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
Narak~
Phule~
~

0 0
4
#ROOMS

#36000
Before the Gates of Narak~
You are before a large gate of solid sandstone inset into a massive wall

of granite.  The top of the wall is lined with small slots for bowmen to

shoot out from, but the guards, if any are present, are not visible.  An

opposing force would face many losses if they assaulted this massive gate

of stone.  To the west an arch of gold frames a doorway to the desert

over a road of hard rock.

~
[Phule] great desert road area w

~
301465673 1 5 0
D1
gate~
gate~
195 -1 36001 10 10 5
D3
~
~
0 -1 35785 10 10 5
E
gate~
Several tons of rough-hewn sandstone, the gate could probably withstand

months, years, or perhaps decades of constant ramming.

~
E
arch~
The arch slopes majestically overhead, reaching a sloping pinnacle at

about 60 feet and curving back down, one base on each side of the path.

~
A
knock bang pound~
1 east gate~
if( is_open( room, east ) )

  act_tochar( #hard, ch );

else {

  act_tochar( #bang, ch );

  act_notchar( #rbang, ch );

  i = reputation( ch, Narak );

  if( i < 50 ) {

    act_tochar( #away, ch );

    act_notchar( #raway, ch );

    j = 1d10+10;

    dam_message( ch, j, "The shower of arrows" );

    inflict( ch, ch, j, "the archers of Narak" );

    }

  else {

    send_to_room( #opens, room );

    open( room, east );

    }

  }

~
E
hard~
It's hard to do that with the gate already open.

~
E
bang~
You bang loudly on the massive gate.

~
E
rbang~
$n bangs loudly on the massive gate.

~
E
opens~
The massive gate rises with a grinding of gears.

~
E
away~
Archers line the walls and fire a few volleys.  It is clear you are not

welcome here.

~
E
raway~
Archers line the walls a fire a volley of arrow at $n.

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

close( room, east );

send_to_room( #close, room );

send_to_room( #close, find_room( 36001 ) );

~
E
close~
The sandstone gate pounds shut, stone ringing on stone.

~
!
1 0 2
-1
S

#36001
West Gate of Narak~
You are standing just inside the main gate of the city, a huge sandstone

slab which stretches many feet overhead.  Small portcullises mark

entrances into the walls themselves to the north and south.  What appears

to be the main street of Narak leads east, the Way of Kol Amroth, and to

the west a rock road leads away from the city.  A large @elever@n on the

side of the gate appears to be the mechanism for raising and lowering its

massive weight.

~
Phule-I have to wonder if desert dwelling peoples would wear black?

some wear white also

[Phule] GATE WILL NOT OPEN FROM THE INSIDE RIGHT NOW

~
301465669 1 9 0
D0
portcullis~
portcullis~
195 -1 36002 10 10 5
D1
~
~
0 -1 36053 10 10 5
D2
portcullis~
portcullis~
407 -1 36023 10 10 5
D3
gate~
gate~
195 -1 36000 10 10 5
E
small portcullis~
The small, grated gates slide upward into the rock, but the mechanism by

which they do so is not visible.  One leads north into the space between

the city's walls, the other south.

~
E
main gate huge sandstone slab~
Perhaps several tons of chiseled sandstone, a mighty gate indeed to guard

the merchant city.

~
E
e east~
You see the Main Street of Narak leading into the city.

~
E
lever~
The large lever is attached to a chain and pulley system.  It is possible

a system of counterweights pull open the gate, but just as likely is the

possibility that guards watch your approach to the gate carefully and

heave it open at their own discretion.

~
A
pull~
lever~
act_tochar( "You hear a clanking sound.", ch );

end;

if( is_open( room, west ) )

  act_tochar( #why, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  send_to_room( #open, room );

  open( room, west );

  }

~
E
why~
You pull the lever, but nothing happens as the gate is already open.

~
E
pull~
You pull the lever.

~
E
rpull~
$n pulls the lever.

~
E
open~
The gate rises with a creaking of chains and gears.

~
!
0 0 0
A
push~
lever~
if( !is_open( room, west ) )

  act_tochar( #why, ch );

else {

  act_tochar( #push, ch );

  act_notchar( #rpush, ch );

  send_to_room( #close, room );

  close( room, west );

  }

~
E
why~
You push the lever, but nothing happens as the gate is already shut.

~
E
push~
You push the lever.

~
E
rpush~
$n pushes the lever.

~
E
close~
The gate crashes to the ground.

~
!
0 0 0
A
~
~
if( is_open( room, north ) || is_open( room, south ) ) {

  close( room, north );

  close( room, south );

  send_to_room( #portclose, room );

  send_to_room( #portclosenorth, find_room( 36023 ) );

  send_to_room( #portclosesouth, find_room( 36002 ) );

  }

~
E
portclose~
A sudden clanking and slam to the north and south attracts your attention.

~
E
portclosenorth~
The gate to the north suddenly slams shut!

~
E
portclosesouth~
The gate to the south suddenly slams shut!

~
!
1 0 7
A
~
~
acode( room, 3 );

wait( 1 );

close( room, west );

send_to_room( #close, find_room( 36000 ) );

send_to_room( #close, room );

~
E
close~
The sandstone gate pounds shut, stone ringing on stone.

~
!
1 0 8
754 9 1509949540 3 0
754 9 1509949540 3 0
-1
S

#36002
The walls of Narak~
These walls, abandoned by the cityguard, have fallen into neglect. 

Cobwebs litter every corner and cranny, and the scent of death permeates

the air.  It is definitely more chill here between the stone walls than

the desert air outside.  There is a small @blever@n on the south wall

near a portcullis.

~
[Finius] spelled definitely, no 'a'.

[Finius] room title: should be The Walls of Narak

[Finius] look lever should be 'inset into a small'

sense- the chill- add as an extra

~
301465672 1 9 0
D0
~
~
0 -1 36003 10 10 5
D2
portcullis~
portcullis~
195 -1 36001 10 10 5
E
lever~
This small grey lever is inset in the wall in a small niche beside the

portcullis.  Presumably a sharp pull on it will open the gate.

~
A
pull~
lever~
if( !is_open( room, south ) ) {

  act_tochar( #open, ch );

  open( room, south );

  send_to_room( #south, room );

  send_to_room( #north, find_room( 36023 ) );

  }

else

  act_tochar( #isopen, ch );

~
E
open~
You pull the small lever in the wall.

~
E
south~
The portcullis to the south opens with a creak and a crank.

~
E
north~
The portcullis to the north opens with a creak and a crank.

~
E
isopen~
The portcullis is already open.

~
!
0 0 0
A
~
~
close( room, south );

send_to_room( #south, room );

send_to_room( #north, find_room( 36001 ) );

close( find_room( 36001 ), south );

send_to_room( #north, find_room( 36023 ) );

~
E
north~
The portcullis to the north closes with a creak and a clank.

~
E
south~
The portcullis to the south closes with a creak and a clank.

~
!
1 0 4
-1
S

#36003
The Walls of Narak~
No living thing inhabits these walls, of that there is not much

uncertainty.  The sounds of rats normally thought present in the cool,

damp places uninhabited by humans are absent.  The dust on the walls

appears thick and undisturbed.  The guards gave up on occupying the walls

several years ago.

~
[Merior] first sentence odd

[Phule] i like it :)

[Finius] second sentence is very convoluted.

extra-look dust

~
301465664 1 9 0
D0
~
~
0 -1 36004 10 10 5
D2
~
~
0 -1 36002 10 10 5
3002 9 1509949540 3 0
-1
S

#36004
The Walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
extra- look cobweb? maybe need to add an action here, sconce falls and hits you.

~
301465664 1 9 0
D0
~
~
0 -1 36006 10 10 5
D2
~
~
0 -1 36003 10 10 5
E
sconce~
Cobwebs, not torches, fill these sconces now.

~
3000 9 1509949540 3 0
-1
S

#36006
The Walls of Narak~
You are standing below a winding stone staircase leading up into the

northwest guard tower of Narak.  Whether it was the lack of any nearby

enemies or the palpable creeping hand of death in the air that drove the

guards from the walls, the fact remains that the bravest of the cityguard

dare not step foot within these lifeless walls.

~
[Finius] how do you open the dang door?

[Phule] *cackle*

extra- look staircase- sense the creeping the hand of death

~
301465664 1 9 0
D1
~
~
0 -1 36007 10 10 5
D2
~
~
0 -1 36004 10 10 5
D4
trapdoor~
trapdoor~
195 -1 36113 10 10 5
3001 9 1509949540 3 0
3001 9 1509949540 3 0
-1
S

#36007
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] too many commas.

[Finius] (ref. Amadeus, 'too many notes')

extras- dust cobwebs - sense the chill - maybe some sounds if they listen

~
301465664 1 9 0
D1
~
~
0 -1 36008 10 10 5
D3
~
~
0 -1 36006 10 10 5
3002 9 1509949540 3 0
-1
S

#36008
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Merior] no changes in room descriptions in walls? boring :(

[Finius] my gosh but this looks just like the room to the west

[Finius] still too many commas breaking up the flow of things.

since its the same see rbug one west :)

~
301465664 1 9 0
D1
~
~
0 -1 36009 10 10 5
D3
~
~
0 -1 36007 10 10 5
3000 9 1509949540 3 0
-1
S

#36009
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] number 3, number 3, number 3, number 3.

[Finius] i liked the sconces better. mabye throw in a dead wrat.

[Finius] someone needs to take your copy/paste away ;)

*laugh* love ya phule see rbug room 36007

~
301465664 1 9 0
D1
~
~
0 -1 36010 10 10 5
D3
~
~
0 -1 36008 10 10 5
3001 9 1509949540 3 0
3001 9 1509949540 3 0
-1
S

#36010
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] (insert saracastic comment about same room 5 rooms in a row

here) 

~
301465664 1 9 0
D1
~
~
0 -1 36011 10 10 5
D3
~
~
0 -1 36009 10 10 5
3002 9 1509949540 3 0
-1
S

#36011
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] (cf five rooms to your west.  they will look familiar after a

while) 

~
301465664 1 9 0
D1
~
~
0 -1 36012 10 10 5
D3
~
~
0 -1 36010 10 10 5
3002 9 1509949540 3 0
3000 9 1509949540 3 0
-1
S

#36012
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] i know i've seen this before, don't tell me, don't tell me...

~
301465664 1 9 0
D1
~
~
0 -1 36013 10 10 5
D3
~
~
0 -1 36011 10 10 5
3001 9 1509949540 3 0
-1
S

#36013
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] number 9, number 9. TURN ME ON DEAD MAN TURN ME ON DEAD MAN.  (see 8 rooms west)

~
301465664 1 9 0
D1
~
~
0 -1 36014 10 10 5
D3
~
~
0 -1 36012 10 10 5
-1
S

#36014
The Walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] number 10. you win. why am i checking the land of same 12 rooms again? ;)

~
301465664 1 9 0
D1
~
~
0 -1 36015 10 10 5
D3
~
~
0 -1 36013 10 10 5
3000 9 1509949540 3 0
3001 9 1509949540 3 0
-1
S

#36015
The walls of Narak~
You are standing below a winding stone staircase leading up into the

northwest guard tower of Narak.  Whether it was the lack of any nearby

enemies or the palpable creeping hand of death in the air that drove the

guards from the walls, the fact remains that the bravest of the cityguard

dare not step foot within these lifeless walls.

~
[Merior] can you do something with panel? and nothing made to east yet...

[Finius] okay, this is also a copy.  cause last tower said Northwest, and

it should be Walls not walls of Narak 

[Finius] as i've travelled east through same 10-12 rooms, my guess is

this is Northeast Tower.

[Finius] and should i know how to open the trapdoor? i got no clue

[Phule] *cackle*

again need an extra look stair

~
301465664 1 9 0
D1
panel~
panel~
171 -1 36047 10 10 5
D2
~
~
0 -1 36016 10 10 5
D3
~
~
0 -1 36014 10 10 5
D4
trapdoor~
trapdoor~
195 -1 36112 10 10 5
E
wall e panel east~
The wall appears to be a panel of some sort.

~
A
~
~
if( random( 1, 10 ) < 4 ) {

  act_tochar( #wall, ch );

  end;

  }

~
E
wall~
You detect a faint glimmer out from underneath the otherwise ordinary

wall to the east.

~
!
1 0 28
A
~
~
continue;

~
E
to_side~
Someone open the stone panel of the wall to the west.

~
E
to_room~
$n slides open the stone panel of the east wall.

~
E
to_char~
You slide open the stone panel of the east wall.

~
!
8 0 2
-1
S

#36016
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
[Finius] okay this is same room exactly of room 10 west from ehre or so.

~
301465664 1 9 0
D0
~
~
0 -1 36015 10 10 5
D2
~
~
0 -1 36017 10 10 5
3002 9 1509949540 3 0
-1
S

#36017
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
poss. site for lower level boss.

[Finius] copy/paste room. Walls not walls.

[Finius] ah i killed a dark spectre thing over here and a trapdoor opens elsewhere.

~
301465664 1 9 0
D0
~
~
0 -1 36016 10 10 5
D2
~
~
0 -1 36018 10 10 5
983 9 1509949540 3 0
-1
S

#36018
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
[Finius] copy/paste room. Walls not walls.

[Finius] copy/paste room. Walls, not walls in room title.

~
301465664 1 9 0
D0
~
~
0 -1 36017 10 10 5
D2
~
~
0 -1 36052 10 10 5
3001 9 1509949540 3 0
3000 9 1509949540 3 0
-1
S

#36023
The walls of Narak~
These walls, abandoned by the cityguard, have fallen into neglect. 

Cobwebs litter every corner and cranny, and the scent of death permeates

the air.  It is definately more chill here between the stone walls than

the desert air outside.  There is a small @blever@n on the north wall

near a portcullis.

~
~
301465672 1 9 0
D0
portcullis~
portcullis~
407 -1 36001 10 10 5
D2
~
~
0 -1 36024 10 10 5
E
lever~
This small grey lever is obviously used to open the portcullis from

within the walls.

~
A
~
~
close( room, north );

send_to_room( #portclose, room );

~
E
portclose~
The portcullis slams shut!

~
!
1 0 1
A
pull~
lever~
if( !is_open( room, north ) ) {

  open( room, north );

  act_tochar( #youpull, ch );

  act_notchar( #hepulls, ch );

  }

else

  act_tochar( #isopen, ch );

~
E
youpull~
You pull the lever and the portcullis to the north opens up.

~
E
hepulls~
$n pulls a lever on the wall and the portcullis to the north opens up.

~
E
isopen~
The portcullis is already open.

~
!
0 0 0
-1
S

#36024
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
~
301465664 1 9 0
D0
portcullis~
portcullis~
0 -1 36023 10 10 5
D2
~
~
0 -1 36025 10 10 5
3002 9 1509949540 3 0
3000 9 1509949540 3 0
-1
S

#36025
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
[Finius] copy/paste room. Walls, not walls of Narak.

need to add more actions

look cowebs

~
301465664 1 9 0
D0
~
~
0 -1 36024 10 10 5
D2
~
~
0 -1 36029 10 10 5
3001 9 1509949540 3 0
-1
S

#36029
The walls of Narak~
You are standing below a winding stone staircase leading up into the

southwest guard tower of Narak.  Whether it was the lack of any nearby

enemies or the palpable creeping hand of death in the air that drove the

guards from the walls, the fact remains that the bravest of the cityguard

dare not step foot within these lifeless walls.

~
[Finius] copy/paste room. Walls, not walls of Narak.

[Finius] this is the SW guardtower. you copy paster

look stairs :)

~
301465664 1 9 0
D0
~
~
0 -1 36025 10 10 5
D1
~
~
0 -1 36030 10 10 5
D4
trapdoor~
trapdoor~
195 -1 36110 10 10 5
-1
S

#36030
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36031 10 10 5
D3
~
~
0 -1 36029 10 10 5
3001 9 1509949540 3 0
3001 9 1509949540 3 0
-1
S

#36031
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36032 10 10 5
D3
~
~
0 -1 36030 10 10 5
-1
S

#36032
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36033 10 10 5
D3
~
~
0 -1 36031 10 10 5
3000 9 1509949540 3 0
-1
S

#36033
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36034 10 10 5
D3
~
~
0 -1 36032 10 10 5
3002 9 1509949540 3 0
3001 9 1509949540 3 0
-1
S

#36034
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36035 10 10 5
D3
~
~
0 -1 36033 10 10 5
3000 9 1509949540 3 0
3002 9 1509949540 3 0
-1
S

#36035
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36036 10 10 5
D3
~
~
0 -1 36034 10 10 5
3001 9 1509949540 3 0
-1
S

#36036
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36037 10 10 5
D3
~
~
0 -1 36035 10 10 5
3000 9 1509949540 3 0
3001 9 1509949540 3 0
-1
S

#36037
The walls of Narak~
This east-west passage is located between the two outer walls of the

city, built to be manned and defended by the cityguard.  Signs of life

are gone, now, with the dust growing thick and the cobwebs thicker.  The

air here is still, damp, and chill, in stark contrast with the desert

outside.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D1
~
~
0 -1 36038 10 10 5
D3
~
~
0 -1 36036 10 10 5
3002 9 1509949540 3 0
-1
S

#36038
The walls of Narak~
You are standing below a winding stone staircase leading up into the

southeast guard tower of Narak.  Whether it was the lack of any nearby

enemies or the palpable creeping hand of death in the air that drove the

guards from the walls, the fact remains that the bravest of the cityguard

dare not step foot within these lifeless walls.  The hallways lead

between the walls to the north and west.

~
[Finius] come on, this is a copy/paste and says northwest guard tower,

when this is the SE.  Walls of Narak.  *hrmmph* has me looking at

copy/pastes all day..

~
301465664 1 9 0
D0
~
~
0 -1 36049 10 10 5
D3
~
~
0 -1 36037 10 10 5
D4
trapdoor~
trapdoor~
195 -1 36111 10 10 5
3000 9 1509949540 3 0
-1
S

#36039
The walls of Narak~
Under Construction.

~
~
301465665 3 9 0
-1
S

#36047
A Secret and Dark Chamber~
This passage is narrow and small, and is not lit by torch nor candle.  A

panel leads through the wall to the west, and the passage continues to

the east.

~
nomob

~
301465673 1 9 0
D1
~
~
0 -1 36048 10 10 5
D3
panel~
panel~
171 -1 36015 10 10 5
A
~
~
~
!
0 0 0
-1
S

#36048
Before a Dark, Mysterious Pool~
You stand before the smooth, mirrorlike surface of a dark pool.  Its

depths hidden, the glow of white light shimmers deep beneath its surface

like a false moon.  About 100 meters in circumference, anything from a

black dragon to a sunken ship could be below the surface.  Or nothing at

all.  A passage leads west away from the pool.

~
entering the pool transfers the character to the lair of an evil wizard --

~
301465665 1 9 0
D3
~
~
0 -1 36047 10 10 5
E
pool~
This silvery pool's depths are unfathomable from this vantage, but a

magical light glimmers from deep below its surface.

~
A
enter dive ~
pool water~
if( !is_player( ch ) ) {

  act_tochar( #hah, ch );

  end;

  }

act_tochar( #dive, ch );

act_notchar( #rdive, ch );

transfer( ch, find_room( 36129 ) );

act_notchar( #rrdive, ch );

~
E
dive~
You dive into the pool, and its chill touch nearly freezes your limbs. 

Soon a tingle of powerful energy flows through you, warming you gently,

and you see a faint light.  You swim toward the light, and come up out of

the pool in a different place than you left.

~
E
rdive~
$n dives into the pool.

~
E
rrdive~
$n climbs out of the pool, but seems strangely dry.

~
E
hah~
You can't seem to enter the pool.

~
!
0 0 0
-1
S

#36049
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D0
~
~
0 -1 36050 10 10 5
D2
~
~
0 -1 36038 10 10 5
-1
S

#36050
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
[Finius] copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D0
~
~
0 -1 36051 10 10 5
D2
~
~
0 -1 36049 10 10 5
3000 9 1509949540 3 0
-1
S

#36051
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
[Finius] another copy/paste room. Walls, not walls of Narak.

~
301465664 1 9 0
D0
~
~
0 -1 36052 10 10 5
D2
~
~
0 -1 36050 10 10 5
3002 9 1509949540 3 0
-1
S

#36052
The walls of Narak~
The stillness of the air seems suffocating, as if nothing substantial

draws breath within these walls.  The empty torch sconces in the walls

suggest that these walls were once watched by the cityguards, but have

now been abandoned.  Cobwebs hang thick from the corners where the damp

grey stones meet.  The hallway between the walls heads north and south.

~
[Finius] yet another copy/paste room in need of Wall capitalized.

~
301465664 1 9 0
D0
~
~
0 -1 36018 10 10 5
D2
~
~
0 -1 36051 10 10 5
3001 9 1509949540 3 0
-1
S

#36053
Way of Kel Amroth~
You are standing on the Way of Kel Amroth, just east of the desert city's

main gate.  Bright-coloured cloths drape from nearby shops depicting a

variety of goods and services.  To the east is a bustling intersection,

crawling with merchants and crowds of people rummaging through the myriad

shops and bazaars.

 

A gold-engraved @b@Gplaque@n hangs on the city wall to the south.

~
phnote :: unfinished areas

second section of the elemental catacombs

assassin's tower

[Phule] added interaction with plaque

[Phule] tempted to have action keyword brush.... *twitches*

typo second sentence

[Phule] fixed typo

~
301465665 1 9 0
D1
~
~
0 -1 36054 10 10 5
D3
~
~
0 -1 36001 10 10 5
E
plaque wall south gold engraved~
The plaque depicts a stately gnome exchanging goods with a regal human.

~
E
cloths bright colour~
Brightly-coloured cloths hang above the doorways and windows of the local

shops.  They flutter gently in the slight breeze caused by the milling

citizens.

~
A
~
~
continue;

~
E
to_char~
You duck your head and plunge into the milling crowd.

~
!
3 0 2
A
get take steal remove~
plaque~
act_tochar( #firm, ch );

~
E
firm~
You try to take the plaque, but it is firmly attached to the wall.

~
!
0 0 0
-1
S

#36054
Way of Kel Amroth - Intersection with Aghrin Street~
Peddlers carrying goods from ports all over the known realms bustle to

and fro with their precious cargo.  Small caravans of camels head west

through the gate, while still others arrive from the west, delivering

goods to the many stores and shops.  The Way of Kel Amroth continues

east, while Aghrin Street runs north and south.

~
[Finius] ports aren't much used these days. cities maybe?

[Phule] i say ports when i mean ports :)

extras look caravans and or peddlers

[Rhen] extra smell camel

added i guess

~
301465665 1 9 0
D0
~
~
0 -1 36078 10 10 5
D1
~
~
0 -1 36055 10 10 5
D2
~
~
0 -1 36076 10 10 5
D3
~
~
0 -1 36053 10 10 5
E
caravans camels peddlers cargo~
Nameless merchants, all in a hurry to transport their goods.

~
A
~
~
if( random( 1, 30 ) < 6 ) {

  act_tochar( #crowd, ch );

  wait( 2 );

  if( char_in_room( ch, room ) ) {

    obj = oload( 2 );

    if( has_obj( 2, ch ) ) {

      junk_obj( has_obj( 2, ch ) );

      act_tochar( #snatch, ch );

      act_tochar( #pilfer, ch );

      act_tochar( #welcome, ch );

      obj_to_char( oload( 14 ), ch );

      }

    }

  }

~
E
pilfer~
@b@MYou quickly call for help, from the guards, from a passing merchant,

from the city at large, but it is no use, it is too late.  Part of your

purse has been pilfered.@n 

~
E
snatch~
@b@RWith completely no warning, you feel an added weight on your

purse--someone has just tried to steal from you!!  You turn around and

see a quickly disappearning dark shape who is gone before you can even

react.@n

~
E
welcome~
@b@GNoticing your plight, a passing merchant pasing you by stops for a

moment and gives you a coin.  @C"Welcome to Narak.  You'd better take

better care of that purse of yours."@n 

~
E
crowd~
You enter the crowded streets of Narak.

~
!
0 0 8
A
~
~
wait( 1 );

i = random( 1, 8 );

if( i == 1 )

  send_to_room( #camel, room );

if( i == 2 )

  send_to_room( #merchant, room );

if( i == 3 )

  send_to_room( #peddler, room );

if( i == 4 )

  acode( room, 1 );

if( i == 5 )

  send_to_room( #pedd2, room );

if( i == 6 )

  send_to_room( #chase, room );

~
E
chase~
A short man runs by, forcing his way through the crowd, followed by three

large cityguards.  "Stop!!  Thief!!" 

~
E
pedd2~
A simple peddler pushes a cart laden with bottles and kegs of various

liquors down the sandstone street to the south.

~
E
peddler~
A simple peddler pushes a cart of spices down the sandstone street to the

north.

~
E
merchant~
A merchant, running around like a chicken with its head cut off, waves

his hands in the air.  "Help!!  Help!!  I've been robbed!!" he screams as

he disappears into the crowd.

~
E
camel~
Three camels carrying large loads of silks and carpets are led down Main

Street to the east by a balding merchant.

~
!
1 0 15
A
~
~
continue;

~
E
to_char~
You continue $T down Aghrin Street.

~
!
3 0 5
A
~
~
continue;

~
E
to_char~
You continue $T along the Way of Kel Amroth.

~
!
3 0 10
754 9 1509949540 3 0
754 9 1509949495 3 0
918 9 1509949530 3 0
-1
S

#36055
Way of Kel Amroth~
Above an open doorway to the north hangs a silver-engraved sign depicting

a curved sword crossed with an axe, beyond which the faint glow of a

forge can be seen.  A bright pennant hangs down from a shop above the

smithy, accessable via sturdy wooden steps leading up and over the

smithy's door.  To the west, Main Street reaches a bustling intersection,

while to the east, the bright signs of more shops can be seen.  To the

south, an ancient, crumbling wall remains, a remnant of Narak's past.

~
[Rhen] extras- smell food, listen- hustle and bustle and of a thriving city :)

~
301465665 1 9 0
D0
~
~
0 -1 36096 10 10 5
D1
~
~
0 -1 36056 10 10 5
D3
~
~
0 -1 36054 10 10 5
D4
~
~
1024 -1 36149 10 10 5
E
silver sign~
The working is intricate and the sign seems recently polished.  The

curving sword must be the sword of the desert, the scimitar, and the

large battle-axe depicted is reminiscent of dwarven masterwork.  The sign

must belong to a smithy.

~
E
pennant~
The multi-colored pennant advertises "Authentic Western Food." The shop

it belongs to might be interesting.

~
A
~
~
continue;

~
E
to_char~
You step beneath the silver sign and into the shop.

~
!
3 0 1
A
~
~
continue;

~
E
to_char~
You continue $T down the Way of Kel Amroth.

~
!
3 0 10
A
~
~
continue;

~
E
to_char~
You climb the staircase to the balcony above.

~
!
3 0 16
-1
S

#36056
Way of Kel Amroth~
A graceful stone arch to the south marks the entrance to the city square,

where the bright colors and sounds of a street fair or bazaar mingle

pleasantly with the smells of fresh fruits and cooking meat.  To the west

you make out the faint sound of metal being shaped, and to the east you

see bright signs advertising more shops.  A sturdy wooden staircase leads

up the wall to the north, leading to a small balcony shop overhead.

~
up to north

~
301465665 1 9 0
D1
~
~
0 -1 36057 10 10 5
D2
~
~
0 -1 36097 10 10 5
D3
~
~
0 -1 36055 10 10 5
D4
~
~
1024 -1 36176 10 10 5
E
signs~
The signs are colourful, but are too far away to be read clearly.  The

nearest one seems to advertise an inn.

~
E
arch~
The old stone arch is a part of the old wall of Narak, now mostly

crumbled.  It has withstood the passage of several centuries, and is one

of Narak's chief items of history.

~
A
~
~
continue;

~
E
to_char~
You continue $T down the Way of Kel Amroth.

~
!
3 0 10
A
climb~
staircase~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You climb up the ladder to the rooftop.

~
!
3 0 16
918 9 1509949525 3 0
918 9 1509949515 3 0
-1
S

#36057
Way of Kel Amroth~
One of the oldest and most revered buildings in Narak, the Wyvern Inn,

stands mightily to the north.  Far from disrepair, the building is in the

same condition of perfect craftsmanship as it has always been.  To the

west, Main Street passes an arch leading to the city square, and to the

east more colourfully-pennanted shops can be seen.  A painted wooden sign

hangs above the inn's open front door to the north, beside the boughs of

an exremely out-of-place oak tree.

~
climb tree

~
301465665 1 9 0
D0
~
~
0 -1 36089 10 10 5
D1
~
~
0 -1 36058 10 10 5
D3
~
~
0 -1 36056 10 10 5
E
painted wooden sign~
The sign depicts a ferocious wyvern, wings outsretched.

~
E
colourful pennants~
The pennants are too far away to read, from here, but one appears to

depict twin palm trees, an oasis.

~
E
oak tree~
The large tree grows strangely out of place in a plot of dark soil amidst

the large sandstone blocks of the street.  The low branches look

climbable, and the thick leaves could make it a good place to hide.

~
A
climb~
oak tree branches~
act_tochar( #climb, ch );

act_tochar( "$n climbs up into the oak tree.", ch );

transfer( ch, find_room( 36174 ) );

act_notchar( "$n climbs up from below.", ch );

~
E
climb~
You slink up the branches of the tree, disappearing from the crowded

streets of Narak.

~
!
0 0 0
A
~
~
i = random( 1, 5 );

if( i == 2 )

  send_to_room( #sc1, room );

if( i == 3 )

  send_to_room( #sc2, room );

if( i == 4 )

  send_to_room( #sc3, room );

~
E
sc1~
Two dark-skinned men stride out of the inn's door, apparently heading for

a disembarking ship.

~
E
sc2~
A merchant pushing a large cart of fruit wheels past you and turns into

the city plaza.

~
E
sc3~
You are pushed about as a large crowd leaving the city plaza flows past

you and down the street to the east.

~
!
2 500 0
A
~
~
continue;

~
E
to_char~
You continue $T down the Way of Kel Amroth.

~
!
3 0 10
A
~
~
continue;

~
E
to_char~
You enter the inn.

~
!
3 0 1
-1
S

#36058
Way of Kel Amroth~
Two high-class shops line Main Street, a silk and fineries shop to the

north, and a dining hall to the south.  To the east you see an

intersection, across which rises the imposing structure of the sultan's

palace.  To the west you see a tree growing from the sandstone of the

street in front of a mighty inn.

~
~
301465665 1 9 0
D0
~
~
0 -1 36062 10 10 5
D1
~
~
0 -1 36059 10 10 5
D2
~
~
0 -1 36063 10 10 5
D3
~
~
0 -1 36057 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down the Way of Kel Amroth.

~
!
3 0 10
A
~
~
continue;

~
E
to_char~
You enter the shop to the $T.

~
!
3 0 5
-1
S

#36059
Outside the Sultan's Palace~
To the east rises a marvelously constructed palace of domes and towers,

the home of the Sultan of Narak.  North and south runs Palace Street, and

to the west the shops of Main Street can be seen, with scores of merchants

going from store to store to trade, or to gather the local gossip. 

A large brass gong adorns the palace wall to the east next to an

ornately-crafted gate.  It appears you will have to knock or ring the

gong to gain entrance.

~
[Finius] nice gong :)

[Phule] thanks :)

~
301465665 1 9 0
D0
~
~
0 -1 36064 10 10 5
D1
gate~
gate~
195 -1 36060 10 10 5
D2
~
~
0 -1 36065 10 10 5
D3
~
~
0 -1 36058 10 10 5
E
gong~
A large brass gong, with a wooden mallet hanging from one corner.

~
E
gate door~
A larg brass gong adorns the palace wall to the east next to an

ornately-crafted gate.  It appears you will have to ring the gong to gain

entrance.

~
A
knock bang ring sound hit gong~
gate gong bell door 1 east~
act_tochar( #ring, ch );

act_notchar( #nring, ch );

wait( 1 );

send_to_room( #open, room );

send_to_room( #open, find_room( 36060 ) );

open( room, east );

~
E
ring~
You sound the brass gong with a reverberating *BRANG!!!* and wait for the

guard to open the doors.

~
E
nring~
$n sounds the brass gong with a reverberating *BRANG!!!*

~
E
open~
The palace gate swings open to the sound of wind chimes.

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

send_to_room( #west, find_room( 36060 ) );

send_to_room( #east, room );

~
E
west~
The palace gate is pulled shut by a few nearby guards.

~
E
east~
The palace gate to the east closes slowly.

~
!
1 0 2
A
~
~
continue;

~
E
to_char~
You walk through the gates and into the palace.

~
!
3 0 2
A
~
~
continue;

~
E
to_char~
You continue west down the Way of Kel Amroth.

~
!
3 0 8
A
~
~
continue;

~
E
to_char~
You continue $T down Palace Street.

~
!
3 0 5
917 9 1509949535 3 0
918 9 1509949525 3 0
918 9 1509949515 3 0
918 9 1509949505 3 0
163 9 1509949540 3 0
-1
S

#36060
The Palace of the Sultan~
The sand-colored streets of Narak give way to the white marble of the

interior of the sultan's palace.  A spiraling stair leads upward to the

throne room, and to the north you see an open oakenwood door leading

toward the sultan's private chambers.  The palace gates to the west are

much too massive to be pushed open, but a large crank mounted in the wall

beside it might have something to do with its operation.  A strange

statue of a quite rotund gnome stands in the southwest corner next to a

potted plant.

~
nomob

[Merior] i presume no one can get into bedroom since it isnt done...

[Phule] bedroom is just a teaser - never meant to be done.

[Finius] good guard description.

[Finius] why do you just get to go in and see the sultan?

[Finius] not sure what code is available to make you wait, or have guards check you over first...but they should.

[Finius] ah you can't go north

~
301465709 1 9 0
D0
door~
door n north~
195 -1 36093 10 10 5
D3
gate~
gate~
195 -1 36059 10 10 5
D4
~
~
0 -1 36061 10 10 5
E
nose~
It looks a bit detached, as if perhaps it was not part of the original

design.

~
E
crank~
This crank, if turned, will drop a complex system of counterweights

hidden within the palace walls and thereby open the massive gates.

~
E
rotund statue strange~
This statue depicts the commercial genius of the first Sultan of Narak,

the half-goblin affectionately known only as "The Sultan." His vision

rebuilt Narak and transformed it from a dying desert village to a

bustling center of trade.  The nose seems slightly off-center.

~
E
potted plant~
In a simple clay pot, this fern is very leafy and moist and is obviously

alien to the desert climes of Narak.  It is almost constantly watered by

a pair of servants who run to and from a small closet carrying buckets,

sweat drenching down their exhausted faces.

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

~
E
block~
@CA guard steps from the shadows and blocks your passage.  "@bYou are not

allowed in the sultan's bedchamber.@n" 

~
!
3 0 1
A
~
~
wait( 1 );

close( room, west );

send_to_room( #west, room );

send_to_room( #east, find_room( 36059 ) );

~
E
west~
Guards close the magnificent gate to the west.

~
E
east~
The magnificent gate to the east closes.

~
!
1 0 8
A
turn pull crank~
crank~
act_tochar( #crank, ch );

open( room, west );

send_to_room( #east, find_room( 36059 ) );

~
E
crank~
You turn the crank and the gate swings open.

~
E
rcrank~
$n turns the crank and the gate swings open.

~
E
east~
The magnificent gate to the east opens to the sound of windchimes.

~
!
0 0 0
A
twist turn rotate spin~
nose~
act_tochar( #turn, ch );

i = random( 1, 2 );

if( i == 1 ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    open( find_room( 36001 ), north );

    send_to_room( #north, find_room( 36001 ) );

    send_to_room( #south, find_room( 36002 ) );

    send_to_area( #some, room );

    }

  else {

    close( find_room( 36001 ), north );

    send_to_room( #noclose, find_room( 36001 ) );

    send_to_room( #soclose, find_room( 36002 ) );

    send_to_area( #close, room );

    set_rflag( reset0, room );

    }

  }

if( i == 2 ) {

  if( rflag( reset1, room ) ) {

    remove_rflag( reset1, room );

    open( find_room( 36001 ), south );

    send_to_room( #south, find_room( 36001 ) );

    send_to_room( #north, find_room( 36023 ) );

    send_to_area( #some, room );

    }

  else {

    close( find_room( 36001 ), south );

    send_to_room( #soclose, find_room( 36001 ) );

    send_to_room( #noclose, find_room( 36023 ) );

    send_to_area( #close, room );

    set_rflag( reset1, room );

    }

  }

~
E
north~
The portcullis to the north slowly and mysteriously opens.

~
E
south~
The portcullis to the south slowly and mysteriously opens.

~
E
some~
From somewhere the grating sound of a portcullis being raised can be heard.

~
E
turn~
You twist the statue's odd-shaped nose.

~
E
noclose~
The portcullis to the north slowly and mysteriously closes.

~
E
soclose~
The portcullis to the south slowly and mysteriously closes.

~
E
close~
From somewhere the grating sound of a portcullis being lowered can be heard.

~
!
0 0 0
917 9 1509949515 3 0
917 9 1509949515 3 0
-1
S

#36061
The Throne Room~
A massive throne of gold and silver dominates this large chamber,

elevated on a small dais.  Fineries of every description, from silken

tapestries to jeweled goblets, line the walls and a red carpet leads from

the marble stairway to the foot of the throne.

~
sultan mprogs are disabled purposefully as religions are bogus

[Finius] small marble dais?

[Finius] be cool if you could ask him about his scim.  maybe cut your

head off or something ;) 

[Phule] safe

~
301465703 1 9 0
D5
~
~
0 -1 36060 10 10 5
649 9 1509949540 3 0
997 8 1509949540 3 0
-1
S

#36062
Areadle's Fineries~
Silks and gems line the shelves of this luxuriously decorated shop. 

Servants with large palm leaves follow guests, fanning them as they

browse the items.  It is much cooler in this store than in the outside

heat, a refreshing change.

 

A small sign hangs from a wall nearby.

~
[Phule] safe

[Phule] no.mob

~
301469771 1 9 0
D2
~
~
0 -1 36058 10 10 5
E
sign~
@bList@n -- shows what you can buy.

 

If you have a question about an unusual item, ask the shopkeeper about it.

~
A
~
~
continue;

~
E
to_char~
You step out onto the Way of Kel Amroth.

~
!
3 0 4
650 9 1509949540 3 0
342 17 1509949470 -1 0
1161 17 1509949475 -1 0
1159 17 1509949470 -1 0
1162 17 1509949460 -1 0
1485 17 1509949460 -1 0
-1
S

#36063
Veglar's Oasis~
Several patrons sit in relative comfort, dining on various dishes

imported from across the realms.  Waiters dressed in white carry trays of

food and drink to and fro quickly, yet stop to chat amiably with the

guests.  Candles light each table, and several large rotating fans hang

from the ceiling, powered by some unseen force.

~
[Phule] nomob

[Phule] safe

[Phule] btw, legbone pops here one out of every 30 REBOOTS

~
301465675 1 9 0
D0
~
~
0 -1 36058 10 10 5
A
~
~
continue;

~
E
to_char~
You step out onto the Way of Kel Amroth.

~
!
3 0 1
651 9 1509949540 3 0
113 17 1509949500 -1 0
112 17 1509949500 -1 0
129 17 1509949540 -1 0
-1
S

#36064
Palace Street~
You are standing on a street of scrubbed white sandstone.  To the north

you see a few shops, and to the south the palace gates are visible.  To

the east the walls of the palace loom high overhead, reaching to golden

domed rooftops and high balcony windows.  This spot is strangely bare in

the bustle of the city, as no shops line the city streets.

~
~
301465665 1 9 0
D0
~
~
0 -1 36082 10 10 5
D2
~
~
0 -1 36059 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down Palace Street.

~
!
3 0 5
-1
S

#36065
Palace Street~
Despite the looming form of the sultan's palace to the northeast, the

white marble building to the east catches your eye.  Large columns of

stone support a massive marble roof which encloses a graceful temple.  To

the west, the sandstone wall of a building rises up into the desert air, a

staircase leading up its edge toward a small shop above.  The merchants

and servants running to and fro along the street move more slowly and

quietly here, as if respecting the peace of the temple.

~
[Finius] add look column to the look temple description

[Phule] added

~
301465665 1 9 0
D0
~
~
0 -1 36059 10 10 5
D1
~
~
0 -1 36117 10 10 5
D2
~
~
0 -1 36066 10 10 5
D4
~
~
0 -1 36146 10 10 5
E
temple~
The smooth white marble structure rises into the sky, with six massive

columns supporting its roof.

~
E
columns~
The columns are white marble, each easily 8 feet thick.

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

transfer( ch, find_room( 36117 ) );

~
E
ch~
You ascend the smooth steps into the temple.


~
!
3 1 2
A
~
~
continue;

~
E
to_char~
You continue $T down Palace Street.

~
!
3 0 5
-1
S

#36066
Palace Street~
The street is fairly bare at this point, but the bustling merchantry

still flows by in a steady din of yelling and conversation and

accusations.  A high wall rises rises to the east, the outer wall of the

city..  A small sandstone wall stands to the west, with a small staircase

leading up the side of it to a small shop above.  To the north, Palace

Street passes a temple, and to the south you can see an intersection.  A

rather imposing-looking gate stands before a large building to the east.

~
~
301465665 1 9 0
D0
~
~
0 -1 36065 10 10 5
D1
black iron gate~
black iron gate e east door~
195 -1 36191 10 10 5
D2
~
~
0 -1 36067 10 10 5
D4
~
~
0 -1 36145 10 10 5
E
gate~
The black iron bars of the gate are close together.  It would take quite

a ram to break down the door.

~
A
bang knock~
1 east gate~
act_tochar( "You bang on the gate.", ch );

act_notchar( "$n bangs on the gate to the east.", ch );

act_tochar( "A few guards yell curses at you, and go back to sleep.", ch );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Palace Street.

~
!
3 0 5
-1
S

#36067
Intersection of Palace and Khotrad~
The streets of Palace and Khotrad come to a bustling intersection here,

with merchants coming and going along Palace Street to the north and

Khotrad to the west.  To the east stands a small brightly-coloured tent

with a sign above its flap, a strange spicy odor coming from the tent's

interior.  A small table and a few chairs have been placed here by the

cityguard to act as a quiet place to talk, as this corner of the city,

while busy, does not boast the commercial traffic of other parts of the

city.  A small wooden ladder runs up the wall to the south to a trapdoor. 

The trapdoor leads into a house which hangs from the wall.

~
[Merior] is cityguard one or two words?

[Phule] cityguard can be either - a like one word better.

[Finius] every guard also looks the same, dude.

[Phule] well there is no difference between a gate and a street guard

except their duties 

~
301465665 1 9 0
D0
~
~
0 -1 36066 10 10 5
D1
~
~
0 -1 36068 10 10 5
D3
~
~
0 -1 36069 10 10 5
D4
~
~
0 -1 36164 10 10 5
E
sign~
The sign reads:

 

THE FORTUNE-TELLER'S:


Learn about your future, or make yourself one with our choice reagents.

~
A
climb~
ladder~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Palace Street.

~
!
3 0 1
A
~
~
continue;

~
E
to_char~
You continue $T down Khotrad Street.

~
!
3 0 8
912 17 1509949540 -2 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
918 9 1509949530 3 0
918 9 1509949520 3 0
-1
S

#36068
The Fortune-Teller's~
The tent is poorly lit, as only a few candles on a small wooden table in

the center of the tent provide light.  Small particles fill the air,

possibly dust, and numerous jars line a few shelves filled with contents

not discernable.  Thin leather loops hang on a few racks, obviously

intended to be made into some sort of necklace.

~
[Phule] working on fortune-telling program

[Finius] bit stilted not to just say 'undiscernable contents'

[Finius] leather to make a necklace and she customs nothing.  heh

frusstrating.

[Finius] ah, i just looked and see its webs instead.  some, like me, will

miss that, and i guess you know it works then :) 

[Phule] custom for shark tooth necklace goes here

[Phule] safe

[Phule] nomob

~
301465679 1 9 0
D3
~
~
0 -1 36067 10 10 5
E
loops jars shelves racks~
The jars are covered with dust, making their contents indistinguishable. 

The loops appear upon second glance to be instead thick strands of woven

spider's silk.

~
676 9 1509949540 3 0
21 17 1509949540 -1 0
37 17 1509949540 -1 0
78 17 1509949540 -1 0
81 17 1509949540 -1 0
243 17 1509949540 -1 0
249 17 1509949465 -1 0
912 49 1509949540 -2 0
27 81 1509949540 -2 0
-1
S

#36069
Khotrad Street~
To the north and south rise walls of stone, the north being a crumbling

wall of granite, and the south a mighty wall of sandstone.  To the west

you see a large ramp descending below the walls, and to the east the

smells of strange spices can be detected.

~
u was 36166

~
301465665 1 9 0
D1
~
~
0 -1 36067 10 10 5
D3
~
~
0 -1 36070 10 10 5
D4
~
~
0 -1 36166 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down Khotrad Street.

~
!
3 0 10
-1
S

#36070
Khotrad Street~
Khotrad Street runs east to west along the southern wall of the city.  A

large stone ramp leads down to the south, towards the smell of the sea. 

Large carts pulled by horses haul loads to and from the ramp below. 

Merchants crowd the large ramp which seems suddenly small, all trying to

reach or disembark from a ship at the docks.  To the west an entrance to

the city plaza can be seen over the crowd, the sounds of the plaza

carrying over the crazy din.

~
~
301465665 1 9 0
D1
~
~
0 -1 36069 10 10 5
D3
~
~
0 -1 36071 10 10 5
D5
~
~
0 -1 36118 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down Khotrad Street.

~
!
3 0 10
918 9 1509949530 3 0
918 10 1509949520 3 0
-1
S

#36071
Khotrad Street~
To the north, a small arch leads through a crumbling wall into the city

square, alive with merchants, people, and entertainers.  Khotrad Street

runs east and west along the southern wall of the city.

~
western rooms 

u was 36168

[Rhen] hmm maybe some extras like look entertainers

agreed

~
301465665 1 9 0
D0
~
~
0 -1 36099 10 10 5
D1
~
~
0 -1 36070 10 10 5
D3
~
~
0 -1 36072 10 10 5
D4
~
~
0 -1 36168 10 10 5
E
n north arch square merchants people entertainers~
It is a mill of people, quite nearly a carnival atmosphere.

~
A
~
~
continue;

~
E
to_char~
You continue $T down Khotrad Street.

~
!
3 0 10
-1
S

#36072
Khotrad Street~
You are in a quiet part of Narak, as Khotrad Street is fairly bare in

this part of town.  To the west a few shops can be seen, and to the east

you hear the faint sounds of the city square.

~
[Finius] be cool if you could ask jester to do certain emotions.  like

flip, jump, tackle...

u was 36170

[Phule] i think joke and insult will do, as well as the tipping series with coins.

~
301465665 1 9 0
D1
~
~
0 -1 36071 10 10 5
D3
~
~
0 -1 36073 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down Khotrad Street.

~
!
3 0 10
-1
S

#36073
Intersection of Khotrad and Aghrin~
The southernmost intersection in Narak, Khotrad and Aghrin Streets

interconnect here.  To the west the sounds of controlled combat can be

heard, and to the north the loud sounds of a bar.  A small wooden ladder

runs up the wall to the south to a trapdoor.  The trapdoor leads into a

house which hangs from the wall.

~
[Merior] although i have figured out the hanging houses, if this is the

first one seen, can still be confusing...

[Merior] how about something like A small stone house appears to hang

from the southern wall, and a trapdoor provides a means of accessing the

house (or something kinda like that?

[Rhen] listen sounds

[Phule] you hear the sounds of a bar?

~
301465665 1 9 0
D0
~
~
0 -1 36075 10 10 5
D1
~
~
0 -1 36072 10 10 5
D3
~
~
0 -1 36074 10 10 5
D4
~
~
1024 -1 36172 10 10 5
A
climb~
ladder~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Khotrad Street.

~
!
3 0 2
A
~
~
continue;

~
E
to_char~
You continue $T down Aghrin Street.

~
!
3 0 1
A
~
~
continue;

~
E
to_char~
You climb up the ladder and come to a trapdoor.

~
!
3 0 16
918 9 1509949525 3 0
918 9 1509949520 3 0
-1
S

#36074
The Camel's Tongue~
A large white mat rests in the center of this room, with several figures

practicing physical techniques on it.  Practice weapons line the walls

and occasionally one is used in instruction on the mat, but it is clear

that the weapons are not for sale.  Through the door to the east is the

intersection between Khotrad and Aghrin.

~
[Phule] safe

[Phule] nomob

[Rhen] extras- look weapons smell sweat :)

okay those i can see :)

~
301465679 1 9 0
D1
~
~
0 -1 36073 10 10 5
E
mat~
The thickly padded mat lets the trainees fall to the ground without

injuring themselves.

~
E
weapons~
A few wooden swords, but mostly staves and a very strange weapon indeed:

two 18-inch long, inch-thick poles with a short length of cord between

them.

~
672 9 1509949540 3 0
-1
S

#36075
Aghrin Street~
The sounds of a boisterous tavern reach your ears from the west, loud

voices and the sound of glasses clinking together.  Aghrin Street runs

north and south, a long line of worn sandstone.  The smell of camels

wafts in from the north.

~
[Rhen] hmm extras some smells maybe and look sandstone

it's just a street :(

~
301465665 1 9 0
D0
~
~
0 -1 36076 10 10 5
D2
~
~
0 -1 36073 10 10 5
D3
~
~
0 -1 36116 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down Aghrin Street.

~
!
3 0 5
-1
S

#36076
Aghrin Street~
Aghrin Street runs north and south, traversing the western side of the

city.  The sound of laughter and merry-making seems to ring from all

directions, filling the air with a degree of light-heartedness that makes

the day or night seem somewhat brighter.  A putrid smell comes from an

open doorway to the west.

~
[Finius] nice contrast in room descr. smell vs sound.

[Phule] thanks finius

[Rhen] extras- detail the smell please :) and yes nice touch.

'a putrid smell'

~
301465665 1 9 0
D0
~
~
0 -1 36054 10 10 5
D2
~
~
0 -1 36075 10 10 5
D3
~
~
0 -1 36104 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down Aghrin Street.

~
!
3 0 5
-1
S

#36078
Aghrin Street~
The fine sandstone of Aghrin Street stretches north toward more shops,

and south it crosses Narak's Main Street.  Above the open door to the

east hangs a silver-engraved sign depicting a curved sword crossed with

an axe, while to the west a finely-tooled wooden sign depicting a

crescent moon encircled by a coiling dragon overhangs another open

doorway.  Bright-robed merchants cavort up and down this street, yet none

seem to be looking your way.  A sturdy wooden stair leads up and over the

smithy's doorway to a balcony overhead.

~
climb stair

random clang, magic boom, merchant.

~
301465665 1 9 0
D0
~
~
0 -1 36079 10 10 5
D1
~
~
0 -1 36096 10 10 5
D2
~
~
0 -1 36054 10 10 5
D3
~
~
0 -1 36115 10 10 5
D4
~
~
1024 -1 36151 10 10 5
E
silver~
The working is intricate and the sign seems recently polished.  The

curving sword must be the sword of the desert, the scimitar, and the

large battle-axe depicted is reminiscent of dwarven masterwork.  The sign

must belong to a smithy.

~
E
sign~
You try to look at both the wooden sign and the silver sign, but just end

up confused.

~
E
wooden~
The dragon coiled around the crescent moon seems almost alive, the wooden

sign's carver having done flawless work.  The sign seems to belong to a

magician's shop, as the crackle of magic can be heard amidst intermittent

explosions through the open doorway below it.

~
E
pennant~
The multi-colored pennant advertises "Authentic Western Food." The shop

it belongs to might be interesting.

~
A
~
~
wait( 1 );

i = random( 1, 5 );

if( i == 3 )

  send_to_room( #expl, room );

if( i == 2 )

  send_to_room( #clang, room );

if( i == 4 )

  send_to_room( #merch, room );

~
E
merch~
A merchant pushing a cart laden with leathers and skin rushes down the

street.

~
E
clang~
The pounding clang of metal on metal reaches your ears from the east.

~
E
expl~
The streets are rocked by a booming explosion through the doorway to the

west, but passing merchants don't seem to notice.

~
!
2 500 5
A
climb~
sturdy wooden stair~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Aghrin Street.

~
!
3 0 5
A
~
~
continue;

~
E
to_char~
You climb up the staircase to the balcony above.

~
!
3 0 16
-1
S

#36079
Aghrin Street~
Smiling citizens come strolling out of the doorway to the west after a

session in Brahle's Masseuse.  The heavy, blisteringly hot sandstone of

Aghrin Street leads north and south toward more shops.  A set of sturdy

wooden stairs lead up the walls on each side of the street.  The stairway

to the east climbs above an open doorway, and the stairway to the west

climbs to a shop above the street level.  The shops in this area do not

hang bright signs, but seem to be well-visited despite the lack of show.

~
climb east or west

[Finius] what stairway to the east?

[Phule] the one you 'climb east'

[Phule] dont forget 'climb west'

~
301465665 1 9 0
D0
~
~
0 -1 36080 10 10 5
D2
~
~
0 -1 36078 10 10 5
D3
~
~
0 -1 36114 10 10 5
E
w west~
While you cannot see within the shop, the faint outlines of people moving

about within can be seen.

~
E
sturdy wooden stairs~
The stairways are wide enough for three or four people to walk up

side-by-side, and look fairly newly-constructed.

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

~
E
heh~
You try to will yourself upward, but it would probably be easier if you

tried to climb something.

~
!
0 0 0
A
climb~
sturdy wooden stair~
act_tochar( #heh, ch );

~
E
heh~
Which stair, the east or the west, do you wich to climb?

~
!
0 0 0
A
climb~
1 west~
if( find_skill( ch, climb ) > 0 ) {

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  send_to_room( #arrive, find_room( 36152 ) );

  transfer( ch, find_room( 36152 ) );

  }

else

  act_tochar( "But you don't know how to climb!", ch );

~
E
climb~
You climb the staircase on the western side of the street.

~
E
rclimb~
$n climbs the staircase on the western side of the street.

~
E
arrive~
$n arrives from below, having climbed the stair.

~
!
0 0 0
A
climb~
1 east~
if( find_skill( ch, climb ) > 0 ) {

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  send_to_room( #arrive, find_room( 36153 ) );

  transfer( ch, find_room( 36153 ) );

  }

else

  act_tochar( "But you don't know how to climb!", ch );

~
E
climb~
You climb the staircase on the eastern side of the street.

~
E
rclimb~
$n climbs the staircase on the eastern side of the street.

~
E
arrive~
$n arrives from below, having climbed the stair.

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Aghrin Street.

~
!
3 0 5
-1
S

#36080
Intersection of Aghrin and Truskin~
You are standing in the northwest corner of the city, just south of the

mighty sandstone walls of Narak.  A small leather shop can be seen

through an open door to the west, and the streets of Aghrin and Truskin

lead south and east.  A small wooden ladder runs up the wall to the north

to a trapdoor below a house which hangs from the wall.

~
[Merior] last sentence...

[Phule] i like the last sentence

[Rhen] maybe a look at that house on the wall so i can see how its hangin there.

~
301465665 1 9 0
D1
~
~
0 -1 36088 10 10 5
D2
~
~
0 -1 36079 10 10 5
D3
~
~
0 -1 36081 10 10 5
D4
~
~
1024 -1 36154 10 10 5
A
climb~
ladder~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Aghrin Street.

~
!
3 0 4
A
~
~
continue;

~
E
to_char~
You continue $T down Truskin Street.

~
!
3 0 2
A
~
~
continue;

~
E
to_char~
You step into the leather shop.

~
!
3 0 8
A
~
~
continue;

~
E
to_char~
You climb up the ladder and come to a trapdoor.

~
!
3 0 16
918 9 1509949525 3 0
918 9 1509949515 3 0
-1
S

#36081
Yhujar's Leathers~
Leather armors hang from every inch of wall space, and yet unfinished

pieces litter a small workspace in the northeast corner promising yet

more leathers in the works.  A small wooden chair sits facing a desk

littered with carving and staining tools.  This shop is simple, as if the

leathersmith has been settled comfortably down into the shop for many

years.

~
[Merior] what does simple have to do with settling down comfortably?

[Merior] yhujar's name doesnt appear anywhere, description a bit feeble

[Phule] safe

[Phule] nomob

[Rhen] extra look tools , look litter

~
301469775 1 9 0
D1
~
~
0 -1 36080 10 10 5
A
~
~
continue;

~
E
to_char~
You step out of the leather shop.

~
!
3 0 2
658 9 1509949540 3 0
2200 17 1509949485 -1 0
2103 17 1509949490 -1 0
2041 17 1509949505 -1 0
2022 17 1509949470 -1 0
980 17 1509949490 -1 0
2122 17 1509949485 -1 0
-1
S

#36082
Palace Street~
Noisy merchants walk hurridly past you from a bank to the east, and to

the west you see a general store.  To the north, Palace Street intersects

Truskin, and to the south, you can see the walls of the Sultan's palace. 

The intersection to the north seems dark, an area which most of the

passing merchants seem to avoid.

~
~
301465665 1 9 0
D0
~
~
0 -1 36083 10 10 5
D1
~
~
0 -1 36094 10 10 5
D2
~
~
0 -1 36064 10 10 5
D3
~
~
0 -1 36092 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T down Palace Street.

~
!
3 0 5
A
~
~
continue;

~
E
to_char~
You step into the general store.

~
!
3 0 8
A
~
~
continue;

~
E
to_char~
You enter the bank.

~
!
3 0 2
-1
S

#36083
Intersection of Palace and Truskin~
Palace and Truskin streets intersect here, but most passers-by seem to

avoid stepping too close to a black tower to the east.  To the south and

west several shops dot the sandstone streets, and the faint din of the

city's activities drifts over the rooftops to the southwest.

~
the assassin's tower is closed the assassins worship Morr, by the way.

insert dagger is disabled until tower is done.

room 36084

[Phule] tower will probably be deleted

~
301465665 1 9 0
D2
~
~
0 -1 36082 10 10 5
D3
~
~
0 -1 36085 10 10 5
E
slot~
The slot is thin and narrow, about the size of a long, thin dagger.

~
E
black tower~
This many-turetted black stone tower stands in stark contrast to the

neutral colors of the surrounding city.  From one iron-barred window the

flickers of flames can be seen, and from others muffled screams are

issued.  There do not appear to be any entrances or exits into the tower,

however.

~
E
1 south 1 west shops~
Whatever the shops are, their bright colours certainly look gay enough.

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

~
E
search~
You feel along the wall for an entrance and discover a strange @Bslot@n.

~
!
0 0 0
A
insert~
dagger~
if( has_obj( 3029, ch ) ) {

  act_tochar( #nope, ch );

  end;

  junk_obj( has_obj( 3029, ch ) );

  }

else

  act_tochar( #dagg, ch );

~
E
dagg~
You don't have a dagger which fits this slot.

~
E
nope~
The dagger fits, but the door fails to open.

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Truskin Street.

~
!
3 0 8
A
~
~
continue;

~
E
to_char~
You continue $T down Palace Street.

~
!
3 0 4
A
listen~
faint din activities~
act_tochar( "Mostly gentle murmurs, every once in a while you hear a loud CLANG!!", ch );

~
!
0 0 0
918 9 1509949525 3 0
918 9 1509949520 3 0
-1
S

#36084
The Tower of Assassins~
This small room is the entrance to the Tower of Assassins.  Small holes,

which could hide prying eyes or poison-tipped darts, line the walls and

ceiling.  Two black marble stairways climb into the tower to the north,

one descending do its unknown depths and the other ascending to its

winding heights.  A small handprint-shaped pressure plate on the wall

looks to the the mechanism by which the door is opened.

~
room 36083

~
301465669 0 9 0
D3
door~
door~
195 -1 36083 10 10 5
D4
~
~
0 -1 36131 10 10 5
D5
~
~
0 -1 36132 10 10 5
E
hand handprint pressure plate~
It fades into the rock of the wall, but is not truly meant to be hidden.

~
E
small holes~
Long and straight, they fade into darkness.  Who knows who watches or

what lethal traps lie at their end?

~
E
black marble stairway~
The surfaces of the staircases are polished to a black, almost

mirrorlike, sheen.  Made of a cold marble, they cling to the tower's

walls like spiders, spiraling into nothingness.

~
-1
S

#36085
Truskin Street~
Truskin Street, named after one of the founders of one of the early

desert cities, runs east to west.  To the south you can see a small shop,

and to the east Truskin Street comes to an intersection.  A small wooden

ladder runs up the wall to the north to a trapdoor below a house which

hangs from the wall.

~
[Rhen] hey maybe a plague somewhere on this street dedicated to this trustkin guy

[Rhen] or a statue

~
301465665 1 9 0
D1
~
~
0 -1 36083 10 10 5
D2
~
~
0 -1 36092 10 10 5
D3
~
~
0 -1 36086 10 10 5
D4
~
~
0 -1 36162 10 10 5
A
climb~
ladder~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Truskin Street.

~
!
3 0 10
A
~
~
continue;

~
E
to_char~
You step into the general store.

~
!
3 0 4
-1
S

#36086
Truskin Street~
The northern wall of the city seems to have been broken through here at

one time, but it has been repaired in the years since, although how it

could have been accomplished is not easily imaginable.  Truskin Street

runs east and west, with shops visible in either direction.

~
[Merior] why is it hard to imagine repairs on wall?

[Phule] without tearing down the whole mess?

u was 36159

[Rhen] hmm maybe try to explain the reapirs with an extra

~
301465665 1 9 0
D1
~
~
0 -1 36085 10 10 5
D3
~
~
0 -1 36087 10 10 5
A
climb~
ladder~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Truskin Street.

~
!
3 0 10
-1
S

#36087
Truskin Street~
A large sign over the doorway to the south signals it to be a pet store. 

Even without the sign, the sounds and smells coming from that direction

would certainly mark it as a place of animals.  Trustkin Street continues

to the east and west.

~
[Finius] no look sign?  

u was 36158

added sign

[Rhen] extra - as upon it are painted an assortment of animals.

~
301465665 1 9 0
D1
~
~
0 -1 36086 10 10 5
D2
~
~
0 -1 36095 10 10 5
D3
~
~
0 -1 36088 10 10 5
E
sign~
The sign is possibly an old circus sign, as it upon it is painted an

assortment of animals.

~
A
climb~
ladder~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Truskin Street.

~
!
3 0 10
918 9 1509949530 3 0
-1
S

#36088
Truskin Street~
You are standing on an east-west road which follows the north wall of the

city.  Guards high above on the wall pace to and fro, keeping a vigilant

watch over the desert and sea.  To the west, the road intersects Aghrin

Street, and to the east the signs of a few shops can be seen.

~
[Merior] wont keep repeating the last sentence thing any more ;)

[Phule] neither will i :)

u was 36156

~
301465665 1 9 0
D1
~
~
0 -1 36087 10 10 5
D3
~
~
0 -1 36080 10 10 5
A
climb~
ladder~
interpret( ch, "up" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You continue $T down Truskin Street.

~
!
3 0 10
-1
S

#36089
Wyvern Inn - Lobby~
Cooled by ice, this room is welcome respite from the harsh heat outside. 

Couches line the walls, and several townspeople sit chatting amiably

about their daily lives.  An open doorway leads north into the office of

the Wyvern Inn, and a doorway south enters the heat of Main Street Narak.

~
[Phule] nomob

[Rhen] extras - touch ice - maybe using it to cool yourself

~
301465673 1 9 0
D0
~
~
0 -1 36090 10 10 5
D2
~
~
0 -1 36057 10 10 5
A
~
~
continue;

~
E
to_char~
You leave the cool air of the inn.

~
!
3 0 4
-1
S

#36090
Wyvern Inn - Office~
Busy servants rush to and from rooms, bearing drink, sheets, and towels. 

A large oak desk is in the center of the room, with a large wooden

carving of a wyvern inset in the front of it.  Small ferns in pots stand

in each of the four corners.  The luxurious carpet is red and soft, and

shows hardly signs of wear.

~
[Phule] safe

[Rhen] extra carpet - as if afraid to be the first...

[Rhen] extras - feel carpet -

~
301465667 1 9 0
D2
~
~
0 -1 36089 10 10 5
D4
~
~
0 -1 36091 10 10 5
E
oak desk wooden carving wyvern~
The desk is old, yet is in good repair.  The wyvern seems very lifelike.

~
E
ferns pots~
Short and wide-leafed, the ferns appear healthy in the dark brown earth

of their clay pots.

~
E
carpet~
Obviously a new addition, the carpet seems to be tread upon very

delicately by those who pass by, as if afrain to be the first to scuff it.

~
A
~
~
continue;

~
E
to_char~
You ascend the stairs to the bedroom.

~
!
3 0 16
653 9 1509949540 3 0
-1
S

#36091
Wyvern Inn~
This comfortable-looking bedroom sees frequent use by merchants

travelling to Narak.  The finest in the inn, the room boasts twin

chandeliers, a massive duckfeather bed, satin sheets, and the only cool

breeze in town, which wafts in through an open window.

~
[Rhen] put the furniture in the room not just in the description

~
301465665 1 9 0
D5
~
~
0 -1 36090 10 10 5
E
chandeliers~
The chandeliers, one at each end of the room, give off hundreds of tiny

points of light from the many candles which burn within them.  Small

crystals hang like weights from various points, an attempt at decoration

which has somehow gone awry as the resulting effect is to simply make the

chandelier look crooked.

~
A
~
~
continue;

~
E
to_char~
You descend the stairs.

~
!
3 0 32
1400 17 1509949540 -2 0
-1
S

#36092
Jharlo's Supplies~
Adventuring equipment is stocked in shelves on the walls in this small

shop.  Waterskins, ropes, lanterns, and other basic equipment vital to

life in the Realms lie ready to be bought.  To the east, you see Palace

Street and the entrance to a bank.  To the north, the northern wall of

Narak looms across Truskin Street.

~
[Phule] safe

[Phule] nomob

[Rhen] desc Adventuring equipment is stocked on shelves along the walls of this small shop.

[Rhen] maybe sounds better, huh?

~
301465679 1 9 0
D0
~
~
0 -1 36085 10 10 5
D1
~
~
0 -1 36082 10 10 5
A
~
~
continue;

~
E
to_char~
You leave the store.

~
!
3 0 3
668 9 1509949540 3 0
949 17 1509949460 -1 0
229 17 1509949520 -1 0
1893 17 1509949490 -1 0
26 17 1509949540 -1 0
25 17 1509949470 -1 0
6 17 1509949495 -1 0
-1
S

#36093
The Palace of the Sultan~
A drab room, really.  It probably took more effort to get here than it

was worth.

~
[Finius] very, very funny.

[Finius] are you sure you don't want an oreo to pop here 1% of time? ;)

[Phule] :)

~
301465665 1 9 0
D2
~
~
195 -1 36060 10 10 5
-1
S

#36094
Bank of Narak~
Velvet ropes form a line as busy merchants rush in and out making

deposits and withdrawals.  The bank clerks walk under heavy guard to and

from the iron-doored vault.  To the west is Palace Street, the exit

guarded by several large, burly men.  Foolish indeed would be the thief

who tried to steal from the bank of the city of merchants.  A potted

plant stands in the corner.

~
nomob

mob crash killed my bank guard

[Phule] random actions here would be just added spam to bank action spam

~
301467725 1 5 0
D3
~
~
0 -1 36082 10 10 5
E
plant~
The plant is thick and tall, growing clear up to the ceiling.

~
E
velvet ropes~
The ropes form lines for the waiting, impatient merchants.

~
E
iron-doored vault~
The vault is opened only for the brief moments when a clerk enters and

exits the vault.  Trying to get in would be insane.

~
E
merchants clerks~
They all seem to be out of sight at the moment.

~
A
climb~
potted plant~
act_tochar( #climb, ch );

act_notchar( #rustle, ch );

transfer( ch, find_room( 36186 ) );

act_notchar( #rclimb, ch );

~
E
rustle~
You hear a rustling of leaves and $n disappears.

~
E
climb~
You climb up the potted plant, through the hole in the roof, and out

underneath the open sky.

~
E
rclimb~
$n climbs up from below.

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You leave the bank and walk onto Palace Street.

~
!
3 0 8
-1
S

#36095
Entrance to the Pet Shop~
The sounds of animals of all varieties hit your ears in a jumble.  The

sounds of dogs and large birds come through a doorway to the south, and

to the west, the sounds of large cats and snakes.  To the north is

Truskin Street.

~
[Phule] nomob

[Rhen] hehe snakes make noise?

~
301465677 1 9 0
D0
~
~
0 -1 36087 10 10 5
D2
~
~
0 -1 36120 10 10 5
D3
~
~
0 -1 36122 10 10 5
-1
S

#36096
The Armoury Royale~
Steam rises from a forge set into the stone of the northeast corner of

this shop, before which is a large anvil and a set of glowing tongs. 

Weapons and armour of all types line the walls and are polished to

perfect shine.  Exits to the east and south return you to the streets of

Narak.

 

A small sign hands from a wall.

~
nomob

Also, why is a monk running an armory shop?

Everyone's got a hobby....

[Finius] he doesn't teach anything monklike? weaponlike?

[Finius] maybe he's busy.

[Phule] good point

[Phule] safe

[Rhen] desc- polished to a perfect shine

[Rhen] extra look forge and anvil

[Rhen] monk- wiping sweat from his brow

[Rhen] acode - hmm maybe hit with sparks or something upon entering

[Rhen] monk - also powerfully-built

~
301469775 1 9 0
D2
~
~
0 -1 36055 10 10 5
D3
~
~
0 -1 36078 10 10 5
E
sign~
@bList@n -- shows what you can buy.

 

If you have a question about an unusual item, ask the shopkeeper about it.

~
654 9 1509949540 3 0
3029 17 1509949470 -1 0
3003 17 1509949465 -1 0
968 17 1509949480 -1 0
380 17 1509949460 -1 0
1060 17 1509949465 -1 0
3035 17 1509949450 -1 0
745 17 1509949450 -1 0
3004 17 1509949455 -1 0
-1
S

#36097
Plaza Square~
You are at the entrance to the Narak city square.  To the north, the

sounds of the bustling shops of Narak can be heard, and to the south and

west the square expands.  The square at your feet is made of tiled

sandstone squares, polished clean.

~
safe

nomob

[Finius] be cool, if when you tell him hi, you break his concentration and the bed of nails 'hits' him.

[Phule] heh then he might die :)

[Rhen] just a note- i love this plaza, my hat off to you :)

[Rhen] extras - touch tile

added tile

~
301465675 1 9 0
D0
~
~
0 -1 36056 10 10 5
D1
~
~
0 -1 36100 10 10 5
D2
~
~
0 -1 36099 10 10 5
D3
~
~
0 -1 36098 10 10 5
E
tile d down feet square sandstone squares~
The ten-foot by ten-foot squares show only the slightest signs of wear.

~
717 9 1509949540 3 0
-1
S

#36098
Plaza Square~
To the west the crumbling remains of the first walls of Narak remain,

while to the north a new-built and smaller wall of sandstone brick

separates the square from the city proper.  To the south and east the

plaza square can be seen.  The brick-paved plaza has been recently

cleaned.

~
[Finius] cool he can juggle.  should give performers a hat to throw money

in since he junks what you give him 

[Phule] no donations

[Rhen] extras - look wall - or maybe touch wall

added wall

~
301465667 1 9 0
D1
~
~
0 -1 36097 10 10 5
D2
~
~
0 -1 36103 10 10 5
E
wall w west~
The old walls of Narak have started to crumble, but still remain intact

for the most part.

~
177 9 1509949540 3 0
-1
S

#36099
Plaza Square~
You are at the southern entrance to the plaza square.  A small arch

through the old wall of Narak leads south onto Khotrad Street.  To the

north, east, and west you see the entirety of the plaza.  In the faint

sand which dusts the sandstone at your feet, the traces of a pair of

dancers' path remains from a recent festival.

~
safe

nomob

[Finius] so does he swallow a sword if i stand here a while? can i pay him to? :)

[Finius] traces of a pair of dancer's feet? of many pairs of dancers' feet?

[Rhen] desc- line 3- east, and west the you see- east, and west you see.

fixed

[Rhen] extras- look traces- maybe something like- as you retrace the steps of the dancers

[Rhen] you find yourself dancing, hehe just a thought :)

added, is a nice thought :)

~
301465675 1 9 0
D0
~
~
0 -1 36097 10 10 5
D1
~
~
0 -1 36101 10 10 5
D2
~
~
0 -1 36071 10 10 5
D3
~
~
0 -1 36103 10 10 5
E
faint sand sandstone dust traces~
As you retrace the steps of the dances, you find yourself dancing on the

sandstone tile.

~
685 9 1509949540 3 0
-1
S

#36100
Plaza Square~
You are in the northeast corner of the square.  To the north and east,

newly erected walls of sandstone brick separate the square from the rest

of the city, and to the south and west, the square broadens.  In the

center of this part of the square, a small wicker basket with a heavy lid

rests.

~
room is safe - these mobs are not to be attacked.

[Finius] these guys in competition?

[Phule] team i think

~
301465667 1 9 0
D2
~
~
0 -1 36101 10 10 5
D3
~
~
0 -1 36097 10 10 5
E
wicker basket~
Within the basket is a slithering cobra.

~
660 9 1509949540 3 0
611 9 1509949540 3 0
-1
S

#36101
Plaza Square~
Sandstone bricks pave the ground at your feet, leading north and west to

other parts of the plaza, and east toward a fountain.  To the south you

see the crumbling remains of the old city wall of Narak.

~
[Finius] oh nice! her fire trick is cool

[Finius] look woman: weird to have her action in her description if she's

going to do it when you ask.  Maybe she should just look poised to do it,

or like she just did it or..something.

[Phule] she does special fire when you ask

~
301465667 1 9 0
D0
~
~
0 -1 36100 10 10 5
D1
~
~
0 -1 36102 10 10 5
D3
~
~
0 -1 36099 10 10 5
201 9 1509949540 3 0
716 9 1509949540 3 0
-1
S

#36102
A Spectacular Fountain~
Before you rises the most spectacularly crafted @efountain@n in the entire

realms.  In the center of a chiseled marble pool rises the nearly

lifelike figure of twin dolphins carved from silver.  The plaza square is

to the west.

~
[Finius] WOW. i like that thing making you toss in coins.

[Finius] nice room. thumbs up.

[Finius] can you throw coins in on purpose?

[Phule] no

~
301465699 1 9 0
D3
~
~
0 -1 36101 10 10 5
E
marble pool~
The cool, clear waters of this marble pool look refreshing indeed. 

Looking into the pool, you see that its bottom is lined with many, many

coins.  A marvelous silver sculpture of twin dolphins stands in the

center of the pool.

~
E
silver dolphins~
The silver sculpture is so lifelike you can't help but imagine the pair

bursting into motion.

~
A
~
~
send_to_room( #charm, room );

ch = rand_char( room );

if( has_obj( 14, ch ) ) {

  act_tochar( #you, ch );

  act_notchar( #ryou, ch );

  junk_obj( has_obj( 14, ch ) );

  }

~
E
charm~
The fountain's magical charm washes over the room, filling its occupants

with the urge to toss in a coin or two.

~
E
you~
You respond to the fountain's call and involuntarily toss a silver coin

into the pool.

~
E
ryou~
$n responds to the fountain's call and involuntarily tosses a silver coin

into the pool.

~
!
2 120 0
718 9 1509949540 3 0
1258 17 1509949540 -2 0
-1
S

#36103
Plaza Square~
You are in the southwest corner of the square, where to the south and

west the crumbling remains of an ancient wall remain, still standing

years after it was replaced by the great city walls of Narak.  At your

feet are set tiled squares of sandstone, and to the north and east the

city square can be seen.

~
[Finius] NO NOT A MIME. *heh*

[Finius] if you tell mime hi he starts making walls around you...

[Finius] would be cool anyway

[Phule] added :)

[Rhen] desc - last line - east the city square can be seen.

fixed

[Rhen] extras- look wall - look tiles

added both extras

~
301465667 1 9 0
D0
~
~
0 -1 36098 10 10 5
D1
~
~
0 -1 36099 10 10 5
E
wall w west~
The old walls of Narak have started to crumble, but still remain intact

for the most part.

~
E
tiles d down~
The ten-foot by ten-foot squares show only the slightest signs of wear.

~
194 9 1509949540 3 0
-1
S

#36104
Hajim's Camels~
The first thing you notice about this room is its smell, that of five day

old camel dung.  The source of the quite putrid odor are embodied in a

long row of pens full of camels of all descriptions.  You can exit the

smelly shop to the east.

~
[Phule] had my own camel pets, but with florian adding his didn't make sense

[Phule] safe

[Phule] nomob

~
301473871 1 9 0
D1
~
~
0 -1 36076 10 10 5
E
long row pens~
The floors of the pens are covered with grime and rotting hay.  Each pen

has a large trough of water, although the green film over the water's

surface does not look too appealing.

~
E
camels~
They shrink back in their pens when you try to look at them.

~
655 9 1509949540 3 0
-1
S

#36105
Storage for Hajim's Camels~
~
~
301465665 1 9 0
1509 9 1509949540 3 0
1510 9 1509949540 3 0
-1
S

#36110
South-West Tower~
Implements of torture line this walls, lit by an evil red glow from a

burning fire inset in the west wall.  The rack, the iron maiden, and all

the usual instruments of pain fill your view, but not a prisoner in sight. 

Perhaps the master of this room has been waiting for a victim to simply

walk by.

~
[Phule] pull lever

[Phule] weaken

~
301465673 1 9 0
D5
trapdoor~
trapdoor~
195 -1 36029 10 10 5
A
pull~
lever~
if( is_open( room, down ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, down );

  }

~
E
nope~
You pull the lever, but the trapdoor is already open.

~
E
rpull~
$n pulls the lever, opening the trapdoor.

~
E
pull~
You pull the lever, opening the trapdoor.

~
!
0 0 0
774 9 1509949540 3 0
-1
S

#36111
South-East Tower~
This southeast guard tower has been transformed into an evil shrine.  A

black symbol has been carved into the south wall, as well as the floor,

and the only light is a hideous purple glow issuing from a black candle

in a sconce on the wall.  A padded altar lies facing the symbol near the

south wall, and a dark, unholy text rests on an ebony table.

~
[Phule] search ofind -c phule for more stuff

[Phule] pull lever

~
301465673 1 9 0
D5
trapdoor~
trapdoor~
195 -1 36038 10 10 5
E
altar~
Obviously built for kneeling in prayer.

~
E
black symbol~
This symbol must serve as some guiding representation to its worshipper,

but it appears only a blob of black on black to the untrained eye.

~
E
candle~
This black wax candle burns with a hideous purple light, as if ignoring

the brighter part of the spectrum.

~
E
unholy text book~
This featureless black book is inscribed with silvery blue runes,

obviously a dark religious text of great power.  Its owner's soul must be

black indeed.

~
A
pull~
lever~
if( is_open( room, down ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, down );

  }

~
E
pull~
You pull the lever, opening the trapdoor.

~
E
rpull~
$n pulls the lever, opening the trapdoor.

~
E
nope~
You pull the lever, but the trapdoor is already open.

~
!
0 0 0
771 9 1509949540 3 0
-1
S

#36112
North-East Tower~
This tower room is coated entirely with a three-inch layer of ice, and is

bare save a strange, cold throne in the center of the room.  A cold,

white light fills the room from a magical fire set in an otherwise empty

sconce.  From somewhere intangible a hollow, ringing laughter issues

forth, chilling your very blood.

~
[Phule] skin for demon horn?

[Finius] second sentence, how about "A stark, white light.." since we

know its cold.

[Finius] probably should be "From somewhere intangible, a hollow, ringing..

[Finius] and the ice demon in front of me *seems* tangible enough.

[Finius] look demon probably gender the demon, so that 'this room with

its chill-sending presence' doesn't confuse room (its) with the demon

(its).  make the demon a her, after some old girlfriend.  you know you

wanna.

[Finius] doh, Tnelazu is the bastard son.  make it he instead of 'its'

then.

[Finius] now i'm confused, bastard son and an enchantress.  he/'she a

hermaphrodite?  enchanter maybe.  or..i don't know.

[Phule] enchantress was the MOTHER *whap*

[Phule] weaken, pull lever

~
301465673 1 9 0
D5
trapdoor~
trapdoor~
195 -1 36015 10 10 5
A
pull~
lever~
if( is_open( room, down ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, down );

  }

~
E
nope~
You pull the lever, but the trapdoor is already open.

~
E
rpull~
$n pulls the lever, opening the trapdoor.

~
E
pull~
You pull the lever, opening the trapdoor.

~
!
0 0 0
776 9 1509949540 3 0
-1
S

#36113
North-West Tower~
This watchtower adorns the northwest corner of the city of Narak, and is

lit by an eerie green glow.  Shelves of books adorn the walls, most

likely a new addition as the cityguard is mostly illiterate.  Rich

tapestries adorn the walls as well, extravagant for a watchtower.  A

winding stone staircase descends into darkness below.  The view out of

the west window overlooks a land devoid of life.  A small lever rests

next to a trapdoor set in the floor.

~
[Phule] liche-tongue not finished

[Finius] look books how about 'last used many centuries ago' to avoid the ringing rhyme of last/past.

[Phule] weaken

~
301465673 1 9 0
D5
trapdoor~
trapdoor~
195 -1 36006 10 10 5
E
tapestries~
These velvet tapestries are firmly attached to the walls, and to remove

one would mean destruction of it in the process.  The illustrations on

the fabric detail fantastic magical events, such as the resurrection of

the dead and spellfighting a dragon.


~
E
shelves books~
The books are written in an ancient language, perhaps a magical one, last

used many centuries past.  They obviously belong to a scholar of magic--a

powerful one.

~
E
lever~
Actually a small latch, the lever appears to release the trapdoor,

opening a way below.

~
A
get take grab~
book books~
if( mob_in_room( 129, room ) )

  act_tochar( #mine, ch );

else {

  act_tochar( #look, ch );

  act_notchar( #rlook, ch );

  act_tochar( #nuts, ch );

  act_notchar( #rnuts, ch );

  do_spell( hallucinate, ch );

  }

~
E
mine~
The liche stops you from stealing his precious books.  "I'm afraid those

are *my* possessions." 

~
E
look~
You look through the shelves for a book which may be of use.

~
E
rlook~
$n looks through the shelves for a book which may be of use.

~
E
nuts~
After only a few moments of looking at the squirming glyphs, your mind

turns to mush.

~
E
rnuts~
$n turns away from the shelves with a glazed look over his eyes.

~
!
0 0 0
A
pull~
lever~
if( is_open( room, down ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, down );

  }

~
E
nope~
You pull the lever, but the trapdoor is already open.

~
E
rpull~
$n pulls the lever, opening the trapdoor.

~
E
pull~
You pull the lever, opening the trapdoor.

~
!
0 0 0
129 9 1509949540 3 0
912 49 1509949540 -2 0
1282 81 1509949490 -2 0
-1
S

#36114
Masseuese~
Several patrons of this reknowned health spot lie face down on tables

receiving massages and other theraputic services.  It is said that a few

hours spent in here are well worth the resulting restoration of body,

mind, and spirit.

~
massages ;) 

[Phule] Narak citizenship? i suppose.

[Phule] safe

[Phule] nomob

~
301465711 1 9 0
D1
~
~
0 -1 36079 10 10 5
657 9 1509949540 3 0
-1
S

#36115
Gavlin's Magic Shoppe~
Potions, scrolls, and bits of spell components line the walls of this

small shop.  A loud hum is heard coming from behind one of the walls,

presumably a hidden back room, and a large @b@Ghourglass@n rests on the

table, sand pouring down through it.  The passing din of a busy merchant

street comes through the open doorway to the east.  A staircase leads

down into a shop below this one.

~
nomob

[Phule] fire mage

[Phule] safe

[Phule] assigns quest 53

[Rhen] hmm, what makes someone assume there is a hidden room, if it is hidden.

~
301469775 1 9 0
D1
~
~
0 -1 36078 10 10 5
D5
~
~
0 -1 36192 10 10 5
E
hourglass~
The grains in this strange hourglass do not appear to be sand, but

nevertheless they seem to keep time just as well.  As you watch the last

few grains trickle into the hourglass, the glass turns itself over

magically and the grains fall back through into the now empty half.

You may want to ask the shopkeeper about it.

~
95 9 1509949540 3 0
9 17 1509949490 -1 0
285 17 1509949450 -1 0
68 17 1509949490 -1 0
1021 17 1509949450 -1 0
-1
S

#36116
The Parched Sand~
Smiling people look up from their drinks for a moment as you enter, but

quickly return to their rapidly-emptying tankards.  The Parched Sand is

reknowned for its ability to refresh travelers after days of travel

through the desert.  To the east is Aghrin Street.

~
[Phule] safe

[Phule] no.mob

~
301465679 1 9 0
D1
~
~
0 -1 36075 10 10 5
D5
~
~
1024 -1 36175 10 10 5
A
~
~
act_tochar( #chat, ch );

~
E
chat~
Somewhere over a few bottles of drinks you overhear a few scraps of a

conversation.  "Brahle....pleasure....jellyfish." 

~
!
2 200 0
671 9 1509949540 3 0
23 17 1509949470 -1 1
24 17 1509949540 -1 1
114 17 1509949540 -1 2
24 17 1509949540 -1 15
24 17 1509949540 -1 4
-1
S

#36117
Temple to Meriada~
Massive columns of fine white marble sits, sweep up from the four corners

of the temple to a large vaulted ceiling almost ten meters above your

head.  Against the eastern wall, a massive pedestal of fine grey and

white marble sits, on which rests a massive hourglass.  The large

hourglass is finely carved and painted in honor of Meriada.  To the west,

a grand grey marble stairway leads down out of the temple and back onto

the streets of Narak.

~
[Phule] why work on temples with no religion 

[Phule] no.mob

[Phule] safe

~
301465679 1 7 0
D3
~
~
0 -1 36065 10 10 5
E
hourglass~
While this artifact may or not be the actual relic of the god, it

obviously has great magical enchantments woven into its sands.  Just

watching the sands fall makes your eyelids heavy and your heartbeat slow.

~
E
columns~
The massive columns are made of fine white marble, supporting the four

corner of the temple.

~
E
grey marble stairway~
The stairs are solid marble, the neutral grey of Meriada.

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

continue;

~
E
ch~
You descend the smooth steps onto the streets of Narak.


~
!
3 3 8
A
~
~
loop( all_in_room ) {

  if( is_player( rch ) ) {

    act_tochar( "The healing balance of Meriada washes over you.", rch );

    do_spell( balm, mob_in_room( 675, room ), rch );

    }

  }

~
!
2 100 0
675 9 1509949540 3 0
-1
S

#36118
The Salty Passage~
In this large damp chamber that smells of the sea, one can buy passage to

different ports of the realms, for a price.  Workers take cargo to and

from the underground warehouse to the north, carrying it both up the ramp

into the city and down the tunnel to the west.  Another large tunnel

enters the city from the east, tunnelling beneath the city walls and out

into the deserts east of the city.

~
nomob

[Finius] wow, if you could book passage to a city...

~
301596749 1 9 0
D0
~
~
0 -1 36127 10 10 5
D1
~
~
0 -1 36208 10 10 5
D3
~
~
0 -1 36124 10 10 5
D4
~
~
0 -1 36070 10 10 5
E
sign~
PORTS CURRENTLY AVAILABLE:

 

 

Sorry, no ships depart today.

~
663 9 1509949540 3 0
-1
S

#36120
The Aviary and Kennel~
Dogs bark loudly at your intrusion and several large birds screech loudly

in your direction.  The birds are confined tightly in their cages, while

each dog has a small penned off area to call their own.

~
[Phule] safe

~
301473863 1 9 0
D0
~
~
0 -1 36095 10 10 5
662 9 1509949540 3 0
-1
S

#36121
Storage for the Aviary and Kennel~
~
~
301465665 1 9 0
D4
~
~
234 -1 36120 10 10 5
117 9 1509949540 3 0
110 9 1509949540 3 0
115 9 1509949540 3 0
116 9 1509949540 3 0
114 9 1509949540 3 0
-1
S

#36122
Jackal's Ferocious Felines and Serpents Galore~
The roars and hisses of large cats intermix with the nearly-silent

slithering of serpents in their cages to hit your ears with a cacaphony

of sound.  All of them seem to be staring at you, and all of them appear

to be hungry.

~
[Finius] all three are a bit much

[Phule] explain more please

[Phule] safe

~
301473863 1 9 0
D1
~
~
0 -1 36095 10 10 5
661 9 1509949540 3 0
-1
S

#36123
Storage for Jackal's petshop~
~
~
301465665 1 9 0
D4
~
~
234 -1 36122 10 10 5
118 9 1509949540 3 0
669 9 1509949540 3 0
670 9 1509949540 3 0
-1
S

#36124
The Dock Tunnel~
This is the eastern end of the massive tunnel connecting the docks to the

interior of the city.  This tunnel is dug beneath the cliff itself,

thousands of tons of dirt overhead.  The tunnel stretches east and west,

heavy stone blocks paving the ground.

~
[Mange] I don't know if I would use earth as the mud is not earth.

[Merior] eastern end? still west of center..

[Phule] nomob

[Phule] eastern end - ie the exit is one room east ?

~
301596749 0 9 0
D1
~
~
0 -1 36118 10 10 5
D3
~
~
0 -1 36205 10 10 5
754 9 1509949525 3 0
754 9 1509949515 3 0
-1
S

#36125
The Dock Tunnel~
This is the western end of the massive tunnel connecting the docks to the

interior of the city.  The sound of waves crashing on the shore and of

the shouts of sailors reach your ears, a cacaphony of a mixture of men

and the nature they hold dear.

~
~
301596741 0 9 0
D2
~
~
0 -1 36207 10 10 5
D3
~
~
0 -1 36126 10 10 5
-1
S

#36126
The Docks of Narak~
Ships flying flags of all descriptions lie docked here at the massive and

vast docks of Narak.  Several men are in the process of unloading some

cargo and carting it through the tunnel and into the city.  To the east

the dock tunnel disappears into the large cliff beneath the city of Narak. 

A wooden walkway climbs around the cliff and up to the hard rock above.

~
[Merior] thought you werent supposed to write actions into room descriptions...

[Merior] massive AND vast... redundant?

[Phule] hey... just because i'm vaguely ambiguous...

[Phule] extras

[Phule] will close up if narak opens before rest of area

~
301465664 0 9 0
D1
~
~
0 -1 36125 10 10 5
D4
~
~
0 -1 35784 10 10 5
A
~
~
if( has_obj( 574, ch ) ) {

  act_tochar( #board, ch );

  wait( 1 );

  act_tochar( #sail, ch );

  wait( 2 );

  act_tochar( #arrive, ch );

  }

else

  act_tochar( #even, ch );

~
E
board~
You quickly cross the docks and board your waiting ship.

~
E
sail~
The ship sails away, the wind making the sails billow outward.  Soon the

city of Narak is distant.

~
E
arrive~
After several days of travel, you seen reach your destination.

~
E
even~
You don't have a ticket!

~
!
0 0 0
-1
S

#36127
An Underground Warehouse~
Stacks of large crates line the walls, and various ropes, anchors, and

sails hang about as well.  An archway to the south exits this large

warehouse, apparently the storage area for incoming cargo and repair

equipment.  A large stone block on the north wall appears out of the

ordinary.  The steel rungs of a ladder disappear beneath the floor below

an open trapdoor.

~
north is another area on pending

is the Naraki Catacombs

[Phule] n is 36128

[Phule] nomob

~
301596749 1 9 0
D0
dark grey stone~
dark grey stone n north~
235 -1 36128 10 10 5
D2
~
~
0 -1 36118 10 10 5
D5
~
~
0 -1 36177 10 10 5
E
large stone block n north wall~
The stone seems a slightly darker grey, nearly black.

~
A
push open~
stone~
if( !is_open( room, north ) ) {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  send_to_room( #opens, find_room( 36128 ) );

  open( room, north );

  }

else

  act_tochar( #already, ch );

~
E
open~
You push hard against the stone, revealing that behind it, once open, is

a tunnel leading into darkness.

~
E
already~
The crate is already open.

~
E
ropen~
$n pushes the dark grey stone to the north, reavealing a passage.

~
E
opens~
The stone to the south slides open.

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

  end;

if( is_open( room, north ) ) {

  wait( 1 );

  close( room, north );

  send_to_room( #close, room );

  send_to_room( #closes, find_room( 36128 ) );

  }

~
E
close~
The stone to the north slides silently shut.

~
E
closes~
The stone to the south slides silently shut.

~
!
1 2 1
-1
S

#36128
A mysterious tunnel~
Everything about this tunnel is out of place in the desert world of Narak. 

The tunnel is damp and cool, almost chill, and the neutrality of the city

above has been replaced by a dark, foreboding emptyness ahead.  No

comforting breeze blows; the air is still and heavy, like a tomb, but

from somewhere, the smell of incense and spice wafts its way to your

nostrils.  The tunnel almost seems alien, with the only familiar sight

being a small gray lever on the south wall.

~
[Merior] what if you are leaving... emptiness ahead?

ahead, i.e., down the tunnel

~
301465668 0 8 0
D0
~
~
0 -1 37250 10 10 5
D2
secret panel~
s south secret panel~
235 -1 36127 10 10 5
E
panel~
The panel is made of hard grey stone.

~
E
lever~
The lever is inset in the wall to the south a few inches to the side of

what appears to be a panel.

~
A
pull~
lever~
if( is_open( room, south ) )

  act_tochar( #already, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  send_to_room( #opens, find_room( 36127 ) );

  open( room, south );

  }

~
E
already~
The lever has already been pulled.

~
E
open~
You pull the lever and a secret panel opens to the south, revealing a

doorway.

~
E
ropen~
$n pulls the lever and a secret panel opens to the south.

~
E
opens~
The dark grey stone to the north swings open.

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

  end;

if( is_open( room, south ) ) {

  wait( 1 );

  close( room, south );

  send_to_room( #closes, room );

  send_to_room( #rcloses, find_room( 36127 ) );

  }

~
E
closes~
The stone panel swings shut.

~
E
rcloses~
The dark grey stone to the north slides silently into place.

~
!
1 0 5
-1
S

#36129
A Fabulous Cavern~
This large cavern surrounds a smooth, mirrorlike pool of dark water.  The

cavern rises at least 50 meters overhead, a cavernous space of empty,

black air.  To the north stands a door of @b@Ctourmalaine@n.

~
tourmalaine door to n

~
301465665 1 9 0
D0
"Tourmalaine Door"~
"Tourmalaine Door"~
131 -1 36187 10 10 5
E
pool~
This silvery pool's depths are unfathomable from this vantage, but a

magical light glimmers from deep below its surface.

~
A
enter dive~
pool water~
if( !is_player( ch ) ) {

  act_tochar( #hah, ch );

  end;

  }

act_tochar( #dive, ch );

act_notchar( #rdive, ch );

transfer( ch, find_room( 36048 ) );

act_notchar( #rrdive, ch );

~
E
dive~
You dive into the pool, and its chill touch nearly freezes your limbs. 

Soon a tingle of powerful energy flows through you, warming you gently,

and you see a faint light.  You swim toward the light, and come up out of

the pool in a different place than you left.

~
E
hah~
You find yourself unable to enter the pool.

~
E
rdive~
$n dives into the pool and disappears from sight.

~
E
rrdive~
$n climbs out of the pool, but seems strangely dry.

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

  act_tochar( #already, ch );

  end;

  }

if( mob_in_room( 776, find_room( 36112 ) ) ) {

  act_tochar( #image, ch );

  end;

  }

act_tochar( #open, ch );

act_notchar( #ropen, ch );

open( room, north );

send_to_room( #melt, find_room( 36187 ) );

~
E
image~
As you move forward to open the Tourmalaine Door, the image of a mighty

ice demon forms before you, barring the door.  It is clear that you will

not be able to open the door without first destroying the source of that

image.

~
E
already~
The Tourmalaine Door is already open.

~
E
melt~
The Tourmalaine Door to the south melts away.

~
E
ropen~
$n places $s hand on the Tournmalaine Door, and it melts away before

your eyes.

~
E
open~
You press your hand to the Tourmalaine Door's swirling surface, and it

melts away before your eyes.

~
!
8 0 1
A
c close~
~
act_tochar( #nope, ch );

~
E
nope~
You can't seem to close the Tourmalaine Door.

~
!
0 0 0
-1
S

#36131
The Tower of Assassins - First Floor~
Arclike passages lead north and east, following the circular walls of the

tower.  They also follow a round room to the northeast which appears to

have no entrance.  A staircase of black marble descends back down the

walls of the tower.  A sconce hangs on the wall.

~
~
301465669 0 6 0
D0
~
~
0 -1 36133 10 10 5
D1
~
~
0 -1 36134 10 10 5
D5
~
~
0 -1 36084 10 10 5
1362 49 1509949540 -2 0
26 81 1509949475 -2 0
-1
S

#36132
The Tower of Assassins - Entrance to Lower Level~
This room is perfectly cubical, with each of the four walls made of black

marble polished to a mirrorlike shine.  The only feature of this room is

a spiral stair made of the same stone which ascends upward into darkness

interrupted only by the flickering of high-ensconced torches.

~
~
301465669 0 9 0
D4
~
~
0 -1 36084 10 10 5
E
north south east west wall~
The only thing you see looking at the wall is your own reflection.

~
E
up stair~
The black marble staircase spirals upward, clinging to the sides of the

tower.

~
E
down floor~
The floor appears perfectly the same as the four walls, except for a

small square which is separated from the rest of the floor by a small

groove.

~
A
search~
north west south east wall~
act_tochar( #nothing, ch );

act_notchar( #rnoth, ch );

~
E
nothing~
You don't find a single flaw in the perfect plane of the wall.  The room

is enclosed.

~
E
rnoth~
$n spends quite some time searching the walls for cracks or bumps, but

comes away with a puzzled look of defeat.

~
!
9 0 0
A
~
down floor~
interpret( ch, "look down" );

act_notchar( #down, ch );

~
E
down~
$n searches the floor carefully.

~
!
9 0 0
A
stand~
square~
act_tochar( #stand, ch );

act_notchar( #rstand, ch );

transfer( ch, find_room( 36194 ) );

act_notchar( #fall, ch );

~
E
stand~
You position yourself so that you stand directly over the square.

In an instant a trapdoor opens and you slide down a chute.

~
E
rstand~
$n moves to stand over a particular place on the floor.

~
E
fall~
$n falls from a chute in the ceiling, landing in a heap beside you.

A panel quickly slides over the chute, blocking escape.

~
!
0 0 0
-1
S

#36133
The Tower of Assassins - First Floor~
This passage follows the circle of the tower's walls, heading east toward

a trapdoor and south toward a staircase.  To the southeast is another

wall which seems to follow the outer wall in parallel.  A sconce hangs

from the wall.

~
~
301465669 0 6 0
D1
~
~
0 -1 36135 10 10 5
D2
~
~
0 -1 36131 10 10 5
A
pull turn twist~
sconce torch~
act_tochar( #pull, ch );

act_notchar( #rpull, ch );

i = random( 10, 30 );

loop( all_in_room ) {

  transfer( rch, find_room( 36195 ) );

  dam_message( rch, i, "The long fall" );

  inflict( rch, rch, i, "a long fall" );

  act_notchar( #arrive, rch );

  }

~
E
rpull~
$n pulls the sconce on the wall, and a giant trapdoor opens, sending you

hurtling through the air.

~
E
pull~
You pull the sconce on the wall, and a giant trapdoor opens, sending you

hurtling downward through the air.

~
E
arrive~
$n arrives, having fallen a great distance from above.

~
!
0 0 0
1362 49 1509949540 -2 0
26 81 1509949475 -2 0
-1
S

#36134
The Tower of Assassins - First Floor~
Under Construction.

~
~
301465669 0 6 0
D0
~
~
0 -1 36135 10 10 5
D3
~
~
0 -1 36131 10 10 5
1362 49 1509949540 -2 0
26 81 1509949475 -2 0
-1
S

#36135
The Tower of Assassins - First Floor~
A simple trapdoor lurks above, out of place in the polished black marble

surroundings of the tower.  Halls chiseled out of the rock flow south and

west away from this corner.  Access is provided by holes inset in the

wall leading upward to the trapdoor.

~
~
301465669 0 9 0
D2
~
~
0 -1 36134 10 10 5
D3
~
~
0 -1 36133 10 10 5
D4
trapdoor~
trapdoor~
391 62 36136 10 10 5
E
trapdoor~
A simple system of wood planks nailed together.  Further inspection would

probably be warranted.  A small latch holds the trapdoor in place.  On

the latch is a small lock.

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

  act_notchar( #rdarts, ch );

  dam_message( ch, 1d4+1, "A tiny dart" );

  inflict( ch, ch, 1d4+1, "A tiny poisoned dart" );

  poison( ch );

  dam_message( ch, 1d4+1, "A tiny dart" );

  inflict( ch, ch, 1d4+1, "A tiny poisoned dart" );

  poison( ch );

  dam_message( ch, 1d4+1, "A tiny dart" );

  inflict( ch, ch, 1d4+1, "A tiny poisoned dart" );

  poison( ch );

  continue;

~
E
rdarts~
$n is struck by a trio of flying darts.

~
E
darts~
You are struck by a trio of flying darts.

~
!
0 0 0
A
inspect~
up trapdoor~
act_tochar( #ins, ch );

act_notchar( #rins, ch );

if( find_skill( ch, inspect ) > 4 )

  act_tochar( #trap, ch );

else

  act_tochar( #noth, ch );

~
E
ins~
You inspect the trapdoor carefully.

~
E
rins~
$n inspects the trapdoor closely.

~
E
trap~
After only a few seconds of searching you find that the trapdoor is

trapped.  You cannot, however, discern what that trap is.

~
E
noth~
You look and look, but don't really see anything wrong with the trapdoor.

~
!
0 0 0
A
untrap~
up trapdoor~
act_tochar( #try, ch );

act_notchar( #rtry, ch );

if( !rflag( reset0, room ) ) {

  act_tochar( #already, ch );

  end;

  }

i = 1d7;

if( i > find_skill( ch, untrap ) ) {

  act_tochar( #fail, ch );

  act_notchar( #rfail, ch );

  acode( room, 1 );

  remove_rflag( reset0, room );

  }

else {

  act_tochar( #success, ch );

  act_notchar( #success, ch );

  remove_rflag( reset0, room );

  }

~
E
try~
You try to carefully untrap the trapped trapdoor.

~
E
rtry~
$n runs $s fingers over the trapdoor.

~
E
fail~
Your fingers brush against something and you hear a soft *click*.

~
E
rfail~
You hear a *click* from the trapdoor, and $n looks pretty surprised.

~
E
success~
You successfully untrap the trapped trapdoor.

~
E
rsuccess~
$n steps away from the trapdoor, smiling.

~
E
already~
Before you fiddle with the trap, you notice that it has somehow already

become untrapped.  Lucky you!

~
!
0 0 0
A
~
~
if( rflag( reset0, room ) ) {

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  remove_rflag( reset0, room );

  acode( room, 1 );

  continue;

  }

else

  continue;

~
E
trap~
You set off a trap!!

~
E
rtrap~
$n sets off a trap!

~
!
8 0 16
-1
S

#36136
Bottom of a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D3
~
~
0 -1 36137 10 10 5
D5
trapdoor~
trapdoor~
391 62 36135 10 10 5
-1
S

#36137
On a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D1
~
~
0 -1 36136 10 10 5
D2
~
~
0 -1 36138 10 10 5
-1
S

#36138
On a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D0
~
~
0 -1 36137 10 10 5
D1
~
~
0 -1 36139 10 10 5
-1
S

#36139
On a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D0
~
~
0 -1 36140 10 10 5
D3
~
~
0 -1 36138 10 10 5
-1
S

#36140
On a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D2
~
~
0 -1 36139 10 10 5
D3
~
~
0 -1 36141 10 10 5
-1
S

#36141
On a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D1
~
~
0 -1 36140 10 10 5
D2
~
~
0 -1 36142 10 10 5
-1
S

#36142
On a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D0
~
~
0 -1 36141 10 10 5
D1
~
~
0 -1 36143 10 10 5
-1
S

#36143
Top of a Winding Staircase~
Under Construction.

~
~
301465668 0 9 0
D0
~
~
0 -1 36144 10 10 5
D3
~
~
0 -1 36142 10 10 5
-1
S

#36144
The Tower of Assassins - Tower Room~
Under Construction.

~
~
301465668 0 9 0
D2
~
~
0 -1 36143 10 10 5
-1
S

#36145
A Balcony on a Sandstone Wall~
On the east edge of a large sandstone building, a stairway descends down

to the streets below.  To the south, the southern half of Narak spreads

out before you, but the high walls of the city prevent any view of the

desert beyond.  The smell of coffee wafts through an open doorway to the

west, and to the north another of these small rooftop shops can be seen.

~
nomob

[Finius] i really like the architecture...rooftop shop. is very cool.

[Phule] thanks :)

~
301465673 1 9 0
D0
~
~
0 -1 36146 10 10 5
D3
~
~
0 -1 36148 10 10 5
D5
~
~
0 -1 36066 10 10 5
-1
S

#36146
A Balcony on a Sandstone Wall~
On the east edge of a large sandstone building, a stairway descends down

to the streets below.  To the north, the northern half of Narak spreads

out before you, most notably the high-sloping gold domes of the palace

and the black turrets of the assassins tower to the northeast, and the

Wyvern Inn to the northwest.  Soft music lulls out of an open doorway to

the west, and to the south another of the small rooftop shops can be seen.

~
nomob

[Merior] music lulls?

[Phule] yup. music lulls.

[Finius] should be notably

[Phule] fixed, thanks

~
301465673 1 9 0
D2
~
~
0 -1 36145 10 10 5
D3
~
~
0 -1 36147 10 10 5
D5
~
~
0 -1 36065 10 10 5
-1
S

#36147
The Desert Song~
The western half of this small shop is dominated by a small stage, upon

which a few musicians play their lutes to the beautiful sound of a young

human female singing.  The other walls are adorned by hanging instruments

and posters of famous bards.  The smell of a coffee shop wafts in through

a set of swinging doors to the south.  To the east, the shop is exited

through an open doorway onto a sandstone balcony.

~
nomob

make liam a bard trainer (when bards come in)

[Phule] heh i can't believe i actually wrote above rbug

[Merior] are instruments currently useable for anything?

[Phule] don't think so

[Finius] be cool if you could 'ask liam dragon'

[Phule] safe

~
301469771 1 9 0
D1
~
~
0 -1 36146 10 10 5
D2
~
~
0 -1 36148 10 10 5
E
musicians~
Two lutists play a sorrowful melody and harmony while a dextrous harpist

plays a chilling countermelody of arpeggios and chords in a haunting

minor key.  The singer's lilting voice tells the story of Ossen, the

gnomish knight, and his fateful encounter with an evil dragon.

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

continue;

~
E
s~
You push through the swinging doors to the south.

~
!
3 0 4
A
~
~
mob = mob_in_room( 912, room );

if( mob )

  interpret( mob, "sit chair" );

~
!
2 100 0
A
~
~
mob = mob_in_room( 918, room );

if( is_player( ch ) )

  continue;

if( ch == mob )

  continue;

~
!
3 0 2
A
~
~
send_to_room( #act, room );

~
E
act~
The musicians finish a song to the scattered applause of the shop's

patrons.  After a short pause, they begin anew.

~
!
2 100 0
910 9 1509949540 3 0
682 17 1509949460 -1 0
1133 17 1509949460 -1 0
912 17 1509949540 -2 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
912 9 1509949540 3 0
-1
S

#36148
The M.T. Cup~
This quiet little coffee shop is quaint and has a cozy, friendly

atmosphere.  The sounds of "The Desert Song", the room to the north where

bards and minstrels play at most hours of the day, come wafting through

the swinging doors to the north and combine with the low din of happy

conversation of the shop's relaxed patrons.  The sights and smells of

coffees, soups, breads, and spices give the place a pleasant aroma to

match the pleasant mood.  A small sign is tacked up next to the counter,

and a small dartboard hangs on the wall.

~
nomob

[Merior] sounds of song come from the room?

[Phule] yes

[Merior] awful alot of pleasantness in one sentence...

[Phule] ain't it pleasant :)

[Phule] safe

~
301469771 1 9 0
D0
~
~
0 -1 36147 10 10 5
D1
~
~
0 -1 36145 10 10 5
E
pot coffee~
The pot is made from steel and is heated by a small fuelless flame

beneath it, keeping its contents nice and hot.  Its mouth is turned away

from you and towards the back of the counter, obviously Ossen would be

happy to fill a cup for you.

~
E
sign~
Please set your mugs and bowls on the counter when finished.

 

Thanks,

The Management

  

NOTE :: To play darts, type play darts.

~
E
axe mantle~
The axe is still in excellent condition, but as it requires two hands it

has probably not seen much use.  Something is etched onto the head,

however, and the light glints oddly from it.

~
E
etched head~
The etching reads:

@I'3. dragon'

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

continue;

~
E
n~
You push through the swinging doors to the north.

~
!
3 0 1
A
~
~
mob = mob_in_room( 911, room );

if( mob )

  interpret( mob, "sit barstool" );

~
!
2 1000 0
A
play~
darts~
act_tochar( #play, ch );

act_notchar( #rplay, ch );

j = 1;

loop( j < 4 )

  acode( room, 6 );

~
E
rplay~
$n grabs three darts from the dart holder and steps back to the line to

play.

~
E
play~
You grab the three darts from the dart holder and step back to the line.

~
!
0 0 0
A
~
~
if( j == 3 ) {

  act_tochar( #third, ch );

  act_notchar( #rthird, ch );

  j = 4;

  }

if( j == 2 ) {

  act_tochar( #second, ch );

  act_notchar( #rsecond, ch );

  j = 3;

  }

if( j == 1 ) {

  act_tochar( #first, ch );

  act_notchar( #rfirst, ch );

  j = 2;

  }

i = random( 1, 50 );

if( i == 1 ) {

  act_tochar( #bull, ch );

  act_notchar( #rbull, ch );

  }

else {

  if( i < 6 ) {

    act_tochar( #ring1, ch );

    act_notchar( #rring1, ch );

    }

  else {

    if( i < 16 ) {

      act_tochar( #ring2, ch );

      act_notchar( #rring2, ch );

      }

    else {

      if( i < 31 ) {

        act_tochar( #ring3, ch );

        act_notchar( #rring3, ch );

        }

      else {

        act_tochar( #ring4, ch );

        act_notchar( #rring4, ch );

        }

      }

    }

  }

~
E
rthird~
$n tosses the third dart.....

~
E
third~
You toss the third dart.....

~
E
rsecond~
$n tosses the second dart.....

~
E
second~
You toss the second dart.....

~
E
rring4~
$n's toss is a poor one, catching the outermost ring for a measly 1 point.

~
E
ring4~
Your toss is a poor one, catching the outermost ring for a measly 1 point.

~
E
rring3~
$n's toss goes off course, hitting the third ring.  Only 3 points.

~
E
ring3~
Your toss goes off course, hitting the third ring.  Only 3 points.

~
E
rring2~
$n's toss hits the second ring for 5 points.

~
E
ring2~
Your toss hits the second ring for 5 points.

~
E
rring1~
$n's toss hits the first ring!  10 points!

~
E
ring1~
Your toss hits the first ring!  10 points!

~
E
rbull~
$n's toss hits the bullseye!!  20 points!!

~
E
bull~
You hit the bullseye!!  20 points!!

~
E
rfirst~
$n tosses the first dart.....

~
E
first~
You toss the first dart.....

~
E
rplay~
$n grabs three darts from the dart holder and steps back to the line to

~
E
play~
You grab the three darts from the dart holder and step back to the line.

~
E
notyet~
The dart game is not yet ready to be played.

~
!
0 0 0
A
take steal get grab~
axe~
act_tochar( "You try to take Ossen's axe.", ch );

act_notchar( "$n reaches to take Ossen's axe.", ch );

act_tochar( "Ossen catches you and one-arms you out of the shop.", ch );

act_notchar( "Ossen catches $n and one-arms $m out of the shop.", ch );

interpret( ch, "east" );

~
!
0 0 0
769 49 1509949540 -2 0
793 81 1509949540 -2 12
1127 17 1509949540 -2 0
1127 17 1509949540 -2 0
1127 17 1509949540 -2 0
909 9 1509949540 3 0
743 17 1509949490 -1 0
1128 17 1509949490 -1 12
801 17 1509949490 -1 0
1134 17 1509949490 -1 0
911 9 1509949540 3 0
-1
S

#36149
Balcony Above Main Street~
This balcony overhangs the sandstone surface of Main Street, where

bustling merchants run about in a milling frenzy.  A sturdy wooden stair

leads down to the street's surface, and an open arch in the sandstone to

the north leads toward the smell of spices and seafood.  A wooden walkway

leads east from this balcony to another.

~
[Rhen] extras- look street - smell spices and seafood (seafood in a desert?)

[Phule] is on the ocean

~
301465665 1 9 0
D0
~
~
0 -1 36150 10 10 5
D1
~
~
0 -1 36176 10 10 5
D5
~
~
1024 -1 36055 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T along the balcony.

~
!
3 0 3
A
~
~
continue;

~
E
to_char~
You climb down the staircase to the street below.

~
!
3 0 32
-1
S

#36150
Shop - Authentic Western Food~
This shop is plainly adorned, as its name suggests, but its food bears

spices and seasonings beyond numbering.  From coconut shell glasses to

row upon row of various seafood dishes to several large pots of soup,

this shop is sure to have at least a few surprises.  Archways in the

sandstone lead to wooden balconies to the south and west.

~
[Merior] some extras here?

[Phule] arrrgghhh...

[Phule] safe

[Phule] nomob

~
301469771 1 9 0
D2
~
~
0 -1 36149 10 10 5
D3
~
~
0 -1 36151 10 10 5
E
sign~
@bList@n -- shows what you can buy.


If you have a question about an unusual item, ask the shopkeeper about it.

~
E
w s west south archway~
The graceful arch leads to a wooden balcony beyond.

~
A
~
~
continue;

~
E
to_char~
You step out onto the balcony to the $T.

~
!
3 0 12
957 9 1509949540 3 0
1261 17 1509949480 -1 11
1259 17 1509949470 -1 6
1263 17 1509949470 -1 0
-1
S

#36151
Balacony above Aghrin Street~
This balcony overhangs the sandstone surface of Aghrin Street, across

from Gavlin's Magic Shoppe.  A sturdy wooden stair leads down to the

street, and an open arch in the sandstone to the east leads toward the

smell of spices and seafood.  A hanging wooden walkway leads north to

another balcony.

~
~
301465665 1 9 0
D0
~
~
0 -1 36153 10 10 5
D1
~
~
0 -1 36150 10 10 5
D5
~
~
1024 -1 36078 10 10 5
A
~
~
continue;

~
E
to_char~
You continue $T along the balcony.

~
!
3 0 3
A
~
~
continue;

~
E
to_char~
You climb down the staircase to the street below.

~
!
3 0 32
-1
S

#36152
The Laughing Lobster~
This shop, half on the roof of a much larger sandstone building and half

on a wooden balcony, is filled with the sounds and smells of boiling

lobster.  A hideous wooden sign depicting a lobster with a horrifically

large smile is hung in poor taste over the shop, above a table surrounded

by a few chairs.  A sturdy wooden staircase leads down to Aghrin Street,

and a wooden walkway leads across the street to another balcony opposite

this one.

~
[Finius] *CACKLE* shop sign looks like those ghastly billboards for Red Lobster (tm)

[Phule] *drool*

[Phule] safe

[Phule] nomob

~
301469771 1 9 0
D1
~
~
0 -1 36153 10 10 5
D5
~
~
1024 -1 36079 10 10 5
A
~
~
continue;

~
E
to_char~
You cross the wooden walkway to the $T.

~
!
3 0 2
A
~
~
continue;

~
E
to_char~
You climb down the ladder to the street below.

~
!
3 0 32
466 17 1509949540 -2 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
912 17 1509949540 -2 0
927 9 1509949540 3 0
1220 17 1509949475 -1 0
113 17 1509949505 -1 0
112 17 1509949470 -1 0
-1
S

#36153
Balcony above Aghrin Street~
No rooftop shop graces this wooden balcony over a score of feet above the

sandstone streets of Narak.  Instead the balcony takes advantage of its

marvelous view of the Sea of Light, the massive, endless ocean whose

waves are visible above the ciy gates to the west.  The scenic vista is

complete with a bench upon which you may rest your weary bones and an

overhanging tent flap to keep the sun from beating down upon you.  Small

wooden walkways to the west and south seem to lead to other balconies.

~
[Finius] cool view. nice room. good place to eat my calamari

~
301465665 1 9 0
D2
~
~
0 -1 36151 10 10 5
D3
~
~
0 -1 36152 10 10 5
D5
~
~
1024 -1 36079 10 10 5
E
sea light ocean west~
The ocean rolls along in mighty waves of water.

~
A
~
~
continue;

~
E
to_char~
You continue $T along the balcony.

~
!
3 0 4
A
~
~
continue;

~
E
to_char~
You cross the walkway to the $T.

~
!
3 0 8
A
~
~
continue;

~
E
to_char~
You climb down the staircase to the street below.

~
!
3 0 32
1145 17 1509949540 -2 0
-1
S

#36154
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
[Phule] no extras necessary

~
301465673 1 9 0
D4
trapdoor~
trapdoor~
1415 1262 36155 10 10 5
D5
~
~
1024 -1 36080 10 10 5
A
~
~
continue;

~
E
to_char~
You climb down the ladder to the street below.

~
!
3 0 32
A
~
~
continue;

~
E
to_char~
You climb into the wall-house.

~
!
3 0 16
-1
S

#36155
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] thank you sir may i have another

~
301465665 1 9 0
D5
trapdoor~
~
1415 1262 36154 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
A
~
~
continue;

~
E
to_char~
You climb out of the wall-house and onto the ladder below.

~
!
3 0 32
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36156
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36157 10 10 5
-1
S

#36157
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] number 9, number 9, number 9, number 9

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36156 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36158
On a Ladder Below A Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36161 10 10 5
-1
S

#36159
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36160 10 10 5
-1
S

#36160
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] NOT ANOTHER ONE

[Finius] its a cult. its got to be.

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36159 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1392 17 1509949540 -2 0
1393 49 1509949540 -2 0
598 81 1509949540 -2 0
1042 9 1509949540 0 0
-1
S

#36161
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] let me guess, Its Buck Buck #9

[Finius] Deja Vu all over again!  Run Away!!

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36158 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36162
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36163 10 10 5
D5
~
~
0 -1 36085 10 10 5
-1
S

#36163
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] oh my god phule, how many copies did you make of this dang room?

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36162 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36164
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
[Finius] they all look the same. dude.

[Phule] they ARE all the same. dude.

~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36165 10 10 5
D5
~
~
0 -1 36067 10 10 5
-1
S

#36165
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] ditto the last 5 rooms that look like this ;)

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36164 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36166
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36167 10 10 5
D5
~
~
0 -1 36069 10 10 5
-1
S

#36167
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] it must be a hotel, all look the same.

[Finius] These guys complulsive?  *tickle*

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36166 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36168
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36169 10 10 5
D5
~
~
0 -1 36071 10 10 5
-1
S

#36169
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Finius] heh, these guys twins, or is this a hotel decorated the same?  (all sleeping merchants rooms look same)

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36168 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36170
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
~
301465673 1 9 0
D4
trapdoor~
trapdoor~
391 1262 36171 10 10 5
-1
S

#36171
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Merior] seems awfully familiar... 

[Finius] was spelled wall-house in last room.

~
301465665 1 9 0
D5
trapdoor~
~
391 1262 36170 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36172
On a Ladder Below a Trapdoor~
This ladder connects the wall-house above to the street below.  A

trapdoor, closed and locked securely, lies just overhead.

~
[Merior] null key?

[Phule] null key means lock has to be picked

~
301465673 1 9 0
D4
trapdoor~
trapdoor~
1415 1262 36173 10 10 5
D5
~
~
1024 -1 36073 10 10 5
-1
S

#36173
A Wall-House~
This small wall house appears to be the dwelling-place of a well-to-do

merchant.  A bed, neatly made, sits along the wall to the east, and a

coat rack stands in the southeast corner beside a trapdoor.  No rug

adorns the wood floor, however, save a few thin skins in various places. 

A small desk stands in the northwest corner of the room beside a small

metallic bin.

~
[Merior] still dont understand wall house concept

[Merior] an action or two would be nice...

[Merior] dagger on merchant is made of iron and stone?

[Merior] silly question... really need to go to all that trouble to reset coins on merchant?

[Phule] coins - yes as i wanted them inside bag.

[Phule] what actions did you have in mind~
301465665 1 9 0
D5
trapdoor~
~
1415 1262 36172 10 10 5
E
skins~
The skins are nailed into the floor and seem to serve mainly as padding.

~
E
small desk~
The desk appears to be for writing only, not storage, as it holds no

drawers or cabinets.

~
E
metallic bin~
Whatever its purpose, the small barrel-like can is empty.

~
1042 9 1509949540 0 0
1392 17 1509949540 -2 0
1393 17 1509949540 -2 0
-1
S

#36174
Up an Oak Tree~
This shady bough is not all that comfortable, but it is a private escape

from the streets below, unseen through the thick leaves below.

~
[Merior] would be nice if you could do something up here

climb down

was meant for thieves to hide in while guards are trying to kill them

~
301465664 1 4 0
A
climb~
down oak tree leaves~
act_tochar( #climb, ch );

act_notchar( "$n climbs down.", ch );

transfer( ch, find_room( 36057 ) );

act_notchar( "$n comes climbing down the oak tree.", ch );

~
E
climb~
You climb down the oak's branches, returning to the crowded streets of

Narak.

~
!
0 0 0
-1
S

#36175
The Parched Sand -- Downstairs~
This dimly-lit room houses the nocturnal activities of many of Narak's

thugs and mercenaries, a favorite hangout that even the cityguard avoid

when possible.  A creaky wooden staircase leads up to the bar.

~
nomob to keep guards out

kheffiss sends on quest which eventually gains thieves entrace to

assassin's tower.

need something for giving apple to grumm.

[Finius] what do these guys respond to besides hi?

[Phule] ask grummarsh apple, go from there

[Phule] ask them about each other

[Phule] okay i'll bite. there are several clues from npc's in narak partaining to a puzzle in the catacombs.

~
301465677 1 9 0
D4
~
~
1024 -1 36116 10 10 5
994 9 1509949540 3 0
1037 9 1509949540 3 0
1038 9 1509949540 3 0
-1
S

#36176
A Balcony Overlooking Main Street~
This wooden balcony is attached to the sandstone wall of a large building

to the north.  A small table with a glass case full of trinkets, odds and

ends, and jewelry sits in the northwest corner of the balcony.  A sturdy

wooden staircase leads down to Main Street below.

 

A small sign is hanging above the case.

~
[Finius] look human shouldn't she look a bit more gypsy-like? with lots of earrings and noserings and things?

[Phule] she's not a gypsy

[Phule] safe

[Phule] nomob

~
301469771 1 9 0
D3
~
~
0 -1 36149 10 10 5
D5
~
~
1024 -1 36056 10 10 5
E
sign~
The sign reads:

 

LIST :: shows what you can buy.

VALUE :: find out if I'm interested in your trinkets.

SELL :: sells your trinkets if I want them.

~
E
table~
The glass is thick and the case locked: it would be quite a feat to break

into this show table.

~
A
climb~
staircase~
interpret( ch, "down" );

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You climb down the staircase to the Way of Kel Amroth.

~
!
3 0 32
A
~
~
continue;

~
E
to_char~
You continue $T along the balcony.

~
!
3 0 8
922 9 1509949540 3 0
0 0 1509949540 -1 0
0 0 1509949540 -1 0
0 0 1509949540 -1 0
1 0 1509949540 -1 0
1 0 1509949540 -1 0
2 0 1509949540 -1 0
-1
S

#36177
A Steel-Runged Ladder~
You are climbing on a ladder of steel rungs bolted to a sandstone wall to

the west.  Above you you can see a room filled with crates and boxes,

while below you you see only the light of a torch which lights this

vertical shaft and blots out your view of the room below.

~
nomob

~
301596749 1 9 0
D4
~
~
0 -1 36127 10 10 5
D5
~
~
0 -1 36178 10 10 5
-1
S

#36178
Narak - Underlevel~
The underlevel of Narak, while not as crowded and bustling as the

merchant city itself, is far from deserted.  The inhabitants seem to

value their quiet, however, as not much commotion is heard from any

direction save a faint din from above.  Small streets head to the north

and east into strangely cooler air, and a steel-runged ladder leads up a

vertical shaft toward the city proper, and down even further into

near-total darkness.  The underlevel is lit by hanging chandeliers of

glowing moss, attached firmly to the ceiling nearly 25 feet overhead.

~
~
301596741 1 9 0
D0
~
~
0 -1 36179 10 10 5
D1
~
~
0 -1 36180 10 10 5
D4
~
~
0 -1 36177 10 10 5
D5
~
~
0 -1 36214 10 10 5
918 9 1509949540 3 0
-1
S

#36179
Khersset Street~
This narrow, sandstone-paved road leads north and south under the

fluourescent glow of mighty chandeliers hanging from the Underlevel's

smooth ceiling over 25 feet overhead.  Open doorways lead east and west

into small shops, while north you see what appears to be a small temple.

~
[Merior] florescent

~
301596741 1 9 0
D0
~
~
0 -1 36181 10 10 5
D1
~
~
0 -1 36183 10 10 5
D2
~
~
0 -1 36178 10 10 5
D3
~
~
0 -1 36184 10 10 5
-1
S

#36180
Side Alley - Above the Serpent Quarter~
A ledge here overlooks the Serpent Quarter, hundreds of small sandstone

houses built belowground for the serpentman population of Narak.  To the

west you see a street heading north, away from a ladder which presumably

leads back up into the city.  leads back up into the city.

~
[Merior] i thought this was underlevel...  am most confused

[Merior] ahh... now i understand, but description needs more work...

~
301596741 1 9 0
D3
~
~
0 -1 36178 10 10 5
-1
S

#36181
A Small Sandstone Temple~
This small temple constructed of sandstone in the limited space of the

Underlevel is still finely decorated.  A small altar rests beyond several

praying mats, a place for special meditation.  To the south you can see

Khersset Street.

~
[Merior] extras?

[Merior] are there going to be actions here?

[Phule] not until religions get looked at again

~
301596741 1 9 0
D2
~
~
0 -1 36179 10 10 5
-1
S

#36183
Ohmar's Leatherworks~
Fine leatherwork and articles made out of strange leathery material line

the walls of this small sandstone-walled shop.  The tools of

leatherworking, skinning, and tanning sit on a small carving table in the

northeast corner of the shop, and to the west an open doorway leads out

to Khersset Street.

~
costs should change methinks.

omob_prog

Lizardman shopkeeper in desert, away from his swamp home?  Hmm sounds

quite iffy...

is NOT lizardman...grr...is serpentman

[Merior] guess components are around here somewhere :)

[Merior] sure it's ok to introduce a race not seen elsewhere on our world?

[Phule] similar to white goblins, black orcs, etc, this is simply a

'variation' on the lizardman race 

~
301600837 1 9 0
D3
~
~
0 -1 36179 10 10 5
626 9 1509949540 3 0
-1
S

#36184
Serpent Shop~
This small shop is filled with the coilings and hissings of snakes,

coming from through a small, locked grate in the floor.  An open doorway

to the east leads to an underground street.

~
~
301609029 1 9 0
D1
~
~
0 -1 36179 10 10 5
627 9 1509949540 3 0
-1
S

#36185
Khersset Street~
Under Construction.

~
~
301465669 1 9 0
118 9 1509949540 3 0
882 9 1509949540 3 0
-1
S

#36186
Habib's Hot Air Balloons~
This large rooftop has a circle painted in bright red whose circumference

is about 30 feet.  Sitting in the circle is a large hot air balloon,

tethered to the ground and ready to take off.  A staircase leads down

away from the marvelous view of the deserts to the east of Narak.

A large sign stands near the staircase.

~
[Merior] like the balloon ride :)

[Phule] thanks boss

~
301467717 1 9 0
D5
~
~
0 -1 36094 10 10 5
E
sign~
The sign reads:

 

HABIB'S HOT AIR BALLOON SERVICE

 

Round trip balloon rides to (crossed out), (crossed out), and the

fabulous greenhouse of the Sultan of Narak.  Only 1 gold piece per person

(and we don't make change).  Just type 'buy passage' and you'll be off on

a grand adventure through the skies!

 

The remainder of the sign consists of fine print which you cannot seem to

make out.

~
A
buy~
passage~
if( mob_in_room( 968, room ) ) {

  if( has_obj( 2, ch ) ) {

    junk_obj( has_obj( 2, ch ), 1 );

    act_tochar( #go, ch );

    act_notchar( #rgo, ch );

    transfer( ch, find_room( 44508 ) );

    act_tochar( #land, ch );

    act_notchar( #rland, ch );

    obj_to_char( oload( 1279 ), ch );

    }

  else

    act_tochar( #no, ch );

  }

else

  act_tochar( #nohabib, ch );

~
E
no~
You don't have a gold coin!

~
E
go~
You hand Habib a gold coin and he ushers you into the balloon and takes

off.  You fly across miles of sand to the east and land in a circle of

large red rocks.

~
E
rgo~
$n hands Habib a gold coin and flies off in a hot air balloon.

~
E
land~
As you land, Habib gives you a whistle.  "Just blow this when you want to

come back.  I really don't know what you'll find to do here; the sultan

keeps the greenhouse locked." 

Then Habib flies off in the balloon.

~
E
rland~
$n is dropped off by Habib in a hot air balloon.

~
E
nohabib~
Habib is not around to fly the balloon.

~
!
0 0 0
968 9 1509949540 3 0
-1
S

#36187
Tourmalaine Chamber~
@b@CThis chamber is a sea of clouds and pale blue sky, a swirling marble

pallete of tourmalaine and white.  It is nearly a hypnotic effect as the

chamber seems to move rapidly through a noon tapestry, then rushing to a

halt, then spinning madly, all without the room actually moving.  A door

of similar composition stands to the south, while a door of swirling

@b@RCrimson@C fire stands to the east.@n 

~
crimson door to east

tourm. door to south

~
301465665 1 9 0
D1
"Crimson Door"~
"Crimson Door"~
131 -1 36188 10 10 5
D2
"Tourmalaine Door"~
"Tourmalaine Door"~
131 -1 36129 10 10 5
A
~
~
if( is_open( room, south ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, south );

  }

~
E
nope~
The Tourmalaine Door is already open.

~
E
rpull~
$n presses $s hand to the Tourmalaine Door, and it melts away before your

eyes.

~
E
pull~
You press your hand to the Tourmalaine Door's swirling surface and it

melts away before your eyes.

~
!
8 0 4
A
c close~
~
act_tochar( #nope, ch );

~
E
nope~
You can't seem to close the doors in this room.

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

  act_tochar( #already, ch );

  end;

  }

if( mob_in_room( 987, room ) ) {

  act_tochar( #image, ch );

  end;

  }

act_tochar( #pull, ch );

act_notchar( #rpull, ch );

open( room, east );

~
E
image~
As you reach for the Crimson Door, the image of a Guardian clad in

swirling Tourmalaine appears and blocks your path.  It is clear that you

will have to destroy the source of that image to open the door.

~
E
pull~
You press your hand to the Crimson Door's swirling surgace and it melts

away before your eyes.

~
E
rpull~
$n presses $s hand to the Crimson Door's swirling surface and it melts

away before your eyes.

~
E
already~
The Crimson Door is already open.

~
!
8 0 2
987 9 1509949540 3 0
-1
S

#36188
Crimson Chamber~
@b@RThe glowing walls of this room swirl with undulating flames, yet give

off nearly no heat despite their embering appearance.  The effect is most

distracting at your feet, as the floor beneath you changes from red to

orange then to an empty black as the floor visually disappears for

seconds at a time, even thought the rock is as solid as ever.  A doorway

of Crimson stands to the west, while a doorway of iced @n@GJade@b@R stands to

the south.@n 

~
~
301465665 1 9 0
D2
"Jade Door"~
"Jade Door"~
131 -1 36189 10 10 5
D3
"Crimson Door"~
"Crimson Door"~
131 -1 36187 10 10 5
A
~
~
if( is_open( room, west ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, west );

  }

~
E
nope~
The Crimson Door is already open.

~
E
rpull~
$n presses $s hand to the Crimson Door, and it melts away before your

eyes.

~
E
pull~
You press your hand to the Crimson Door's swirling surface and it melts

away before your eyes.

~
!
8 0 8
A
c close~
~
act_tochar( #nope, ch );

~
E
nope~
You can't seem to close the doors in this room.

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

  act_tochar( #already, ch );

  end;

  }

if( mob_in_room( 988, room ) ) {

  act_tochar( #image, ch );

  end;

  }

act_tochar( #door, ch );

act_notchar( #rdoor, ch );

open( room, south );

~
E
already~
The Jade Door is already open.

~
E
image~
As you reach for the Jade Door, the image of a Guardian clad in swirling

crimson appears before you, blocking the way.  It is clear that you must

destroy the source of that image before you can open the Jade Door.

~
E
door~
You reach out a hand and touch the Jade Door, which melts away before

your eyes.

~
E
rdoor~
$n reaches out a hand and touches the Jade Door, which melts away before

your eyes.

~
!
8 0 4
988 9 1509949540 3 0
-1
S

#36189
Jade Chamber~
@GThis room glows a deep Jade, as the walls, ceiling, and floor are all

made of some mysterious hard rock which is coated with a jade frost.  A

doorway stands to the north, and the room is otherwise strangely bare. 

What might be a fire glows jade in the center of the chamber, but instead

of flickering flames you see ice crystals which rise and fall almost like

dancing fire.@n 

~
up is 36190

note - jade adept is really a dragon which has polymorphed

note - jade and klave's mpcode were erased by a crash.  i'll get around

to them.

don't forget jade's death program to open up

~
301465665 1 9 0
D0
"Jade Door"~
"Jade Door"~
131 -1 36188 10 10 5
A
~
~
if( is_open( room, north ) )

  act_tochar( #nope, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, north );

  }

~
E
nope~
The Jade Door is already open.

~
E
rpull~
$n presses $s hand to the Jade Door, and it melts away before your eyes.

~
E
pull~
You press your hand to the Jade Door's swirling surface and it melts away

before your eyes.

~
!
8 0 1
A
c close~
~
act_tochar( #nope, ch );

~
E
nope~
You can't seem to close the Jade Door.

~
!
0 0 0
989 9 1509949540 3 0
-1
S

#36190
Astral Chamber~
@b@WTransparent flitters of glimpsed images float past in a sea of insane

tranquility in this place with seemingly no up or down, east or west, or

horizon.  The only firmament in sight is the strange floating island of

hardwood floor you stand upon.  A nearly translucent staircase descends

from this high perch amidst nothingness to a jade-glowing chamber far

below.@n

~
~
301465665 1 9 0
D5
~
~
0 -1 36189 10 10 5
982 9 1509949540 3 0
-1
S

#36191
Cityguard Barracks~
Hundreds of cots line the walls of this room, the sleeping-place for the

city's many loyal guardsmen.  An imposing-looking black iron gate stands

to the west, leading to the streets of Narak.

~
~
301465665 1 9 0
D3
black iron gate~
~
195 -1 36066 10 10 5
E
cots~
While not overly soft, they look nonetheless like a decent place to spend

the night.  With at least a score of other guards around you, the cot is

a safe place to rest as well.

~
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
918 9 1509949540 3 0
-1
S

#36192
Salab's House of Samite~
Bright lanterns burn in brilliant, colored glass around the walls,

throwing radiant, multicolored light through this room.  Along the walls

are beautiful garments of samite - robes, sleeves, dresses, all

glimmering in the light as it dances through the folds of silk.  A low,

simple door leads to a dim room to the west, or a staircase leads up.  A

sign is pinned proudly to the wall.

~
[Phule] safe

[Phule] nomob

[Rhen] extra- maybe add a look at the lanterns

~
301469775 1 9 0
D3
~
~
0 -1 36193 10 10 5
D4
~
~
0 -1 36115 10 10 5
E
samite garments robes sleeves dresses~
These garments are all made of samite, which is thick, fine silk

interwoven with strands of various metals.  Some are obviously woven with

gold and silver; other metals are not as easy to identify.

~
E
sign~
The sign reads:

 

@I@I WARNING: ONE SIZE DOES NOT FIT ALL 

~
1168 9 1509949540 3 0
-1
S

#36193
One Robe for Every Wizard~
This room is sparse, with only a table in its center and a dim lamp in a

corner.  The only clue to its nature as a place of business is a small

sign hanging against the wall.  An open doorway leads east into another

magic shop.

~
[Finius] wow

[Phule] lightning mage

[Phule] safe

~
301469767 1 9 0
D1
~
~
0 -1 36192 10 10 5
E
table~
The small table has a few bits of cloth scattered on it, nothing more.

~
E
dim lamp~
The lamp is firmly attached to the wall and gives off a faint glow,

illuminating the room.

~
E
sign~
The sign reads:

 

@I@I@I ONE ROBE FOR EVERY WIZARD 

 

providing you with fine robewear for over twenty years

 

@I@I WARNING: ONE SIZE DOES NOT FIT ALL 

~
1167 9 1509949540 3 0
-1
S

#36194
The Tower of Assassins - Lower Level~
~
~
301465669 0 9 0
-1
S

#36195
In the Center of the Tower~
You are below a high-reaching vertical passage which stretches upward

through the center of the tower.  Layers of dust have settled on the

floor here.  The only exit is a large rectangular doorway to the north.

~
~
301465701 0 9 0
D0
massive doorway~
north door massive doorway~
66 -1 36196 10 10 5
-1
S

#36196
A Giant Death Trap~
Spikes the the walls of this roughly cubical room.  The walls seem to be

closing in, but that may just be your imagination.  Or, it could be that

the spikes are getting longer...

 

~
~
301465717 0 9 0
D0
small iron door~
small iron door north~
390 1262 36197 10 10 5
D2
giant block of granite~
~
66 -1 36195 10 10 5
A
~
~
if( !is_open( room, south ) ) 

  end;

close( room, south );

act_tochar( #slam, ch );

act_notchar( #rslam, ch );

acode( room, 2 );

~
E
slam~
As you enter the room, a huge slab of granite falls behind you, blocking

the south exit.

~
E
rslam~
A huge slab of granite falls across the exit to the south, blocking the

south exit.

~
!
1 0 4
A
***TRAP***~
~
wait( 4 );

loop( all_in_room )

  act_tochar( #spike, rch );

wait( 4 );

loop( all_in_room )

  act_tochar( #sp2, rch );

wait( 4 );

loop( all_in_room )

  act_tochar( #sp3, rch );

wait( 4 );

loop( all_in_room )

  act_tochar( #sp4, rch );

wait( 4 );

loop( all_in_room ) {

  act_tochar( #death, rch );

  i = 1d1+998;

  dam_message( rch, i, "The death impalement" );

  inflict( rch, rch, i, "being impaled on a giant spike" );

  }

open( room, north );

~
E
spike~
The walls begin to move, closing in on you!!

~
E
sp2~
The spikes draw in even closer...you had better get out of here!!

~
E
sp3~
The spikes draw yet nearer, about to impale you!!

~
E
sp4~
The spikes edge into you...you only have a few seconds...

~
E
death~
The spikes IMPALE you, ending your life in a shredded mess!!

~
!
0 0 0
A
~
~
~
!
0 0 0
-1
S

#36197
A Giant Death Trap~
Under Construction.

~
~
301465717 0 9 0
D2
~
~
390 -1 36196 10 10 5
-1
S

#36199
The Dock Tunnel~
The massive tunnel leads north and south beneath the cliffs west of

Narak, connecting the docks with the city.  Twenty feet wide and twenty

feet deep, the tunnel is lit by flickering torches.  The sound of

crashing waves echos down the tunnel's length.

~
~
301596741 0 9 0
D0
~
~
0 -1 36207 10 10 5
D2
~
~
0 -1 36200 10 10 5
-1
S

#36200
The Dock Tunnel~
While sparse torchlight casts flickering shadows on the heavy stone

blocks of the walls, the faint echos of crashing waves sound up and down

the length of the tunnel.  To the north, the tunnel approaches the docks,

while to the south, it heads deeper into the city.

~
~
301596741 0 9 0
D0
~
~
0 -1 36199 10 10 5
D2
~
~
0 -1 36201 10 10 5
-1
S

#36201
The Dock Tunnel~
The tunnel makes a massive turn here, as a few hundred tons of heavy

stone blocks are used to construct a massive intersection.  Half of the

tunnel leads north, toward the docks, while the other half leads east,

tunneling beneath the walls of Narak and toward the city's underground

entrance.

~
~
301596741 0 9 0
D0
~
~
0 -1 36200 10 10 5
D1
~
~
0 -1 36202 10 10 5
-1
S

#36202
The Dock Tunnel~
The tunnel leads east and west, heavy stone masonry as ancient as the

hard rock itself.  The ten-foot cubic blocks fit together perfectly,

framing the twenty-foot wide and tall passage.  Faint torches flicker

overhead, lighting the tunnel.

~
~
301596741 0 9 0
D1
~
~
0 -1 36203 10 10 5
D3
~
~
0 -1 36201 10 10 5
-1
S

#36203
The Dock Tunnel~
Torches, set about ten feet apart on alternating sides of the tunnel,

light the passage with their flickering light.  Shadows mark the grooves

separating the colossal stone blocks of the tunnel's foundation, massive

pieces of rock which pave the tunnel as it connects the docks to the west

to the city proper to the east.

~
~
301596741 0 9 0
D1
~
~
0 -1 36204 10 10 5
D3
~
~
0 -1 36202 10 10 5
-1
S

#36204
The Dock Tunnel~
The heavy stone blocks used in the construction of this tunnel have been

cut to precision.  Fit side by side and one on top of each other, the

ten-foot cubic blocks form the massive frame for the passage.  To the

east, the tunnel leads toward the underground entrance of Narak, while to

the west, the passage leads under the city walls and out to the docks.

~
~
301596741 0 9 0
D1
~
~
0 -1 36205 10 10 5
D3
~
~
0 -1 36203 10 10 5
-1
S

#36205
The Dock Tunnel~
The heavy stonework of the tunnel is very evident here, as the

twenty-foot wide and twenty-foot deep tunnel makes its way beneath tons

and tons of rock.  Flickering torchlight casts shadows on the walls.  The

smell of salt touches the air, and a cool sea breeze blows in from the

west.

~
~
301596741 0 9 0
D1
~
~
0 -1 36124 10 10 5
D3
~
~
0 -1 36204 10 10 5
-1
S

#36206
The Dock Tunnel~
Under Construction.

~
~
301465669 0 9 0
-1
S

#36207
The Dock Tunnel~
The dark tunnel is lit by flickering torchlight, and the sound of

crashing waves can be heard down the tunnel to the north.  The smell of

salt is in the air.  A faint breeze blows by, smelling of the sea, and

the smoke from the torches follows the breeze out to the docks.

~
~
301596741 0 9 0
D0
~
~
0 -1 36125 10 10 5
D2
~
~
0 -1 36199 10 10 5
-1
S

#36208
A Large Tunnel Beneath the City Walls~
This wide, tall tunnel lit by high-hung torches passes beneath the east

wall of the city and into the deserts east of Narak.  Flat rock has been

laid at your feet, making the stone smooth and easily traversable.  To

the west a ramp leads up into the city, while to the east the tunnel

crosses under the city walls.

~
[Phule] two gate guards were here

[Phule] nomob

~
301596749 1 9 0
D1
~
~
0 -1 36209 10 10 5
D3
~
~
0 -1 36118 10 10 5
754 9 1509949510 3 0
754 9 1509949460 3 0
-1
S

#36209
A Large Tunnel Beneath the City Walls~
The heavy stonemasonry of the tunnels is evident in both the stone floor,

which serves as a road, and the massive walls and ceiling of the tunnel. 

Cubic blocks of heavy stone, ten feet to a side, stand shoulder to

shoulder, holding back the tons of earth which threaten to crush the

passage.  The tunnel leads north, out of the city, and west, toward the

undrgound entrance to Narak.

~
~
301596741 1 9 0
D0
~
~
0 -1 36210 10 10 5
D3
~
~
0 -1 36208 10 10 5
-1
S

#36210
A Large Tunnel Beneath the City Walls~
Lit by torches, this massive tunnel leads east, out of the city, and

south, toward the underground entrance to Narak.  Massive stone blocks

serve as a smooth road, and the heavy cyclopaean construction of the

tunnel ensures its survival long after its builders were forgotten by

time.

~
~
301596741 1 9 0
D1
~
~
0 -1 36211 10 10 5
D2
~
~
0 -1 36209 10 10 5
-1
S

#36211
A Large Tunnel Beneath the City Walls~
Paved with large heavy blocks of stone, the tunnel is wide and easily

passable by all but the largest of trade wagons.  About twenty feet

across and half again that deep, the tunnel leads north, heading out from

under Narak's walls, and west, toward the underground entrance to Narak. 

Torches light the tunnel, spaced about ten feet apart on alternating

sides of the passage.

~
~
301596741 1 9 0
D0
~
~
0 -1 36212 10 10 5
D3
~
~
0 -1 36210 10 10 5
-1
S

#36212
A Large Tunnel Beneath the City Walls~
This wide, tall tunnel lit by high-hung torches passes beneath the east

wall of the city and into the deserts east of Narak.  Flat rock has been

laid at your feet, making the stone smooth and easily traversable.

The tunnel leads north and west.

~
~
301596741 1 9 0
D1
~
~
0 -1 36213 10 10 5
D2
~
~
0 -1 36211 10 10 5
-1
S

#36213
A Large Tunnel Beneath the City Walls~
This large tunnel is lit by many torches hung high out of reach and is

large enough to fit the wagons of a merchant with ease.  The glow of the

desert can be seen through the exit to the east, and to the west the

tunnel crosses below the walls of the city.

~
~
301596741 1 9 0
D1
~
~
0 -1 35895 10 10 5
D3
~
~
0 -1 36212 10 10 5
-1
S

#36214
A Steel-Runged Ladder~
You are climbing on a ladder of steel rungs bolted to a sandstone wall to

the west.  Above you can be seen a room dimly lit with a strange light,

while below you is near total darkness.

~
~
301596741 1 9 0
D4
~
~
0 -1 36178 10 10 5
D5
~
~
0 -1 36215 10 10 5
-1
S

#36215
Vyan Level~
You overlook the lowest level of the city, a massive underground chamber

which is nearly a city all its own.  It is not clear how one descends

into the vyan quarter, but it is not from here.  This is perhaps a

guard's post or something similar.  A steel-runged ladder leads up toward

the city proper.

~
~
301596740 1 9 0
D4
~
~
0 -1 36214 10 10 5
918 137 1509949540 3 0
-1
S

#0