyx door.  Its surface is polished to a high

sheen, devoid of any scratches or markings. Mounted in the center of this

door is a large sword, ablaze with a magical blue flame.  Engraved at the

top of this door are the words "Donated by Atrax"

~
A
enter~
tapestry~
if( has_obj( 2448, ch ) ) {

  act_tochar( #in, ch );

  act_notchar( #rin, ch );

  transfer( ch, find_room( 47271 ) );

  send_to_room( #hi, find_room( 47271 ) );

  act_notchar( #hi, ch );

  }

else

  act_tochar( #help, 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.

~
E
help~
Whatever that is you are unable to enter it.

~
!
0 0 0
2445 17 1509949540 -2 0
2443 17 1509949540 -2 0
2444 17 1509949540 -2 0
1773 17 1509949540 -2 16
1 17 1509949540 -2 0
-1
S

#51067
Bank of the Forgers~
This small side room contains a long mohogany counter behind which a bank

teller stand, waiting to take your items.  The tiled floor gleams with a

fresh coat of polish as does the black laquered hitching post on one side

of the room.  Hoof and claw marks can be seen in the tiles if one looks

close, though the marbled tiles hide all but the most serious flaws.

~
~
301467651 0 9 0
D0
door~
door~
3 -1 47270 10 10 5
D1
solid stone door~
solid stone door~
391 2953 47269 10 10 5
D3
~
~
0 -1 51066 10 10 5
E
east~
Made of a solid piece of heavy stone, this door moves smoothly by a

system of weights and balances.

~
-1
S

#51068
Lounge~
You are standing in a large room with a vaulted, dome-shaped ceiling. 

All of the walls are made of highly polished onyx.  Providing light for

this room is an overhead mural of many stars, in a swirling shape. 

Somehow this mural glows on its own, as if by magic.  The walls are

adorned with a number of large paintings, with an inscription on the wall. 

In one corner of the room sits a small bookcase.

~
~
301465603 0 9 0
D0
wall~
wall~
203 -1 51069 10 10 5
D1
large onyx door~
large onyx door~
131 -1 51066 10 10 5
E
inscription~
The inscription shows the title of four paintings hanging on the walls. 

Home, Love, Desire, and Fate.  Donated by Atrax in the memory of

Leviathan.

~
E
home~
This painting is a wide-view landscape of some sort of mountain range. 

The peaks are quite tall, and capped with snow.  The sky is a beautiful

pale blue, with just a whisp of clouds in the sky.  Below the mountain

range sits a strange-looking village, with somewhat tall buildings, made

out of materials not seen in this realm.  It looks quite peaceful and

serene.  Engraved in the frame of this picture is the word "Colorado"

~
E
love~
This painting is of a small, female human child.  She looks to be about

two years of age, and has brown hair, brown eyes, and a beautiful smile. 

She sits in a chair, and is wearing a beautiful pink dress.  Engraved in

the frame of this picture is the word "Chyane".

~
E
desire~
This painting is of a beachfront landscape.  The sand is very light

in color, almost pure white.  The water is a very light shade of blue,

and is quite clear.  The sun is shining down from a cloudless sky, and

appears to be a very warm climate.  Trees with strange leaves decorate

the beach area.  Engraved in the frame of this picture is the word

"Vacation"

~
E
fate~
This painting is of a group of men and women dressed in various

forms of battle gear.  Burly warriors, Sparkling magic users, and the

like all stand here.  These are the Followers of the Burning Blade of

the future.  Great, powerful people these all are, bound by the common

goals of the chapter of the Burning Blade, continuing a legacy started

in realms beyond this one.

~
A
pull~
lever~
if( !is_open( room, north ) ) {

  if( has_obj( 2954, ch ) ) {

    act_tochar( #pull, ch );

    act_notchar( #rpull, ch );

    open( room, north );

    send_to_room( #open, find_room( 51069 ) );

    }

  else

    act_tochar( #help, ch );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  close( room, north );

  send_to_room( #close1, find_room( 51069) );

  }

~
E
pull~
You pull the lever and a section of the wall slides away.

~
E
rpull~
$n pulls the lever and a section of the wall slides away.

~
E
open~
The southern wall slides away, revealing a room beyond.

~
E
close~
You pull the lever and the wall slides back into place.

~
E
rclose~
$n pulls the lever and the wall slides back into place.

~
E
close1~
The wall slides back into place.

~
E
help~
Whatever that is pulling it does nothing interesting.

~
!
0 0 0
2447 17 1509949540 -2 0
-1
S

#51069
The Storage Chamber~
This featureless room holds all the countless treasures of the Forgers. 

Racks of weapons and chests containing untold wealth line the plain metal

walls.  A few smokey torches dimly illuminate the room.  A small steel

lever protrudes from the western wall.

~
~
301531139 0 9 0
D2
wall~
wall~
203 -1 51068 10 10 5
A
pull~
lever~
if( !is_open( room, south ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, south );

  send_to_room( #open, find_room( 51068 ) );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  close( room, south );

  send_to_room( #close1, find_room( 51068 ) );

  }

~
E
pull~
You pull the lever and a section of the wall slides away.

~
E
rpull~
$n pulls the lever and a section of the wall slides away.

~
E
open~
A section of the wall slides away, revealing a room beyond.

~
E
close~
You pull the lever and the wall slides back into place.

~
E
rclose~
$n pulls the lever and the wall slides back into place.

~
E
close1~
The wall slides back into place.

~
!
0 0 0
-1
S

#51070
East Wing Hallway~
You stand in a dimly lit stone hallway.  Torches sputter in sconces set

along the stone walls.  The hallway comes to a halt here, though it looks

as though it is currently under construction.  The still dusty air

surrounds you in a profound silence.  An old, musty tome sits on a small

lectern here.

~
~
301465607 0 9 0
D4
~
~
0 -1 51029 10 10 5
E
tome~
A large copper-bound tome rests on a rock lectern here.  Its cover is

inscribed with a single mithril rune, but is otherwise unadorned. 

Surprisingly enough, it is also free of the dust, cobwebs and moisture

found elsewhere in the tunnel.  Although it seems unaffected by age, it

radiates a feeling of antiquity.  A small latch on the side of the book

keeps it securely closed.

~
A
unlock~
tome book~
if( has_obj( 2621, ch ) ) {

  act_tochar( #unlock, ch );

  act_notchar( #runlock, ch );

  wait( 1 );

  act_tochar( #unlock2, ch );

  act_notchar( #runlock2, ch );

  transfer( ch, find_room( 51089 ) );

  act_notchar( #arrive, ch );

  wait( 1 );

  send_to_room( #book, room );

  send_to_room( #book, find_room( 51089 ) );

  }

else

  act_tochar( #nope, ch );

~
E
unlock~
@BAs you fit the tiny copper key into the tome's keyhole, the book opens,

its pages turning rapidly.

~
E
runlock~
@BAs $n fits the tiny copper key into the tome's keyhole, the book opens,

its pages turning rapidly.

~
E
unlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery

light.  You step into the raging inferno and are transported to another

place.

~
E
runlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery

light!  $n steps into the raging inferno and is gone.

~
E
arrive~
@BThe tome explodes into a ball of flame!  $n steps out of it, seemingly

unconcerned.

~
E
book~
The conflagration disipates and when it is gone, there lies the old tome

back on its ledge unharmed.

~
E
nope~
You lack the key - perhaps try picking it.

~
!
0 0 0
-1
S

#51071
Foyer~
The foyer of this tower is large and spacious.  The walls are finely-cut

grey marble and hung with battle-banners from various wars.  The floor is

a finely-polished black marble with golden flecks, and set into the center

of it is a large, frighteningly realistic, polished steel emblem of a

clenched fist in bas-relief.  The ceiling seems to be a single slab of

pure white marble, and gives the room a feeling of spaciousness, even

though there are no windows.  To each side, archways lined with silver

lead further into the tower.

~
~
301465607 0 9 0
D0
heavy black gate~
heavy black gate~
407 2512 113 10 10 5
D1
~
~
0 -1 51081 10 10 5
D2
~
~
0 -1 51072 10 10 5
E
emblem~
Looking closer at the emblem, you can see that it is almost alive.  The

metal seems more to be quicksilver, as is flexes slightly while you watch

it.

~
A
present~
emblem~
if( has_obj( 2513, ch ) ) {

  act_tochar( #down, ch );

  act_notchar( #rdown, ch );

  transfer( ch, find_room( 51073 ) );

  act_notchar( #arrive, ch );

  }

else

  act_tochar( #nope, ch );

~
E
down~
As you present the Sword emblem, the silvery pool animates into a

human-sized, quicksilver hand and grasps you.  Before you can blink, it

releases you and you find yourself elsewhere.

~
E
rdown~
As $n presents $s Sword emblem, the silvery pool animates into a

human-sized, quicksilver hand and grasps $m.  Before you can blink, it

engulfs $n and then resumes its former shape.

~
E
arrive~
$n steps out of the pool of silver.

~
E
nope~
You don't have the proper emblem.

~
!
0 0 0
A
~
~
if( !is_follower( ch ) ) {

  act_room( #close, ch );

  send_to_room( #close, find_room( 113 ) );

  close( room, north );

  lock( room, north );

  }

else

  end;

~
E
close~
The gate shuts quickly, without a sound.

~
!
1 0 1
-1
S

#51072
The Grand Staircase, Ground Floor~
This room is just a simple walkway surrounding an immense, black

wrought-iron spiral staircase that rises upwards and decends into the

depths of the tower.  The corners of the room have softly-glowing white

mage-lights for illumination, and a faint warmth seems to be eminating

from below.  The staircase is cool to the touch and so solid in its

construction that it was probably forged on the spot, although you can

see no weld marks of any kind.

~
~
301465607 0 9 0
D0
~
~
0 -1 51071 10 10 5
-1
S

#51073
The Vault~
This room is made of seamless solid black marble from floor to ceiling,

and feels quite cold.  The walls are lined with racks of varying sizes,

and hold a myriad of objects.  The ceiling has a shimmering steel pool

in the design of a clenched fist floating on it, as if gravity had

reversed and someone had poured out gallons of mercury.  The room also

appears to be quite soundproof as no outside sounds can be heard.

~
~
301533191 0 9 0
A
present~
emblem~
if( has_obj( 2513, ch ) ) {

  act_tochar( #down, ch );

  act_notchar( #rdown, ch );

  transfer( ch, find_room( 51071 ) );

  act_notchar( #arrive, ch );

  }

else

  act_tochar( #nope, ch );

~
E
down~
As you present your key, the quicksilver emblem animates and rises from

the silver pool the floor has become, and grasps you, pulling you deep

within itself.  You sink out of view. 

~
E
rdown~
As $n presents $s Sword emblem, the silvery pool animates into a

human-sized, quicksilver hand and grasps $m.  Before you can blink, it

engulfs $n and then resumes its former shape.

~
E
arrive~
$n steps out of the pool of silver.

~
E
nope~
You don't have the proper emblem.

~
!
0 0 0
-1
S

#51074
Arcane's Holding Cell~
This room is only about six feet tall and is very cramped, but cozy. 

Along the west wall lies a bed about five feet in length and consists of

a goose down mattress and some yeti-skin blankets, there also appears to

be some movement under the blankets.  The floor is covered with a massive

bear skin that has a brand on the back.  In the corner you see a small

icebox labeled @b@W"Arcane's food KEEP OUT!"@n Next to the bed there is

desk that is covered with little doodads and paintings of various members

of KoEF and the rest look like family portraits.  The whole east wall

appears to be a closet, inside you see all different types of old worn

out armor and weapons.

~
[Lansharra] look bed: ...its neck...

~
301465637 0 9 0
D0
small adamantite door~
small adamantite door~
391 2422 51018 10 10 5
E
bed~
You go to investigate the bed and push aside one of the yeti-skin

blankets and discover a little furry creature.  It has a collar around

it's neck that says "Bob." This seems to be the loyal pet of Arcane.

~
E
brand~
This brand is right in the center of this massive grizzly skin and in the

center you see the letters "G A C." 

~
E
desk~
This is small desk is made of very fine oak.  In front of it you see a

small three legged stool.  The top of this desk is covered with all kinds

of paints and portraits.  One picture in paticular seems to catch your

attention.  It looks like a portrait painted by the great Arcane himself. 

You look at it and it's a picture of the members of KoEF.

~
-1
S

#51075
Black Obsidian Stone Hallway~
The smooth black obsidian stones of the hallway here have been polished

to a magnificent shine; your reflection be clearly seen as you gaze at

the blocks.  Large colorful banners with the insignia of the Knights of

the Eternal Flame hang from the ceiling and drape down just above your

head.  Tower shields made of adamantite, dyed a crimson-red color and

each bearing the image of a silver dragon, have been hung from the

eastern and western walls.  An elegant marble arch crosses the edge of

the hallway to the south, seperating the hallways.  To the north and

south the hallway continues through the vast corridors of the keep.

~
[Nettle] seperate should be separate

~
301465605 0 9 0
D0
~
~
0 -1 51076 10 10 5
D2
~
~
0 -1 51053 10 10 5
-1
S

#51076
Black Obsidian Stone Hallway~
Several dozen torches hang from sconces along the black obsidian walls of

the hallway, flickering with red-yellow flames and sending shadows

dancing across the stonework.  Large murals have been painted across the

black tiled ceiling depicting regal silver dragons in flight over

snow-capped mountain peaks.  Beautifully crafted lances and spears, each

detailed with rippling flames and striking dragons, hang from racks just

below the ceiling.  The hallway continues its advance through the keep to

the north and south.

~
~
301465605 0 9 0
D0
~
~
0 -1 51077 10 10 5
D2
~
~
0 -1 51075 10 10 5
-1
S

#51077
Black Obsidian Stone Hallway~
The black obsidian stone walls of the hallway here are nearly obscured by

several dozen silk tapestries which drape across them.  Each of the

tapestries depicts one of the lords of the knights since their beginning. 

A few of the tapestries depict the lord's in battle against knights clad

in charcoal black armor supported by regiments of demons.  A long banner

hangs down from the ceiling on which the image of a phoenix with its

wings spread has been embroidered with golden thread.  Carved into the

eastern wall is a small niche within which rests a small black pearl. 

The hallway continues to the south from this point, through the many

corridors of the keep.

~
[Terek] 51709 north

~
301465605 0 9 0
D0
~
~
0 -1 51079 10 10 5
D2
~
~
0 -1 51076 10 10 5
A
press~
pearl~
if( !has_obj( 2422, ch ) ) {

  act_tochar( #pretty, ch );

  act_notchar( #pretty1, ch );

  }

if( has_obj( 2422, ch ) ) {

  act_tochar( #poof, ch );

  act_notchar( #poof1, ch );

  transfer( ch, find_room( 51078 ) );

  act_notchar( #appear, ch );

  }

~
E
pretty~
@eYou touch the small black pearl and marvel at its smoothness.

~
E
pretty1~
@e$n touches the small black pearl and marvels at its smoothness.

~
E
poof~
@eAs you press the pearl into the niche the room is suddenly engulfed in

a flash of blinding white light and suddenly you find yourself in a

treasure-filled room.

~
E
poof1~
@e$n presses the pearl into the niche and suddenly the room is engulfed

in a flash of blinding white light, soon afterwards you notice $n has

vanished.

~
E
appear~
@eThe chamber is filled with a flash of blinding white light and as it

slowly dissipates you notice $n has appeared in the chamber.

~
!
0 0 0
-1
S

#51078
A Treasure Filled Stone Chamber~
This large stone chamber is filled completely with mounds of gold and

platinum coins, heavy steel chests and a few extremely large barrels. 

Lying along the southern wall of the room are several dozen half-open

large sacks within which you can see thousands of precious gems and

stones.  Along the northern wall lie several steel-banded chests engraved

with the seal of the Knights of the Eternal Flame and kept securely shut

by heavy adamantite locks.  Carved into the north, east, and south walls

are glyphs of warding which pulse with an unearthly crimson light and hum

with magic.  Lying in the southeast corner of the room, nearly obscured

by the mounds of gold coins, are several obsidian tower shields, each

engraved with a silver dragon upon their face.  The western wall of the

room ripples and wavers with magic, distorting its form.

~
[Severus] the plural of belly pouches come up as 'pouchs'

~
301531197 0 9 0
A
enter go~
western wall ripples~
act_tochar( #enter, ch );

act_notchar( #enter1, ch );

transfer( ch, find_room( 51077 ) );

act_notchar( #appear, ch );

~
E
enter~
@eYou enter the rippling vortex of magic over the western wall and in the

blink of an eye find yourself in a black obsidian hallway.

~
E
enter1~
@e$n enters the rippling vortex of magic over the western wall and in the

blink of an eye vanishes.

~
E
appear~
@eA loud crackling sound fills the hallway and suddenly $n appears from

out of nowhere.

~
!
0 0 0
-1
S

#51079
Black Obsidian Stone Hallway~
Finely-detailed marble statues line the walls of the hallway here, each

fashioned in the likeness of a knight in red armor brandishing a long

spear.  The statue's spears cross each other just above your heard

forming an arch.  Draping down from the ceiling are silver silk

tapestries with the image of striking golden dragon embroidered on them

with golden thread.  Hanging from the walls in golden sconces, covered in

flowing runes which pulse with a reddish aura, are several torches which

flicker with bright red flames, illuminating the hallway considerably and

causing shadows to dance across the obsidian stonework.  The hallway

advances through the keep to the south and east from here.

~
~
301465605 0 9 0
D1
~
~
0 -1 51080 10 10 5
D2
~
~
0 -1 51077 10 10 5
-1
S

#51080
Black Obsidian Stone Hallway~
Several dozen statues, carved in the likeness of gold, copper, bronze,

silver and mercury, stand on each side of the hallway here.  Each of the

dragons have uncut diamonds for eyes, each colored the same as the dragon

they have been set into.  Suits of dragonscale armor hang from the

southern wall, surrounded by a fiery red aura from which a strong

presence of magic emanantes.  Tucked in between each of the statues and

sets of armors are framed portraits of each member of the Knights of the

Eternal Flame.  The hallway continues to the east and west from here,

through the neverending passages of the keep.

~
~
301465605 0 9 0
D3
~
~
0 -1 51079 10 10 5
D5
~
~
203 -1 51095 10 10 5
A
pull~
arm~
if( !is_open( room, down ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, down );

send_to_room( #up, find_room( 51095 ) );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  close( room, down );

send_to_room( #rup, find_room( 51095 ) );

  }

~
E
pull~
You pull the arm of the suit of armor and a section of the floor slides

away!

~
E
rpull~
$n pulls the arm of the suit of armor and a section of the floor slides

away!

~
E
up~
A section of the ceiling slides away, revealing a trapdoor!

~
E
close~
You pull the arm of the suit of armor and a section of the floor slides

up to cover the trapdoor.

~
E
rclose~
$n pulls the arm of the suit of armor and a section of the floor slides up

to cover the trapdoor.

~
E
rup~
The trapdoor slides quietly shut.

~
!
0 0 0
-1
S

#51081
Kitchen~
This room is well-lit and warm.  The walls are white marble

and lined with wrought-iron and oak racks containing various cooking

implements and spice containers.  Against the east wall a large white

porcelain sink is mounted, and large hearth with a spit dominates the

northern wall.  In the south and west walls, large silver and black

archways lead into the tower.

~
~
301465605 0 9 0
D0
~
~
479 -1 226 10 10 5
D3
~
~
0 -1 51071 10 10 5
E
wall~
A section of the northern wall is oddly opaque, and has a handle

and keyhole set into it.

~
E
door section~
There appears to be a very clever door built here, completely flush with

the wall and almost unnoticable.  The lock appears to be of exquisite

quality as well.

~
A
unlock~
secret~
if( is_open( room, north ) ) {

  act_tochar( #dork, ch );

  end;

  }

if( has_obj( 2512, ch ) ) {

  act_tochar( #unlock, ch );

  act_notchar( #runlock, ch );

  wait( 1 );

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  open( room, north );

  send_to_room( #room, find_room( 226 ) );

  wait( 3 );

  send_to_room( #close, room );

  send_to_room( #rclose, find_room( 226 ) );

close( room, north );

  }

else

  act_tochar( #nope, ch );

~
E
open~
You pull the handle and the door slides silently inward.

~
E
unlock~
You unlock the secret door.

~
E
runlock~
$n unlocks the secret door.

~
E
ropen~
$n pulls the handle and the door slides silently inward.

~
E
close~
The wall slides closed.

~
E
room~
A section of the southern wall slides open.

~
E
rclose~
A section of the southern wall slides closed.

~
E
nope~
You lack the key - perhaps try picking it?

~
E
dork~
Its already open.

~
!
0 0 0
2372 17 1509949540 -2 0
1773 17 1509949540 -2 16
-1
S

#51082
Kitchen~
Under Construction.

~
~
301465607 0 9 0
-1
S

#51083
Black Obsidian Stone Hallway~
This wide hallway is completely barren of any tapestries or decorations. 

The smooth, black obsidian blocks of the walls have been polished to a

high shine in which you can see your own reflection.  A few torches,

burning with fiery red-orange flames, hang from the walls in

ruby-encrusted sconces.  The high ceileing has been dyed a blood-red

color which seems to intensify the light from the torches, causing the

hallway to become brightly lit.  To the south a large, elegant redwood

door, covered in ancient carvings depicting knights in battle, rising up

from within the wall.  To the north the hallway continues to work its way

through the vast corridors of the keep.

~
~
301465607 0 9 0
D0
~
~
0 -1 51084 10 10 5
D2
elegant redwood door~
elegant redwood door~
407 2422 51004 10 10 5
-1
S

#51084
Black Obsidian Stone Hallway~
Large dark silk tapestries depicting various dragons in flight hang down

from the elegant black and grey tiled ceiling above.  The eastern wall

has been turned into a giant mural; carvings depicting great dragons in

battle and armor-clad knights battling fearsome demons.  The floor has

been transformed into an colorful mural of autumn and winter dragons

soaring through cloud filled skies, over mountain tops and across gentle

rolling plains.  Set into the western wall is a heavy black adamantite

door from which a strong wave of heat emanates.  To the north and south

the hallway continues through the vast expanses of the knight's keep.

~
[Terek] 51085 north

~
301465607 0 9 0
D2
~
~
0 -1 51083 10 10 5
D3
heavy black adamantite door~
heavy black adamantite door~
407 2422 51016 10 10 5
-1
S

#51085
Black Obsidian Stone Hallway~
Under Construction.

~
~
301465607 0 9 0
D0
~
~
0 -1 51086 10 10 5
-1
S

#51086
Black Obsidian Stone Hallway~
Under Construction.

~
~
301465607 0 9 0
D2
~
~
0 -1 51085 10 10 5
D3
~
~
0 -1 51087 10 10 5
-1
S

#51087
Black Obsidian Stone Hallway~
Under Construction.

~
~
301465607 0 9 0
D1
~
~
0 -1 51086 10 10 5
-1
S

#51088
Cluttered Tower Laboratory~
You stand in a large, dimly lit laboratory.  A large lab table made of

black marble occupies the center of the room and is filled with various

parchments, beakers, and vials.  The southern wall is bare save for a

large ironwood cabinet, from which spill innumerable sheafs of paper and

bound scrolls.  A tall shelf of dark wood lines the western wall, covered

with neatly labelled specimen jars.  On the eastern wall are seemingly

unordinary mahogany shelves, containing what appear to be spellbooks and

laboratory volumes.  Despite the clutter noticeable all around the room,

the dark stone floor is bare.  Through a doorway to the north you can see

a plushly carpeted study.

~
~
301531143 0 9 0
D0
~
~
0 -1 51089 10 10 5
A
~
~
send_to_room( #sound, room );

~
E
sound~
A gentle bubbling sound reaches your ears as some unidentifiable liquid

foams inside a beaker.

~
!
2 150 0
2747 17 1509949540 -2 0
2748 17 1509949540 -2 0
2749 17 1509949540 -2 0
-1
S

#51089
Plushly-carpeted Study~
You stand in a quiet, plushly-carpeted study.  The eastern and western

walls are lined with bookshelves, containing volumes of all sizes and

colors.  Hewn out of the rock to the north is a four foot tall square

window.  The view from the window is astonishing, revealing that the

tower is actually quite high above the castle.  Next to the window, a

large copper-bound tome rests on a small ledge.  A doorway to the south

leads to a dimly-lit laboratory.

~
~
301465607 0 9 0
D2
~
~
0 62 51088 10 10 5
E
window~
A gentle breeze floats in from the window, although it seems that bad

weather is somehow shielded from entering the room.  To the west stands

the glimmering expanse of the sea, the east the span of the forest, and

far on the horizon to the north rise the Dragonspires.

~
E
tome~
A large copper-bound tome rests on a rock ledge in the wall here.  Its

cover is inscribed with a single mithril rune, but is otherwise unadorned. 

Surprisingly enough, it is also free of the dust, cobwebs and moisture

found elsewhere in the tunnel.  Although it seems unaffected by age, it

radiates a feeling of antiquity.  A small latch on the side of the book 

keeps it securely closed.

~
A
~
~
i = random( 1, 3 );

if( i == 1 )

send_to_room( #one, room );

if( i == 2 )

send_to_room( #two, room );

if( i == 3 )

send_to_room( #three, room );

~
E
one~
A cold wind blows in from the north, bringing the scent of the distant

mountains.

~
E
two~
The wind brings the smell of pine from the forest far to the east.

~
E
three~
A gentle breeze floats up from the nearby sea, smelling of seaweed and

brine.

~
!
2 300 0
A
unlock~
tome book~
if( has_obj( 2621, ch ) ) {

  act_tochar( #unlock, ch );

  act_notchar( #runlock, ch );

  wait( 1 );

  act_tochar( #unlock2, ch );

  act_notchar( #runlock2, ch );

  transfer( ch, find_room( 51070 ) );

  act_notchar( #arrive, ch );

  wait( 1 );

  send_to_room( #book, room );

  send_to_room( #book, find_room( 51070 ) );

  }

else

  act_tochar( #nope, ch );

~
E
unlock~
@BAs you fit the tiny copper key into the tome's keyhole, the book opens, its pages turning rapidly.

~
E
unlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery

light.  You step into the raging inferno and are transported to another

place.

~
E
runlock~
@BAs $n fits the tiny copper key into the tome's keyhole, the book opens,

its pages turning rapidly.

~
E
runlock2~
@BThe book rotates off of the ledge, and explodes in a barrage of fiery

light!  $n steps into the raging inferno and is gone.

~
E
book~
The conflagration disipates and when it is gone, there lies the old tome

back on its ledge unharmed.

~
E
arrive~
@BThe tome explodes into a ball of flame!  $n steps out of it, seemingly

unconcerned.

~
E
nope~
You lack the key - perhaps try picking it.

~
!
0 0 0
2751 17 1509949540 -2 0
2751 17 1509949540 -2 0
-1
S

#51090
Cluttered Tower Laboratory~
Under Construction.

~
~
301531143 0 9 0
-1
S

#51091
Moxies Penthouse 'o' Lurve~
This room is small, but houses but a few major objects.  In the north-west

corner, lies a double bed, its velvet red sheets looking VERY comfortable. 

On the low ceiling above the bed, lies a full length mirror, its

beautifully reflective quality making the entire corner seem red.  In the

west side, lies a huge ornate chest of drawers.  Above the drawers lies a 

plaque with the words 'Never forget the Past'.

~
~
301465607 0 9 0
D2
hard wood door~
hard wood door~
1 -1 51049 10 10 5
E
bed~
A large double bed with exotic red velvet sheets.  It appears so

comfortable, as to entice you into its enclosing sheets.  The mirror

above the bed seems a little odd however, as if the owner of the bed

enjoys looking at himself. 

~
1763 17 1509949540 -2 0
-1
S

#51092
Meeting Room~
The room has a hexagonal shape.  In the center of the room there is a

large round table covered in a snow white table cloth with a red

embroidered edge.  There are dark wooden chairs around the table, with

high backs and arm rests.  Each chair has a silver-red dragon carved on

its back.  The room is well lit with eight balls of light shimmering in

the air, each in one corner of this unusually shaped room.

~
~
301465639 0 9 0
D2
~
~
0 -1 51001 10 10 5
-1
S

#51093
Storage Room~
This large room, box-like in shape, is decorated with war banners and

magnificent paintings..  some depicting ancient dragons in all their

prowess, others a group of friends standing victorious upon some

battlefield or the other.  The windows, three in number, are barred and

glow with a faint magical aura; the door is the same save it is crafted

from a solid piece of oak twelve inches thick and reinforced with cold

steel bands.  Lying carelessly about are a clutter of items, weapons and

armor and various containers..  some locked and other lying open, their

contents plainly viewed.  The door to the west leads back to the main

hall.

~
~
301533223 0 9 0
D3
~
~
0 -1 51001 10 10 5
-1
S

#51094
A Round Obsidian Chamber~
This room is a gigantic round sinkhole, with walls of smoothest polished

obsidian.  It gleams in the steady, but dim, light that emanates from

several strategically placed orbs of light.  A spiral staircase descends

through the centre of this huge circular room, with four catwalks heading

off in each of the cardinal directions.  These catwalks meet up with

another which runs around the circumference of the sinkhole.  There is a

door at the junction of each walkway, and a symbol upon the surface of

each door.  From where you are standing, each door looks subtly different

from it's neighbours.  Looking down, you cannot tell where the sinkhole

ends.  It looks like an awfully long way.  Be careful not to lose your

footing..

~
~
301471749 0 9 0
D4
~
~
0 -1 51022 10 10 5
-1
S

#51095
Kastle's Cave~
Climbing down the stairs into the room, a sense of peace and tranquillity

envelops you.  Dominating the southern corner or the room is a large idol.

A worn meditation mat made from several woven yeti hides lays in front of

the idol.  Across the room from the idol is a bed carved into the obsidian

wall.  A marble desk and chair sits in the final corner of this room.

Lining the wall over the desk is a tome covered shelf and a small candle

holder.  The rest of the walls are covered with battle trophies.  From

the ceiling hangs a fine crystal candle chandelier supported by a rope

tied off at the stairs for easy lighting.

~
~
301465605 0 9 0
D4
trapdoor~
trapdoor~
203 -1 51080 10 10 5
E
idol~
Before you stands a granite marble statue of a large dwarf meditating on

a stone platform.  The dwarf's hands rest on his knees, while his eyes

peer upwards towards the holy gods.  At the base of the idol is a pile of

incenses used to aid in focusing during meditation.

~
E
bed~
Carved into the western wall is a large square bed.  Simple dwarven

runes are enscribed into the obsidian and filled with silver to ward

the occupant from danger while sleeping.  Covering the bed are several

thick hides from mountain rams and yetis to provide warmth.  A large

goose feather pillow rests at the head of the bed.

~
E
desk~
A simple marble desk rests here.  On the desk is an assortment

of papers and scrolls reguarding quests and adventures.  In

front of the desk is a huge oval block of marble polished smooth

with a shallow impression carved into the top, serving as a

chair for the desk.

~
E
tomes~
Lining the shelf are several collections of tomes.  You can make out the

Chronicles of the Dwarven Empire, The Histories of the Holy Order of the

Monks and some private journals labled Klan Kildragyn.

~
E
trophies~
Many Trophies of war and battle like the walls.  Among the many

items you see troll bones, hides from several fearsome beasts and

tokens and awards from completed quests over the many years.

~
E
chandelier~
An intricate chandelier of fine gems and crystals hangs here from the

ceiling of the chamber.  Placed within the crystals are enchanted candles

that are smoke free.  The crystals and gems have been intricately cut

so that they magnify the candle light casting it about the room with

even clarity and brightness.

~
E
stairs~
Several thick stairs leading up have been carved into the northern corner

of the room.  The stairs have been polished to the point that they

reflect the light.

~
A
pull~
lever~
if( !is_open( room, up ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, up );

  send_to_room( #up, find_room( 51080 ) );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  close( room, up );

  send_to_room( #rup, find_room( 51080 ) );

  }

~
E
pull~
You pull the lever and the trapdoor above you silently slides away.

~
E
rpull~
$n pulls the lever and the trapdoor above you silently slides away.

~
E
close~
You pull the lever and the trapdoor above you silently slides closed.

~
E
rclose~
$n pulls the lever and the trapdoor above you silently slides closed.

~
E
up~
A section of the floor slides away, revealing a hidden opening.

~
E
rup~
A section of the floor slides into place, hiding a dark opening.

~
!
0 0 0
1691 17 1509949540 -2 0
1765 17 1509949540 -2 0
-1
S

#0